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Acid Gun

Hebablazin | PRO | 05/30/16 10:38:40 PM UTC | 0 ⭐ | 798 👁️ | Never ⏰ | []
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--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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