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Get the R6 Fe Russian Kick Dance

The R6 Fe Russian Kick Dance code is below. Copy & inject it into the game. Enjoy!

use R6
HumanDied = false
local CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
 local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = "AliP_"..CountSCIFIMOVIELOL
 AlignPos.ApplyAtCenterOfMass = true;
 AlignPos.MaxForce = 5772000--67752;
 AlignPos.MaxVelocity = math.huge/9e110;
 AlignPos.ReactionForceEnabled = false;
 AlignPos.Responsiveness = 200;
 AlignPos.RigidityEnabled = false;
 local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = "AliO_"..CountSCIFIMOVIELOL
 AlignOri.MaxAngularVelocity = math.huge/9e110;
 AlignOri.MaxTorque = 5772000
 AlignOri.PrimaryAxisOnly = false;
 AlignOri.ReactionTorqueEnabled = false;
 AlignOri.Responsiveness = 200;
 AlignOri.RigidityEnabled = false;
 local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = "Ath_"..CountSCIFIMOVIELOL
 local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = "Ath_"..CountSCIFIMOVIELOL
 AttachmentA.Orientation = Angle or Vector3.new(0,0,0)
 AttachmentA.Position = Position or Vector3.new(0,0,0)
 AlignPos.Attachment1 = AttachmentA;
 AlignPos.Attachment0 = AttachmentB;
 AlignOri.Attachment1 = AttachmentA;
 AlignOri.Attachment0 = AttachmentB;
 CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
 return {AlignPos,AlignOri,AttachmentA,AttachmentB}
end

if _G.netted ~= true then
 _G.netted = true
 coroutine.wrap(function()
  settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
  settings().Physics.AllowSleep = false
  game:GetService("RunService").RenderStepped:Connect(function()
   game:FindFirstChildOfClass("Players").LocalPlayer.MaximumSimulationRadius=math.pow(math.huge,math.huge)
   sethiddenproperty(game:FindFirstChildOfClass("Players").LocalPlayer,"SimulationRadius",math.huge*math.huge)
  end)
 end)()
end

game:FindFirstChildOfClass("Players").LocalPlayer["Character"].Archivable = true
local hatnameclone = {}
for _,v in next, game:FindFirstChildOfClass("Players").LocalPlayer["Character"]:GetChildren() do
 if v:IsA("Accessory") then
  if hatnameclone[v.Name] then
   if hatnameclone[v.Name] == "s" then
    hatnameclone[v.Name] = {}
   end
   table.insert(hatnameclone[v.Name],v)
  else
   hatnameclone[v.Name] = "s"
  end
 end
end
for _,v in pairs(hatnameclone) do
 if type(v) == "table" then
  local num = 1
  for _,w in pairs(v) do
   w.Name = w.Name..num
   num = num + 1
  end
 end
end
hatnameclone = nil

local DeadChar = game:FindFirstChildOfClass("Players").LocalPlayer.Character

local fldr = Instance.new("Folder",game:FindFirstChildOfClass("Players").LocalPlayer["Character"])
fldr.Name = "DMYF"
local CloneChar = DeadChar:Clone()
local ANIMATIONHERE
if CloneChar:FindFirstChild("Animate") then
 ANIMATIONHERE = CloneChar:FindFirstChild("Animate"):Clone()
 CloneChar:FindFirstChild("Animate"):Destroy()
end
if CloneChar:FindFirstChildOfClass("Folder") then CloneChar:FindFirstChildOfClass("Folder"):Destroy() end
if CloneChar.Torso:FindFirstChild("Neck") then
 local Clonessss = CloneChar.Torso:FindFirstChild("Neck"):Clone()
 Clonessss.Part0 = nil
 Clonessss.Part1 = DeadChar.Head
 Clonessss.Parent = DeadChar.Torso
end
CloneChar.Parent = fldr
CloneChar.HumanoidRootPart.CFrame = DeadChar.HumanoidRootPart.CFrame
CloneChar.Humanoid.BreakJointsOnDeath = false
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"

for _,v in next, DeadChar:GetChildren() do
 if v:IsA("Accessory") then
  local topacc = false
  if v.Handle:FindFirstChildOfClass("Weld") then v.Handle:FindFirstChildOfClass("Weld"):Destroy() end
  v.Handle.Massless = true
  v.Handle.CanCollide = false
  if v.Handle:FindFirstChildOfClass("Attachment") then
   local ath__ = v.Handle:FindFirstChildOfClass("Attachment")
   if ath__.Name == "HatAttachment" or ath__.Name == "HairAttachment" or ath__.Name == "FaceFrontAttachment" or ath__.Name == "FaceCenterAttachment" then
    topacc = ath__.Name
   end
  end
        local bv = Instance.new("BodyVelocity",v.Handle)
  bv.Velocity = Vector3.new(0,0,0)
  coroutine.wrap(function()
   if topacc then
    local allthings = SCIFIMOVIELOL(v.Handle,DeadChar.Torso,Vector3.new(0,1.5,0)+ (DeadChar.Head[topacc].Position + (v.Handle[topacc].Position*-1)),Vector3.new(0,0,0))
    local normaltop = allthings[1].Attachment1
    local alipos = allthings[1]
    local alirot = allthings[2]
    local p0 = v.Handle
    local p1 = DeadChar.Head
    alipos.Parent = CloneChar:FindFirstChild(v.Name).Handle
    alirot.Parent = CloneChar:FindFirstChild(v.Name).Handle
    while true do
     game:GetService("RunService").RenderStepped:wait()
     if HumanDied then break end
     coroutine.wrap(function()
      if alipos.Attachment1 == normaltop then
       p0.CFrame = p0.CFrame:lerp((((DeadChar.Torso.CFrame * CFrame.new(0,1.5,0)) * p1[topacc].CFrame) * p0[topacc].CFrame:inverse()),1)
      else
       v.Handle.CFrame = v.Handle.CFrame:lerp(alipos.Attachment1.Parent.CFrame * CFrame.new(alipos.Attachment1.Position) * CFrame.Angles(math.rad(alipos.Attachment1.Rotation.X),math.rad(alipos.Attachment1.Rotation.Y),math.rad(alipos.Attachment1.Rotation.Z)),1)
      end
     end)()
    end
   else
    SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
   end
  end)()
    end
end

local a = DeadChar.Torso
local b = DeadChar.HumanoidRootPart
local c = DeadChar.Humanoid
a.Parent = game:FindFirstChildOfClass("Workspace")
c.Parent = game:FindFirstChildOfClass("Workspace")
local told = a:Clone()
local told1 = c:Clone()
b["RootJoint"].Part0 = told
b["RootJoint"].Part1 = DeadChar.Head
a.Name = "torso"
a.Neck:Destroy()
c.Name = "Mizt Hub Best"
told.Parent = DeadChar
told1.Parent = DeadChar
DeadChar.PrimaryPart = told
told1.Health = 0
b:Destroy()
a.Parent = DeadChar
c.Parent = DeadChar
told:Destroy()
told1:Destroy()
a.Name = "Torso"

