Thread:InsanityParadigm/@comment-32470404-20170923184930

needs EXTREME nerfs though.

Player=game:GetService("Players").LocalPlayer

Character=Player.Character

PlayerGui=Player.PlayerGui

Backpack=Player.Backpack

Torso=Character.Torso

Head=Character.Head

Humanoid=Character.Humanoid

LeftArm=Character["Left Arm"]

LeftLeg=Character["Left Leg"]

RightArm=Character["Right Arm"]

RightLeg=Character["Right Leg"]

cam=game.Workspace.CurrentCamera

LS=Torso["Left Shoulder"]

LH=Torso["Left Hip"]

RS=Torso["Right Shoulder"]

RH=Torso["Right Hip"]

Face = Head.face

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Neck=Torso.Neck

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">it=Instance.new

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attacktype=1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vt=Vector3.new

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cf=CFrame.new

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">euler=CFrame.fromEulerAnglesXYZ

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">angles=CFrame.Angles

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cloaked=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootPart=Character.HumanoidRootPart

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint=RootPart.RootJoint

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootCF=euler(-1.57,0,3.14)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cooldown=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">deeznuts=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attackdebounce = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">deb=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">equipped=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">hand=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MMouse=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">combo=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mana=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">trispeed=.2

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attackmode='none'

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local idle=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Anim="Idle"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Effects={}

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local gun=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local shoot=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">player=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mana=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cam = workspace.CurrentCamera

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ZTarget = nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RocketTarget = nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local m = Instance.new("Model",Character)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">m.Name = "WeaponModel"

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mouse=Player:GetMouse

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--save shoulders

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RSH, LSH=nil, nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--welds

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW, LW=Instance.new("Weld"), Instance.new("Weld")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.Name="Right Shoulder" LW.Name="Left Shoulder"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH=Torso["Left Hip"]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH=Torso["Right Hip"]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TorsoColor=Torso.BrickColor

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function NoOutline(Part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">player=Player

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ch=Character

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RSH=ch.Torso["Right Shoulder"]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LSH=ch.Torso["Left Shoulder"]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RSH.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LSH.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.Name="Right Shoulder"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.Part0=ch.Torso

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C1=cf(0, 0.5, 0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.Part1=ch["Right Arm"]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.Parent=ch.Torso

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.Name="Left Shoulder"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.Part0=ch.Torso

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C1=cf(0, 0.5, 0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.Part1=ch["Left Arm"]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.Parent=ch.Torso

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function swait(num)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if num==0 or num==nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:service'RunService'.Heartbeat:wait(0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,num do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:service'RunService'.Heartbeat:wait(0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function nooutline(part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local fp=it("Part")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.formFactor=formfactor

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Parent=parent

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Reflectance=reflectance

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Transparency=transparency

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.CanCollide=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Locked=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.BrickColor=BrickColor.new(tostring(brickcolor))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Name=name

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Size=size

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Position=Character.Torso.Position

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">nooutline(fp)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Material=material

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp:BreakJoints

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return fp

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function ppart(formfactor,parent,reflectance,transparency,brickcolor,name,size)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local fp = it("Part")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.formFactor = formfactor

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Parent = parent

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Reflectance = reflectance

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Transparency = transparency

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.CanCollide = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Locked=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.BrickColor = brickcolor

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Name = name

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Size = size

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Position = EffectPart.Position

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">NoOutline(fp)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp.Material="Neon"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fp:BreakJoints

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return fp

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function wweld(parent,part0,part1,c0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local weld=it("Weld")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.Parent=parent

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.Part0=part0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.Part1=part1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.C0=c0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return weld

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function mesh(Mesh,part,meshtype,meshid,offset,scale)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local mesh=it(Mesh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh.Parent=part

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Mesh=="SpecialMesh" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh.MeshType=meshtype

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh.MeshId=meshid

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh.Offset=offset

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh.Scale=scale

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return mesh

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function decal(part,face,texture,transparency,shiny,specular,name)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local d=it("Decal",part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">d.Shiny=shiny

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">d.Face=face

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">d.Specular=specular

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">d.Transparency=transparency

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">d.Texture=texture

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">d.Name=name

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return d

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function weld(parent,part0,part1,c0,c1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local weld=it("Weld")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.Parent=parent

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.Part0=part0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.Part1=part1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.C0=c0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld.C1=c1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return weld

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local function CFrameFromTopBack(at, top, back)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local right = top:Cross(back)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return CFrame.new(at.x, at.y, at.z,

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">right.x, top.x, back.x,

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">right.y, top.y, back.y,

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">right.z, top.z, back.z)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function Triangle(a, b, c)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local edg1 = (c-a):Dot((b-a).unit)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local edg2 = (a-b):Dot((c-b).unit)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local edg3 = (b-c):Dot((a-c).unit)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if edg1 <= (b-a).magnitude and edg1 >= 0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">a, b, c = a, b, c

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif edg2 <= (c-b).magnitude and edg2 >= 0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">a, b, c = b, c, a

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif edg3 <= (a-c).magnitude and edg3 >= 0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">a, b, c = c, a, b

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">assert(false, "unreachable")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local len1 = (c-a):Dot((b-a).unit)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local len2 = (b-a).magnitude - len1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local width = (a + (b-a).unit*len1 - c).magnitude

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local list = {}

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local TrailColor = ("Torsocolor")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if len1 > 0.01 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local w1 = Instance.new('WedgePart', m)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(w1,5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.Material = "Neon"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.FormFactor = 'Custom'

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.BrickColor = BrickColor.new(TrailColor)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.Transparency = 0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.Reflectance = 0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.Material = "Neon"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.CanCollide = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">NoOutline(w1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local sz = Vector3.new(0.2, width, len1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.Size = sz

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local sp = Instance.new("SpecialMesh",w1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sp.MeshType = "Wedge"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sp.Scale = Vector3.new(0,1,1) * sz/w1.Size

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1:BreakJoints

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.Anchored = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.Parent = workspace

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.Transparency = 0.7

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">table.insert(Effects,{w1,"Disappear",.01})

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">table.insert(list,w1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if len2 > 0.01 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local w2 = Instance.new('WedgePart', m)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(w2,5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.Material = "Neon"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.FormFactor = 'Custom'

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.BrickColor = BrickColor.new(TrailColor)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.Transparency = 0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.Reflectance = 0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.Material = "Neon"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.CanCollide = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">NoOutline(w2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local sz = Vector3.new(0.2, width, len2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.Size = sz

