--Acid Gun Gifted by machontz, Regular Script!
Player = game:GetService("Players").TheMoonlightGlows
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
LeftArm = Character["Left Arm"]
LeftLeg = Character["Left Leg"]
RightArm = Character["Right Arm"]
RightLeg = Character["Right Leg"]
LS = Torso["Left Shoulder"]
LH = Torso["Left Hip"]
RS = Torso["Right Shoulder"]
RH = Torso["Right Hip"]
ModelName = "Weapon"
attack = false
attacktype = 1
Hitdeb = 0
Neck = Torso.Neck
local neckcf0 = Neck.C0
----------------------------
--Customize
Ammo = 10000
--if (string.match(Player.Unlocks.Value,"RasAlgethi Ammo+") ~= nil) then
MaxAmmo = 10000000
--else
--MaxAmmo = 10000000
--end
mindamage = 12
maxdamage = 30
crtmaxdamage = 39
omindamage = mindamage
omaxdamage = maxdamage
ocrtmaxdamage = crtmaxdamage
crtrate = 100/5
--100%/critpercentage
oblkbrkr = 0
blockbreaker = oblkbrkr
spread = 2
spread = spread*100
Ammoregen = 20
--if (string.match(Player.Unlocks.Value,"RasAlgethi Range+") ~= nil) then
range = 700
--else
--range = 15000
--end
rangepower = 50
CurrentAmmo = "Normal"
handlecolor = BrickColor.new("Dark gray")
bcolor = BrickColor.new("Pastel yellow")
gemcolor = BrickColor.new("Black")
ammotrail = BrickColor.new("Pastel brown")
ToolName = "Ras Algethi"
---------------------------------------------------------------------------------------------------------------------------------------
if Character:findFirstChild("EquippedVal",true) ~= nil then
Character:findFirstChild("EquippedVal",true).Parent = nil
end
ev = Instance.new("BoolValue",Character)
ev.Name = "EquippedVal"
ev.Value = false
if Character:findFirstChild("Block",true) ~= nil then
Character:findFirstChild("Block",true).Parent = nil
end
--player
player = nil
--welds
RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld")
--what anim
anim = "none"
--other var
player = Player
ch = Character
--save shoulders
AoETrue = {}
RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"]
function RWFunc()
RW.Part1 = ch["Right Arm"]
RSH.Part1 = nil
end
function LWFunc()
LW.Part1 = ch["Left Arm"]
LSH.Part1 = nil
end
function RWLFunc()
RWL.Part1 = ch["Right Leg"]
RHL.Part1 = nil
ch["Right Leg"].Name = "RightLeg"
RightLeg.CanCollide = false
end
function LWLFunc()
LWL.Part1 = ch["Left Leg"]
LHL.Part1 = nil
ch["Left Leg"].Name = "LeftLeg"
LeftLeg.CanCollide = true
end
function RWLRem()
RightLeg.Name = "Right Leg"
RWL.Part1 = nil
RHL.Part1 = ch["Right Leg"]
RightLeg.CanCollide = false
end
function LWLRem()
LeftLeg.Name = "Left Leg"
LWL.Part1 = nil
LHL.Part1 = ch["Left Leg"]
LeftLeg.CanCollide = false
end
function RWRem()
RW.Part1 = nil
RSH.Part1 = ch["Right Arm"]
end
function LWRem()
LW.Part1 = nil
LSH.Part1 = ch["Left Arm"]
end
if Character:findFirstChild(ModelName,true) ~= nil then
Character:findFirstChild(ModelName,true).Parent = nil
RHL.Part1 = ch["Right Leg"]
LHL.Part1 = ch["Left Leg"]
RSH.Part1 = ch["Right Arm"]
LSH.Part1 = ch["Left Arm"]
end
local swordholder = Instance.new("Model")
swordholder.Name = ModelName
swordholder.Parent = Character
--derp
RW.Part0 = ch.Torso
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
RW.Parent = swordholder
--
LW.Part0 = ch.Torso
LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
LW.C1 = CFrame.new(0, 0.5, 0)
LW.Parent = swordholder
--
RWL.Part0 = ch.Torso
RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0)
RWL.C1 = CFrame.new(0.5, 1, 0)
RWL.Parent = swordholder
--
LWL.Part0 = ch.Torso
LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0)
LWL.C1 = CFrame.new(-0.5, 1, 0)
LWL.Parent = swordholder
local msh1 = Instance.new("CylinderMesh")
msh1.Scale = Vector3.new(1,1,1)
local msh2 = Instance.new("BlockMesh")
msh2.Scale = Vector3.new(1,1,1)
local msh3 = Instance.new("CylinderMesh")
msh3.Scale = Vector3.new(1,1,1)
local msh4 = Instance.new("CylinderMesh")
msh4.Scale = Vector3.new(1,1,1)
local msh5 = Instance.new("CylinderMesh")
msh5.Scale = Vector3.new(1,1,1)
local msh6 = Instance.new("BlockMesh")
msh6.Scale = Vector3.new(1,1,1)
local torsc = false
for i,z in pairs(Character:GetChildren()) do
if z.className == "CharacterMesh" then
if z.BodyPart == Enum.BodyPart.Torso then
torsc = true
end
end
end
if torsc then
msh7 = Instance.new("SpecialMesh")
msh7.MeshId = "http://www.roblox.com/asset/?id=3270017"
msh7.Scale = Vector3.new(2.01,1,1.01)
msh7.Scale = Vector3.new(2.01,1,1.01)
else
msh7 = Instance.new("BlockMesh")
msh7.Scale = Vector3.new(2.01,0.1,1.01)
end
local msh8 = Instance.new("SpecialMesh")
msh8.MeshId = "http://www.roblox.com/asset/?id=3270017"
msh8.Scale = Vector3.new(0.5,0.5,7)
msh8.Scale = Vector3.new(0.5,0.5,7)
local msh9 = Instance.new("BlockMesh")
msh9.Scale = Vector3.new(1,1,1)
local prt1 = Instance.new("Part")
prt1.formFactor = 3
prt1.CanCollide = false
