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Acid Gun Script for Roblox Game

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0% found this document useful (0 votes)
63 views30 pages

Acid Gun Script for Roblox Game

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

--Acid Gun Gifted by TheRedAngel, Regular Script!

Player = game:GetService("Players").peyquinn
Character = [Link]
PlayerGui = [Link]
Backpack = [Link]
Torso = [Link]
Head = [Link]
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 = [Link]
local neckcf0 = Neck.C0
----------------------------
--Customize
Ammo = 10000
--if ([Link]([Link],"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 ([Link]([Link],"RasAlgethi Range+") ~= nil) then
range = 700
--else
--range = 15000
--end
rangepower = 50
CurrentAmmo = "Normal"
handlecolor = [Link]("Dark gray")
bcolor = [Link]("Pastel yellow")
gemcolor = [Link]("Black")
ammotrail = [Link]("Pastel brown")
ToolName = "Ras Algethi"
-----------------------------------------------------------------------------------
----------------------------------------------------
if Character:findFirstChild("EquippedVal",true) ~= nil then
Character:findFirstChild("EquippedVal",true).Parent = nil
end
ev = [Link]("BoolValue",Character)
[Link] = "EquippedVal"
[Link] = false
if Character:findFirstChild("Block",true) ~= nil then
Character:findFirstChild("Block",true).Parent = nil
end
--player
player = nil
--welds
RW, LW , RWL, LWL = [Link]("Weld"), [Link]("Weld"),
[Link]("Weld"), [Link]("Weld")
--what anim
anim = "none"
--other var
player = Player
ch = Character
--save shoulders
AoETrue = {}
RSH, LSH , RHL, LHL = [Link]["Right Shoulder"], [Link]["Left Shoulder"] ,
[Link]["Right Hip"] , [Link]["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"
[Link] = false
end
function LWLFunc()
LWL.Part1 = ch["Left Leg"]
LHL.Part1 = nil
ch["Left Leg"].Name = "LeftLeg"
[Link] = true
end
function RWLRem()
[Link] = "Right Leg"
RWL.Part1 = nil
RHL.Part1 = ch["Right Leg"]
[Link] = false
end
function LWLRem()
[Link] = "Left Leg"
LWL.Part1 = nil
LHL.Part1 = ch["Left Leg"]
[Link] = 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 = [Link]("Model")
[Link] = ModelName
[Link] = Character
--derp
RW.Part0 = [Link]
RW.C0 = [Link](1.5, 0.5, 0) * [Link](0, 0, 0)
RW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
[Link] = swordholder
--
LW.Part0 = [Link]
LW.C0 = [Link](-1.5, 0.5, 0) --* [Link](1.7, 0, 0.8)
LW.C1 = [Link](0, 0.5, 0)
[Link] = swordholder
--
RWL.Part0 = [Link]
RWL.C0 = [Link](1, -1, 0) * [Link](0, 0, 0)
RWL.C1 = [Link](0.5, 1, 0)
[Link] = swordholder
--
LWL.Part0 = [Link]
LWL.C0 = [Link](-1, -1, 0) * [Link](0, 0, 0)
LWL.C1 = [Link](-0.5, 1, 0)
[Link] = swordholder
local msh1 = [Link]("CylinderMesh")
[Link] = [Link](1,1,1)
local msh2 = [Link]("BlockMesh")
[Link] = [Link](1,1,1)
local msh3 = [Link]("CylinderMesh")
[Link] = [Link](1,1,1)
local msh4 = [Link]("CylinderMesh")
[Link] = [Link](1,1,1)
local msh5 = [Link]("CylinderMesh")
[Link] = [Link](1,1,1)
local msh6 = [Link]("BlockMesh")
[Link] = [Link](1,1,1)
local torsc = false
for i,z in pairs(Character:GetChildren()) do
if [Link] == "CharacterMesh" then
if [Link] == [Link] then
torsc = true
end
end
end
if torsc then
msh7 = [Link]("SpecialMesh")
[Link] = "[Link]
[Link] = [Link](2.01,1,1.01)
[Link] = [Link](2.01,1,1.01)
else
msh7 = [Link]("BlockMesh")
[Link] = [Link](2.01,0.1,1.01)
end
local msh8 = [Link]("SpecialMesh")
[Link] = "[Link]
[Link] = [Link](0.5,0.5,7)
[Link] = [Link](0.5,0.5,7)
local msh9 = [Link]("BlockMesh")
[Link] = [Link](1,1,1)
local prt1 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "Handle"
[Link] = true
[Link] = [Link](0.3,1,0.3)
[Link] = swordholder
[Link] = prt1
[Link] = handlecolor
local prt2 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "Handle2"
[Link] = true
[Link] = [Link](0.5,0.2,1.5)
[Link] = swordholder
[Link] = prt2
[Link] = handlecolor
local prt3 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "Handle3"
[Link] = true
[Link] = [Link](0.7,1.2,0.7)
[Link] = swordholder
[Link] = prt3
[Link] = bcolor
local prt4 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "BackBarrel"
[Link] = true
[Link] = [Link](0.5,1.2,0.5)
[Link] = swordholder
[Link] = prt4
[Link] = handlecolor
local prt5 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "Barrel"
[Link] = true
