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Axe

Hebablazin | PRO | 05/30/16 10:53:56 PM UTC | 0 ⭐ | 720 👁️ | Never ⏰ | []
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--Axe of Doom Gifted by machontz, Regular Script!
 Plrs = game:GetService("Players")
   Name = "TheMoonlightGlows"
 me = Plrs.TheMoonlightGlows
 char = me.Character
 Modelname = "Ax of Doom"
 Toolname = "Ax of Doom"
 Surfaces = {"FrontSurface", "BackSurface", "TopSurface", "BottomSurface", "LeftSurface", "RightSurface"}
 necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) 
 selected = false
 Hurt = false
 Able = true
   CA = CFrame.Angles
 CN = CFrame.new
 MR = math.rad
 MP = math.pi
 MD = math.deg
 MH = math.huge
 MRA = math.random
   Add = {
 	Sphere = function(P)
 		local m = Instance.new("SpecialMesh",P)
 		m.MeshType = "Sphere"
 		return m
 	end,
 	BF = function(P)
 		local bf = Instance.new("BodyForce",P)
 		bf.force = Vector3.new(0, P:GetMass()*187, 0)
 		return bf
 	end,
 	BP = function(P)
 		local bp = Instance.new("BodyPosition",P)
 		bp.maxForce = Vector3.new(math.huge, 0, math.huge)
 		bp.P = 14000
 		return bp
 	end,
 	BG = function(P)
 		local bg = Instance.new("BodyGyro",P)
 		bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
 		bg.P = 14000
 		return bg
 	end,
 	Mesh = function(P, ID, x, y, z)
 		local m = Instance.new("SpecialMesh")
 		m.MeshId = ID
 		m.Scale = Vector3.new(x, y, z)
 		m.Parent = P
 		return m
 	end,
 	Sound = function(P, ID, vol, pitch)
 		local s = Instance.new("Sound")
 		s.SoundId = ID
 		s.Volume = vol
 		s.Pitch = pitch
 		s.Parent = P
 		return s
 	end
 }
   function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break)
 	local p = Instance.new("Part")
 	p.formFactor = "Custom"
 	p.Anchored = Anchor
 	p.CanCollide = Collide
 	p.Transparency = Tran
 	p.Reflectance = Ref
 	p.BrickColor = BrickColor.new(Color)
 	for _, Surf in pairs(Surfaces) do
 		p[Surf] = "Smooth"
 	end
 	p.Size = Vector3.new(X, Y, Z)
 	if Break then
 		p:BreakJoints()
 	else p:MakeJoints() end
 	p.Parent = Parent
 	return p
 end
   function Weld(p0, p1, x, y, z, a, b, c)
 	local w = Instance.new("Weld")
 	w.Parent = p0
 	w.Part0 = p0
 	w.Part1 = p1
 	w.C1 = CN(x,y,z) * CA(a,b,c)
 	return w
 end
   function ComputePos(pos1, pos2)
 	local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)
 	return CN(pos1, pos3)
 end
   function getHumanoid(c)
 	local h = nil
 	for i,v in pairs(c:children()) do
 		if v:IsA("Humanoid") and c ~= char then
 			if v.Health > 0 then
 				h = v
 			end
 		end
 	end
 	return h
 end
   for i,v in pairs(char:children()) do
 	if v.Name == Modelname then
 		v:remove()
 	end
 end
   torso = char.Torso
 neck = torso.Neck
 hum = char.Humanoid
 Rarm = char["Right Arm"]
 Larm = char["Left Arm"]
 Rleg = char["Right Leg"]
 Lleg = char["Left Leg"]
   hc = Instance.new("Humanoid")
 hc.Health = 0
 hc.MaxHealth = 0