prt1.Name = "Handle"
prt1.Locked = true
prt1.Size = Vector3.new(0.3,1,0.3)
prt1.Parent = swordholder
msh1.Parent = prt1
prt1.BrickColor = handlecolor
local prt2 = Instance.new("Part")
prt2.formFactor = 3
prt2.CanCollide = false
prt2.Name = "Handle2"
prt2.Locked = true
prt2.Size = Vector3.new(0.5,0.2,1.5)
prt2.Parent = swordholder
msh2.Parent = prt2
prt2.BrickColor = handlecolor
local prt3 = Instance.new("Part")
prt3.formFactor = 3
prt3.CanCollide = false
prt3.Name = "Handle3"
prt3.Locked = true
prt3.Size = Vector3.new(0.7,1.2,0.7)
prt3.Parent = swordholder
msh3.Parent = prt3
prt3.BrickColor = bcolor
local prt4 = Instance.new("Part")
prt4.formFactor = 3
prt4.CanCollide = false
prt4.Name = "BackBarrel"
prt4.Locked = true
prt4.Size = Vector3.new(0.5,1.2,0.5)
prt4.Parent = swordholder
msh4.Parent = prt4
prt4.BrickColor = handlecolor
local prt5 = Instance.new("Part")
prt5.formFactor = 3
prt5.CanCollide = false
prt5.Name = "Barrel"
prt5.Locked = true
prt5.Size = Vector3.new(0.4,2.5,0.4)
prt5.Parent = swordholder
msh5.Parent = prt5
prt5.BrickColor = handlecolor
local prt6 = Instance.new("Part")
prt6.formFactor = 3
prt6.CanCollide = false
prt6.Name = "BarrelHandle"
prt6.Locked = true
prt6.Size = Vector3.new(0.3,1,0.3)
prt6.Parent = swordholder
msh6.Parent = prt6
prt6.BrickColor = handlecolor
local prt7 = Instance.new("Part")
prt7.formFactor = 3
prt7.CanCollide = false
prt7.Name = "HolsterStrap"
prt7.Locked = true
prt7.Size = Vector3.new(1,1,1)
prt7.Parent = swordholder
msh7.Parent = prt7
prt7.BrickColor = handlecolor
local prt8 = Instance.new("Part")
prt8.formFactor = 3
prt8.CanCollide = false
prt8.Name = "Holster"
prt8.Locked = true
prt8.Size = Vector3.new(1,1,1)
prt8.Parent = swordholder
msh8.Parent = prt8
prt8.BrickColor = handlecolor
local prt9 = Instance.new("Part")
prt9.formFactor = 3
prt9.CanCollide = false
prt9.Name = "AmmoHolster"
prt9.Locked = true
prt9.Size = Vector3.new(0.2,1,0.7)
prt9.Parent = swordholder
msh9.Parent = prt9
prt9.BrickColor = handlecolor
local w1 = Instance.new("Weld")
w1.Parent = prt1
w1.Part0 = prt1
local w2 = Instance.new("Weld")
w2.Parent = prt2
w2.Part0 = prt2
w2.Part1 = prt1
w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
w2.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0.6,0.5)
local w3 = Instance.new("Weld")
w3.Parent = prt3
w3.Part0 = prt3
w3.Part1 = prt2
w3.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90+45), 0, 0) * CFrame.new(0, 0.25,-0.5)
local w4 = Instance.new("Weld")
w4.Parent = prt4
w4.Part0 = prt4
w4.Part1 = prt2
w4.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
w4.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,0.5)
local w5 = Instance.new("Weld")
w5.Parent = prt5
w5.Part0 = prt5
w5.Part1 = prt3
w5.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
w5.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 1.5,0)
local w6 = Instance.new("Weld")
w6.Parent = prt6
w6.Part0 = prt6
w6.Part1 = prt3
w6.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
w6.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1.5,-0.5)
local w7 = Instance.new("Weld")
w7.Parent = prt7
w7.Part0 = prt7
w7.Part1 = Torso
w7.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
if torsc then
w7.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1,0)
else
w7.C0 = CFrame.Angles(0, 0, 0) * CFrame.new(0, 1,0)
end
local w8 = Instance.new("Weld")
w8.Parent = prt8
w8.Part0 = prt8
w8.Part1 = Torso
w8.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
w8.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(-1.1, 1-0.25,0)
local w9 = Instance.new("Weld")
w9.Parent = prt9
w9.Part0 = prt9
w9.Part1 = Torso
w9.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
w9.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(1, 0.75,-0.5)
local RAP = Instance.new("Part")
RAP.formFactor = 0
RAP.CanCollide = false
RAP.Name = "RAPart"
RAP.Locked = true
RAP.Size = Vector3.new(1,1,1)
RAP.Parent = swordholder
RAP.Transparency = 1
local w = Instance.new("Weld")
w.Parent = RAP
w.Part0 = RAP
w.Part1 = RightArm
w.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
w.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0)
function unequipweld()
w1.Part1 = Torso
w1.C1 = CFrame.fromEulerAnglesXYZ(0, math.rad(0), math.rad(0)) * CFrame.new(0, 0,0)
w1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180),math.rad(-0), math.rad(0)) * CFrame.new(-1.15, 1, -0.6)
end
unequipweld()
function equipweld()
w1.Part0 = prt1
w1.Part1 = RAP
w1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
end
function ss(parent,p) --Slash
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = parent
SlashSound.Volume = .7
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function uss(parent,p) --unsheath
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav"