if CloneChar.Head:FindFirstChildOfClass("Decal") then CloneChar.Head:FindFirstChildOfClass("Decal").Transparency = 1 end
if DeadChar:FindFirstChild("Animate") then DeadChar:FindFirstChild("Animate"):Destroy() end

local Collider
function UnCollide()
    if HumanDied then Collider:Disconnect(); return end
    --[[for _,Parts in next, CloneChar:GetChildren() do
        if Parts:IsA("BasePart") then
            Parts.CanCollide = false 
        end 
    end]]
    for _,Parts in next, DeadChar:GetChildren() do
        if Parts:IsA("BasePart") then
        Parts.CanCollide = false
        end 
    end 
end
Collider = game:GetService("RunService").Stepped:Connect(UnCollide)

local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
    game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
 resetBindable:Destroy()
 HumanDied = true
    pcall(function()
  game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
  DeadChar.Head:Destroy()
  DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
  game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
  if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
 end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)

coroutine.wrap(function()
    while true do
        game:GetService("RunService").RenderStepped:wait()
        if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChildOfClass("Humanoid") or CloneChar:FindFirstChildOfClass("Humanoid").Health <= 0 and not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChildOfClass("Humanoid") or DeadChar:FindFirstChildOfClass("Humanoid").Health <= 0 then 
            HumanDied = true
            pcall(function()
    game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
    DeadChar.Head:Destroy()
    DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
    game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
    if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
   end)
            if resetBindable then
                game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
                resetBindable:Destroy()
            end
            break
        end  
    end
end)()


SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"])
SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"])
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"])
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"])
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"])
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"])

for _,v in pairs(DeadChar:GetChildren()) do
 if v:IsA("BasePart") and v.Name ~= "Head" then
  --[[local bv = Instance.new("BodyVelocity",v)
  bv.Velocity = Vector3.new(0,0,0)
  coroutine.wrap(function()
   while true do
    game:GetService("RunService").RenderStepped:wait()
    if HumanDied then break end
    v.CFrame = CloneChar[v.Name].CFrame
   end
  end)()]]
 elseif v:IsA("BasePart") and v.Name == "Head" then
  local bv = Instance.new("BodyVelocity",v)
  bv.Velocity = Vector3.new(0,0,0)
  coroutine.wrap(function()
   while true do
    game:GetService("RunService").RenderStepped:wait()
    if HumanDied then break end
    v.CFrame = DeadChar.Torso.CFrame * CFrame.new(0,1.5,0)
   end
  end)()
 end
end

for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
game:GetService("RunService").RenderStepped:wait()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
game:FindFirstChildOfClass("Workspace"):FindFirstChildOfClass("Camera").CameraSubject = CloneChar.Humanoid

for _,v in next, DeadChar:GetChildren() do
 if v:IsA("Accessory") then
  if v.Handle:FindFirstChildOfClass("Weld") then v.Handle:FindFirstChildOfClass("Weld"):Destroy() end
 end
end

if ANIMATIONHERE then ANIMATIONHERE.Parent = CloneChar end

Player = game:GetService("Players").LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
Humanoid = Character.Humanoid
RootPart = Character.HumanoidRootPart
RootJoint = RootPart.RootJoint
LeftArm = Character["Left Arm"]
LeftLeg = Character["Left Leg"]
RightArm = Character["Right Arm"]
RightLeg = Character["Right Leg"]
LS = Torso["Left Shoulder"]
LH = Torso["Left Hip"]
RS = Torso["Right Shoulder"]
RH = Torso["Right Hip"]
------Gonzales---------
CV="Maroon"
 Player = game.Players.LocalPlayer
 char = Player.Character
 local txt = Instance.new("BillboardGui", Character)
 txt.Adornee = Character .Head
 txt.Name = "_status"
 txt.Size = UDim2.new(2, 0, 1.2, 0)
 txt.StudsOffset = Vector3.new(-9, 8, 0)
 local text = Instance.new("TextLabel", txt)
 text.Size = UDim2.new(10, 0, 7, 0)
 text.FontSize = "Size24"
 text.TextScaled = true
 text.TextTransparency = 0
 text.BackgroundTransparency = 1 
 text.TextTransparency = 0
 text.TextStrokeTransparency = 0
 text.Font = "Bodoni"
 text.TextStrokeColor3 = Color3.new(255,255,255)

 v=Instance.new("Part")
 v.Name = "ColorBrick"
 v.Parent=Player.Character
 v.FormFactor="Symmetric"
 v.Anchored=true
 v.CanCollide=false
 v.BottomSurface="Smooth"
 v.TopSurface="Smooth"
 v.Size=Vector3.new(10,5,3)
 v.Transparency=1
 v.CFrame=Character.Torso.CFrame
 v.BrickColor=BrickColor.new(CV)
 v.Transparency=1
 text.TextColor3 = Color3.new(255,0,0)
 v.Shape="Block"
 text.Text = ""
--------------------
Face = Head.face
shirt = Instance.new("Shirt", char)
shirt.Name = "Shirt"
pants = Instance.new("Pants", char)
pants.Name = "Pants"
char.Shirt.ShirtTemplate = "rbxassetid://61921144"
char.Pants.PantsTemplate = "rbxassetid://61921182"
------Face----------
Character.Head.face.Texture = "rbxassetid://840490876"
------Remover-------
local ss = Instance.new("Sound",char)
ss.Volume = 3
ss.Looped = true
ss.Pitch = 1
ss.SoundId = "rbxassetid://0"
ss:Play()
local p = game.Players.LocalPlayer
local char = p.Character
local mouse = p:GetMouse()
local larm = char["Left Arm"]
local rarm = char["Right Arm"]
local lleg = char["Left Leg"]
local rleg = char["Right Leg"]
local hed = char.Head
local torso = char.Torso
local hum = char.Humanoid
local cam = game.Workspace.CurrentCamera
local root = char.HumanoidRootPart
local rj = root.RootJoint
local deb = false
local shot = 0
local animpose = "Idle"
local lastanimpose = "Idle"
local stanceToggle = "Normal"
local l = game:GetService("Lighting")
local rs = game:GetService("RunService").RenderStepped
local hb = game:GetService("RunService").Heartbeat
local Stepped = game:GetService("RunService").Stepped
local Touche = {char.Name, }
----