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local sp = Instance.new("SpecialMesh",w2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sp.MeshType = "Wedge"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sp.Scale = Vector3.new(0,1,1) * sz/w2.Size

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2:BreakJoints

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.Anchored = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.Parent = workspace

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.Transparency = 0.7

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">table.insert(Effects,{w2,"Disappear",.01})

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">table.insert(list,w2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return unpack(list)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so = function(id,par,vol,pit)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local sou = Instance.new("Sound",par or workspace)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sou.Volume=vol

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sou.Pitch=pit or 1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sou.SoundId=id

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sou:play

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(sou,6)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function clerp(a,b,t)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local qa = {QuaternionFromCFrame(a)}

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local qb = {QuaternionFromCFrame(b)}

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local ax, ay, az = a.x, a.y, a.z

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local bx, by, bz = b.x, b.y, b.z

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local _t = 1-t

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function QuaternionFromCFrame(cf)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local trace = m00 + m11 + m22

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if trace > 0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local s = math.sqrt(1 + trace)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local recip = 0.5/s

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local i = 0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if m11 > m00 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">i = 1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if m22 > (i == 0 and m00 or m11) then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">i = 2

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if i == 0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local s = math.sqrt(m00-m11-m22+1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local recip = 0.5/s

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif i == 1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local s = math.sqrt(m11-m22-m00+1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local recip = 0.5/s

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif i == 2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local s = math.sqrt(m22-m00-m11+1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function QuaternionToCFrame(px, py, pz, x, y, z, w)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local xs, ys, zs = x + x, y + y, z + z

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local wx, wy, wz = w*xs, w*ys, w*zs

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local xx = x*xs

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local xy = x*ys

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local xz = x*zs

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local yy = y*ys

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local yz = y*zs

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local zz = z*zs

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function QuaternionSlerp(a, b, t)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local startInterp, finishInterp;

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if cosTheta >= 0.0001 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if (1 - cosTheta) > 0.0001 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local theta = math.acos(cosTheta)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local invSinTheta = 1/math.sin(theta)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">startInterp = math.sin((1-t)*theta)*invSinTheta

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">finishInterp = math.sin(t*theta)*invSinTheta

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">startInterp = 1-t

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">finishInterp = t

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if (1+cosTheta) > 0.0001 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local theta = math.acos(-cosTheta)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local invSinTheta = 1/math.sin(theta)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">startInterp = math.sin((t-1)*theta)*invSinTheta

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">finishInterp = math.sin(t*theta)*invSinTheta

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">startInterp = t-1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">finishInterp = t

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function rayCast(Pos, Dir, Max, Ignore) -- Origin Position, Direction, MaxDistance , IgnoreDescendants

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Damagefunc=function(Part,hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if hit.Parent==nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local h=hit.Parent:FindFirstChild("Humanoid")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for _,v in pairs(hit.Parent:children) do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if v:IsA("Humanoid") then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">h=v

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if hit.Parent.Parent:FindFirstChild("Torso")~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">h=hit.Parent.Parent:FindFirstChild("Humanoid")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if hit.Parent.className=="Hat" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">hit=hit.Parent.Parent:findFirstChild("Head")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:1;">--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:1;">return

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end]]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">-- hs(hit,1.2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local c=Instance.new("ObjectValue")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">c.Name="creator"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">c.Value=game:service("Players").LocalPlayer

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">c.Parent=h

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(c,.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Damage=math.random(minim,maxim)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">-- h:TakeDamage(Damage)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local blocked=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local block=hit.Parent:findFirstChild("Block")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if block~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">print(block.className)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if block.className=="NumberValue" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if block.Value>0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">blocked=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if decreaseblock==nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">block.Value=block.Value-1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if block.className=="IntValue" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if block.Value>0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">blocked=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if decreaseblock~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">block.Value=block.Value-1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if blocked==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">-- h:TakeDamage(Damage)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">h.Health=h.Health-Damage

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, Part.BrickColor.Color)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">h.Health=h.Health-(Damage/2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Bright blue").Color)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Type=="Knockdown" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local hum=hit.Parent.Humanoid

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">hum.PlatformStand=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(HHumanoid)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait(1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">HHumanoid.PlatformStand=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),hum)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local bodvol=Instance.new("BodyVelocity")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bodvol.velocity=angle*knockback

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bodvol.P=5000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bodvol.Parent=hit

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local rl=Instance.new("BodyAngularVelocity")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.P=3000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.Parent=hit

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(bodvol,.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(rl,.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif Type=="Normal" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local vp=Instance.new("BodyVelocity")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vp.P=500

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vp.maxForce=Vector3.new(math.huge,0,math.huge)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">-- vp.velocity=Character.Torso.CFrame.lookVector*Knockback

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if KnockbackType==1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif KnockbackType==2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vp.velocity=Property.CFrame.lookVector*knockback

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if knockback>0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vp.Parent=hit.Parent.Torso

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(vp,.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif Type=="Up" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local bodyVelocity=Instance.new("BodyVelocity")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bodyVelocity.velocity=vt(0,60,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bodyVelocity.P=5000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bodyVelocity.Parent=hit

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(bodyVelocity,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local rl=Instance.new("BodyAngularVelocity")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.P=3000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.angularvelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.Parent=hit

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(rl,.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif Type=="Snare" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local bp=Instance.new("BodyPosition")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bp.P=2000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bp.D=100

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bp.maxForce=Vector3.new(math.huge,math.huge,math.huge)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bp.position=hit.Parent.Torso.Position

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bp.Parent=hit.Parent.Torso

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(bp,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif Type=="Target" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Targetting = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Targetting==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ZTarget=hit.Parent.Torso

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait(5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),ZTarget)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local TargHum=ZTarget.Parent:findFirstChild("Humanoid")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local targetgui=Instance.new("BillboardGui")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">targetgui.Parent=ZTarget

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">targetgui.Size=UDim2.new(10,100,10,100)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local targ=Instance.new("ImageLabel")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">targ.Parent=targetgui

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">targ.BackgroundTransparency=1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">targ.Image="rbxassetid://4834067"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">targ.Size=UDim2.new(1,0,1,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cam.CameraType="Scriptable"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Targetting=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RocketTarget=ZTarget

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=1,Property do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--while Targetting==true and Humanoid.Health>0 and Character.Parent~=nil do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0 and TargHum.Parent~=nil and Targetting==true then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,Head.CFrame.p+rmdir*100)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*cf(0,5,10)*euler(-0.3,0,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Targetting=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RocketTarget=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">targetgui.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cam.CameraType="Custom"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local debounce=Instance.new("BoolValue")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">debounce.Name="DebounceHit"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">debounce.Parent=hit.Parent