SlashSound.Parent = parent
SlashSound.Volume = .7
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function cs(parent,p) --Magic Charge
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137"
SlashSound.Parent = parent
SlashSound.Parent = parent
SlashSound.Volume = .7
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function ls(parent,p) --Lazer Sound
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset?id=1369158"
SlashSound.Parent = parent
SlashSound.Parent = parent
SlashSound.Volume = .7
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function ts(parent,p)
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=12222030"
SlashSound.Parent = parent
SlashSound.Parent = parent
SlashSound.Volume = .7
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function fs(parent,p) --Fire Sound
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=31758982"
SlashSound.Parent = parent
SlashSound.Parent = parent
SlashSound.Volume = .7
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function ms(parent,p) --Metal Cling Sound
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\metal.ogg"
SlashSound.Parent = parent
SlashSound.Volume = 5
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function bs(parent,p) --Berserk Sound
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=2676305"
SlashSound.Parent = parent
SlashSound.Parent = parent
SlashSound.Volume = 1
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function hs(parent,p) --Ammo Hit Sound
ms(parent,p)
end
function as(parent,p) --Gun Shoot Sound
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://roblox.com/asset/?id=10209257"
SlashSound.Parent = parent
SlashSound.Volume = 0.5
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function ars(parent,p) --Gun Reload Sound
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://roblox.com/asset/?id=10209869"
SlashSound.Parent = parent
SlashSound.Parent = parent
SlashSound.Volume = 1
SlashSound.Pitch = p
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
--
--
function returndmg()
mindamage = omindamage
maxdamage = omaxdamage
crtmaxdamage = ocrtmaxdamage
end
function subdmg(sub)
mindamage = omindamage - sub
maxdamage = omaxdamage - sub
crtmaxdamage = ocrtmaxdamage - sub
end
function prcntdmg(sub)
mindamage = math.floor(omindamage - (omindamage*(sub/100)))
maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100)))
crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100)))
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
end
function hideanim()
attack = true
ars(Head,0.85)
for i = 0.25 ,1 ,0.25 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25+10*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90+25*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5*i),0,math.rad(0))
end
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(35+10*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(115+20*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5-5*i),0,math.rad(0))
end
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-130*i),math.rad(0),math.rad(-60+60*i))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40-20*i),math.rad(0),math.rad(45-22.5*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+40*i),0,math.rad(-30*i))
end
unequipweld()
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(-20+20*i),math.rad(0),math.rad(0))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(20-20*i),math.rad(0),math.rad(22.5-22.5*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30-30*i),0,math.rad(-30+30*i))
end
Neck.C0 = neckcf0
RWRem()
LWRem()
attack = false
end
function equipanim()
attack = true
RWFunc()
w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5)
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(-20*i),math.rad(0),math.rad(0))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30*i),0,math.rad(-30*i))
end
equipweld()
ars(Head,1)
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(-20+130*i),math.rad(0),math.rad(0))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30-35*i),0,math.rad(-30))
end
LWFunc()
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(110-20*i),math.rad(0),math.rad(-60*i))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.Angles(math.rad(40*i),math.rad(0),math.rad(25*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(135-45*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+5*i),0,math.rad(-30+30*i))
end
Neck.C0 = neckcf0
attack = false
end
function faketors()
local T = Instance.new("Part")
T.formFactor = 0
T.CanCollide = false
T.Name = "FakeTorso"
T.Locked = true
T.Size = Torso.Size
T.Parent = swordholder
T.Transparency = 1
T.BrickColor = Torso.BrickColor
for i,z in pairs(Character:GetChildren()) do
if z.className == "CharacterMesh" then