Neck = Torso.Neck
it = Instance.new
vt = Vector3.new
cf = CFrame.new
rad = math.rad
euler = CFrame.fromEulerAnglesXYZ
angles = CFrame.Angles
Mouse = Player:GetMouse()
coroutine.resume(coroutine.create(function()
game.StarterGui:SetCore("ChatMakeSystemMessage", {
 Text = "Fixed by PixelFir3 / Cortana#8155";
 Color = Color7.new(0, 1, 1);
 Font = Enum.Font.Code;
 FontSize = Enum.FontSize.Size24;
})
end))
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "ArtificialHB"
script:WaitForChild("ArtificialHB")
frame = 0.016666666666667
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.ArtificialHB:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
 
 tf = tf + s
 if frame <= tf then
  if allowframeloss then
   script.ArtificialHB:Fire()
   lastframe = tick()
  else
   for i = 1, math.floor(tf / frame) do
    script.ArtificialHB:Fire()
   end
   lastframe = tick()
  end
  if tossremainder then
   tf = 0
  else
   tf = tf - frame * math.floor(tf / frame)
  end
 end
end
)
local animationspeed = 2
hbwait = function(number)
 
 if number == 0 or number == nil then
  ArtificialHB.Event:wait()
 else
  for i = 0, number do
   ArtificialHB.Event:wait()
  end
 end
end

local Stats = Instance.new("Folder", Character)
Stats.Name = "Stats"
local Defense = Instance.new("NumberValue", Stats)
Defense.Name = "Defense"
Defense.Value = 0.1
local Movement = Instance.new("NumberValue", Stats)
Movement.Name = "Movement"
Movement.Value = 0.35
local Damage = Instance.new("NumberValue", Stats)
Damage.Name = "Damage"
Damage.Value = 0
local Mana = Instance.new("NumberValue", Stats)
Mana.Name = "Mana"
Mana.Value = 0
local Rooted = Instance.new("BoolValue", Stats)
Rooted.Name = "Rooted"
Rooted.Value = false
local BlockValue = Instance.new("BoolValue", Stats)
BlockValue.Name = "BlockValue"
BlockValue.Value = false
local StaggerHitAnim = Instance.new("BoolValue", Stats)
StaggerHitAnim.Name = "StaggerHitAnim"
StaggerHitAnim.Value = false
local StaggerAnim = Instance.new("BoolValue", Stats)
StaggerAnim.Name = "StaggerAnim"
StaggerAnim.Value = false
local StunAnim = Instance.new("BoolValue", Stats)
StunAnim.Name = "StunAnim"
StunAnim.Value = false
local StunValue = Instance.new("NumberValue", Stats)
StunValue.Name = "StunValue"
StunValue.Value = 0
local CanCrit = Instance.new("BoolValue", Stats)
CanCrit.Name = "CanCrit"
CanCrit.Value = false
local CritChance = Instance.new("NumberValue", Stats)
CritChance.Name = "CritChance"
CritChance.Value = 20
local CanPenetrateArmor = Instance.new("BoolValue", Stats)
CanPenetrateArmor.Name = "CanPenetrateArmor"
CanPenetrateArmor.Value = false
local AntiTeamKill = Instance.new("BoolValue", Stats)
AntiTeamKill.Name = "AntiTeamKill"
AntiTeamKill.Value = false
necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
RootCF = angles(rad(-90), 0, rad(180))
local idle = 0
local Anim = "Idle"
local animtype = math.floor(math.random(1, 3))
local attacktype = 1
local attack = false
local equipped = false
local LastPoint = nil
local staggerhitanim = false
local staggeranim = false
local stunanim = false
local CritChanceNumber = 0
local idlen = 0
local donum = 0
local sine = 0
local change = 2 / animationspeed
local walkinganim = false
local handidle = false
local walk = 0
local stundelay = 0
local manadelay = 0
local robloxidleanimation = Instance.new("Animation", Torso)
robloxidleanimation.Name = "robloxidleanimation"
robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
local Animator = Humanoid:FindFirstChild("Animator")
local Animate = Character:FindFirstChild("Animate")
local HitPlayerSounds = {199149137, 199149186, 199149221, 199149235, 199149269, 199149297}
local HitArmorSounds = {199149321, 199149338, 199149367, 199149409, 199149452}
local HitWeaponSounds = {199148971, 199149025, 199149072, 199149109, 199149119}
local HitBlockSounds = {199148933, 199148947}
local cooldown1 = 0
local cooldown2 = 0
local cooldown3 = 0
local cooldown4 = 0
local scrn = Instance.new("ScreenGui", PlayerGui)
local ud = UDim2.new
local c3 = Color3.new
local skillcolorscheme = c3(1, 1, 1)
subtractmana = function(k)
 
 if k <= Mana.Value then
  Mana.Value = Mana.Value - k
 end
end

local co1 = 0
local co2 = 0
local co3 = 0
local co4 = 0
local maxmana = 0
local maxstun = 1
local recovermana = 0
local losestun = 0
local stunwait = 0
local manawait = 0
local skill1mana = 0
local skill2mana = 0
local skill3mana = 0
local skill4mana = 0
local menuupdatespeed = 0
local constantupdate = false
local showstats = false
local allowstunbar = false
local CustomColor = Torso.BrickColor
local Colorpart1 = CustomColor.r
local Colorpart2 = CustomColor.g
local Colorpart3 = CustomColor.b
local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3))
makeframe = function(par, trans, pos, size, color, name)
 
 local frame = Instance.new("Frame")
 frame.Parent = par
 frame.BackgroundTransparency = trans
 frame.BorderSizePixel = 2
 frame.Position = pos
 frame.Size = size
 frame.BackgroundColor3 = color
 frame.Name = name
 return frame
end

makelabel = function(par, text, trans, stroketrans, name)
 
 local label = Instance.new("TextLabel")
 label.Parent = par
 label.BackgroundTransparency = 1
 label.Size = ud(1, 0, 1, 0)
 label.Position = ud(0, 0, 0, 0)
 label.TextColor3 = c3(255, 255, 255)
 label.TextStrokeTransparency = stroketrans
 label.TextTransparency = trans
 label.FontSize = Enum.FontSize.Size32
 label.Font = Enum.Font.Legacy
 label.BorderSizePixel = 0
 label.TextScaled = true
 label.Text = text
 label.Name = name
 return label
end

framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1")
framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2")
framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3")
framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4")
bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1")
bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2")
bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3")
bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4")
text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1")
text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2")
text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3")
text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4")
manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Bar")
healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Cover")
healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
if allowstunbar == true then
 stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137255), "Stun Frame")
 stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137255), "Stun Bar")
 stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
end
if showstats == true then
 defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 0.3921568627451, 1), "Defense Frame")
 damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.3921568627451, 0.3921568627451), "Damage Frame")
 movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 1, 0.3921568627451), "Movement Frame")
 defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
 damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
 movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text")
end
NoOutline = function(Part)
 
 Part.TopSurface = 10
end

local weldBetween = function(a, b)
 
 local weldd = Instance.new("ManualWeld")
 weldd.Part0 = a
 weldd.Part1 = b
 weldd.C0 = CFrame.new()
 weldd.C1 = b.CFrame:inverse() * a.CFrame
 weldd.Parent = a
 return weldd
end

nooutline = function(part)
 
 part.TopSurface = 10
end

part = function(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
 
 local fp = it("Part")
 fp.formFactor = formfactor
 fp.Parent = parent
 fp.Reflectance = reflectance
 fp.Transparency = transparency
 fp.CanCollide = false
 fp.Locked = true
 fp.BrickColor = BrickColor.new(tostring(brickcolor))
 fp.Name = name
 fp.Size = size
 fp.Position = Character.Torso.Position
 nooutline(fp)
 fp.Material = material
 fp:BreakJoints()
 return fp
end

mesh = function(Mesh, part, meshtype, meshid, offset, scale)
 
 local mesh = it(Mesh)
 mesh.Parent = part
 if Mesh == "SpecialMesh" then
  mesh.MeshType = meshtype
  mesh.MeshId = meshid
 end
 mesh.Offset = offset
 mesh.Scale = scale
 return mesh
end

