Like a script for one of those shields where you press "e" and then "d" and "f" to lower it, spent 3 hours attempting this. The script used is too long to fit in this post, can you help with the basics so far?:
function shieldUp(guy) if combo ~= 1 and go ~= 0 then return end if su == false then su = true shield1 = true Tool.Shielding.Value = true weld10 = weld1.C0 weld11 = weld1.C1 weld20 = weld2.C0 weld21 = weld2.C1
weld2.C0 = CFrame.new(1.5,0.5,0) weld2.C1 = CFrame.new(0,0.5,0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, 0) weld1.C0 = CFrame.new(-1.5,0.5,0)
Tool.Handle.ShieldUp:play()
guy["Humanoid"].WalkSpeed = 8
for i=1,5 do weld1.C0 = weld1.C0 * CFrame.fromEulerAnglesXYZ(math.pi/64, math.pi/-20, math.pi/64) + Vector3.new(0.05,-0.04,-0.15) weld2.C0 = weld2.C0 * CFrame.fromEulerAnglesXYZ(math.pi/-10, 0, math.pi/-128) wait() end
local hum = guy:findFirstChild("Humanoid") if hum ~= nil then oldHealth = hum.Health con1 = hum.ChildAdded:connect(function(cr) if cr.Name == "creator" then checkBlock(guy,hum,cr) end end) end
shieldLoop(guy)
su = false end end
function shieldLoop(guy)
while true do
if Tool.Parent ~= guy then shieldDown(guy) return end
if eCheck() == false then wait(0.1) shieldDown(guy) return end
if guy["Humanoid"].WalkSpeed > 8 then guy["Humanoid"].WalkSpeed = 8 end
sap((Tool.Energy.Value)/10) if Tool.Shielding.Value == false then break end
wait(0.1)
end
shieldDown(guy)
end
function shieldDown(guy) if combo ~= 1 and go ~= 0 then return end if sd == false then sd = true shield = true weld10 = weld1.C0 weld11 = weld1.C1 weld20 = weld2.C0 weld21 = weld2.C1
weld2.C0 = CFrame.new(1.5,0.5,0) weld2.C1 = CFrame.new(0,0.5,0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, 0) weld1.C0 = CFrame.new(-1.5,0.5,0) for i=1,5 do local rg = guy["Right Arm"]:findFirstChild("RightGrip") weld1.C0 = weld1.C0 * CFrame.fromEulerAnglesXYZ(math.pi/64, math.pi/-20, math.pi/64) + Vector3.new(0.05,-0.04,-0.15) weld2.C0 = weld2.C0 * CFrame.fromEulerAnglesXYZ(math.pi/-10, 0, math.pi/-128) end
con1:disconnect()
Tool.Shielding.Value = false
for i=1,5 do weld1.C0 = weld1.C0 * CFrame.fromEulerAnglesXYZ(math.pi/-64, math.pi/20, math.pi/-64) + Vector3.new(-0.05,0.04,0.15) weld2.C0 = weld2.C0 * CFrame.fromEulerAnglesXYZ(math.pi/10, 0, math.pi/128) wait() end
guy["Humanoid"].WalkSpeed = 17
weld2.C0 = CFrame.new(1.5,0.5,0) weld2.C1 = CFrame.new(0,0.5,0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, 0) weld1.C0 = CFrame.new(-1.5,0.5,0)
endSap()
Tool.Shielding.Value = false
shield1 = false sd = false end end
function correctAngle(guy,guy1) local t = guy1:findFirstChild("Torso") if t ~= nil then local torso = guy.Torso local ray1 = Ray.new(torso.Position, (t.Position - torso.Position).unit) if ray1:Distance(torso.Position+torso.CFrame.lookVector*3) <= 2.5 then return true end else end return false end
function findAttacker(guy,plyr1) local player = plyr1 if player ~= nil then local guy1 = player.Character if guy1 ~= nil then return guy1 end end return nil end
function checkBlock(guy,hum,creator) local plyr = game.Players:GetPlayerFromCharacter(guy) if plyr == nil then return end local plyr1 = creator.Value if plyr1 == currentP or plyr1 == plyr then return end if hum.Health < oldHealth then currentP = plyr1 hDif = oldHealth - hum.Health guy1 = findAttacker(guy,plyr1) if guy1 ~= nil then if correctAngle(guy,guy1) == true then block(guy,guy1,hum,hDif) end end end end
function block(guy,guy1,hum,hDif) wait() print("BLOCK") Tool.Handle.Block.Pitch = 1+(math.random(-25,25)/100) Tool.Handle.Block:play() local t = guy1:findFirstChild("Torso") if t ~= nil then local torso = guy.Torso local Push = Instance.new("BodyVelocity") Push.P = 1000 Push.maxForce = Vector3.new(500000,500000,500000)*50000 Push.velocity = (torso.Position - t.Position).unit * hDif Push.Parent = torso game:GetService("Debris"):AddItem(Push,.35) local plyr = game.Players:GetPlayerFromCharacter(guy) hum.Health = oldHealth - (hDif * ((100-Tool.Percent.Value-90)/100)) wait() oldHealth = hum.Health currentP = nil end end