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">debounce.Value=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(debounce,Delay)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">c=Instance.new("ObjectValue")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">c.Name="creator"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">c.Value=Player

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">c.Parent=h

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(c,.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function ShowDamage(Pos, Text, Time, Color)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Rate = (1 / 30)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Pos = (Pos or Vector3.new(0, 0, 0))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Text = (Text or "")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Time = (Time or 2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Color = (Color or Color3.new(1, 0, 0))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local EffectPart = part("Custom",workspace,"SmoothPlastic",0,1,BrickColor.new(Color),"Effect",vt(0,0,0))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">EffectPart.Anchored = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local BillboardGui = Instance.new("BillboardGui")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">BillboardGui.Size = UDim2.new(3, 0, 3, 0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">BillboardGui.Adornee = EffectPart

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local TextLabel = Instance.new("TextLabel")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TextLabel.BackgroundTransparency = 1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TextLabel.Size = UDim2.new(1, 0, 1, 0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TextLabel.Text = Text

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TextLabel.TextColor3 = Color

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TextLabel.TextScaled = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TextLabel.Font = Enum.Font.ArialBold

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TextLabel.Parent = BillboardGui

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">BillboardGui.Parent = EffectPart

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game.Debris:AddItem(EffectPart, (Time + 0.1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">EffectPart.Parent = game:GetService("Workspace")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Delay(0, function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Frames = (Time / Rate)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for Frame = 1, Frames do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait(Rate)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Percent = (Frame / Frames)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">TextLabel.TextTransparency = Percent

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if EffectPart and EffectPart.Parent then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">EffectPart:Destroy