weld = function(parent, part0, part1, c0, c1)
 
 local weld = it("Motor")
 weld.Parent = parent
 weld.Part0 = part0
 weld.Part1 = part1
 weld.C0 = c0
 weld.C1 = c1
 return weld
end

local WeaponName = "Russian Kick"
local ClassName = "Russian Kick"
local PlayerSize = 1
local RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0))
local LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0))
if PlayerSize ~= 1 then
 RootPart.Size = RootPart.Size * PlayerSize
 Torso.Size = Torso.Size * PlayerSize
 Head.Size = Head.Size * PlayerSize
 RightArm.Size = RightArm.Size * PlayerSize
 LeftArm.Size = LeftArm.Size * PlayerSize
 RightLeg.Size = RightLeg.Size * PlayerSize
 LeftLeg.Size = LeftLeg.Size * PlayerSize
 RootJoint.Parent = RootPart
 Neck.Parent = Torso
 LS.Parent = Torso
 RS.Parent = Torso
 LH.Parent = Torso
 RH.Parent = Torso
 RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0))
 Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0))
 Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize)
 RS.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0
 LS.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0
 RS.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
 LS.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
 RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0))
 LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0))
 RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
 LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
 for _,v in pairs(Character:GetChildren()) do
  if v.ClassName == "Hat" or v.ClassName == "Accessory" then
   v.Parent = nil
   v.Parent = Character
   v.Handle.Mesh.Scale = v.Handle.Mesh.Scale * PlayerSize
   for _,b in pairs(v.Handle:GetChildren()) do
    if b.ClassName == "Weld" or b.ClassName == "Motor" then
     local p1 = b.Part1
     b.Part1 = nil
     local c01, c02, c03, c04, c05, c06, c07, c08, c09, c010, c011, c012 = b.C0:components()
     local c11, c12, c13, c14, c15, c16, c17, c18, c19, c110, c111, c112 = b.C1:components()
     b.C0 = cf(c01 * PlayerSize, c02 * PlayerSize, c03 * PlayerSize, c04, c05, c06, c07, c08, c09, c010, c011, c012)
     b.C1 = cf(c11 * PlayerSize, c12 * PlayerSize, c13 * PlayerSize, c14, c15, c16, c17, c18, c19, c110, c111, c112)
     b.Part1 = p1
    end
   end
  end
 end
end
 m = Instance.new("Model", Character)
 m.Name = WeaponName
 Effects = Instance.new("Folder", m)
 Effects.Name = "Effects"
 Humanoid.Died:connect(function()
 
 attack = true
 for _,v in pairs(Character:GetChildren()) do
  if v.ClassName == "Model" then
   v:Destroy()
  end
 end
end
)
 for i,v in pairs(Character:GetChildren()) do
  if v.ClassName == "Model" then
   for _,c in pairs(v:GetChildren()) do
    if c.ClassName == "Part" then
     c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
    end
   end
  end
 end
 print(ClassName .. " loaded.")
 clerp = function(a, b, t)
return a:lerp(b, t)
end

 positiveangle = function(number)
 
 if number > 0 then
  number = 0
 end
 return number
end

 negativeangle = function(number)
 
 if number < 0 xss=removed xss=removed xss=removed xss=removed xss=removed sou.SoundId = "http://roblox.com/asset/?id=" xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed BlockDebounce.Name = "BlockDebounce" xss=removed xss=removed xss=removed xss=removed BlockDebounce2.Name = "BlockDebounce2" xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed> 3 and ranged ~= true then
           so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
          end
         end
         if D > 3 and D < 20 xss=removed xss=removed>= 20 then
           if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
            DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0))
            so("296102734", hit, 1, 1)
           else
            DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0))
           end
          else
           if D <= 3 then
            if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
             DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0))
             so("296102734", hit, 1, 1)
            else
             DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(0.88235294117647, 0.88235294117647, 0.88235294117647))
            end
           end
          end
         end
         do
          if Type == "Normal" then
           local vp = Instance.new("BodyVelocity")
           vp.P = 500
           vp.maxForce = vt(math.huge, 0, math.huge)
           if KnockbackType == 1 then
            vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
           else
            if KnockbackType == 2 then
             vp.Velocity = Property.CFrame.lookVector * knockback
            end
           end
           if knockback > 0 then
            vp.Parent = hit.Parent.Torso
           end
           game:GetService("Debris"):AddItem(vp, 0.5)
          end
          local DebounceHit = Instance.new("BoolValue", hit.Parent)
          DebounceHit.Name = "DebounceHit"
          DebounceHit.Value = true
          game:GetService("Debris"):AddItem(DebounceHit, Delay)
         end
        end
       end
      end
     end
    end
   end
  end
 end
end

 MagniDamage = function(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
 
 for _,c in pairs(workspace:GetChildren()) do
  local hum = (c:FindFirstChild("Humanoid"))
  local head = nil
  if hum ~= nil then
   head = c:FindFirstChild("Torso")
   if head ~= nil then
    local targ = head.Position - Part.Position
    local mag = targ.magnitude
    if mag <= magni and c.Name ~= Player.Name then
     Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
    end
   end
   do
    for _,d in pairs(c:GetChildren()) do
     if d.ClassName == "Model" and ranged ~= true then
      head = d:FindFirstChild("Hitbox")
      if head ~= nil then
       local targ = head.Position - Part.Position
       local mag = targ.magnitude
       if mag <= magni and c.Name ~= Player.Name then
        local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
        hitrefpart.Anchored = true
        hitrefpart.CFrame = cf(head.Position)
        so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1)
        StaggerHitAnim.Value = true
       end
      end
     end
    end
    do
     -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out DO_STMT

     -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_THEN_STMT

     -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_STMT

    end
   end
  end
 end
end

 MagniBufforDebuff = function(Part, Magni, Type, Stat, Amount, Duration, ShowTheBufforDebuff, ApplyToOthersInstead)
 
 if Player.Neutral == true then
  if Type == "Buff" then
   IncreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff)
  else
   if Type == "Debuff" then
    DecreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff)
   end
  end
 end
 for _,c in pairs(workspace:GetChildren()) do
  local hum = (c:FindFirstChild("Humanoid"))
  local head = nil
  if hum ~= nil then
   head = c:FindFirstChild("Torso")
   if head ~= nil then
    local targ = head.Position - Part.Position
    local mag = targ.magnitude
    -- DECOMPILER ERROR at PC83: Unhandled construct in 'MakeBoolean' P1

    if ApplyToOthersInstead == true and mag <= Magni and c.Name ~= Player.Name and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
     if Type == "Buff" then
      IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
     else
      if Type == "Debuff" then
       DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
      end
     end
    end
   end
  end
  if ApplyToOthersInstead == false and mag <= Magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
   if Type == "Buff" then
    IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
   else
    if Type == "Debuff" then
     DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
    end
   end
  end
 end
end

