Found 1,264 repositories(showing 30)
yangyunhe369
使用es6语法及原生javascript实现的h5小游戏-打砖块
CompleteUnityDeveloper
Arkanoid clone build as part of the Complete Unity C# Developer 2D course (http://gdev.tv/cudgithub)
nuno-faria
An arcarde shooter game made with Unity
blockbreaker-play
Welcome to Visit https://blockblastonline.cc/ — Play Block Blast Online!
chexiongsheng
No description available
s4ke
Simple Android Brain Puzzle Game
mimoo
Learn how to break block ciphers
dfour
Block Breaker game
bspkrs
BlockBreaker mod for Minecraft (formerly ConnectedDestruction). Triggers a chain reaction block harvest effect when breaking a configured block. Requires bspkrsCore.
aburi6800
This is a simple block-busting game written in MSX-BASIC.
erogemy
No description available
heyx3
Test mobile game.
XINCGer
使用Python+Pygame写的打砖块小游戏。
arumakan1727
Javaで作ったPC用ブロック崩しゲーム (努力の跡2017)
jorgesandia
Another Unity Project, it is a simple block breaker but quite handy to understand very important basic concepts
alexiscool123
--Derp gun Player = game:GetService("Players").RustyClouds 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 = 50 MaxAmmo = 50 mindamage = 10 maxdamage = 30 crtmaxdamage = 50 reloadspeed=1 attackspeed=1 GunzerkDuration=1000 twobullets=false omindamage = mindamage omaxdamage = maxdamage ocrtmaxdamage = crtmaxdamage crtrate = 100/5 --100%/critpercentage oblkbrkr = 1 blockbreaker = oblkbrkr spread = 1 spread = spread*100 Ammoregen = 5 range = 400 rangepower = 50 CurrentAmmo = "Normal" attackdebounce = false poisoncounter=0 Gunzerkering=false firingdebounce1=false firingdebounce2=false handlecolor = BrickColor.new("Navy blue") bcolor = BrickColor.new("White") gemcolor = BrickColor.new("Black") ammotrail = BrickColor.new("White") 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) 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) local msh9 = Instance.new("BlockMesh") msh9.Scale = Vector3.new(1,1,1) local prt1 = Instance.new("Part") prt1.formFactor = 3 prt1.CanCollide = true 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 = true 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 = true 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 = true 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 w1.Name = "Weld1" local w2 = Instance.new("Weld") w2.Parent = prt2 w2.Part0 = prt2 w2.Part1 = prt1 w2.Name = "Weld2" 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) newgun=swordholder:Clone() newgun.Name="WeaponClone" newprt1=newgun.Handle newprt2=newgun.Handle2 newprt3=newgun.Handle3 newprt4=newgun.BackBarrel newprt5=newgun.Barrel newprt6=newgun.BarrelHandle newgun.HolsterStrap:Remove() newgun.Holster:Remove() newgun.AmmoHolster:Remove() newgun:BreakJoints() local neww1 = Instance.new("Weld") neww1.Parent = newprt1 neww1.Part0 = newprt1 local neww2 = Instance.new("Weld") neww2.Parent = newprt2 neww2.Part0 = newprt2 neww2.Part1 = newprt1 neww2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww2.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0.6,0.5) local neww3 = Instance.new("Weld") neww3.Parent = newprt3 neww3.Part0 = newprt3 neww3.Part1 = newprt2 neww3.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) local neww4 = Instance.new("Weld") neww4.Parent = newprt4 neww4.Part0 = newprt4 neww4.Part1 = newprt2 neww4.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww4.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,0.5) local neww5 = Instance.new("Weld") neww5.Parent = newprt5 neww5.Part0 = newprt5 neww5.Part1 = newprt3 neww5.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww5.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 1.5,0) local neww6 = Instance.new("Weld") neww6.Parent = newprt6 neww6.Part0 = newprt6 neww6.Part1 = newprt3 neww6.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww6.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1.5,-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.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.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.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.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.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.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(-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 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(15) 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 poisoncounter==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 == "Explosion" 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 == "Herpity" 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 if humm.Parent:findFirstChild("Torso")~=nil then humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-50000,50000),math.random(-50000,50000),math.random(-50000,50000)) r=it("BodyAngularVelocity") r.P=3000 r.maxTorque=vt(500000000,50000000000,500000000)*50000 r.angularvelocity=vt(math.random(-500,500),math.random(-500,500),math.random(-500,500)) r.Parent=humm.Parent.Torso coroutine.resume(coroutine.create(function() for i=1,5000000000000 do wait() r.angularvelocity=vt(math.random(-500,500),math.random(-500,500),math.random(-500,500)) end r.Parent=nil end)) end elseif CurrentAmmo == "Bees" 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 if