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handle=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,0,"Really black","Handle",Vector3.new(0.200000003, 1.61857152, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld=weld(m,Character["Right Arm"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.995889783, -0.101109691, 0.0468789339, -5.23798153e-005, 0.99999994, -0.000210702419, -6.36925748e-008, -0.000210702419, -0.99999994, -1, -5.23798008e-005, 7.47295417e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("CylinderMesh",handle,"","",Vector3.new(0, 0, 0),Vector3.new(0.857142806, 1, 0.857142746))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,0,"Really black","SwordPart",Vector3.new(0.200000003, 0.257142872, 0.911428571))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.00982296467, -0.128642559, 5.57254982, -1.21753502e-007, -2.87620594e-010, 1, -1, -1.04306673e-006, -1.2175461e-007, 1.04306673e-006, -1, -2.87123214e-010))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(0.571428537, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.200000003, 3.74285722, 0.571428657))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.0100114346, 3.24283266, 2.64644623e-005, -2.98713599e-006, -1.63886575e-008, -1, -1.18017197e-005, -0.99999994, 1.64265153e-008, -0.99999994, 1.18017197e-005, 2.98713007e-006))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(0.285714298, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,0,"Really black","SwordPart",Vector3.new(0.200000003, 3.74285722, 0.514285743))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.00896048546, 3.24313331, -6.2584877e-006, -2.62832918e-006, -1.58840017e-008, -1, -1.16825104e-005, -0.99999994, 1.59122848e-008, -0.99999994, 1.16825104e-005, 2.62831986e-006))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(0.571428537, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,0,"Really black","SwordPart",Vector3.new(0.200000003, 0.914285779, 0.254285723))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.0080575943, -5.57459974, 0.127099097, -7.20826961e-007, -1.18548371e-009, 1, 6.25863322e-007, 1, 1.18891563e-009, -1, 6.25863322e-007, -7.20827984e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(0.571428537, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.200000003, 0.942857206, 0.28285715))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.00858414173, -5.58866072, 0.142816901, -5.41048905e-007, -8.99582631e-010, 1, -5.96046448e-007, 0.99999994, 9.00953978e-010, -0.99999994, -5.96046448e-007, -5.41057148e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(0.285714298, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.200000003, 0.285714328, 0.940000057))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.011053443, -0.142930448, 5.58944941, 2.97432763e-007, 3.64387631e-010, 1, -1, 6.25863322e-007, 2.9743137e-007, -6.25863322e-007, -1, 3.63804986e-010))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(0.285714298, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Brick,m,Enum.Material.SmoothPlastic,0,0,"Really black","SwordPart",Vector3.new(1, 1.20000005, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.57627869e-007, -0.809324801, 1.96695328e-006, 6.20105922e-008, 2.27451835e-010, -1, 1.81795622e-006, 1, 2.27856845e-010, 1, -1.81795622e-006, 6.2011928e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Head,"",Vector3.new(0, 0, 0),Vector3.new(0.285714298, 0.142857134, 0.285714298))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.483492821, 0.539954185, 0.539909601))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.00226664543, 0.69951874, 1.00827909, 5.41296288e-007, 9.50464596e-010, -1, 0.707107663, -0.707105815, 3.8208583e-007, -0.707105815, -0.707107663, -3.83435292e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(1, 0.285714179, 0.285714179))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,0,"Really black","SwordPart",Vector3.new(0.892679513, 0.539954185, 0.771299422))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-1.19487548, -0.00217807293, 3.74913216e-005, 2.29479338e-006, 1, 7.06279479e-012, -6.20287395e-008, -7.34701189e-012, 1, 1, -2.29479338e-006, 6.20337914e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("CylinderMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1, 0.857145786, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.892679513, 0.539954185, 0.771299422))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-1.19487882, -0.00217807293, 4.00543213e-005, 2.0563748e-006, 1, 1.14326326e-011, -6.20178255e-008, -1.28039801e-011, 1, 1, -2.0563748e-006, 6.20228633e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("CylinderMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1.10000002, 0.571431458, 1.10000002))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.483492851, 0.539954185, 0.539909601))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.00595891476, -1.00750566, 1.00747085, -1.81721958e-007, -3.98678424e-010, 1, -0.707107067, 0.707106411, -1.28216811e-007, -0.707106411, -0.707106948, -1.28784094e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(1, 0.285714179, 0.285714179))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.483492821, 0.539954185, 0.539909601))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.00534570217, -1.00757694, -0.698815584, 2.4158129e-007, 4.89748686e-010, -1, -0.707107604, 0.707105875, -1.70486445e-007, 0.707105815, 0.707107544, 1.71177419e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(1, 0.285714179, 0.285714269))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.493492872, 0.539954185, 0.539909601))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.000260472298, 0.6988675, -0.698937058, 3.01447898e-007, 5.80818948e-010, -1, -0.707105994, -0.707107365, -2.13563524e-007, -0.707107365, 0.707106113, -2.12752497e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(1, 0.285714179, 0.285714269))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(1.46267962, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.00927072763, -0.0121991634, 1.19311547, 0.999999881, -2.08614802e-006, 1.9306286e-007, -1.93059051e-007, -1.09411957e-007, 1, -2.08616257e-006, -0.999999881, -1.09408283e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(1.06267953, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.604586363, -0.0121991634, 1.02863288, 0.866026282, 0.499998033, 2.28958157e-007, -1.93872992e-007, -1.22099237e-007, 1, 0.499998033, -0.866026282, -8.79730777e-009))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(1.46267962, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-1.03790355, -0.0121991634, 0.588528812, 0.500001669, 0.866024196, 1.74744486e-007, -1.6279435e-007, -1.0777579e-007, 1, 0.866024196, -0.500001669, 8.71042545e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.662679553, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-1.39311564, -0.0121991634, -0.00927072763, 2.08616257e-006, 0.999999881, 7.82298955e-008, -1.51383063e-007, -7.82268899e-008, 1, 0.999999881, -2.08614802e-006, 1.51386175e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(1.46267951, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-1.02863288, -0.0121997595, -0.604586482, -0.499998093, 0.866026223, -6.44970513e-008, -1.45620604e-007, -9.60127267e-009, 1, 0.866026223, 0.499998093, 1.30918266e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(1.06267953, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.588528991, -0.0121992826, -1.03790355, -0.866024137, 0.500001729, -9.11133142e-008, -1.16737233e-007, -1.99774206e-008, 1, 0.500001729, 0.866024137, 7.56750538e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.372464359, 0.762464345, 0.762464285))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.00338602066, -0.736121356, -0.540583551, 5.41296288e-007, 9.50464596e-010, -1, 0.707107663, -0.707105815, 3.8208583e-007, -0.707105815, -0.707107663, -3.83435292e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(0.895366609, 0.128561974, 0.128542364))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.382464379, 0.762464345, 0.762464285))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.00803625584, -0.737174749, 0.736498654, 3.01447898e-007, 5.80818948e-010, -1, -0.707105994, -0.707107365, -2.13563524e-007, -0.707107365, 0.707106113, -2.12752497e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(0.913885474, 0.128561974, 0.128542408))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.40246433, 0.762464345, 0.762464285))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.00594449043, 0.540397167, 0.737201214, 2.4158129e-007, 4.89748686e-010, -1, -0.707107604, 0.707105875, -1.70486445e-007, 0.707105815, 0.707107544, 1.71177419e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(0.895366609, 0.128561974, 0.128542408))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(0.40246433, 0.762464345, 0.762464285))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.00681877136, 0.540436149, -0.541088939, -1.81721958e-007, -3.98678424e-010, 1, -0.707107067, 0.707106411, -1.28216811e-007, -0.707106411, -0.707106948, -1.28784094e-007))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",Part,Enum.MeshType.Wedge,"",Vector3.new(0, 0, 0),Vector3.new(0.895366669, 0.128561974, 0.128542364))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,0,"Black","SwordPart",Vector3.new(1.26045096, 0.762464345, 0.762464285))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.910848916, -0.00147974491, 0.000465214252, 2.29479338e-006, 1, 7.06279479e-012, -6.20287395e-008, -7.34701189e-012, 1, 1, -2.29479338e-006, 6.20337914e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("CylinderMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1, 0.385687381, 0.642712057))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Torsocolor","SwordPart",Vector3.new(1.26045096, 0.762464345, 0.762464285))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.910846829, -0.00147974491, 0.000467300415, 2.0563748e-006, 1, 1.14326326e-011, -6.20178255e-008, -1.28039801e-011, 1, 1, -2.0563748e-006, 6.20228633e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("CylinderMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(1.10000002, 0.257125348, 0.706983268))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,0,"Really black","SwordPart",Vector3.new(0.200000003, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-3.98755074e-005, -0.86527884, -0.00526940823, 0.99999994, -3.33786011e-006, -1.61662047e-006, 3.33786011e-006, 0.99999994, -1.75251103e-009, 1.61662604e-006, 1.74897963e-009, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("CylinderMesh",Part,"","",Vector3.new(0, 0, 0),Vector3.new(0.857142806, 0.857145548, 0.857142746))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Hitbox=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,1,"Really black","Hitbox",Vector3.new(0.650000036, 4.19999981, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Hitboxweld=weld(m,handle,Hitbox,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.0107657909, -3.95914412, 0.00325751305, 0.999999821, -0.000211339415, 2.39198562e-006, 0.000211339124, 0.999997795, -6.21902582e-005, -2.38056168e-006, 6.20116552e-005, 0.999992907))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">EffectPart=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,1,"Torsocolor","EffectPart",Vector3.new(0.200000003, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">EffectPartweld=weld(m,handle,EffectPart,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.00693154335, 0.014090538, 6.03910685, -5.23798153e-005, -6.36925748e-008, -1, 0.99999994, -0.000210702419, -5.23798008e-005, -0.000210702419, -0.99999994, 7.47295417e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("BlockMesh",EffectPart,"","",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">EffectPart2=part(Enum.FormFactor.Custom,m,Enum.Material.SmoothPlastic,0,1,"Really black","EffectPart2",Vector3.new(0.200000003, 0.200000003, 0.200000003))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">EffectPart2weld=weld(m,Character["Left Arm"],EffectPart2,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.15575993, 0.00814216491, -0.0231294632, -5.23798153e-005, 0.999999821, -0.000210702419, -6.36925748e-008, -0.00021070239, -0.99999994, -1, -5.23797935e-005, 7.47295417e-008))

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">DarkRiftF=function(par)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">while lol == true do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local PWN={}

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for _,v in pairs(game.Workspace:children) do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if v.className=="Model" and v:FindFirstChild("Humanoid")~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if v.Humanoid.Health>0 and v:FindFirstChild("Torso")~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">table.insert(PWN,v.Torso)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for _,t in pairs(PWN) do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local targ=par.Position-t.Position

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Mag=targ.magnitude

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if not t:IsDescendantOf(Character) and t~=nil and Mag<=50 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Mag<=30 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">t.Parent.Humanoid:TakeDamage(.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local rl=Instance.new("BodyAngularVelocity")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.P=3000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.maxTorque=Vector3.new(500000,500000,500000)*5000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))/10