[Link] = [Link](0.4,2.5,0.4)
[Link] = swordholder
[Link] = prt5
[Link] = handlecolor
local prt6 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "BarrelHandle"
[Link] = true
[Link] = [Link](0.3,1,0.3)
[Link] = swordholder
[Link] = prt6
[Link] = handlecolor
local prt7 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "HolsterStrap"
[Link] = true
[Link] = [Link](1,1,1)
[Link] = swordholder
[Link] = prt7
[Link] = handlecolor
local prt8 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "Holster"
[Link] = true
[Link] = [Link](1,1,1)
[Link] = swordholder
[Link] = prt8
[Link] = handlecolor
local prt9 = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "AmmoHolster"
[Link] = true
[Link] = [Link](0.2,1,0.7)
[Link] = swordholder
[Link] = prt9
[Link] = handlecolor
local w1 = [Link]("Weld")
[Link] = prt1
w1.Part0 = prt1
local w2 = [Link]("Weld")
[Link] = prt2
w2.Part0 = prt2
w2.Part1 = prt1
w2.C1 = [Link](0, 0,0) * [Link](0, 0, 0)
w2.C0 = [Link]([Link](0), 0, 0) * [Link](0, 0.6,0.5)
local w3 = [Link]("Weld")
[Link] = prt3
w3.Part0 = prt3
w3.Part1 = prt2
w3.C1 = [Link](0, 0,0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90+45), 0, 0) * [Link](0, 0.25,-0.5)
local w4 = [Link]("Weld")
[Link] = prt4
w4.Part0 = prt4
w4.Part1 = prt2
w4.C1 = [Link](0, 0,0) * [Link](0, 0, 0)
w4.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,0.5)
local w5 = [Link]("Weld")
[Link] = prt5
w5.Part0 = prt5
w5.Part1 = prt3
w5.C1 = [Link](0, 0,0) * [Link](0, 0, 0)
w5.C0 = [Link]([Link](0), 0, 0) * [Link](0, 1.5,0)
local w6 = [Link]("Weld")
[Link] = prt6
w6.Part0 = prt6
w6.Part1 = prt3
w6.C1 = [Link](0, 0,0) * [Link](0, 0, 0)
w6.C0 = [Link]([Link](90), 0, 0) * [Link](0, 1.5,-0.5)
local w7 = [Link]("Weld")
[Link] = prt7
w7.Part0 = prt7
w7.Part1 = Torso
w7.C1 = [Link](0, 0,0) * [Link](0, 0, 0)
if torsc then
w7.C0 = [Link]([Link](90), 0, 0) * [Link](0, 1,0)
else
w7.C0 = [Link](0, 0, 0) * [Link](0, 1,0)
end
local w8 = [Link]("Weld")
[Link] = prt8
w8.Part0 = prt8
w8.Part1 = Torso
w8.C1 = [Link](0, 0,0) * [Link](0, 0, 0)
w8.C0 = [Link]([Link](45), 0, 0) * [Link](-1.1, 1-0.25,0)
local w9 = [Link]("Weld")
[Link] = prt9
w9.Part0 = prt9
w9.Part1 = Torso
w9.C1 = [Link](0, 0,0) * [Link](0, 0, 0)
w9.C0 = [Link]([Link](45), 0, 0) * [Link](1, 0.75,-0.5)
local RAP = [Link]("Part")
[Link] = 0
[Link] = false
[Link] = "RAPart"
[Link] = true
[Link] = [Link](1,1,1)
[Link] = swordholder
[Link] = 1
local w = [Link]("Weld")
[Link] = RAP
w.Part0 = RAP
w.Part1 = RightArm
w.C1 = [Link](0, 0, 0) * [Link](0, 0,0)
w.C0 = [Link]([Link](0), 0, 0) * [Link](0, 1, 0)
function unequipweld()
w1.Part1 = Torso
w1.C1 = [Link](0, [Link](0), [Link](0)) * [Link](0, 0,0)

w1.C0 = [Link]([Link](180),[Link](-0), [Link](0)) *


[Link](-1.15, 1, -0.6)
end
unequipweld()
function equipweld()
w1.Part0 = prt1
w1.Part1 = RAP
w1.C1 = [Link](0, 0, 0) * [Link](0, 0,0)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
end
function ss(parent,p) --Slash
local SlashSound = [Link]("Sound")
[Link] = "rbxasset://sounds\\[Link]"
[Link] = parent
[Link] = .7
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function uss(parent,p) --unsheath
local SlashSound = [Link]("Sound")
[Link] = "rbxasset://sounds\\[Link]"
[Link] = parent
[Link] = .7
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function cs(parent,p) --Magic Charge
local SlashSound = [Link]("Sound")
[Link] = "[Link]
[Link] = parent
[Link] = parent
[Link] = .7
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function ls(parent,p) --Lazer Sound
local SlashSound = [Link]("Sound")
[Link] = "[Link]
[Link] = parent
[Link] = parent
[Link] = .7
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function ts(parent,p)
local SlashSound = [Link]("Sound")
[Link] = "[Link]
[Link] = parent
[Link] = parent
[Link] = .7
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function fs(parent,p) --Fire Sound
local SlashSound = [Link]("Sound")
[Link] = "[Link]
[Link] = parent
[Link] = parent
[Link] = .7
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function ms(parent,p) --Metal Cling Sound
local SlashSound = [Link]("Sound")
[Link] = "rbxasset://sounds\\[Link]"
[Link] = parent
[Link] = 5
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function bs(parent,p) --Berserk Sound
local SlashSound = [Link]("Sound")
[Link] = "[Link]
[Link] = parent
[Link] = parent
[Link] = 1