if z.BodyPart == Enum.BodyPart.Torso then
local SM = Instance.new("SpecialMesh",T)
SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
if z.BaseTextureId ~= 0 then
SM.TextureId = z.BaseTextureId
elseif z.OverlayTextureId ~= 0 then
SM.TextureId = z.OverlayTextureId
else
SM.TextureId = ""
end
end
end
end
local wt = Instance.new("Weld")
wt.Parent = T
wt.Part0 = T
wt.Part1 = Torso
RW.Part0 = T
LW.Part0 = T
T.Transparency = 0
Torso.Transparency = 1
RHL.Part0 = T
LHL.Part0 = T
return wt,T
end
if (script.Parent.className ~= "HopperBin") then
Tool = Instance.new("HopperBin")
Tool.Parent = Backpack
Tool.Name = ToolName
script.Parent = Tool
end
Bin = script.Parent
function damagesplat(dmg,hit,crit,blocked)
local mo = Instance.new("Model")
mo.Name = dmg
local pa = Instance.new("Part",mo)
pa.formFactor = 3
pa.Size = Vector3.new(0.8,0.3,0.8)
if crit then
pa.BrickColor = BrickColor.new("Bright yellow")
elseif not crit then
pa.BrickColor = BrickColor.new("Bright red")
end
if blocked then pa.BrickColor = BrickColor.new("Bright blue") end
pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0)
pa.Name = "Head"
local hah = Instance.new("Humanoid")
hah.Parent = mo
hah.MaxHealth = 0
hah.Health = 0
local bp = Instance.new("BodyPosition")
bp.P = 14000
bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
bp.position = hit.Position + Vector3.new(0, 5, 0)
coroutine.resume(coroutine.create(function()
wait()
mo.Parent = workspace
bp.Parent = pa
wait(1.4)
mo:remove()
end))
return pa
end
function damage(hum,dmg,critornot)
local pa = damagesplat(dmg,hum.Torso,critornot)
hum:TakeDamage(dmg)
coroutine.resume(coroutine.create(function()
tagHumanoid(hum,Player)
wait(1)
untagHumanoid(hum)
end))
return pa
end
function AddAmmo(add)
Ammo = Ammo + add
if Ammo > MaxAmmo then
Ammo = MaxAmmo
end
end
function ADmg(humm,hit,pos)
if CurrentAmmo == "Normal" then
if humm.Parent:findFirstChild("Block") ~= nil then
if humm.Parent.Block.Value then
damagesplat(0,humm.Torso,false,true)
return
end
end
prcntdmg(0)
if critrandomizer ~= 1 then
local rndmdamage = math.random(mindamage,maxdamage)
damage(humm,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = math.random(maxdamage,crtmaxdamage)
damage(humm,rndmdamage,true)
end
elseif CurrentAmmo == "Poison" then
if humm.Parent:findFirstChild("Block") ~= nil then
if humm.Parent.Block.Value then
damagesplat(0,humm.Torso,false,true)
return
end
end
prcntdmg(25)
if critrandomizer ~= 1 then
local rndmdamage = math.random(mindamage,maxdamage)
damage(humm,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = math.random(maxdamage,crtmaxdamage)
damage(humm,rndmdamage,true)
end
if math.random(1,5) == 1 then
local poisoncount = math.random(2,10)
coroutine.resume(coroutine.create(function()
repeat
wait(1.5)
poisoncount = poisoncount - 1
local rndmdamage = math.floor(math.random(1,5)/2)
local pa = damage(humm,rndmdamage,false)
pa.BrickColor = BrickColor.new("Alder")
until poisoncount <= 0
end))
end
elseif CurrentAmmo == "Knockback" then
if humm.Parent:findFirstChild("Block") ~= nil then
if humm.Parent.Block.Value then
damagesplat(0,humm.Torso,false,true)
return
end
end
prcntdmg(25)
if critrandomizer ~= 1 then
local rndmdamage = math.random(mindamage,maxdamage)
damage(humm,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = math.random(maxdamage,crtmaxdamage)
damage(humm,rndmdamage,true)
end
local vel = Instance.new("BodyVelocity",humm.Torso)
vel.maxForce = Vector3.new(1,1,1) * math.huge
vel.P = vel.P * 5
vel.velocity = Vector3.new(0,1,0) + CFrame.new(Torso.Position,humm.Torso.Position).lookVector * 10
coroutine.resume(coroutine.create(function()
wait() wait() wait() wait()
vel.Parent=nil
end))
returndmg()
end
end
function OT(hit) --Normal Damage
if Hitdeb == 1 then return end
if hit.Parent == nil then return end
local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then
if hum.Health <= 0 then return end
if hit.Parent:findFirstChild("Block") ~= nil then
if hit.Parent.Block.Value then
damagesplat(0,hum.Torso,false,true)
Hitdeb = 1
if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then
if hit.Parent.Block.BlockPower.Value <= 1 then
hit.Parent.Block.Value = false
elseif hit.Parent.Block.BlockPower.Value > 1 then
local critrandomizer = math.random(crtrate)
if critrandomizer ~= 1 then
hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker
elseif critrandomizer == 1 then
hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2
end
end
end
return end end
local critrandomizer = math.random(crtrate)
if critrandomizer ~= 1 then
local rndmdamage = math.random(mindamage,maxdamage)
damage(hum,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = math.random(maxdamage,crtmaxdamage)
damage(hum,rndmdamage,true)
end
Hitdeb = 1
end
end