   slash = Add.Sound(nil, "rbxasset://sounds//swordslash.wav", 0.9, 1)
 hitsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2801263", 0.7, 0.6)
 charge = Add.Sound(nil, "http://www.roblox.com/asset/?id=2101137", 0.8, 0.65)
 boom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2691586", 0.8, 0.3)
   function PlaySound(sound)
 	local s = sound:clone()
 	s.Parent = torso
 	s.PlayOnRemove = true
 	coroutine.resume(coroutine.create(function()
 		wait()
 		s:remove()
 	end))
 end
     --[[ PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS 
 PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS 
 PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS PARTS 
 ]]
 Mo = Instance.new("Model")
 Mo.Name = Modelname
   RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
 LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
 RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
 LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
   RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0)
 LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0)
 RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0)
 LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0)
   RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0)
 LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0)
 RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0)
 LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0)
   HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
 HBW = Weld(Rarm, HB, 0, 1, 0, 0, 0, 0)
 HW = Weld(HB, nil, 0, -1, 0, math.pi/2, 0, 0)
   TH = Weld(torso, nil, -0.75, 0.7, 0.4, 0, math.pi/2, MR(-140))
 TH.C0 = CA(MR(-10), MR(10), 0)
   handle = Part(Mo, false, false, 0, 0, "Camo", 0.45, 5.5, 0.45, true)
 Instance.new("SpecialMesh",handle)
 handle.Name = "Handle"
   dec1 = Part(Mo, false, false, 0, 0, "Dark green", 0.2, 6, 0.2, true)
 Add.Mesh(dec1, "http://www.roblox.com/asset/?id=16606212", 0.38, 0.38, 1.55)
 Weld(handle, dec1, 0, 0, 0, math.pi/2, 0, 0)
   dec2 = Part(Mo, false, false, 0, 0, "Earth green", 0.2, 6, 0.2, true)
 Add.Mesh(dec2, "http://www.roblox.com/asset/?id=16606212", -0.3, 0.3, 1.55)
 Weld(handle, dec2, 0, 0, 0, math.pi/2, math.pi/2, 0)
   skull = Part(Mo, false, false, 0, 0, "Bright green", 0.2, 6, 0.2, true)
 Add.Mesh(skull, "http://www.roblox.com/asset/?id=4770583", 2.9, 2.9, 2.3)
 Weld(handle, skull, 0, -2.5, 0, 0, 0, 0)
   for x = 0, 180, 180 do
 	for i = -40, 70, 110/3 do
 		local asd = (i+90)/85
 		local p = Part(Mo, false, false, 0, 0, "Camo", 0.3, 0.8, 0.3, true)
 		Add.Mesh(p, "http://www.roblox.com/asset/?id=1033714", 0.16, asd*1.2, 0.16)
 		local w = Weld(skull, p, 0, 0, 0, 0, 0, 0)
 		w.C0 = CA(0, MR(x), MR(i))
 		w.C1 = CN(0, -1, 0) * CA(math.pi/2, math.pi/2, 0)
 	end
 end
   handletip1 = Part(Mo, false, false, 0, 0.2, "Earth green", 0.5, 0.5, 0.5, true)
 w1 = Weld(handle, handletip1, 0, 2.6, 0, 0, 0, 0)