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function hs(parent,p) --Ammo Hit Sound
ms(parent,p)
end
function as(parent,p) --Gun Shoot Sound
local SlashSound = [Link]("Sound")
[Link] = "[Link]
[Link] = parent
[Link] = 0.5
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = nil
end))
end
function ars(parent,p) --Gun Reload Sound
local SlashSound = [Link]("Sound")
[Link] = "[Link]
[Link] = parent
[Link] = parent
[Link] = 1
[Link] = p
[Link] = true
[Link]([Link](function()
wait()
[Link] = 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 = [Link](omindamage - (omindamage*(sub/100)))
maxdamage = [Link](omaxdamage - (omaxdamage*(sub/100)))
crtmaxdamage = [Link](ocrtmaxdamage - (ocrtmaxdamage*(sub/100)))
end
function tagHumanoid(humanoid, player)
local creator_tag = [Link]("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
[Link] = nil
end
end
end
local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction,
MaxDistance , IgnoreDescendants
return [Link]:FindPartOnRay([Link](Pos, [Link] * (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 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25-15*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40),[Link](0),[Link](25+10*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90+25*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-5*i),0,[Link](0))
end
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](10-10*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40),[Link](0),[Link](35+10*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](115+20*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-5-5*i),0,[Link](0))
end
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90-
130*i),[Link](0),[Link](-60+60*i))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](0), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5+0.25*i) * [Link]([Link](40-
20*i),[Link](0),[Link](45-22.5*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](135), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-10+40*i),0,[Link](-30*i))
end
unequipweld()
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](-
20+20*i),[Link](0),[Link](0))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](0), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25+0.25*i) * [Link]([Link](20-
20*i),[Link](0),[Link](22.5-22.5*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](135), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](30-30*i),0,[Link](-30+30*i))
end
Neck.C0 = neckcf0
RWRem()
LWRem()
attack = false
end
function equipanim()
attack = true
RWFunc()
w3.C0 = [Link]([Link](135), 0, 0) * [Link](0, 0.25,-0.5)
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](-
20*i),[Link](0),[Link](0))
RW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
LW.C0 = [Link](-1.5, 0.5, 0) *
[Link]([Link](0),[Link](0),[Link](0))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
Neck.C0 = neckcf0 * [Link]([Link](30*i),0,[Link](-30*i))
end
equipweld()
ars(Head,1)
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, -0.25*i) * [Link]([Link](-
20+130*i),[Link](0),[Link](0))
RW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
LW.C0 = [Link](-1.5, 0.5, 0) *
[Link]([Link](0),[Link](0),[Link](0))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
Neck.C0 = neckcf0 * [Link]([Link](30-35*i),0,[Link](-30))
end
LWFunc()
for i = 0.1 ,1 ,0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](110-
20*i),[Link](0),[Link](-60*i))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5*i) *
[Link]([Link](40*i),[Link](0),[Link](25*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](135-45*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-5+5*i),0,[Link](-30+30*i))
end
Neck.C0 = neckcf0
attack = false
end
function faketors()
local T = [Link]("Part")
[Link] = 0
[Link] = false
[Link] = "FakeTorso"
[Link] = true
[Link] = [Link]
[Link] = swordholder
[Link] = 1
[Link] = [Link]
for i,z in pairs(Character:GetChildren()) do
if [Link] == "CharacterMesh" then
if [Link] == [Link] then
local SM = [Link]("SpecialMesh",T)
[Link] = "[Link] .. [Link]
if [Link] ~= 0 then
[Link] = [Link]
elseif [Link] ~= 0 then
[Link] = [Link]
else
[Link] = ""
end
end
end
end
local wt = [Link]("Weld")
[Link] = T
wt.Part0 = T
wt.Part1 = Torso
RW.Part0 = T
LW.Part0 = T
[Link] = 0
[Link] = 1
RHL.Part0 = T
LHL.Part0 = T
return wt,T
end
if ([Link] ~= "HopperBin") then