 Lightning = function(p0, p1, tym, ofs, brickcolor, material, th, tra, last)
 
 local magz = p0 - p1.magnitude
 local curpos = p0
 local trz = {-ofs, ofs}
 for i = 1, tym do
  local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
  do
   li.Anchored = true
   local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
   local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
   if tym == i then
    local magz2 = curpos - p1.magnitude
    li.Size = vt(th, th, magz2)
    li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
   else
    do
     do
      li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
      curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
      game.Debris:AddItem(li, last)
      coroutine.resume(coroutine.create(function()
  
  while li.Transparency ~= 1 do
   for i = 0, 1, last do
    hbwait()
    li.Transparency = li.Transparency + 0.1 / last
   end
  end
 end
))
     end
     -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_ELSE_STMT

     -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_STMT

     -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out DO_STMT

    end
   end
  end
 end
end

 MagicRing = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.CFrame = Part.CFrame
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicWave = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, -0.1 * z1), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.CFrame = Part.CFrame
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicBlock = function(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
 local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   if rotate == true then
    Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
   end
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicBlock2 = function(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
 local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 CF = prt.CFrame
 num = math.random(5, 20)
 coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
  
  for i = 0, 1, delay do
   hbwait()
   if rotate == true then
    Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
   else
    Part.CFrame = CF2 * cf(0, i * Num, 0)
   end
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh, CF, num)
end

 MagicCylinder = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicHead = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 BreakEffect = function(brickcolor, material, rotate, cframe, x1, y1, z1, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
 local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
  
  CF = Part.CFrame
  Numbb = 0
  randnumb = math.random() - math.random()
  for i = 0, 1, delay do
   hbwait()
   CF = CF * cf(0, 1, 0)
   if rotate == true then
    Part.CFrame = CF * angles(Numbb, 0, 0)
   else
    if rotate == false then
     Part.CFrame = CF
    end
   end
   Part.Transparency = i
   Numbb = Numbb + (randnumb)
  end
  Part.Parent = nil
 end
), prt, CF, Numbb, randnumb)
end

 ElecEffect = function(brickcolor, material, cf, x, y, z, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cf
 xval = math.random()
 yval = math.random()
 zval = math.random()
 local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
  
  for i = 0, 1, delay do
   hbwait()
   Part.CFrame = Part.CFrame
   xvaal = xvaal - 0.1 * (delay * 10)
   yvaal = yvaal - 0.1 * (delay * 10)
   zvaal = zvaal - 0.1 * (delay * 10)
   Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
   Part.Transparency = i
  end
  Part.Parent = nil
 end
), prt, msh, xval, yval, zval)
end

 TrailEffect = function(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay)
 
 local magnitudecframe = currentcf.p - oldcf.p.magnitude
 if magnitudecframe > 0.01 then
  local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt(1, magnitudecframe, 1))
  prt.Anchored = true
  prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(rad(90), 0, 0)
  local TheMeshType = "BlockMesh"
  if meshtype == "Cylinder" then
   TheMeshType = "CylinderMesh"
  end
  local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt(0 + size, 1, 0 + size))
  game:GetService("Debris"):AddItem(prt, 10)
  coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x, y, z)
  end
  Part.Parent = nil
 end
), prt, msh, currentcf, oldcf)
 end
end

 ClangEffect = function(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay)
 
 local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0))
 game:GetService("Debris"):AddItem(prt, 10)
 local TheLastPoint = cframe
 coroutine.resume(coroutine.create(function(Part)
  
  for i = 1, duration do
   hbwait()
   Part.CFrame = Part.CFrame * angles(rad(angle), 0, 0) * cf(0, power, 0)
   TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay)
   TheLastPoint = Part.CFrame
  end
  Part.Parent = nil
 end
), prt)
end

 MagicCone = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicFlatCone = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicSpikedCrown = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicCrown = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 MagicSkull = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
 
 local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 10)
 coroutine.resume(coroutine.create(function(Part, Mesh)
  
  for i = 0, 1, delay do
   hbwait()
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end
), prt, msh)
end

 local startequipped = true
 local startequippedwithequipanimation = false
 local disableanimator = true
 local disableanimate = true
 local alternatewalk = false
 local hidemenu = false
 local allowmenutofunction = false
 local allowabilitiestofunction = false
 local canunequiporequip = false
 local allowwalking = false
 local disablemovingarms = false
 local usemotorsinsteadofwelds = false
 local leftarm = false
 local rightarm = false
 local allowhopperbin = false
 local showstunbar = false
 local walkspeeddependsonmovementvalue = true
 local alternatemanaregensystem = false
 local showhealthmanaandstunnumbers = false
 local changebarcolorsifnotenoughmana = false
 local disablejump = false
 if hidemenu == true or allowmenutofunction == false then
  for _,v in pairs(scrn:GetChildren()) do
   if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
    v.Visible = false
    v.BorderSizePixel = 0
   end
  end
 end
 do
  Humanoid.Changed:connect(function(Jump)
 
 if Jump == "Jump" and disablejump == true then
  Humanoid.Jump = false
 end
end
)
  if allowmenutofunction == true then
   for _,v in pairs(scrn:GetChildren()) do
    if v.ClassName == "Frame" then
     for _,b in pairs(v:GetChildren()) do
      if b.ClassName == "TextLabel" then
       coroutine.resume(coroutine.create(function(TheTextLabel)
 
 wait(menuupdatespeed)
 for i = 1, 0, -0.1 do
  hbwait()
  TheTextLabel.TextTransparency = i
  TheTextLabel.TextStrokeTransparency = i
 end
 TheTextLabel.TextTransparency = 0
 TheTextLabel.TextStrokeTransparency = 0
end
), b)
       if showstats == true then
        coroutine.resume(coroutine.create(function(TheTextLabel)
 
 wait(menuupdatespeed)
 for i = 1, 0, -0.1 do
  hbwait()
  TheTextLabel.TextTransparency = i
  TheTextLabel.TextStrokeTransparency = i
 end
 TheTextLabel.TextTransparency = 0
 TheTextLabel.TextStrokeTransparency = 0
end
), b)
       end
       if showstunbar == true then
        coroutine.resume(coroutine.create(function(TheTextLabel)
 
 wait(menuupdatespeed)
 for i = 1, 0, -0.1 do
  hbwait()
  TheTextLabel.TextTransparency = i
  TheTextLabel.TextStrokeTransparency = i
 end
 TheTextLabel.TextTransparency = 0
 TheTextLabel.TextStrokeTransparency = 0
end
), b)
       end
       if allowabilitiestofunction == true then
        coroutine.resume(coroutine.create(function(TheTextLabel)
 