function AoE(p,magnitude)
local c = game.Workspace:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and hum.Health ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local mag = (head.Position - p).magnitude;
if mag <= magnitude and c[i].Name ~= Character.Name then
local foundd = false
for ii = 1 , #AoETrue do
if AoETrue[ii] == c[i].Name then
foundd = true
end
end
if foundd then
end
--
if not foundd then
local critrandomizer = math.random(crtrate)
if critrandomizer ~= 1 then
local rndmdamage = math.random(mindamage,maxdamage)
damage(hum,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = math.random(maxdamage,crtmaxdamage)
damage(hum,rndmdamage,true)
end
table.insert(AoETrue,c[i].Name)
end
end
end
end
end
for ii = 1 , #AoETrue do
table.remove(AoETrue,#AoETrue)
end
end
--
--
function effect(Color,Ref,LP,P1)
local effectsmsh = Instance.new("BlockMesh")
effectsmsh.Scale = Vector3.new(1,1,1)
effectsmsh.Name = "Mesh"
local effectsg = Instance.new("Part")
effectsg.formFactor = 3
effectsg.CanCollide = false
effectsg.Name = "Eff"
effectsg.Locked = true
effectsg.Anchored = true
effectsg.Size = Vector3.new(0.2,1,0.2)
effectsg.Parent = swordholder
effectsmsh.Parent = effectsg
effectsg.BrickColor = BrickColor.new(Color)
effectsg.Reflectance = Ref
local point1 = P1
local mg = (LP.p - point1.p).magnitude
effectsg.Size = Vector3.new(0.2,mg,0.2)
effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
coroutine.resume(coroutine.create(function()
for i = 0 , 1 , 0.1 do
wait()
effectsg.Transparency = 1*i
effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i)
end
wait()
effectsg.Parent = nil
end))
end
--
con = nil
function dmgcnnct()
if con ~= nil then
con:disconnect()
Hitdeb = 0
end
con = prt11.Touched:connect(OT)
end
function dmgdc()
if con ~= nil then
con:disconnect()
Hitdeb = 0
end
end
function rptddmg(value,des,inc)
coroutine.resume(coroutine.create(function()
repeat
wait(inc)
Hitdeb = 0
until value == des
end))
end
function atktype(s,e)
coroutine.resume(coroutine.create(function ()
attacktype = e
wait(0.25)
attacktype = s
end))
end
function shoottrail(mouse)
local p1 = (prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p
local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100
local dir = CFrame.new((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
local hit,pos = rayCast(p1,dir.lookVector,10,Character)
local rangepos = range
local function drawtrail(From,To)
local effectsmsh = Instance.new("CylinderMesh")
effectsmsh.Scale = Vector3.new(1,1,1)
effectsmsh.Name = "Mesh"
local effectsg = Instance.new("Part")
effectsg.formFactor = 3
effectsg.CanCollide = false
effectsg.Name = "Eff"
effectsg.Locked = true
effectsg.Anchored = true
effectsg.Size = Vector3.new(0.2,0.2,0.2)
effectsg.Parent = swordholder
effectsmsh.Parent = effectsg
effectsg.BrickColor = ammotrail
effectsg.Reflectance = 0.25
local LP = From
local point1 = To
local mg = (LP - point1).magnitude
effectsmsh.Scale = Vector3.new(1,mg*5,1)
effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0)
coroutine.resume(coroutine.create(function()
for i = 0 , 1 , 0.1 do
wait()
effectsg.Transparency = 1*i
effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i)
end
effectsg.Parent = nil
end))
end
local newpos = p1
local inc = rangepower
repeat
wait()
rangepos = rangepos - 10
dir = dir * CFrame.Angles(math.rad(-0.1),0,0)
hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
drawtrail(newpos,pos)
newpos = newpos + (dir.lookVector * inc)
if inc >= 20 then
inc = inc - 10
end
if hit ~= nil then
rangepos = 0
end
until rangepos <= 0
if hit ~= nil then
hs(Head,1)
if hit.Parent:FindFirstChild("Humanoid") ~= nil then
hum = hit.Parent.Humanoid
ADmg(hum,hit,pos)
elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
hum = hit.Parent.Parent.Humanoid
ADmg(hum,hit,pos)
end
end
end
function Ready(mouse)
if Ammo <= 0 then Reload() return end
attack = true
local wt,t = faketors()
w7.Part1 = t
w8.Part1 = t
w9.Part1 = t
Character.Humanoid.WalkSpeed = 5
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+35*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(50*i), 0)
end
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(75+20*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(50+10*i), 0)
end
wait() wait()
repeat
wait()
as(Head,1)
coroutine.resume(coroutine.create(function()
for z = 1 ,2 do
coroutine.resume(coroutine.create(function()
local meshb1 = Instance.new("BlockMesh")
meshb1.Scale = Vector3.new(1,1,1)
local shellb1 = Instance.new("Part")
meshb1.Parent = shellb1
shellb1.Anchored = true
shellb1.formFactor = 3
shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100)
shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
shellb1.Parent = swordholder
shellb1.Transparency = 0