Tool = [Link]("HopperBin")
[Link] = Backpack
[Link] = ToolName
[Link] = Tool
end
Bin = [Link]
function damagesplat(dmg,hit,crit,blocked)
local mo = [Link]("Model")
[Link] = dmg
local pa = [Link]("Part",mo)
[Link] = 3
[Link] = [Link](0.8,0.3,0.8)
if crit then
[Link] = [Link]("Bright yellow")
elseif not crit then
[Link] = [Link]("Bright red")
end
if blocked then [Link] = [Link]("Bright blue") end
[Link] = [Link]([Link]) * [Link](0, 3, 0)
[Link] = "Head"
local hah = [Link]("Humanoid")
[Link] = mo
[Link] = 0
[Link] = 0
local bp = [Link]("BodyPosition")
bp.P = 14000
[Link] = [Link]([Link], [Link], [Link])
[Link] = [Link] + [Link](0, 5, 0)
[Link]([Link](function()
wait()
[Link] = workspace
[Link] = pa
wait(1.4)
mo:remove()
end))
return pa
end
function damage(hum,dmg,critornot)
local pa = damagesplat(dmg,[Link],critornot)
hum:TakeDamage(dmg)
[Link]([Link](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 [Link]:findFirstChild("Block") ~= nil then
if [Link] then
damagesplat(0,[Link],false,true)
return
end
end
prcntdmg(0)
if critrandomizer ~= 1 then
local rndmdamage = [Link](mindamage,maxdamage)
damage(humm,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = [Link](maxdamage,crtmaxdamage)
damage(humm,rndmdamage,true)
end
elseif CurrentAmmo == "Poison" then
if [Link]:findFirstChild("Block") ~= nil then
if [Link] then
damagesplat(0,[Link],false,true)
return
end
end
prcntdmg(25)
if critrandomizer ~= 1 then
local rndmdamage = [Link](mindamage,maxdamage)
damage(humm,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = [Link](maxdamage,crtmaxdamage)
damage(humm,rndmdamage,true)
end
if [Link](1,5) == 1 then
local poisoncount = [Link](2,10)
[Link]([Link](function()
repeat
wait(1.5)
poisoncount = poisoncount - 1
local rndmdamage = [Link]([Link](1,5)/2)
local pa = damage(humm,rndmdamage,false)
[Link] = [Link]("Alder")
until poisoncount <= 0
end))
end
elseif CurrentAmmo == "Knockback" then
if [Link]:findFirstChild("Block") ~= nil then
if [Link] then
damagesplat(0,[Link],false,true)
return
end
end
prcntdmg(25)
if critrandomizer ~= 1 then
local rndmdamage = [Link](mindamage,maxdamage)
damage(humm,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = [Link](maxdamage,crtmaxdamage)
damage(humm,rndmdamage,true)
end
local vel = [Link]("BodyVelocity",[Link])
[Link] = [Link](1,1,1) * [Link]
vel.P = vel.P * 5
[Link] = [Link](0,1,0) +
[Link]([Link],[Link]).lookVector * 10
[Link]([Link](function()
wait() wait() wait() wait()
[Link]=nil
end))
returndmg()
end
end
function OT(hit) --Normal Damage
if Hitdeb == 1 then return end
if [Link] == nil then return end
local hum = [Link]:findFirstChild("Humanoid") if hum ~= nil and hum ~=
[Link] then
if [Link] <= 0 then return end
if [Link]:findFirstChild("Block") ~= nil then
if [Link] then
damagesplat(0,[Link],false,true)
Hitdeb = 1
if [Link]:findFirstChild("BlockPower") ~= nil then
if [Link] <= 1 then
[Link] = false
elseif [Link] > 1 then
local critrandomizer = [Link](crtrate)
if critrandomizer ~= 1 then
[Link] = [Link] -
blockbreaker
elseif critrandomizer == 1 then
[Link] = [Link] -
blockbreaker + 2
end
end
end
return end end
local critrandomizer = [Link](crtrate)
if critrandomizer ~= 1 then
local rndmdamage = [Link](mindamage,maxdamage)
damage(hum,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = [Link](maxdamage,crtmaxdamage)
damage(hum,rndmdamage,true)
end
Hitdeb = 1
end
end
function AoE(p,magnitude)
local c = [Link]:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and [Link] ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local mag = ([Link] - p).magnitude;
if mag <= magnitude and c[i].Name ~= [Link] 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 = [Link](crtrate)
if critrandomizer ~= 1 then
local rndmdamage = [Link](mindamage,maxdamage)
damage(hum,rndmdamage,false)
elseif critrandomizer == 1 then
local rndmdamage = [Link](maxdamage,crtmaxdamage)
damage(hum,rndmdamage,true)
end
[Link](AoETrue,c[i].Name)
end
end
end
end
end
for ii = 1 , #AoETrue do
[Link](AoETrue,#AoETrue)
end
end
--
--
function effect(Color,Ref,LP,P1)
local effectsmsh = [Link]("BlockMesh")
[Link] = [Link](1,1,1)
[Link] = "Mesh"
local effectsg = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "Eff"
[Link] = true
[Link] = true
[Link] = [Link](0.2,1,0.2)
[Link] = swordholder
[Link] = effectsg
[Link] = [Link](Color)
[Link] = Ref
local point1 = P1