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">rl.Parent=t

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(rl,.1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Mag<=20 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">t.Parent.Humanoid:TakeDamage(.1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local vl=Instance.new("BodyVelocity")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vl.P=3000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vl.maxForce=Vector3.new(50000000000,50000000000,50000000000)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vl.velocity=(t.Position-par.Position).unit*-(70/(Mag))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">vl.Parent=t

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(vl,.1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait(.08)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function DerpMagic(part,x1,y1,z1,x2,y2,z2,color)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local msh1 = Instance.new("BlockMesh")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">msh1.Scale = Vector3.new(0.5,0.5,0.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local S=Instance.new("Part")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.Name="Effect"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.Material="Neon"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.formFactor=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.Size=Vector3.new(x1,y1,z1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.BrickColor=color

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.Reflectance = 0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.TopSurface=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.BottomSurface=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.Transparency=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.Anchored=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.CanCollide=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.CFrame=part.CFrame

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.Parent=game.Workspace

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">msh1.Parent = S

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local W=Instance.new("Weld")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">W.Parent=S

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">W.Part0=S

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">W.Part1=part

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">W.C0=CFrame.new(x2,y2,z2) * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">W.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">S.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part,Weld) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) --Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait end Part.Parent=nil Weld.Parent=nil end),S,W)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local function BlackHole(parent,cframe)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local effectsmsh = Instance.new("SpecialMesh")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsmsh.MeshId = "http://www.roblox.com/asset/?id=15887356"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">--effectsmsh.Scale = Vector3.new(1,1,2.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsmsh.Scale = Vector3.new(3,3,3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local effectsg = Instance.new("Part")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.formFactor = 3

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.CanCollide = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.Name = "Effect"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.Locked = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.Transparency = 1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.Size = Vector3.new(0.2,0.2,0.2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.Parent = parent

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.BrickColor = BrickColor.new("Torsocolor")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">effectsg.Material="Neon"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part,Mesh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Mesh = Instance.new("SpecialMesh")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale = Vector3.new(0.5,0.5,0.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.MeshType = "Sphere"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">-- Mesh.TextureId="http://www.roblox.com/asset/?id=1529460"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part=Instance.new("Part")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Name="Effect"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.formFactor=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Size=Vector3.new(1,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.BrickColor=BrickColor.new("Torsocolor")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Material="Neon"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Reflectance = 0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.TopSurface=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.BottomSurface=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Transparency=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">NoOutline(Part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CanCollide=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=cframe

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=parent

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Parent = Part

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">lol=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">DarkRiftF(Part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,200 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">DerpMagic(Part,1,i/3,1,0,i/3,0,BrickColor.new("Torsocolor"))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale-Vector3.new(0.2,0.2,0.2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=cframe*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local fff=200

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,100 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">DerpMagic(Part,1,fff/3,1,0,fff/3,0,BrickColor.new("Torsocolor"))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=cframe*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,0.05 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Transparency=Part.Transparency+0.05

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+Vector3.new(1.5,1.5,1.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">lol=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),nil,nil)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function makeShockwave(height,color,speed,range,pulse)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local range = range or 2000

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local p = Instance.new("Part")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.Anchored = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.CanCollide = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.FormFactor = "Custom"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.BrickColor = color

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.Parent = workspace

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local m = Instance.new("SpecialMesh",p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">m.MeshId = "rbxassetid://3270017"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local estimateSurvival = math.floor(range/speed) * 0.03

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(p,estimateSurvival)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Spawn(function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i = 1,range,speed do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.Transparency = 1-math.min(0.5,3-(i/500))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">m.Scale = Vector3.new(i,i,i*height)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.CFrame = CFrame.new(Torso.Position) * CFrame.Angles(math.rad(90),0,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p:Destroy

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local prt=ppart(3,game.Workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.CFrame=cframe

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(.1,.1,.1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(prt,2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part,Mesh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,2,delay do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=Part.CFrame

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Transparency=i

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),prt,msh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local prt=ppart(3,game.Workspace,0,1,brickcolor,"Effect",vt(0.5,0.5,0.5))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.CFrame=cframe

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(prt,5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part,Mesh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,delay do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Transparency=i

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),prt,msh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local function MagicRing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local prt=ppart(3,game.Workspace,0,1,brickcolor,"Effect",vt)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Type~=2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.CFrame=cframe

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=3270017",vt(0,0,0),vt(x1,y1,z1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(prt,5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part,Mesh,dur)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local wld=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if dur==2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wld=weld(Part,Part,parent,euler(0,0,0)*cf(0,0,0))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,delay do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if dur==1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=Part.CFrame

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif dur==2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wld.C0=cframe

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Transparency=i

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),prt,msh,Type)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function MagicWaveThing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local prt=ppart(3,game.Workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.CFrame=cframe

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=1051557",vt(0,0,0),vt(x1,y1,z1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(prt,5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part,Mesh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,delay do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=Part.CFrame*euler(0,0.7,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Transparency=i

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),prt,msh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local prt=ppart(3,workspace,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.CFrame=cframe

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(prt,5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part,Mesh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,delay do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=Part.CFrame

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Transparency=i

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),prt,msh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function MagicWave(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local prt=ppart(3,workspace,0,0,brickcolor,"Effect",vt)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">prt.CFrame=cframe

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(prt,5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3})

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function Blast(parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Really black"),parent.CFrame,4,4,4,0.2,0.2,0.2,0.01)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicWaveThing(BrickColor.new("Really black"),parent.CFrame,4,4,4,0.2,0.2,0.2,0.01)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function ChargeBall(parent,t)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local counter=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local size=1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,t,1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">counter=counter+1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if counter%10==0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if size==3 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicRing(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif size==2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicRing(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if counter%5==0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if size==1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif size==2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif size==3 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function ChargeBall2(parent,t)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local counter=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local size=1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,t,1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">counter=counter+1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if counter%10==0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if size==3 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicRing(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif size==2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicRing(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if counter%5==0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if size==1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicWave(BrickColor.new("Torsocolor"),cf(Torso.Position)*cf(0,-1,0)*euler(0,math.random(-50,50),0),1,1,1,1,.5,1,0.05)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif size==2 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicWave(BrickColor.new("Torsocolor"),cf(Torso.Position)*cf(0,-1,0)*euler(0,math.random(-50,50),0),1,1,1,1,.5,1,0.05)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif size==3 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Really black"),parent.CFrame,.5,.5,.5,1,1,1,0.1,3,parent)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicWave(BrickColor.new("Torsocolor"),cf(Torso.Position)*cf(0,-1,0)*euler(0,math.random(-50,50),0),1,1,1,1,.5,1,0.05)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function MagniDamage(Part,dis,mind,maxd,force,knock)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for _,c in pairs(workspace:children) do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local hum=c:findFirstChild("Humanoid")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if hum~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local head=c:findFirstChild("Torso")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if head~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local targ=head.Position-Part.Position