if math.random(1,2) == 1 then
shellb1.BrickColor = BrickColor.new("Bright red")
else
shellb1.BrickColor = BrickColor.new("Bright orange")
end
shellb1.CanCollide = false
local incre = math.random(0,60)/100
for i = 0 , 1 , 0.1 do
wait()
shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
shellb1.Transparency = 1*i
meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
end
shellb1.Parent=nil
end))
end
shoottrail(mouse)
end))
Ammo = Ammo - 1
for i = 0.5 , 1 , 0.5 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(95+5*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(60), 0)
end
for i = 0.5 , 1 , 0.5 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5+5*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(100-5*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(60), 0)
end
until not keyhold or Ammo <= 0
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(95-25*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(60-60*i), 0)
end
w7.Part1 = Torso
w8.Part1 = Torso
w9.Part1 = Torso
RW.Part0 = Torso
LW.Part0 = Torso
Torso.Transparency = 0
RHL.Part0 = Torso
LHL.Part0 = Torso
t.Parent = nil
Character.Humanoid.WalkSpeed = 14
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15+10*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(70-30*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
end
wait(0.25)
attack = false
end
function Reload()
attack = true
ars(Head,0.75)
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+20*i))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-45*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40-60*i),math.rad(0),math.rad(25-15*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90+90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10*i),0,math.rad(-20*i))
end
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-40))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-20+20*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(-20+40*i),math.rad(0),math.rad(10-10*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+20*i),0,math.rad(-20))
end
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-40-5*i))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(45*i), 0, 0)
LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(20+80*i),math.rad(0),math.rad(45*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(10+10*i),0,math.rad(-20+10*i))
end
AddAmmo(Ammoregen)
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(45+5*i), 0, 0)
LW.C0 = CFrame.new(-1, 0.5, -0.5) * CFrame.Angles(math.rad(100-10*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(20+5*i),0,math.rad(-10+5*i))
end
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1+0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45-15*i))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(50-25*i), 0, 0)
LW.C0 = CFrame.new(-1-0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(90-60*i),math.rad(0),math.rad(45-20*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180-90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(25-25*i),0,math.rad(-5+5*i))
end
Neck.C0 = neckcf0
attack = false
end
function NormalAmmo()
attack = true
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25+20*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5*i),0,0)
end
ars(Head,1)
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.5+0.25*i, 0.5, -0.5) * CFrame.Angles(math.rad(100),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.25-0.25*i, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(100+20*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(2.5+2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(120-45*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90+90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5),0,0)
end
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5+0.25*i, -0.5) * CFrame.Angles(math.rad(75+60*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.75, -0.5) * CFrame.Angles(math.rad(135-20*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+2.5*i),0,0)
end
CurrentAmmo = "Normal"
ammotrail = BrickColor.new("White")
ars(Head,2)
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1+0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15-15*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.75-0.25*i, -0.5) * CFrame.Angles(math.rad(115-75*i),math.rad(0),math.rad(45-20*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180-90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-2.5+2.5*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
end
attack = false
end
function PoisonAmmo()
attack = true
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25+20*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5*i),0,0)
end
ars(Head,1)