function slash1(guy) weld20=weld2.C0 weld21=weld2.C1 grip = guy["Right Arm"].RightGrip.C1 sap(Tool.Energy.Value) guy["Humanoid"].WalkSpeed = 5 for i=1,4 do local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then weld2.C0 = weld2.C0CFrame.fromEulerAnglesXYZ(math.pi/-6, math.pi/-8, 0) weld2.C0 = weld2.C0+Vector3.new(0.05,0,0.05) guy["Right Arm"].RightGrip.C1 = guy["Right Arm"].RightGrip.C1 * CFrame.fromEulerAnglesXYZ(math.pi/5,0,0) end wait() end wait() Tool.Handle.Slash:play() local d = dmg310 damage = math.random(d, (d+20))/10 Con = Tool.Blade1.Touched:connect(function(hit) blow(hit, damage) end) Tool.Cut.Value=true for i = 1,11 do local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then weld1.C0 = weld1.C0CFrame.fromEulerAnglesXYZ(0, math.pi/28, 0)+Vector3.new(0.0275,0,0.015) weld2.C0 = weld2.C0CFrame.fromEulerAnglesXYZ(math.pi/9.5, 0, 0) weld2.C0 = weld2.C0+Vector3.new(-0.06,0,-0.065) end wait() end Tool.Cut.Value=false wait() damage=0 Con:disconnect() guy["Humanoid"].WalkSpeed=10 wait(0.21) endSap() weld1.C0 = CFrame.new(-1.5,0.5,0) weld2.C0 = CFrame.new(1.5,0.5,0) weld2.C1 = CFrame.new(0,0.5,0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, 0) local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then guy["Right Arm"].RightGrip.C1 = grip end end
function slash2(guy) weld20 = weld2.C0 weld21 = weld2.C1 grip = guy["Right Arm"].RightGrip.C1 sap(Tool.Energy.Value) for i=1,4 do local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then weld2.C0 = weld2.C0 * CFrame.fromEulerAnglesXYZ(math.pi/4, math.pi/-20, 0) weld2.C0 = weld2.C0 + Vector3.new(0,0.05,0) guy["Right Arm"].RightGrip.C1 = guy["Right Arm"].RightGrip.C1 * CFrame.fromEulerAnglesXYZ(math.pi/32,0,0) end wait() end wait() guy["Humanoid"].WalkSpeed = 5 Tool.Handle.Slash:play() local d = dmg110 damage = math.random(d, (d+15))/10 Con = Tool.Blade1.Touched:connect(function(hit) blow(hit, damage) end) Tool.Cut.Value = true for i = 1,11 do local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then weld1.C0 = weld1.C0CFrame.fromEulerAnglesXYZ(0, math.pi/128, 0) + Vector3.new(0,0,0.025) weld2.C0 = weld2.C0CFrame.fromEulerAnglesXYZ(math.pi/-9.25, 0, 0) guy["Right Arm"].RightGrip.C1 = guy["Right Arm"].RightGrip.C1 * CFrame.fromEulerAnglesXYZ(math.pi/35,0,0) weld2.C0 = weld2.C0+Vector3.new(0,-0.0175,-0.01) end wait() end Tool.Cut.Value = false wait() damage = 0 Con:disconnect() guy["Humanoid"].WalkSpeed = 10 wait(0.21) endSap() weld1.C0 = CFrame.new(-1.5,0.5,0) weld2.C0 = CFrame.new(1.5,0.5,0) weld2.C1 = CFrame.new(0,0.5,0)CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, 0) local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then guy["Right Arm"].RightGrip.C1 = grip end end
function slash3(guy) weld20=weld2.C0 weld21=weld2.C1 grip = guy["Right Arm"].RightGrip.C1 sap(Tool.Energy.Value) guy["Humanoid"].WalkSpeed = 5 for i=1,3 do local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then weld2.C0 = weld2.C0CFrame.fromEulerAnglesXYZ(0, 0, math.pi/64) weld2.C0 = weld2.C0+Vector3.new(0,0.025,0.115) guy["Right Arm"].RightGrip.C1 = guy["Right Arm"].RightGrip.C1 * CFrame.fromEulerAnglesXYZ(math.pi/24,0,0) end wait() end wait() Tool.Handle.Slash:play() local d = dmg310 damage = math.random(d, (d+20))/10 Con = Tool.Blade1.Touched:connect(function(hit) blow(hit, damage) end) Tool.Cut.Value=true for i = 1,6 do local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then weld2.C0 = weld2.C0 * CFrame.fromEulerAnglesXYZ(0, math.pi/128, 0) guy["Right Arm"].RightGrip.C1 = guy["Right Arm"].RightGrip.C1 * CFrame.fromEulerAnglesXYZ(math.pi/15,0,0) weld2.C0 = weld2.C0+Vector3.new(0,0,-0.15) end wait() end Tool.Cut.Value=false wait() damage=0 Con:disconnect() guy["Humanoid"].WalkSpeed=6 wait(0.21) endSap() weld1.C0 = CFrame.new(-1.5,0.5,0) weld2.C0 = CFrame.new(1.5,0.5,0) weld2.C1 = CFrame.new(0,0.5,0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, 0) local rg = guy["Right Arm"]:findFirstChild("RightGrip") if rg ~= nil then guy["Right Arm"].RightGrip.C1 = grip end end
Closed as Not Constructive by BlueTaslem
This question has been closed because it is not constructive to others or the asker. Most commonly, questions that are requests with no attempt from the asker to solve their problem will fall into this category.
Why was this question closed?