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.C0*CFrame.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

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