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.5+0.25*i, 0.5, -0.5) * CFrame.Angles(math.rad(100),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.25-0.25*i, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(100+20*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(2.5+2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(120-45*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90+90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5),0,0)
end
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5+0.25*i, -0.5) * CFrame.Angles(math.rad(75+60*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.75, -0.5) * CFrame.Angles(math.rad(135-20*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+2.5*i),0,0)
end
CurrentAmmo = "Poison"
ammotrail = BrickColor.new("Bright violet")
ars(Head,2)
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1+0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15-15*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.75-0.25*i, -0.5) * CFrame.Angles(math.rad(115-75*i),math.rad(0),math.rad(45-20*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180-90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-2.5+2.5*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
end
attack = false
coroutine.resume(coroutine.create(function()
repeat
wait(0.25+0.75*math.random())
if Ammo ~= 0 then
local meshb1 = Instance.new("SpecialMesh")
meshb1.Scale = Vector3.new(1,1,1)
meshb1.MeshType = "Sphere"
local shellb1 = Instance.new("Part")
meshb1.Parent = shellb1
shellb1.Anchored = true
shellb1.formFactor = 3
shellb1.Size = Vector3.new(0.3,0.3,0.3)
shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p)
shellb1.Parent = swordholder
shellb1.Transparency = 0
shellb1.BrickColor = BrickColor.new("Alder")
shellb1.CanCollide = false
for i = 0 , 1 , 0.1 do
wait()
shellb1.CFrame = shellb1.CFrame + Vector3.new(0,-0.15,0)
shellb1.Transparency = 1*i
meshb1.Scale = Vector3.new(1,1+3*i,1)
end
shellb1.Parent=nil
end
until CurrentAmmo ~= "Poison"
end))
end
function KBAmmo()
attack = true
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25+20*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5*i),0,0)
end
ars(Head,1)
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.5+0.25*i, 0.5, -0.5) * CFrame.Angles(math.rad(100),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.25-0.25*i, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(100+20*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(2.5+2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(120-45*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90+90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5),0,0)
end
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5+0.25*i, -0.5) * CFrame.Angles(math.rad(75+60*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.75, -0.5) * CFrame.Angles(math.rad(135-20*i),math.rad(0),math.rad(45))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+2.5*i),0,0)
end
CurrentAmmo = "Knockback"
ammotrail = BrickColor.new("Black")
ars(Head,2)
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1+0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15-15*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.75-0.25*i, -0.5) * CFrame.Angles(math.rad(115-75*i),math.rad(0),math.rad(45-20*i))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(180-90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-2.5+2.5*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
end
attack = false
end
function AimedReady(mouse)
if Ammo <= 0 then Reload() return end
attack = true
local wt,t = faketors()
w7.Part1 = t
w8.Part1 = t
w9.Part1 = t
Character.Humanoid.WalkSpeed = 5
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+35*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(50*i), 0)
Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20*i),0)
end
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(75+20*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(50+10*i), 0)
end
wait() wait()
local orispread = spread
spread = 0
repeat
wait(0.15)
as(Head,1)
coroutine.resume(coroutine.create(function()
for z = 1 ,2 do
coroutine.resume(coroutine.create(function()
local meshb1 = Instance.new("BlockMesh")
meshb1.Scale = Vector3.new(1,1,1)
local shellb1 = Instance.new("Part")
meshb1.Parent = shellb1
shellb1.Anchored = true
shellb1.formFactor = 3
shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100)
shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
shellb1.Parent = swordholder
shellb1.Transparency = 0
if math.random(1,2) == 1 then
shellb1.BrickColor = BrickColor.new("Bright red")
else
shellb1.BrickColor = BrickColor.new("Bright orange")
end
shellb1.CanCollide = false
local incre = math.random(0,60)/100
for i = 0 , 1 , 0.1 do
wait()
shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