humm.Parent:findFirstChild("Torso")~=nil then humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-360,360),math.random(-360,360),math.random(-360,360)) coroutine.resume(coroutine.create(function() victim=humm.Parent d=true for i=1, 40 do m=Instance.new("Model") m.Name="BEE" p=Instance.new("Part") p.CanCollide=false p.Name="Head" p.Parent=m mz=Instance.new("SpecialMesh") mz.Scale=Vector3.new(.225,.25,.225) p.BrickColor=BrickColor.new("Bright yellow") p.Size=Vector3.new(1,1,1) p.CFrame=victim.Torso.CFrame+Vector3.new(math.random(-10,10),50,math.random(-10,10)) mz.Parent=p m.Parent=workspace b=Instance.new("BodyPosition") b.P=8000 b.D=200 b.maxForce=Vector3.new(5000,5000,5000)*50000000 b.position=p.Position b.Parent=p coroutine.resume(coroutine.create(function(f) while f.Parent~=nil do f.BodyPosition.position=f.Position:Lerp(victim.Torso.Position+Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))*2,.75) wait(.1) end end),p) m.Parent=victim p.Touched:connect(function(hit) if hit.Parent~=nil then if hit.Parent==victim then if d==true then d=false hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-15 hit.Parent.Torso.Velocity=Vector3.new(math.random(-5,5)/5,math.random(-5,5),math.random(-5,5)/5) hit.Parent.Torso.CFrame=hit.Parent.Torso.CFrame*CFrame.new(0,1,0)*CFrame.fromEulerAnglesXYZ(math.random(-20,20)/20,math.random(-20,20)/30,.01) hit.Parent.Humanoid.Jump=true wait(math.random(10,20)/5) d=true end end end end) wait() end end)) end elseif CurrentAmmo == "derp" 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 if humm.Parent:findFirstChild("Torso")~=nil then coroutine.resume(coroutine.create(function() Headt=humm.Parent.Torso.Neck LeftArmt=humm.Parent.Torso["Left Shoulder"] RightArmt=humm.Parent.Torso["Right Shoulder"] LeftLegt=humm.Parent.Torso["Left Hip"] RightLegt=humm.Parent.Torso["Right Hip"] derptable={"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"} pootisss=""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)]).."" coroutine.resume(coroutine.create(function() while true do wait() Headt.C0=Headt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) LeftArmt.C0=LeftArmt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) RightArmt.C0=RightArmt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) LeftLegt.C0=LeftLegt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) RightLegt.C0=RightLegt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) humm.Parent.Humanoid.PlatformStand=true humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30)) pootisss=""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)]).."" game:GetService("Chat"):Chat(humm.Parent,pootisss,1) end end)) end)) end elseif CurrentAmmo == "Troll" 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 if humm.Parent:findFirstChild("Torso")~=nil then coroutine.resume(coroutine.create(function() c=humm.Parent:children() for i=1,#c do m=Instance.new("BlockMesh") m.Parent=c[i] m.Scale=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) coroutine.resume(coroutine.create(function(mesh) while true do wait() mesh.Scale=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) end end),m) end end)) end elseif CurrentAmmo == "suparKnockback" 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 * 1000 coroutine.resume(coroutine.create(function() wait() wait() wait() wait() vel.Parent=nil 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(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 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 EVENMOARMAGIX2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) msh1.MeshType = "Sphere" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(x1,y1,z1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part S.Parent=workspace msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 14 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(1,1,1) Part.Transparency=Part.Transparency+0.1 wait() end Part.Parent=nil end),S,S.CFrame) 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") if poisoncounter==1 then local derpsmoke=Instance.new("Smoke") derpsmoke.Parent=effectsg derpsmoke.Color=Color3.new(0,0,154) --derpsmoke.Opacity=0.05 --derpsmoke.Size=0.5 end 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 CurrentAmmo=="Explosion" then b=math.random(1,3) if b==1 then EVENMOARMAGIX2(CFrame.new(newpos),1,1,1,0,0,0,0,0,0,BrickColor.new("Bright red")) 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 targ = head.Position - newpos; local mag = targ.magnitude; if mag <= 10 and c[i].Name ~= Player.Name then attackdebounce=false ADmg(hum,hit,pos) end end end end end end if hit ~= nil then hs(Head,1) if hit.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit.Parent.Humanoid attackdebounce=false ADmg(hum,hit,pos) elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit.Parent.Parent.Humanoid attackdebounce=false ADmg(hum,hit,pos) end end end function shoottrail2(mouse) local p1 = (newprt5.CFrame * CFrame.new(0,-newprt5.