 wait(menuupdatespeed)
 for i = 1, 0, -0.1 do
  hbwait()
  TheTextLabel.TextTransparency = i
  TheTextLabel.TextStrokeTransparency = i
 end
 TheTextLabel.TextTransparency = 0
 TheTextLabel.TextStrokeTransparency = 0
end
), b)
       end
      end
     end
    end
   end
  end
  do
   if allowhopperbin == true then
    if script.Parent.className ~= "HopperBin" then
     Tool = Instance.new("HopperBin")
     Tool.Parent = Backpack
     Tool.Name = WeaponName
     script.Parent = Tool
    end
    Bin = script.Parent
   end
   if disablemovingarms == true then
    RWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0))
    LWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0))
    RSH = nil
    if usemotorsinsteadofwelds == true then
     RW = Instance.new("Motor")
     LW = Instance.new("Motor")
    else
     RW = Instance.new("Weld")
     LW = Instance.new("Weld")
    end
    RW.Name = "Right Shoulder"
    LW.Name = "Left Shoulder"
    RSH = Torso["Right Shoulder"]
    LSH = Torso["Left Shoulder"]
    RSH.Parent = Torso
    LSH.Parent = Torso
    RW.Name = "Right Shoulder"
    RW.Part0 = Torso
    RW.C0 = cf(1.5, 0.5, 0)
    RW.C1 = cf(0, 0.5, 0)
    RW.Part1 = Character["Right Arm"]
    RW.Parent = nil
    LW.Name = "Left Shoulder"
    LW.Part0 = Torso
    LW.C0 = cf(-1.5, 0.5, 0)
    LW.C1 = cf(0, 0.5, 0)
    LW.Part1 = Character["Left Arm"]
    LW.Parent = nil
   else
    RW = Torso["Right Shoulder"]
    LW = Torso["Left Shoulder"]
    RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0))
    LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0))
   end
   equipanim = function()
 
 attack = true
 Movement.Value = Movement.Value - 0.1
 Defense.Value = Defense.Value + 0.4
 for i = 0, 1, 0.08 / animationspeed do
  hbwait()
  RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed)
  LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed)
  RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
 end
 attack = false
end

   unequipanim = function()
 
 attack = true
 for i = 0, 1, 0.08 / animationspeed do
  hbwait()
  RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)), 0.3 / animationspeed)
  RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed)
  LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed)
  if disablemovingarms == false then
   RW.C1 = clerp(RW.C1, angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed)
   LW.C1 = clerp(LW.C1, angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed)
  end
  RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  RH.C1 = clerp(RH.C1, angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed)
  LH.C1 = clerp(LH.C1, angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed)
 end
 RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0))
 Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0))
 Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize)
 RW.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0
 LW.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0
 if disablemovingarms == false then
  RW.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
  LW.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
 end
 RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0))
 LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0))
 RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
 LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
 Movement.Value = Movement.Value + 0.1
 Defense.Value = Defense.Value - 0.4
 attack = false
end

   if startequipped == true then
    equipped = true
    if disableanimate == true then
     Animate.Disabled = true
     local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
     idleanimation:Play()
    end
     if disableanimator == true then
      Animator.Parent = nil
     end
     if disablemovingarms == true then
      RW.Parent = Torso
      LW.Parent = Torso
      RSH.Parent = nil
      LSH.Parent = nil
     end
     Movement.Value = Movement.Value - 0.1
     Defense.Value = Defense.Value + 0.4
end
     if startequippedwithequipanimation == true then
      equipped = true
      if disableanimate == true then
       Animate.Disabled = true
       local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
       idleanimation:Play()
      end
       if disableanimator == true then
        Animator.Parent = nil
       end
       if disablemovingarms == true then
        RW.Parent = Torso
        LW.Parent = Torso
        RSH.Parent = nil
        LSH.Parent = nil
       end
       coroutine.resume(coroutine.create(function()
 
 hbwait()
 equipanim()
end
))
end

       StaggerHit = function()
 
 attack = true
 if Hitbox ~= nil then
  for i = 1, math.random(2, 4) do
   ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  end
 end
 do
  for i = 0, 1, 0.1 / animationspeed do
   hbwait()
   RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(-10), rad(0), rad(-30)), 0.3 / animationspeed)
   Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(30)) * angles(rad(5), rad(0), rad(0)), 0.3 / animationspeed)
   RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-30), rad(0), rad(60)) * angles(rad(0), rad(-30), rad(0)) * RWC0, 0.3 / animationspeed)
   LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(-20)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed)
   RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.9 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-10), rad(0), rad(-20)), 0.3 / animationspeed)
   LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-70), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed)
   if StaggerAnim.Value ~= true then
    do
     if StunAnim.Value == true then
      break
     end
     -- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_THEN_STMT

     -- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_STMT

    end
   end
  end
  attack = false
 end
end

       Stagger = function()
 
 attack = true
 disablejump = true
 if Hitbox ~= nil then
  for i = 1, math.random(2, 4) do
   ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  end
 end
 do
  attacktype = 1
  DamageStatLabel("Interruption", Head.CFrame, "Staggered!", Color3.new(1, 1, 0))
  local staggervelocity = Instance.new("BodyVelocity", Torso)
  staggervelocity.P = 500
  staggervelocity.maxForce = vt(math.huge, 0, math.huge)
  if Rooted.Value == false then
   staggervelocity.Velocity = RootPart.CFrame.lookVector * -25
  end
  for i = 0, 1, 0.35 / animationspeed do
   hbwait()
   RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.1 * PlayerSize) * angles(rad(-20), rad(0), rad(-30)), 0.3 / animationspeed)
   Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
   RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed)
   LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed)
   RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed)
   LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed)
  end
  for i = 0, 1, 0.2 / animationspeed do
   hbwait()
   RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.2 * PlayerSize) * angles(rad(-30), rad(0), rad(-30)), 0.3 / animationspeed)
   Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
   RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed)
   LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed)
   RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed)
   LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.9 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(30)), 0.3 / animationspeed)
  end
  staggervelocity:Destroy()
  for i = 0, 1, 0.015 / animationspeed do
   hbwait()
   RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.8 * PlayerSize) * angles(rad(0), rad(0), rad(-20)) * angles(rad(-5), rad(-5), rad(0)), 0.3 / animationspeed)
   Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(20), rad(0), rad(20)) * angles(rad(0), rad(5), rad(0)), 0.3 / animationspeed)
   RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(20)) * angles(rad(0), rad(-20), rad(0)) * RWC0, 0.3 / animationspeed)
   LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-15), rad(0), rad(-10)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed)
   RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(80), rad(0)) * angles(rad(0), rad(0), rad(70)) * angles(rad(0), rad(30), rad(0)), 0.3 / animationspeed)
   LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, 0.4 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(-80), rad(0)) * angles(rad(-2.5), rad(0), rad(-10)), 0.3 / animationspeed)
   if StunAnim.Value == true then
    break
   end
  end
  do
   attacktype = 1
   disablejump = false
   attack = false
  end
 end
end