shellb1.Transparency = 1*i
meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
end
shellb1.Parent=nil
end))
end
shoottrail(mouse)
end))
Ammo = Ammo - 1
for i = 0.5 , 1 , 0.5 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(95+5*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(60), 0)
Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20+5*i),0)
end
for i = 0.5 , 1 , 0.5 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5+5*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(100-5*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(60), 0)
Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-15-5*i),0)
end
until not buttonhold or Ammo <= 0
spread = orispread
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(95-25*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
wt.C0 = CFrame.Angles(0, math.rad(60-60*i), 0)
Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20+20*i),0)
end
w7.Part1 = Torso
w8.Part1 = Torso
w9.Part1 = Torso
RW.Part0 = Torso
LW.Part0 = Torso
Torso.Transparency = 0
RHL.Part0 = Torso
LHL.Part0 = Torso
t.Parent = nil
Character.Humanoid.WalkSpeed = 14
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15+10*i), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(70-30*i),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
end
wait(0.25)
attack = false
end
function returnwelds()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25))
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0)
RWL.C1 = CFrame.new(0.5, 1, 0)
LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0)
LWL.C1 = CFrame.new(-0.5, 1, 0)
Neck.C0 = neckcf0
end
keyhold = false
function ob1d(mouse)
hold = true
if attack then return end
keyhold = true
Ready(mouse)
end
function ob1u(mouse)
keyhold = false
end
buttonhold = false
function key(key,mouse)
if attack then return end
if key == "f" then
Reload()
end
if key == "q" then
buttonhold = true
AimedReady(mouse)
end
if key == "e" then
NormalAmmo()
end
if key == "r" then --and (string.match(Player.Unlocks.Value,"Poison Ammo") ~= nil) then
PoisonAmmo()
end
if key == "t" then --and (string.match(Player.Unlocks.Value,"Knockback ammo") ~= nil) then
KBAmmo()
end
end
function key2(key)
if key == "f" or key == "q" then
buttonhold = false
end
end
function s(mouse)
repeat wait() until not attack
repeat wait() until not ev.Value
mouse.Button1Down:connect(function() ob1d(mouse) end)
mouse.Button1Up:connect(function() ob1u(mouse) end)
mouse.KeyDown:connect(function(ke) key(ke,mouse) end)
mouse.KeyUp:connect(key2)
equipanim()
ev.Value = true
end
function ds(mouse)
keyhold = false
repeat wait() until not attack
repeat wait() until ev.Value
hideanim()
wait(0.1)
ev.Value = false
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
if PlayerGui:findFirstChild("AmmoMeter") ~= nil then
PlayerGui:findFirstChild("AmmoMeter").Parent = nil
end
coroutine.resume(coroutine.create(function()
local SG = Instance.new("ScreenGui",PlayerGui)
SG.Name = "AmmoMeter"
local frame = Instance.new("Frame",SG)
frame.Size = UDim2.new(0.2,0,0.1,0)
frame.Position = UDim2.new(0.5-0.1,0,0.05,0)
frame.BackgroundColor3 = BrickColor.new("Brown").Color
local Ammotext = Instance.new("TextLabel",frame)
Ammotext.Size = UDim2.new(1,0,0.35,0)
Ammotext.BackgroundTransparency = 1
Ammotext.Text = "Ammo"
Ammotext.FontSize = "Size18"
Ammotext.TextColor3 = BrickColor.new("White").Color
local backing = Instance.new("ImageLabel",frame)
backing.Size = UDim2.new(0.8,0,0.45,0)
backing.Image = "http://www.roblox.com/asset/?id=48965808"
backing.Position = UDim2.new(0.1,0,0.45,0)
backing.Position = UDim2.new(0.1,0,0.45,0)
backing.BackgroundColor3 = BrickColor.new("Black").Color
local img = Instance.new("ImageLabel",backing)
img.Size = UDim2.new(1,0,1,0)
img.Image = "http://www.roblox.com/asset/?id=48965808"
img.Position = UDim2.new(0,0,0,0)
img.Position = UDim2.new(0,0,0,0)
img.BackgroundColor3 = BrickColor.new("Brown").Color
local percent = Instance.new("TextLabel",backing)
percent.Size = UDim2.new(1,0,1,0)
percent.BackgroundTransparency = 1
percent.TextColor3 = BrickColor.new("White").Color
percent.Text = Ammo.."/".. MaxAmmo
percent.FontSize = "Size18"
local currentam = Instance.new("TextLabel",frame)
currentam.Size = UDim2.new(0.5,0,0.25,0)
currentam.Position = UDim2.new(0,0,1,0)
currentam.BackgroundTransparency = 0
currentam.BackgroundColor3 = BrickColor.new("Brown").Color
currentam.TextColor3 = BrickColor.new("White").Color
currentam.Text = CurrentAmmo
currentam.FontSize = "Size18"
repeat
wait()
pcall(function()
img.Size = UDim2.new(1*(Ammo/MaxAmmo),0,1,0)
percent.Text = Ammo.."/".. MaxAmmo
currentam.Text = CurrentAmmo
end)
until SG.Parent == nil
end))
Character.Humanoid.WalkSpeed = 50
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