 Add.Mesh(handletip1, "http://www.roblox.com/asset/?id=9756362", 0.6, 0.5, 0.6)
   handletip2 = Part(Mo, false, false, 0, 0.2, "Camo", 0.5, 0.5, 0.5, true)
 Weld(handletip1, handletip2, 0, 0, 0, 0, MR(45), 0)
 Add.Mesh(handletip2, "http://www.roblox.com/asset/?id=9756362", 0.6, 0.55, 0.6)
   Mo.Parent = char
 TH.Part1 = handle
   if script.Parent.className ~= "HopperBin" then
 	h = Instance.new("HopperBin",me.Backpack)
 	h.Name = Toolname
 	script.Parent = h
 end
   bin = script.Parent
   --[[ ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS 
 ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS 
 ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS ANIMATIONS 
 ]]
   function detach(bool)
 	LLW.C0 = CN(0, 0, 0)
 	RLW.C0 = CN(0, 0, 0)
 	LAW.C0 = CN(0, 0, 0)
 	RAW.C0 = CN(0, 0, 0)
 	if bool then
 		LLW.Part1 = nil
 		RLW.Part1 = nil
 		RAW.Part1 = nil
 		LAW.Part1 = nil
 		TH.Part1 = handle
 		HW.Part1 = nil
 	end
 end
   function attach()
 	RAW.Part1 = Rarm
 	LAW.Part1 = Larm
 	RLW.Part1 = Rleg
 	LLW.Part1 = Lleg
 end
   function normal()
 	neck.C0 = necko
 	RAW.C0 = RAWStand
 	LAW.C0 = LAWStand
 	RLW.C0 = RLWStand
 	LLW.C0 = LLWStand
 	HW.C0 = HWStand
 end
   function idleanim()
 	attach()
 	for i = 0, 1, 0.016 do
 		RAW.C0 = RAWStand * CA(0, MR(-7*i), MR(12*i))
 		LAW.C0 = LAWStand * CA(0, MR(-5*i), MR(7*i)) * CN(0, -0.2*i, 0)
 		RLW.C0 = RLWStand * CA(MR(-4*i), 0, MR(3*i))
 		LLW.C0 = LLWStand * CA(MR(4*i), 0, MR(-3*i))
 		neck.C0 = necko * CA(MR(7*i), 0, MR(-6*i))
 		if selected == false or torso.Velocity.magnitude > 4 or Able == false then break end
 		wait()
 	end
 	wait()
 	for i = 1, 0, -0.013 do
 		RAW.C0 = RAWStand * CA(0, MR(-7*i), MR(12*i))
 		LAW.C0 = LAWStand * CA(0, MR(-5*i), MR(7*i)) * CN(0, -0.2*i, 0)
 		RLW.C0 = RLWStand * CA(MR(-4*i), 0, MR(3*i))
 		LLW.C0 = LLWStand * CA(MR(4*i), 0, MR(-3*i))
 		neck.C0 = necko * CA(MR(7*i), 0, MR(-6*i))
 		if selected == false or torso.Velocity.magnitude > 4 or Able == false then break end
 		wait()
 	end
 	normal()
 end
   function runanim()
 	RLW.Part1 = nil
 	LLW.Part1 = nil
 end
   coroutine.resume(coroutine.create(function()
 	while true do
 		wait()
 		if selected and Able == true then
 			if torso.Velocity.magnitude < 0.1 then
 				idleanim()
 			else
 				runanim()
 			end
 			wait()
 		end
 	end
 end))
   function selectanim()
 	RAW.Part1 = Rarm
 	LLW.Part1 = Lleg
 	RLW.Part1 = Rleg
 	for i = 0, 1, 0.2 do
 		RAW.C0 = CA(MR(185*i), MR(70*i), 0)
 		LLW.C0 = CA(MR(2*i), 0, MR(-5*i))
 		RLW.C0 = CA(MR(-2*i), 0, MR(5*i))
 		neck.C0 = necko * CA(0, 0, MR(-40*i))
 		wait()
 	end
 	TH.Part1 = nil
 	HW.Part1 = handle
 	HW.C0 = CA(MR(40), 0, MR(-20))
 	for i = 0, 1, 0.08 do
 		RAW.C0 = CA(MR(185-110*i), MR(70-60*i), MR(30*i))
 		LLW.C0 = CA(MR(2-8*i), 0, MR(-5-10*i))
 		RLW.C0 = CA(MR(-2+8*i), 0, MR(5+10*i))
 		neck.C0 = necko * CA(MR(-15*i), 0, MR(-40+35*i))
 		HW.C0 = CA(MR(40-80*i), 0, MR(-20+20*i))
 		wait()
 	end