       Stun = function()
 
 attack = true
 disablejump = true
 attacktype = 1
 DamageStatLabel("Interruption", Head.CFrame, "Stunned!", Color3.new(1, 1, 0))
 for i = 0, 1, 0.4 / animationspeed do
  hbwait()
  RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(15), rad(0), rad(-160)), 0.3 / animationspeed)
  Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(10), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(15)) * RWC0, 0.3 / animationspeed)
  LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(-15)) * LWC0, 0.3 / animationspeed)
  RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
  LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
 end
 for i = 0, 1, 0.4 / animationspeed do
  hbwait()
  RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.5 * PlayerSize) * angles(rad(45), rad(0), rad(-170)), 0.3 / animationspeed)
  Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(45)) * RWC0, 0.3 / animationspeed)
  LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(-45)) * LWC0, 0.3 / animationspeed)
  RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed)
  LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
 end
 for i = 0, 1, 0.4 / animationspeed do
  hbwait()
  RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1 * PlayerSize) * angles(rad(75), rad(0), rad(-180)), 0.3 / animationspeed)
  Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-60)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(75)) * RWC0, 0.3 / animationspeed)
  LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-45), rad(0), rad(-75)) * LWC0, 0.3 / animationspeed)
  RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed)
  LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-30)), 0.3 / animationspeed)
 end
 Humanoid.AutoRotate = false
 for i = 1, 70 * animationspeed do
  hbwait()
  RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -2.5 * PlayerSize) * angles(rad(90), rad(0), rad(-180)), 0.3 / animationspeed)
  Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-90)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(-10), rad(90)) * RWC0, 0.3 / animationspeed)
  LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-90), rad(0), rad(-90)) * LWC0, 0.3 / animationspeed)
  RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0.2 * PlayerSize) * angles(rad(0), rad(70), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed)
  LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-100), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed)
 end
 for i = 0, 1, 0.15 / animationspeed do
  hbwait()
  RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.5 * PlayerSize) * angles(rad(20), rad(0), rad(100)), 0.3 / animationspeed)
  Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
  RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(30)) * RWC0, 0.3 / animationspeed)
  LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(20)) * LWC0, 0.3 / animationspeed)
  RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(60), rad(0)) * angles(rad(-5), rad(0), rad(70)), 0.3 / animationspeed)
  LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.25 * PlayerSize, -1 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-10), rad(0), rad(20)), 0.3 / animationspeed)
 end
 Humanoid.AutoRotate = true
 attacktype = 1
 disablejump = false
 attack = false
end

       EAbility = function()
 
 attack = true
 attack = false
end

       Attack1 = function()
 
 attack = true
 attack = false
end

       Attack2 = function()
 
 attack = true
 attack = false
end

       Attack3 = function()
 
 attack = true
 attack = false
end

       Attack4 = function()
 
 attack = true
 attack = false
end

       Move1 = function()
 
 attack = true
 attack = false
end

       Move2 = function()
 
 attack = true
 attack = false
end

       Move3 = function()
 
 attack = true
 attack = false
end

       Move4 = function()
 
 attack = true
 attack = false
end

       hold = false
       Mouse.Button1Down:connect(function()
 
 if attack == true or equipped == false then
  return 
 end
 hold = true
 if attacktype == 1 then
  attacktype = 2
  Attack1()
 else
  if attacktype == 2 then
   attacktype = 3
   Attack2()
  else
   if attacktype == 3 then
    attacktype = 4
    Attack3()
   else
    if attacktype == 4 then
     attacktype = 1
     Attack4()
    end
   end
  end
 end
 coroutine.resume(coroutine.create(function()
  
  for i = 1, 50 do
   if attack == false then
    hbwait()
   end
  end
  if attack == false then
   attacktype = 1
  end
 end
))
end
)
       if allowhopperbin == true then
        ob1u = function(Mouse)
 
 hold = false
end

       end
       Mouse.KeyDown:connect(function(key)
 
 if key == "f" and canunequiporequip == true and attack == false then
  if equipped == false then
   equipped = true
   if disableanimate == true then
    Animate.Disabled = true
    local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
    idleanimation:Play()
   end
    if disableanimator == true then
     Animator.Parent = nil
    end
    if disablemovingarms == true then
     RW.Parent = Torso
     LW.Parent = Torso
     RSH.Parent = nil
     LSH.Parent = nil
    end
    equipanim()
    elseif equipped == true then
     equipped = false
     unequipanim()
     hbwait()
     if disablemovingarms == true then
      RW.Parent = nil
      LW.Parent = nil
      RSH.Parent = Torso
      LSH.Parent = Torso
     end
     if disableanimator == true then
      Animator.Parent = Humanoid
     end
     if disableanimate == true then
      Animate.Disabled = false
     end
    end
end
    if key == "e" and attack == false and equipped == true then
     if animtype < 3 xss=removed>= 3 then
      animtype = 1
     end
    end
    if key == "z" and attack == false and equipped == true and co1 <= cooldown1 and skill1mana <= Mana.Value then
     subtractmana(skill1mana)
     cooldown1 = 0
     Move1()
    end
    if key == "x" and attack == false and equipped == true and co2 <= cooldown2 and skill2mana <= Mana.Value then
     subtractmana(skill2mana)
     cooldown2 = 0
     Move2()
    end
    if key == "c" and attack == false and equipped == true and co3 <= cooldown3 and skill3mana <= Mana.Value then
     subtractmana(skill3mana)
     cooldown3 = 0
     Move3()
    end
    if key == "v" and attack == false and equipped == true and co4 <= cooldown4 and skill4mana <= Mana.Value then
     subtractmana(skill4mana)
     cooldown4 = 0
     Move4()
    end
    if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "Brannon1964802" then
     if key == "q" then
      Mana.Value = 100
      cooldown1 = co1
      cooldown2 = co2
      cooldown3 = co3
      cooldown4 = co4
     end
     if key == "p" then
      StaggerHitAnim.Value = true
     end
     if key == "[" then
      StaggerAnim.Value = true
     end
     if key == "]" then
      StunAnim.Value = true
     end
end
    end
)
       Mouse.KeyUp:connect(function(key2)
 
end
)
       if allowhopperbin == true then
        s = function(Mouse)
 
 Mouse.Button1Down:connect(function()
  
  ob1d(Mouse)
 end
)
 Mouse.Button1Up:connect(function()
  
  ob1u(Mouse)
 end
)
 Mouse.KeyDown:connect(key)
 Mouse.KeyUp:connect(key2)
end

       end
       if allowhopperbin == true then
        ds = function(Mouse)
 
end

       end
       if allowhopperbin == true then
        Bin.Selected:connect(s)
        Bin.Deselected:connect(ds)
       end
       updateskills = function()
 
 if allowabilitiestofunction == true then
  if cooldown1 <= co1 then
   cooldown1 = cooldown1 + 0.033333333333333
   if co1 <= cooldown1 then
    cooldown1 = co1
   end
  end
  if cooldown2 <= co2 then
   cooldown2 = cooldown2 + 0.033333333333333
   if co2 <= cooldown2 then
    cooldown2 = co2
   end
  end
  if cooldown3 <= co3 then
   cooldown3 = cooldown3 + 0.033333333333333
   if co3 <= cooldown3 then
    cooldown3 = co3
   end
  end
  if cooldown4 <= co4 then
   cooldown4 = cooldown4 + 0.033333333333333
   if co4 <= cooldown4 then
    cooldown4 = co4
   end
  end
  if changebarcolorsifnotenoughmana == true then
   if Mana.Value <= skill1mana then
    bar4.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
   else
    bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
   end
   if Mana.Value <= skill2mana then
    bar3.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
   else
    bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
   end
   if Mana.Value <= skill3mana then
    bar1.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
   else
    bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
   end
   if Mana.Value <= skill4mana then
    bar2.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
   else
    bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
   end
  else
   if changebarcolorsifnotenoughmana == false then
    bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
    bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
    bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
    bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
   end
  end
 end
 if alternatemanaregensystem == false then
  if Mana.Value <= maxmana then
   Mana.Value = Mana.Value + recovermana / 30
  else
   if maxmana <= Mana.Value then
    Mana.Value = maxmana
   end
  end
 else
  if alternatemanaregensystem == true then
   if maxmana <= Mana.Value then
    Mana.Value = maxmana
   else
    if manadelay <= manawait then
     manadelay = manadelay + 1
    else
     manadelay = 0
     Mana.Value = Mana.Value + 1
    end
   end
  end
 end
 if allowstunbar == true then
  if StunValue.Value <= 0 then
   StunValue.Value = 0
  else
   if stundelay <= stunwait then
    stundelay = stundelay + 1
   else
    stundelay = 0
    StunValue.Value = StunValue.Value - 1
   end
  end
 else
  if allowstunbar == false then
   StunValue.Value = 0
  end
 end
end