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") if poisoncounter==1 then local derpsmoke=Instance.new("Smoke") derpsmoke.Parent=effectsg derpsmoke.Color=Color3.new(0,0,154) --derpsmoke.Opacity=0.05 --derpsmoke.Size=0.5 end 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 CurrentAmmo=="Explosion" then b=math.random(1,3) if b==1 then EVENMOARMAGIX2(CFrame.new(newpos),1,1,1,0,0,0,0,0,0,BrickColor.new("Bright red")) 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 targ = head.Position - newpos; local mag = targ.magnitude; if mag <= 10 and c[i].Name ~= Player.Name then attackdebounce=false ADmg(hum,hit,pos) end end end end end end if hit ~= nil then hs(Head,1) if hit.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit.Parent.Humanoid attackdebounce=false ADmg(hum,hit,pos) elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit.Parent.Parent.Humanoid attackdebounce=false ADmg(hum,hit,pos) end end end function Melee() attack=true local wt,t = faketors() w7.Part1 = t w8.Part1 = t w9.Part1 = t for i = 0 , 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(25-15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+50*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.Part1=LeftArm w1.C0 = CFrame.Angles(math.rad(-80), math.rad(-55+145*i), math.rad(90)) * CFrame.new(-1.3, 1, 0) wt.C0 = CFrame.Angles(0, math.rad(100*i), 0) end con1=prt5.Touched:connect(function(hit) hum=hit.Parent:FindFirstChild("Humanoid") if hum~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) ADmg(hum,hit,pos) end end end) con2=prt5.Touched:connect(function(hit) hum=hit.Parent:FindFirstChild("Humanoid") if hum~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) ADmg(hum,hit,pos) end end end) for i = 0 , 1 , 0.15 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+160*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25) * CFrame.Angles(math.rad(40+50),math.rad(0),math.rad(25-50*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) w1.Part1=LeftArm w1.C0 = CFrame.Angles(math.rad(-80+80*i), math.rad(-55+145), math.rad(90)) * CFrame.new(-1.3+1*i, 1+1.5*i, 0) wt.C0 = CFrame.Angles(0, math.rad(100-200*i), 0) end for i = 0 , 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+150)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25) * CFrame.Angles(math.rad(40+50),math.rad(0),math.rad(25-50-10*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) w1.Part1=LeftArm w1.C0 = CFrame.Angles(math.rad(-80+80), math.rad(-55+145), math.rad(90)) * CFrame.new(-1.3+1, 1+1.5, 0) wt.C0 = CFrame.Angles(0, math.rad(100-200-10*i), 0) end con1:disconnect() con2:disconnect() for i = 0 , 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+150-150*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15+15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25-0.25*i) * CFrame.Angles(math.rad(40+50-50*i),math.rad(0),math.rad(25-50-10+60*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) w1.Part1=LeftArm w1.C0 = CFrame.Angles(math.rad(-80+80-80*i), math.rad(-55+145-145*i), math.rad(90)) * CFrame.new(-1.3+1-1*i, 1+1.5-1.5*i, 0) wt.C0 = CFrame.Angles(0, math.rad(100-200-10+110*i), 0) end w1.Part1 = RAP 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) wt.C0 = CFrame.Angles(0, 0, 0) 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 attack=false 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(0) 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(0) 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 poisoncounter=math.random(1,5) 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 = Character 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 coroutine.resume(coroutine.create(function() shoottrail(mouse) end)) if twobullets==true then shoottrail(mouse) end end)) Ammo = Ammo - 1 for i = 0.5 , 1 , 0.5*attackspeed do wait(0) 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*attackspeed do wait(0) 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(0) 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(0) 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 GunzerkReady(mouse) if Ammo <= 0 then Reload() return end attack = true Character.Humanoid.WalkSpeed = 5 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30*i),math.rad(0),math.rad(-5+3*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) * CFrame.Angles(math.rad(50+30*i),math.rad(0),math.rad(5-3*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30+10*i),math.rad(0),math.rad(-5+3+2*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) * CFrame.Angles(math.rad(50+30+10*i),math.rad(0),math.rad(5-3-2*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end wait() wait() repeat wait() coroutine.resume(coroutine.create(function() if firingdebounce1==false then firingdebounce1=true poisoncounter=math.random(1,5) 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 = Character 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 coroutine.resume(coroutine.create(function() shoottrail(mouse) end)) end)) for i = 0.5 , 1 , 0.5*attackspeed do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) end for i = 0.5 , 1 , 0.5*attackspeed do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10-10*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) end firingdebounce1=false end end)) coroutine.resume(coroutine.create(function() if firingdebounce2==false then firingdebounce2=true poisoncounter=math.random(1,5) wait(0.1) 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((newprt5.CFrame * CFrame.new(0,-newprt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100) shellb1.Parent = Character 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 