 	LAW.Part1 = Larm
 	for i = 0, 1, 0.1 do
 		RAW.C0 = CA(MR(185-110+15*i), MR(70-60-10*i), MR(30-65*i)) * CN(0, -0.8*i, 0)
 		LAW.C0 = CA(MR(90*i), 0, MR(35*i)) * CN(0.1*i, -0.1*i, 0) * CN(0, -0.8*i, 0)
 		LLW.C0 = CA(MR(-6), 0, MR(-5-10+10*i))
 		RLW.C0 = CA(MR(6), 0, MR(5+10-10*i))
 		neck.C0 = necko * CA(MR(-15+15*i), 0, MR(-5+5*i))
 		HW.C0 = CA(MR(-40+40*i), 0, MR(35*i)) * CN(0, 0, 1.6*i)
 		wait()
 	end
 	selected = true
 end
   function deselanim()
 	selected = false
 	for i = 1, 0, -0.1 do
 		RAW.C0 = CA(MR(185-110+15*i), MR(70-60-10*i), MR(30-65*i)) * CN(0, -0.8*i, 0)
 		LAW.C0 = CA(MR(90*i), 0, MR(35*i)) * CN(0.1*i, -0.1*i, 0) * CN(0, -0.8*i, 0)
 		LLW.C0 = CA(MR(-6), 0, MR(-5-10+10*i))
 		RLW.C0 = CA(MR(6), 0, MR(5+10-10*i))
 		neck.C0 = necko * CA(MR(-15+15*i), 0, MR(-5+5*i))
 		HW.C0 = CA(MR(-40+40*i), 0, 0) * CN(0, 0, 1.6*i)
 		wait()
 	end
 	LAW.Part1 = nil
 	for i = 1, 0, -0.08 do
 		RAW.C0 = CA(MR(185-110*i), MR(70-60*i), MR(30*i))
 		LLW.C0 = CA(MR(2-8*i), 0, MR(-5-10*i))
 		RLW.C0 = CA(MR(-2+8*i), 0, MR(5+10*i))
 		neck.C0 = necko * CA(MR(-15*i), 0, MR(-40+35*i))
 		HW.C0 = CA(MR(40-70*i), 0, MR(-20+20*i))
 		wait()
 	end
 	TH.Part1 = handle
 	HW.Part1 = nil
 	HW.C0 = CA(MR(40), 0, MR(-20))
 	for i = 1, 0, -0.2 do
 		RAW.C0 = CA(MR(185*i), MR(70*i), 0)
 		LLW.C0 = CA(MR(2*i), 0, MR(-5*i))
 		RLW.C0 = CA(MR(-2*i), 0, MR(5*i))
 		neck.C0 = necko * CA(0, 0, MR(-40*i))
 		wait()
 	end
 	detach(true)
 end
   function slash(mp)
 	attach()
 	local Orig = torso.CFrame
 	local bg = Add.BG(torso)
 	local bp = Add.BP(torso)
 	bp.position = Orig.p
 	local CF = ComputePos(Orig.p, mp)
 	bg.cframe = CF
 	for i = 0, 1, 0.05 do
 		RAW.C0 = RAWStand * CA(MR(-80*i), 0, MR(20*i)) * CN(0, 0.2*i, 0.8*i)
 		LAW.C0 = LAWStand * CA(MR(-50*i), 0, MR(40*i)) * CN(0, -0.8*i, 0)
 		HW.C0 = HWStand * CA(0, 0, 0) * CN(0, 0, 0.4*i)
 		neck.C0 = necko * CA(MR(20*i), 0, MR(-40*i))
 		wait()
 	end
 	for i = 0, 1, 0.1 do
 		RAW.C0 = RAWStand * CA(MR(-80-4*i), 0, MR(20+2*i)) * CN(0, 0.2-0.1*i, 0.8-0.1*i)
 		LAW.C0 = LAWStand * CA(MR(-50-3*i), 0, MR(40-2*i)) * CN(0, -0.8-0.1*i, 0)
 		HW.C0 = HWStand * CA(0, 0, MR(-35*i)) * CN(0, 0, 0.4)
 		neck.C0 = necko * CA(MR(20+2*i), 0, MR(-40))
 		wait()
 	end
 	wait(1)
 	for i = 0, 1, 0.03 do
 		RAW.C0 = RAWStand * CA(MR(-84+64*i), 0, MR(22)) * CN(0, 0.1, 0.7)
 		LAW.C0 = LAWStand * CA(MR(-53), 0, MR(38)) * CN(0, -0.9, 0)
 		HW.C0 = HWStand * CA(MR(-45*i), MR(15*i), MR(-35)) * CN(-1.5*i, 0, 0.4-2.4*i)
 		neck.C0 = necko * CA(MR(22), 0, MR(-40))
 		wait()
 	end
 	normal()
 	bg:remove()
 	bp:remove()
 end
   function select(mouse)
 	selectanim()
 	mouse.Button1Down:connect(function()
 		if Able then
 			Able = false
 			slash(mouse.Hit.p)
 			Able = true
 		end
 	end)
 end
   function deselect(mouse)
 	deselanim()
 end
   bin.Selected:connect(select)
 bin.Deselected:connect(deselect)
 --lego

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