local mg = (LP.p - point1.p).magnitude
[Link] = [Link](0.2,mg,0.2)
[Link] = [Link]((LP.p+point1.p)/2,point1.p) *
[Link]([Link](90),0,0)
[Link]([Link](function()
for i = 0 , 1 , 0.1 do
wait()
[Link] = 1*i
[Link] = [Link](1-1*i,1,1-1*i)
end
wait()
[Link] = nil
end))
end
--
con = nil
function dmgcnnct()
if con ~= nil then
con:disconnect()
Hitdeb = 0
end
con = [Link]:connect(OT)
end
function dmgdc()
if con ~= nil then
con:disconnect()
Hitdeb = 0
end
end
function rptddmg(value,des,inc)
[Link]([Link](function()
repeat
wait(inc)
Hitdeb = 0
until value == des
end))
end
function atktype(s,e)
[Link]([Link](function ()
attacktype = e
wait(0.25)
attacktype = s
end))
end
function shoottrail(mouse)
local p1 = ([Link] * [Link](0,-[Link].y/2,0)).p
local spreadvector = ([Link]([Link](-spread,spread),[Link](-
spread,spread),[Link](-spread,spread)) / 100) * ([Link].p).magnitude/100

local dir = [Link]((p1+[Link].p)/2,[Link].p+spreadvector)


local hit,pos = rayCast(p1,[Link],10,Character)
local rangepos = range
local function drawtrail(From,To)
local effectsmsh = [Link]("CylinderMesh")
[Link] = [Link](1,1,1)
[Link] = "Mesh"
local effectsg = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "Eff"
[Link] = true
[Link] = true
[Link] = [Link](0.2,0.2,0.2)
[Link] = swordholder
[Link] = effectsg
[Link] = ammotrail
[Link] = 0.25
local LP = From
local point1 = To
local mg = (LP - point1).magnitude
[Link] = [Link](1,mg*5,1)
[Link] = [Link]((LP+point1)/2,point1) *
[Link]([Link](90),0,0)
[Link]([Link](function()
for i = 0 , 1 , 0.1 do
wait()
[Link] = 1*i
[Link] = [Link](1-1*i,mg*5,1-1*i)
end
[Link] = nil
end))
end
local newpos = p1
local inc = rangepower
repeat
wait()
rangepos = rangepos - 10
dir = dir * [Link]([Link](-0.1),0,0)
hit,pos = rayCast(newpos,[Link],inc,Character)
drawtrail(newpos,pos)
newpos = newpos + ([Link] * 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 [Link]:FindFirstChild("Humanoid") ~= nil then
hum = [Link]
ADmg(hum,hit,pos)
elseif [Link] ~= nil and [Link]:FindFirstChild("Humanoid") ~=
nil then
hum = [Link]
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
[Link] = 5
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25-15*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5+0.25*i) *
[Link]([Link](40+35*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](50*i), 0)
end
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](10-10*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25+0.25*i) *
[Link]([Link](75+20*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](50+10*i), 0)
end
wait() wait()
repeat
wait()
as(Head,1)
[Link]([Link](function()
for z = 1 ,2 do
[Link]([Link](function()
local meshb1 = [Link]("BlockMesh")
[Link] = [Link](1,1,1)
local shellb1 = [Link]("Part")
[Link] = shellb1
[Link] = true
[Link] = 3
[Link] = [Link](0.3,0.3,0.3) * ([Link](100,300)/100)
[Link] = [Link](([Link] * [Link](0,-[Link].y/2,0)).p) *
[Link]([Link](-100,100)/100,[Link](-100,100)/100,[Link](-
100,100)/100)
[Link] = swordholder
[Link] = 0
if [Link](1,2) == 1 then
[Link] = [Link]("Bright red")
else
[Link] = [Link]("Bright orange")
end
[Link] = false
local incre = [Link](0,60)/100
for i = 0 , 1 , 0.1 do
wait()
[Link] = [Link] + [Link]*incre
[Link] = 1*i
[Link] = [Link](1+1*i,1+1*i,1+1*i)
end
[Link]=nil
end))
end
shoottrail(mouse)
end))
Ammo = Ammo - 1
for i = 0.5 , 1 , 0.5 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](-5*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0) *
[Link]([Link](95+5*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](60), 0)
end
for i = 0.5 , 1 , 0.5 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](-5+5*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0) * [Link]([Link](100-
5*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](60), 0)
end
until not keyhold or Ammo <= 0
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25*i) * [Link]([Link](95-
25*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](60-60*i), 0)
end
w7.Part1 = Torso
w8.Part1 = Torso
w9.Part1 = Torso
RW.Part0 = Torso
LW.Part0 = Torso
[Link] = 0
RHL.Part0 = Torso
LHL.Part0 = Torso
[Link] = nil
[Link] = 14
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15+10*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25-0.25*i) * [Link]([Link](70-