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local mag=targ.magnitude

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if mag<=dis and c.Name~=Character.Name then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Damagefunc(Part,hum.Parent.Torso,mind,maxd,force,knock,RootPart,.2,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function computeDirection(vec)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local lenSquared = vec.magnitude * vec.magnitude

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local invSqrt = 1 / math.sqrt(lenSquared)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function attackone

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local hitsounds={"199149137","199149186","199149221","199149235","199149269","199149297"}

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local con=Hitbox.Touched:connect(function(hit) Damagefunc(Hitbox,hit,4222,112222,math.random(5,5),"Normal",RootPart,.2,1) end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local fx=Hitbox.Touched:connect(function(part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local human=part.Parent:findFirstChild("Humanoid")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if human~=nil and bounce==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local rndm=math.random(1,#hitsounds)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local r=rndm

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id="..hitsounds[r],part.Parent,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i = 0,1,0.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(-50)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(50)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(10), math.rad(100)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(120),math.rad(0)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=199145841",handle,1,.9)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i = 0,1,0.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local blcf = Hitbox.CFrame*CFrame.new(0,.5,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if scfr and (Hitbox.Position-scfr.p).magnitude > .1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local h = 5

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr = blcf

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif not scfr then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr = blcf

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(80)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(-10),math.rad(-80)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(120), math.rad(90)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(0)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-25),math.rad(0),math.rad(0)),.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fx:disconnect

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">con:disconnect

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function attacktwo

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local hitsounds={"199149137","199149186","199149221","199149235","199149269","199149297"}

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local con=Hitbox.Touched:connect(function(hit) Damagefunc(Hitbox,hit,4222,112222,math.random(5,5),"Normal",RootPart,.2,1) end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local fx=Hitbox.Touched:connect(function(part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local human=part.Parent:findFirstChild("Humanoid")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if human~=nil and bounce==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local rndm=math.random(1,#hitsounds)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local r=rndm

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id="..hitsounds[r],part.Parent,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(70)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(-10),math.rad(-70)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(120), math.rad(90)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(40),math.rad(0)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-140),math.rad(-10)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-25),math.rad(0),math.rad(0)),.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=199145887",handle,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i = 0,1,0.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local blcf = Hitbox.CFrame*CFrame.new(0,.5,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if scfr and (Hitbox.Position-scfr.p).magnitude > .1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local h = 5

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr = blcf

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif not scfr then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr = blcf

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(-80)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(80)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(10), math.rad(90)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(140),math.rad(0)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-40),math.rad(-10)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">con:disconnect

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fx:disconnect

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function attackthree

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local hitsounds={"199149137","199149186","199149221","199149235","199149269","199149297"}

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local con=Hitbox.Touched:connect(function(hit) Damagefunc(Hitbox,hit,6222,152222,math.random(5,5),"Normal",RootPart,.2,1) end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local fx=Hitbox.Touched:connect(function(part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local human=part.Parent:findFirstChild("Humanoid")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if human~=nil and bounce==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local rndm=math.random(1,#hitsounds)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local r=rndm

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id="..hitsounds[r],part.Parent,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(-30)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(30)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(170), math.rad(0), math.rad(20)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(25), math.rad(0), math.rad(-30)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(105),math.rad(0)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-75),math.rad(-10)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=199145913",handle,1,.9)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i = 0,1,0.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local blcf = Hitbox.CFrame*CFrame.new(0,.5,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if scfr and (Hitbox.Position-scfr.p).magnitude > .1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local h = 5

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr = blcf

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif not scfr then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr = blcf

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(50)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(-50)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-10)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(80),math.rad(0)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-100),math.rad(-10)),0.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-40),math.rad(0),math.rad(0)),.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">con:disconnect

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fx:disconnect

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function attackfour

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local hitsounds={"199149137","199149186","199149221","199149235","199149269","199149297"}

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local con=Hitbox.Touched:connect(function(hit) Damagefunc(Hitbox,hit,9222,18222,math.random(20,30),"Normal",RootPart,.2,1) end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local fx=Hitbox.Touched:connect(function(part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local human=part.Parent:findFirstChild("Humanoid")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if human~=nil and bounce==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local rndm=math.random(1,#hitsounds)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local r=rndm

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id="..hitsounds[r],part.Parent,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i = 0,1,0.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(-5),math.rad(-60)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0=clerp(Torso.Neck.C0,necko *angles(math.rad(-10),math.rad(0),math.rad(60)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0=clerp(RW.C0,cf(1.5, 0.8, 0.2) * angles(math.rad(5), math.rad(-15), math.rad(112)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0=clerp(LW.C0,cf(-1.5, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(-20)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1.1,-1,0)*angles(math.rad(-5),math.rad(120),math.rad(-8)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(5),math.rad(-60),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,-.2,.5)*angles(math.rad(50),math.rad(-15),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=199145433",Hitbox,1,1.1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local v=it("BodyVelocity",Torso)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">v.maxForce=Vector3.new(4e+005,4e+005,4e+005)*1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">v.velocity=RootPart.CFrame.lookVector*50

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i = 0,1,0.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local blcf = Hitbox.CFrame*cf(0,0,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if scfr and (Hitbox.Position-scfr.p).magnitude > .1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local h = 5

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr = blcf

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif not scfr then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr = blcf

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(5),math.rad(60)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(-60)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-10), math.rad(60), math.rad(100)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-15)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,-1,-1)*angles(math.rad(-100),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">v.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">scfr=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">bounce=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">con:disconnect

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">fx:disconnect

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function LustrisFulgo

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.WalkSpeed=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,0.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-15),math.rad(0),math.rad(10)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-25),math.rad(0),math.rad(-10)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(145), math.rad(0), math.rad(7)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(4), math.rad(-15)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-15),math.rad(90),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-25),math.rad(-90),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,-.5)*angles(math.rad(-60),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local function boom

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local pprt=ppart(3,game.Workspace,0,1,BrickColor.new("Really black"),"Effect",vt(1,1,1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">pprt.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">pprt.CFrame=EffectPart.CFrame