       if allowmenutofunction == true then
        ArtificialHB.Event:connect(function()
 
 updateskills()
 if allowabilitiestofunction == true then
  framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
 end
 manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
 manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
 healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
 healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
 if allowstunbar == true and showstunbar == true and stunframe ~= nil then
  stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
 end
 if showhealthmanaandstunnumbers == true then
  manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]"
  healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]"
  if allowstunbar == true and showstunbar == true then
   stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]"
  end
 end
 if showstats == true then
  defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  defensetext.Text = "Defense: " .. Defense.Value * 100 .. "%"
  damagetext.Text = "Damage: " .. Damage.Value * 100 .. "%"
  if Rooted.Value == false then
   movementtext.Text = "Movement: " .. Movement.Value * 100 .. "%"
  else
   if Rooted.Value == true or Movement.Value <= 0 then
    movementtext.Text = "Movement: 0%"
   end
  end
 end
end
)
       end
       while 1 do
          hbwait()
          if Hitbox ~= nil then
           if attack == true then
            Hitbox.Name = "Hitbox"
           else
            if attack == false then
             Hitbox.Name = "NilHitbox"
            end
           end
          end
          if 0 < Humanoid.Health then
           if walkspeeddependsonmovementvalue == true then
            if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then
             Humanoid.WalkSpeed = 0
            else
             Humanoid.WalkSpeed = 16 * Movement.Value
            end
           end
           if maxstun <= StunValue.Value then
            StunValue.Value = 0
            StunAnim.Value = true
           end
           if StaggerAnim.Value == true and staggeranim == false then
            coroutine.resume(coroutine.create(function()
 
 staggeranim = true
 while attack == true do
  hbwait()
 end
 Stagger()
 StaggerAnim.Value = false
 staggeranim = false
end
))
           end
           if StaggerHitAnim.Value == true and staggerhitanim == false then
            coroutine.resume(coroutine.create(function()
 
 staggerhitanim = true
 while attack == true do
  hbwait()
 end
 StaggerHit()
 StaggerHitAnim.Value = false
 staggerhitanim = false
end
))
           end
           if (StunAnim.Value == true and stunanim == false) or 100 <= StunValue.Value then
            coroutine.resume(coroutine.create(function()
 
 StunValue.Value = 0
 stunanim = true
 while attack == true do
  hbwait()
 end
 Stun()
 StunAnim.Value = false
 stunanim = false
end
))
           end
           sine = sine + change
           local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
           local velderp = RootPart.Velocity.y
           local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
           hitfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position + vt(0, -1, 0)).lookVector, 4 * PlayerSize, Character)
           if 0.5 <= donum then
            handidle = true
           else
            if donum <= 0 then
             handidle = false
            end
           end
           if handidle == false then
            donum = donum + 0.003 / animationspeed
           else
            donum = donum - 0.003 / animationspeed
           end
           if equipped == true or equipped == false then
            if attack == false then
             idle = idle + 1
            else
             idle = 0
            end
            if leftarm == true then
             if Anim == "Walk" and equipped == true and attack == false then
              if alternatewalk == false then
               if walkinganim == true then
                LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               else
                LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               end
              else
               if walkinganim == true then
                LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               else
                LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               end
              end
             else
              -- DECOMPILER ERROR at PC2457: Unhandled construct in 'MakeBoolean' P3

              if (Anim ~= "Walk" and equipped == true) or leftarm == false then
               LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
              end
             end
            end
            if rightarm == true then
             if Anim == "Walk" and equipped == true and attack == false then
              if alternatewalk == false then
               if walkinganim == true then
                RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               else
                RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               end
              else
               if walkinganim == true then
                RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               else
                RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               end
              end
             else
              -- DECOMPILER ERROR at PC2648: Unhandled construct in 'MakeBoolean' P3

              if (Anim ~= "Walk" and equipped == true) or rightarm == false then
               RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
              end
             end
            end
            if allowwalking == true then
             if Anim == "Walk" and equipped == true then
              if alternatewalk == false then
               if walkinganim == true then
                RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
                LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               else
                RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
                LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               end
              else
               if walkinganim == true then
                RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
                LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               else
                RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
                LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
               end
              end
             else
              if Anim ~= "Walk" and equipped == true then
               RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
               LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
              end
             end
            end
            Anim = "Idle"
            if attack == false then
             if equipped == true then
              if animtype == 1 then
               RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed)
               Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed)
               RW.C0 = clerp(RW.C0, cf(1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(100), rad(0), rad(-80)) * angles(rad(-5 * math.sin((sine) / 4)), rad(90), rad(0)) * (RWC0), 1 / animationspeed)
               LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(80), rad(0), rad(70)) * angles(rad(-5 * math.sin((sine) / 4)), rad(-90), rad(0)) * (LWC0), 1 / animationspeed)
               RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
               LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
              end
         if animtype == 2 then
          RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(2.5 + 2.5 * math.cos((sine) / 4)), rad(0), rad(0)), 1 / animationspeed)
          Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(2.5 * math.sin((sine) / 4)), rad(0), rad(0)), 1 / animationspeed)
          RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(5), rad(10)) * angles(rad(60 * math.cos((sine) / 8)), rad(5), rad(0)) * (RWC0), 1 / animationspeed)
          LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-5), rad(-10)) * angles(rad(-60 * math.cos((sine) / 8)), rad(-5), rad(0)) * (LWC0), 1 / animationspeed)
          RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 5 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
          LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 5 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
         end
        end
        if animtype == 3 then
         RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed)
         Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed)
         RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(0), rad(-20)) * angles(rad(0), rad(10), rad(0)) * (RWC0), 1 / animationspeed)
         LW.C0 = clerp(LW.C0, cf(-1.25 + 0.25 * math.sin((sine) / 8) * PlayerSize, 0.5 * PlayerSize, -0.25 - 0.25 * math.sin((sine) / 8) * PlayerSize) * angles(rad(80 - 30 * math.cos((sine) / 4)), rad(0), rad(60 * math.sin((sine) / 8))) * (LWC0), 1 / animationspeed)
         RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
         LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
        end
       end
      end
     end
    end
   end
  end