30*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](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 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60+20*i))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25-45*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5+0.5*i) * [Link]([Link](40-
60*i),[Link](0),[Link](25-15*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90+90*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-10*i),0,[Link](-20*i))
end
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
40))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](-20+20*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, 0) * [Link]([Link](-
20+40*i),[Link](0),[Link](10-10*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-10+20*i),0,[Link](-20))
end
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5-0.5*i, 0.5, -0.5*i) *
[Link]([Link](90),[Link](0),[Link](-40-5*i))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](45*i), 0, 0)
LW.C0 = [Link](-1.5+0.5*i, 0.5, -0.5*i) *
[Link]([Link](20+80*i),[Link](0),[Link](45*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](10+10*i),0,[Link](-20+10*i))
end
AddAmmo(Ammoregen)
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-45))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](45+5*i), 0, 0)
LW.C0 = [Link](-1, 0.5, -0.5) * [Link]([Link](100-
10*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](20+5*i),0,[Link](-10+5*i))
end
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = [Link](1+0.5*i, 0.5, -0.5+0.5*i) *
[Link]([Link](90),[Link](0),[Link](-45-15*i))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](50-25*i), 0, 0)
LW.C0 = [Link](-1-0.5*i, 0.5, -0.5) * [Link]([Link](90-
60*i),[Link](0),[Link](45-20*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180-90*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](25-25*i),0,[Link](-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 = [Link](1.5-0.5*i, 0.5, -0.5*i) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40+60*i),[Link](0),[Link](25+20*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5*i),0,0)
end
ars(Head,1)
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.5+0.25*i, 0.5, -0.5) *
[Link]([Link](100),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5-2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.25-0.25*i, 0.5, -0.5+0.25*i) *
[Link]([Link](100+20*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](2.5+2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25-10*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25-0.25*i) * [Link]([Link](120-
45*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90+90*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5),0,0)
end
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15), 0, 0)
LW.C0 = [Link](-1.5, 0.5+0.25*i, -0.5) *
[Link]([Link](75+60*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5-10*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15), 0, 0)
LW.C0 = [Link](-1.5, 0.75, -0.5) * [Link]([Link](135-
20*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-5+2.5*i),0,0)
end
CurrentAmmo = "Normal"
ammotrail = [Link]("White")
ars(Head,2)
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1+0.5*i, 0.5, -0.5+0.5*i) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15-15*i), 0, 0)
LW.C0 = [Link](-1.5, 0.75-0.25*i, -0.5) * [Link]([Link](115-
75*i),[Link](0),[Link](45-20*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180-90*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-2.5+2.5*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
end
attack = false
end
function PoisonAmmo()
attack = true
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = [Link](1.5-0.5*i, 0.5, -0.5*i) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40+60*i),[Link](0),[Link](25+20*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5*i),0,0)
end
ars(Head,1)
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.5+0.25*i, 0.5, -0.5) *
[Link]([Link](100),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5-2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.25-0.25*i, 0.5, -0.5+0.25*i) *
[Link]([Link](100+20*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](2.5+2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25-10*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25-0.25*i) * [Link]([Link](120-
45*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90+90*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5),0,0)