coroutine.resume(coroutine.create(function() shoottrail2(mouse) end)) end)) for i = 0.5 , 1 , 0.5*attackspeed do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end for i = 0.5 , 1 , 0.5*attackspeed do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10-10*i),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end firingdebounce2=false end end)) until not keyhold or Ammo <= 0 or GunzerkDuration==0 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30*i),math.rad(0),math.rad(-3*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) * CFrame.Angles(math.rad(90-30*i),math.rad(0),math.rad(3*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end Character.Humanoid.WalkSpeed = 14 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30-10*i),math.rad(0),math.rad(-3-2*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) * CFrame.Angles(math.rad(90-30-10*i),math.rad(0),math.rad(3+2*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end wait(0.25) attack = false end function Reload() attack = true while buttonhold==true do wait() ars(Head,0.75) for i = 0.1 , 1 , 0.1*reloadspeed 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*reloadspeed 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*reloadspeed 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*reloadspeed 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*reloadspeed 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 end attack = false end function Reload2() attack=true 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+10*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25*i), 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)) 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,math.rad(20*i)) end derp=prt6:Clone() prt6.Transparency=1 prt6.CanCollide=false derp.Parent=workspace derp.CFrame=prt6.CFrame derp.CanCollide=true coroutine.resume(coroutine.create(function(Part) wait(5) Part.CanCollide=false wait(3) Part.Parent=nil end),derp) for i = 0.1 , 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+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30*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) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5*i),0,math.rad(20)) 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+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5*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) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5*i),0,math.rad(20)) 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+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40+60-30-5-100*i),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), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5+10*i),0,math.rad(20+20*i)) end derp2=prt6:Clone() derp2.Parent=swordholder derp2.Transparency=0 wldderp=Instance.new("Weld") wldderp.Parent=derp wldderp.Part0=derp2 wldderp.Part1=LeftArm wldderp.C0=CFrame.Angles(math.rad(90),0,0)*CFrame.new(0,1,0) for i = 0.1 , 1 , 0.1 do wait() wldderp.C0=CFrame.Angles(math.rad(90-5*i),0,0)*CFrame.new(0,1+0.1*i,0.2*i) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10-10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5-0.5*i) * CFrame.Angles(math.rad(40+60-30-5-100+120*i),math.rad(0),math.rad(25-10+10*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+5+5+10-10*i),0,math.rad(20+20-20*i)) end derp2.Parent=nil prt6.Transparency=0 prt6.CanCollide=false 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+10-10*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5-100+120-70*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30*i), math.rad(0)) * CFrame.new(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5),0,math.rad(20)) end for i = 0.1 , 1 , 0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+30*i),math.rad(0),math.rad(-60+10-10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5-100+120-70+50*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30), math.rad(0)) * CFrame.new(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5-10*i),0,math.rad(20)) end Ammo = MaxAmmo for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+30-30*i),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, -0.5) * CFrame.Angles(math.rad(65-40*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30-30*i), math.rad(0)) * CFrame.new(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-5*i),0,math.rad(20-20*i)) end attack=false end function Gunzerker() attack=true Gunzerkering=true 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+60*i)) 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+0.5*i) * CFrame.Angles(math.rad(40-60*i),math.rad(0),math.rad(25-25*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5*i),0,0) end newgun.Parent=workspace newprt3.BrickColor=prt3.BrickColor neww1.Parent=newprt1 neww2.Parent=newprt2 neww3.Parent=newprt3 neww4.Parent=newprt4 neww5.Parent=newprt5 neww6.Parent=newprt6 neww1.Part0 = newprt1 neww1.Part1 = LeftArm neww1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) neww1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 1, 0) print(newgun) for i = 0.1 , 1 , 0.15 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40-60+120*i),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFra
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