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(pprt,2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicCircle(BrickColor.new("Really black"),EffectPart.CFrame,20,20,20,-0.01,-0.01,-0.01,0.01)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://roblox.com/asset/?id=228343412",EffectPart,1,0.6)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://roblox.com/asset/?id=228343408",EffectPart,1,1.4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local wave=part(3,game.Workspace,"Neon",0,.7,BrickColor.new("Really black"),"Effect",vt(1,1,1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local waveweld=weld(game.Workspace,handle,wave,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.00693154335, 0.014090538, 6.03910685, -5.23798153e-005, -6.36925748e-008, -1, 0.99999994, -0.000210702419, -5.23798008e-005, -0.000210702419, -0.99999994, 7.47295417e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local wavemesh=mesh("SpecialMesh",wave,"Sphere","",vt(0,0,0),vt(1,1,1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagniDamage(wave,20,15222,25222,math.random(20,30),"Knockdown",RootPart)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,80 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Really black"),EffectPart.CFrame,7,7,7,-0.5,-0.5,-0.5,0.05)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicCircle(BrickColor.new("Really black"),EffectPart.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))*cf(0,5,0),0.5,1,0.5,0.02,1,0.02,0.05)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wave.Size=vt(1+i,1+i,1+i)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wavemesh.Scale=vt(1+i,1+i,1+i)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wave.CFrame=EffectPart.CFrame

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.Health=Humanoid.Health+.15

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wave:Destroy

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">boom

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.WalkSpeed=16

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function LeviterGlomus

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(60)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(-60)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(18), math.rad(-15), math.rad(15)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-75), math.rad(0), math.rad(-50)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-3),math.rad(65),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1.1,-1,0)*angles(math.rad(-25),math.rad(-110),math.rad(0))*angles(math.rad(-25),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,.2,-.3)*angles(math.rad(-35),math.rad(-15),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=199145659",EffectPart2,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">efprt=part(Enum.FormFactor.Custom,game.Workspace,Enum.Material.Neon,0,0,"Really black","BallEffect",Vector3.new(2, 2, 2))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">weld(m,Character["Left Arm"],efprt,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.15575993, 0.00814216491, -0.0231294632, -5.23798153e-005, 0.999999821, -0.000210702419, -6.36925748e-008, -0.00021070239, -0.99999994, -1, -5.23797935e-005, 7.47295417e-008))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mesh("SpecialMesh",efprt,"Sphere","",vt(0,0,0),vt(1,1,1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ChargeBall(EffectPart2,35)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(-60)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(60)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-18), math.rad(15), math.rad(15)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(75), math.rad(0), math.rad(-65)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(110),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1.1,-1,0)*angles(math.rad(0),math.rad(-70),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,.2,-.3)*angles(math.rad(0),math.rad(-15),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=199145534",EffectPart2,1,1.2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">efprt:BreakJoints

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Target=mouse.Hit.p

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local direction = Target - handle.Position

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">direction = computeDirection(direction)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local pos = handle.Position + (direction * 10.0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">efprt.CFrame = CFrame.new(pos, pos + direction) * CFrame.Angles(math.pi/2, 0, 0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local floatForce = Instance.new("BodyForce")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">floatForce.force = Vector3.new(0, efprt:GetMass * 196.1, 0.0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">floatForce.Parent = efprt

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">efprt.Velocity = direction * 160

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">efprt.Touched:connect(function(hit)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if not hit:IsDescendantOf(Character) then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if hit.Name~="Effect" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagniDamage(efprt,15,12225,22225,math.random(20,30),"Knockdown",RootPart)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">floatForce.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">efprt.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=228343330",hit,1,.8)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Blast(efprt)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">efprt:Destroy

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(efprt,6)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function PortalStorm

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.WalkSpeed=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(75), math.rad(0), math.rad(-40)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(75), math.rad(0), math.rad(40)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(5),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(5),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(-1,-2.3,-.4)*angles(math.rad(-165),math.rad(-15),math.rad(50)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=199145446",handle,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ChargeBall2(handle,100)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">makeShockwave(0.5,BrickColor.new("Torsocolor"),30,1000,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicWave(BrickColor.new("Torsocolor"),cf(Torso.Position)*cf(0,-1,0)*euler(0,math.random(-50,50),0),2,2,2,.5,.3,.5,0.01)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=280247455",game.Workspace,1,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait(2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=110284742",game.Workspace,1,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">delay(0.5,function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagniDamage(Torso,2000,32225,52220,math.random(50,70),"Knockdown",RootPart)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.Health=Humanoid.Health-0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">makeShockwave(4,BrickColor.new("Really black"),10,2000,1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.WalkSpeed=9

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait(4)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.WalkSpeed=16

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">function SolSiderea

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.WalkSpeed=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">so("http://www.roblox.com/asset/?id=280758833",Workspace,1,1.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-10),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(95), math.rad(-10), math.rad(-17)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(95), math.rad(10), math.rad(17)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,-2,-.5)*angles(math.rad(0),math.rad(7.5),math.rad(-75)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-10),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-25),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(150), math.rad(-5), math.rad(8)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(150), math.rad(5), math.rad(-8)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-10),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-10),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(-1.1,-4,-2)*angles(math.rad(-72),math.rad(8.5),math.rad(-92)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function ChargeBall(EffectPart,120) end))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local n=2

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local orb=ppart(3,Character,0,1,BrickColor.new("Torsocolor"),"Orb",vt)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local omsh=mesh("SpecialMesh",orb,"Sphere","",vt(0,0,0),vt(15,15,15))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local owld=wweld(orb,orb,Torso,cf(-10,-150,0))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=1,0.3,-0.01 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">orb.Transparency=i

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">omsh.Scale=omsh.Scale+vt(0.5,0.5,0.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicBlock(BrickColor.new("Torsocolor"),orb.CFrame,15,15,15,2,2,2,0.1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local ef=ppart(3,workspace,0,0,BrickColor.new("Torsocolor"),"Effect",vt)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ef.Anchored=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local emsh=mesh("SpecialMesh",ef,"Sphere","",vt(0,0,0),vt(2,math.random(1000,1500)/100,2))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local ceef=euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))*cf(0,math.random(10,20),0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ef.CFrame=orb.CFrame*ceef

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(ef,2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part,Mesh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,1,0.1 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Transparency=i

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.CFrame=Part.CFrame*cf(0,-1,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),ef,emsh)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Pos=cf(orb.Position,Player:GetMouse.Hit.p).lookVector

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait(.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">orb.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait(1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local hit,pos = rayCast(orb.Position,Pos,1000,Character)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local mag=(orb.Position-pos).magnitude