end
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15), 0, 0)
LW.C0 = [Link](-1.5, 0.5+0.25*i, -0.5) *
[Link]([Link](75+60*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5-10*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15), 0, 0)
LW.C0 = [Link](-1.5, 0.75, -0.5) * [Link]([Link](135-
20*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-5+2.5*i),0,0)
end
CurrentAmmo = "Poison"
ammotrail = [Link]("Bright violet")
ars(Head,2)
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1+0.5*i, 0.5, -0.5+0.5*i) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15-15*i), 0, 0)
LW.C0 = [Link](-1.5, 0.75-0.25*i, -0.5) * [Link]([Link](115-
75*i),[Link](0),[Link](45-20*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180-90*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-2.5+2.5*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
end
attack = false
[Link]([Link](function()
repeat
wait(0.25+0.75*[Link]())
if Ammo ~= 0 then
local meshb1 = [Link]("SpecialMesh")
[Link] = [Link](1,1,1)
[Link] = "Sphere"
local shellb1 = [Link]("Part")
[Link] = shellb1
[Link] = true
[Link] = 3
[Link] = [Link](0.3,0.3,0.3)
[Link] = [Link](([Link] * [Link](0,-[Link].y/2,0)).p)
[Link] = swordholder
[Link] = 0
[Link] = [Link]("Alder")
[Link] = false
for i = 0 , 1 , 0.1 do
wait()
[Link] = [Link] + [Link](0,-0.15,0)
[Link] = 1*i
[Link] = [Link](1,1+3*i,1)
end
[Link]=nil
end
until CurrentAmmo ~= "Poison"
end))
end
function KBAmmo()
attack = true
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = [Link](1.5-0.5*i, 0.5, -0.5*i) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40+60*i),[Link](0),[Link](25+20*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5*i),0,0)
end
ars(Head,1)
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.5+0.25*i, 0.5, -0.5) *
[Link]([Link](100),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5-2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.25-0.25*i, 0.5, -0.5+0.25*i) *
[Link]([Link](100+20*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](2.5+2.5*i),0,0)
end
for i = 0.1 , 1 , 0.2 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25-10*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25-0.25*i) * [Link]([Link](120-
45*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90+90*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5),0,0)
end
for i = 0.1 , 1 , 0.1 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15), 0, 0)
LW.C0 = [Link](-1.5, 0.5+0.25*i, -0.5) *
[Link]([Link](75+60*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](5-10*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1, 0.5, -0.5) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15), 0, 0)
LW.C0 = [Link](-1.5, 0.75, -0.5) * [Link]([Link](135-
20*i),[Link](0),[Link](45))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-5+2.5*i),0,0)
end
CurrentAmmo = "Knockback"
ammotrail = [Link]("Black")
ars(Head,2)
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1+0.5*i, 0.5, -0.5+0.5*i) *
[Link]([Link](90),[Link](0),[Link](-60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15-15*i), 0, 0)
LW.C0 = [Link](-1.5, 0.75-0.25*i, -0.5) * [Link]([Link](115-
75*i),[Link](0),[Link](45-20*i))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](180-90*i), 0, 0) * [Link](0, 0.25,-0.5)
Neck.C0 = neckcf0 * [Link]([Link](-2.5+2.5*i),0,0)
end
for i = 0.2 , 1 , 0.1 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](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
[Link] = 5
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25-15*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5+0.25*i) *
[Link]([Link](40+35*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](50*i), 0)
Neck.C0 = neckcf0 * [Link](0,[Link](-20*i),0)
end
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](10-10*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25+0.25*i) *
[Link]([Link](75+20*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](50+10*i), 0)
end
wait() wait()
local orispread = spread
spread = 0
repeat
wait(0.15)
as(Head,1)
[Link]([Link](function()
for z = 1 ,2 do
[Link]([Link](function()
local meshb1 = [Link]("BlockMesh")
[Link] = [Link](1,1,1)
local shellb1 = [Link]("Part")
[Link] = shellb1
[Link] = true
[Link] = 3
[Link] = [Link](0.3,0.3,0.3) * ([Link](100,300)/100)
[Link] = [Link](([Link] * [Link](0,-[Link].y/2,0)).p) *
[Link]([Link](-100,100)/100,[Link](-100,100)/100,[Link](-
100,100)/100)
[Link] = swordholder
[Link] = 0
if [Link](1,2) == 1 then
[Link] = [Link]("Bright red")
else
[Link] = [Link]("Bright orange")
end
[Link] = false
local incre = [Link](0,60)/100
for i = 0 , 1 , 0.1 do
wait()
[Link] = [Link] + [Link]*incre
[Link] = 1*i
[Link] = [Link](1+1*i,1+1*i,1+1*i)
end
[Link]=nil
end))
end
shoottrail(mouse)
end))
Ammo = Ammo - 1
for i = 0.5 , 1 , 0.5 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](-5*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0) *
[Link]([Link](95+5*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](60), 0)
Neck.C0 = neckcf0 * [Link](0,[Link](-20+5*i),0)
end
for i = 0.5 , 1 , 0.5 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](-5+5*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0) * [Link]([Link](100-
5*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](60), 0)
Neck.C0 = neckcf0 * [Link](0,[Link](-15-5*i),0)
end
until not buttonhold or Ammo <= 0
spread = orispread
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25*i) * [Link]([Link](95-
25*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
wt.C0 = [Link](0, [Link](60-60*i), 0)
Neck.C0 = neckcf0 * [Link](0,[Link](-20+20*i),0)
end
w7.Part1 = Torso
w8.Part1 = Torso
w9.Part1 = Torso
RW.Part0 = Torso
LW.Part0 = Torso
[Link] = 0
RHL.Part0 = Torso
LHL.Part0 = Torso
[Link] = nil
[Link] = 14
for i = 0.2 , 1 , 0.2 do
wait()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](15+10*i), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.25-0.25*i) * [Link]([Link](70-
30*i),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
end
wait(0.25)
attack = false
end
function returnwelds()
RW.C0 = [Link](1.5, 0.5, 0) * [Link]([Link](90),[Link](0),[Link](-
60))
RW.C1 = [Link](0, 0.5, 0) * [Link]([Link](25), 0, 0)
LW.C0 = [Link](-1.5, 0.5, -0.5) *
[Link]([Link](40),[Link](0),[Link](25))
LW.C1 = [Link](0, 0.5, 0) * [Link](0, 0, 0)
w3.C0 = [Link]([Link](90), 0, 0) * [Link](0, 0.25,-0.5)
w1.C0 = [Link]([Link](-90), [Link](0), [Link](0)) * [Link](0, 0,
0)
RWL.C0 = [Link](1, -1, 0) * [Link](0, 0, 0)
RWL.C1 = [Link](0.5, 1, 0)
LWL.C0 = [Link](-1, -1, 0) * [Link](0, 0, 0)
LWL.C1 = [Link](-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 ([Link]([Link],"Poison Ammo") ~= nil)
then
PoisonAmmo()
end
if key == "t" then --and ([Link]([Link],"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 [Link]
mouse.Button1Down:connect(function() ob1d(mouse) end)
mouse.Button1Up:connect(function() ob1u(mouse) end)
[Link]:connect(function(ke) key(ke,mouse) end)
[Link]:connect(key2)
equipanim()
[Link] = true
end
function ds(mouse)
keyhold = false
repeat wait() until not attack
repeat wait() until [Link]
hideanim()
wait(0.1)
[Link] = false
end
[Link]:connect(s)
[Link]:connect(ds)
if PlayerGui:findFirstChild("AmmoMeter") ~= nil then
PlayerGui:findFirstChild("AmmoMeter").Parent = nil
end
[Link]([Link](function()
local SG = [Link]("ScreenGui",PlayerGui)
[Link] = "AmmoMeter"
local frame = [Link]("Frame",SG)
[Link] = [Link](0.2,0,0.1,0)
[Link] = [Link](0.5-0.1,0,0.05,0)
frame.BackgroundColor3 = [Link]("Brown").Color
local Ammotext = [Link]("TextLabel",frame)
[Link] = [Link](1,0,0.35,0)
[Link] = 1
[Link] = "Ammo"
[Link] = "Size18"
Ammotext.TextColor3 = [Link]("White").Color
local backing = [Link]("ImageLabel",frame)
[Link] = [Link](0.8,0,0.45,0)
[Link] = "[Link]
[Link] = [Link](0.1,0,0.45,0)
[Link] = [Link](0.1,0,0.45,0)
backing.BackgroundColor3 = [Link]("Black").Color
local img = [Link]("ImageLabel",backing)
[Link] = [Link](1,0,1,0)
[Link] = "[Link]
[Link] = [Link](0,0,0,0)
[Link] = [Link](0,0,0,0)
img.BackgroundColor3 = [Link]("Brown").Color
local percent = [Link]("TextLabel",backing)
[Link] = [Link](1,0,1,0)
[Link] = 1
percent.TextColor3 = [Link]("White").Color
[Link] = Ammo.."/".. MaxAmmo
[Link] = "Size18"
local currentam = [Link]("TextLabel",frame)
[Link] = [Link](0.5,0,0.25,0)
[Link] = [Link](0,0,1,0)
[Link] = 0
currentam.BackgroundColor3 = [Link]("Brown").Color
currentam.TextColor3 = [Link]("White").Color
[Link] = CurrentAmmo
[Link] = "Size18"
repeat
wait()
pcall(function()
[Link] = [Link](1*(Ammo/MaxAmmo),0,1,0)
[Link] = Ammo.."/".. MaxAmmo
[Link] = CurrentAmmo
end)
until [Link] == nil
end))
[Link] = 50

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