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">BlackHole(game.Workspace,cf(pos))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local wave=part(3,game.Workspace,"Neon",0,.7,BrickColor.new("Really black"),"Effect",vt(1,1,1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wweld(game.Workspace,wave,orb,Torso.CFrame)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local wavemesh=mesh("SpecialMesh",wave,"Sphere","",vt(0,0,0),vt(1,1,1))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=1,100 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wave.Size=vt(1+i,1+i,1+i)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wavemesh.Scale=vt(1+i,1+i,1+i)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wave.CFrame=cf(pos)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,20 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait(15)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local range = 1500

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local p = Instance.new("Part")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.Anchored = true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.CanCollide = false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.FormFactor = "Custom"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.BrickColor = BrickColor.new("Torsocolor")

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.Parent = workspace

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.Name="Effect"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.CFrame=cf(pos)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local m = Instance.new("SpecialMesh",p)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">m.MeshId = "rbxassetid://3270017"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local estimateSurvival = math.floor(range/30) * 0.03

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">game:GetService("Debris"):AddItem(p,estimateSurvival)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Spawn(function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i = 1,range,30 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.Transparency = 1-math.min(0.5,3-(i/500))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">m.Scale = Vector3.new(i,i,i*0.5)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p.CFrame = cf(pos) * CFrame.Angles(math.rad(90),0,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">p:Destroy

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicCylinder(BrickColor.new("Torsocolor"),CFrame.new((orb.Position+pos)/2,pos)*euler(1.57,0,0),10,mag*5,10,0.5,0,0.5,0.01)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=1,2 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=1,5 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">tehcf=CFrame.new((orb.Position+pos)/2,pos)*euler(1.57,0,0)*cf(0,(mag/5)*(i/2),0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for i=0,5 do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">tehcf=CFrame.new((orb.Position+pos)/2,pos)*euler(1.57,0,0)*cf(0,(-mag/5)*(i/2),0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local ref=ppart(3,workspace,0,1,BrickColor.new("Torsocolor"),"Effect",vt)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ref.CFrame=cf(pos)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">coroutine.resume(coroutine.create(function(Part)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">wait(1)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end),ref)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagniDamage(ref,25,22220,32220,40,"Knockdown",ref)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if hit~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Damagefunc(ref,hit,5022,70222,60,"Knockdown",RootPart,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local n=2

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">MagicWave(BrickColor.new("Torsocolor"),cf(pos)*euler(0,math.random(-50,50),0),2,2,2,.5,.3,.5,0.01)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait(75)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Humanoid.WalkSpeed=16

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attack=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attacktype=1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mouse.Button1Down:connect(function

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attacktype==1 and attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attacktype=2

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attackone

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif attacktype==2 and attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attacktype=3

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attacktwo

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif attacktype==3 and attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attacktype=4

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attackthree

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif attacktype==4 and attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attacktype=1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">attackfour

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">mouse.KeyDown:connect(function(k)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">k=k:lower

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack == false and k == 'e' then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LeviterGlomus

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">ChargeBall(efprt,100)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack == false and k == 'q' then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LustrisFulgo

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack == false and k == 'f' and deeznuts==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">deeznuts=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">SolSiderea

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">deeznuts=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack == false and k == 'r' and cooldown==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cooldown=true

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">PortalStorm

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">cooldown=false

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end)

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local sine = 0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local change = 1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local val = 0

<p style="-qt-paragraph-type:empty;margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;">

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">while true do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">swait

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">sine = sine + change

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local velderp=RootPart.Velocity.y

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if equipped==true or equipped==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">idle=idle+1

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">idle=0

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if idle>=500 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if RootPart.Velocity.y > 1 and hitfloor==nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Anim="Jump"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-10),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-10), math.rad(0), math.rad(15)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-10), math.rad(0), math.rad(-15)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-30),math.rad(90),math.rad(20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-30),math.rad(-90),math.rad(-20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif RootPart.Velocity.y < -1 and hitfloor==nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Anim="Fall"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(13),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10), math.rad(0), math.rad(20)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(10), math.rad(0), math.rad(-20)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(-20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-15),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif torvel<1 and hitfloor~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Anim="Idle"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-2),math.rad(0),math.rad(15)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(2),math.rad(0),math.rad(-15)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(15), math.rad(0), math.rad(0)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-2),math.rad(85),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-4),math.rad(-95),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-10),math.rad(-2),math.rad(0)),.2)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif torvel>2 and hitfloor~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Anim="Walk"

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if attack==false then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">change=3

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(-20)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-10),math.rad(-5),math.rad(25)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-30), math.rad(-25), math.rad(5)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(30)*math.cos(sine/10), math.rad(5), math.rad(0)), 0.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">RH.C0=clerp(RH.C0,cf(1.1,-.9,0)*angles(math.rad(0),math.rad(110),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">LH.C0=clerp(LH.C0,cf(-1.1,-.9,0)*angles(math.rad(0),math.rad(-70),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">handleweld.C0=clerp(handleweld.C0,cf(0,0,.3)*angles(math.rad(10),math.rad(0),math.rad(0)),.3)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if #Effects>0 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">for e=1,#Effects do

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Effects[e]~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Thing=Effects[e]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Thing~=nil then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Part=Thing[1]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Mode=Thing[2]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local Delay=Thing[3]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local IncX=Thing[4]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local IncY=Thing[5]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">local IncZ=Thing[6]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Thing[1].Transparency<=1 then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">if Thing[2]=="Block1" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh=Thing[1].Mesh

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Thing[1].Transparency=Thing[1].Transparency+Thing[3]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif Thing[2]=="Cylinder" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh=Thing[1].Mesh

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Thing[1].Transparency=Thing[1].Transparency+Thing[3]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif Thing[2]=="Blood" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh=Thing[7]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Thing[1].Transparency=Thing[1].Transparency+Thing[3]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif Thing[2]=="Elec" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh=Thing[1].Mesh

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Thing[1].Transparency=Thing[1].Transparency+Thing[3]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">elseif Thing[2]=="Disappear" then

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Thing[1].Transparency=Thing[1].Transparency+Thing[3]

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">else

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">Part.Parent=nil

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">table.remove(Effects,e)

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end

<p style="margin-top:0px;margin-bottom:0px;margin-left:0px;margin-right:0px;-qt-block-indent:0;text-indent:0px;-qt-user-state:0;">end <ac_metadata title="NEW CLASS IDEA"> </ac_metadata>