Run it
Copy the script and paste it into your executor.
()
Player = :().LocalPlayer
PlayerGui = Player.PlayerGui
Cam = .CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:()
RootPart = Character[]
Torso = Character[]
Head = Character[]
RightArm = Character[]
LeftArm = Character[]
RightLeg = Character[]
LeftLeg = Character[]
RootJoint = RootPart[]
Neck = Torso[]
RightShoulder = Torso[]
LeftShoulder = Torso[]
RightHip = Torso[]
LeftHip = Torso[]
sick = .(,Character)
sick.SoundId =
sick.Looped =
sick.Pitch =
sick.Volume =
sick:()
IT = .new
CF = .new
VT = .new
RAD = .rad
C3 = .new
UD2 = .new
BRICKC = BrickColor.new
ANGLES = .Angles
EULER = .fromEulerAnglesXYZ
COS = .cos
ACOS = .acos
SIN = .sin
ASIN = .asin
ABS = .abs
MRANDOM = .random
FLOOR = .floor
(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
NEWMESH = (MESH)
MESH ==
NEWMESH.MeshType = MESHTYPE
MESHID ~= MESHID ~=
NEWMESH.MeshId = ..MESHID
TEXTUREID ~= TEXTUREID ~=
NEWMESH.TextureId = ..TEXTUREID
NEWMESH.Offset = OFFSET (, , )
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
NEWMESH
(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
NEWPART = ()
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide =
NEWPART.Locked =
NEWPART.Anchored =
ANCHOR ==
NEWPART.Anchored =
NEWPART.BrickColor = ((BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:()
NEWPART.Parent = PARENT
NEWPART
Player_Size =
Animation_Speed =
Frame_Speed = /
Speed =
Effects2 = {}
(a, b)
weldd = .()
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = .()
weldd.C1 = b.CFrame:() * a.CFrame
weldd.Parent = a
weldd
(attachmentpart,mesh,texture,scale,offset,color)
acs = .()
acs.CanCollide =
acs.Anchored =
acs.Size = .(,,)
acs.CFrame = attachmentpart.CFrame
acs.Parent = Character
acs.BrickColor = color
meshs = .()
meshs.MeshId = mesh
meshs.TextureId = texture
meshs.Parent = acs
meshs.Scale = scale
meshs.Offset = offset
(attachmentpart,acs)
(TYPE,COLOR,PART,OFFSET,SIZE)
TYPE ==
acs = (, Character, , , , COLOR, , (,,))
acs.Anchored =
acs.CanCollide =
acs.CFrame = PART.CFrame
acs2 = (, acs, , , , SIZE, OFFSET)
(PART,acs)
TYPE ==
acs = (, Character, , , , COLOR, , (,,))
acs.Anchored =
acs.CanCollide =
acs.CFrame = PART.CFrame
acs2 = (, acs, , , , SIZE, OFFSET)
(PART,acs)
TYPE ==
acs = (, Character, , , , COLOR, , (,,))
acs.Anchored =
acs.CanCollide =
acs.CFrame = PART.CFrame
acs2 = (, acs, , , , SIZE, OFFSET)
(PART,acs)
ROOTC0 = (, , ) * ((-), (), ())
NECKC0 = (, , ) * ((-), (), ())
RIGHTSHOULDERC0 = (-, , ) * ((), (), ())
LEFTSHOULDERC0 = (, , ) * ((), (-), ())
CHANGEDEFENSE =
CHANGEDAMAGE =
CHANGEMOVEMENT =
ANIM =
ATTACK =
EQUIPPED =
HOLD =
COMBO =
Rooted =
SINE =
KEYHOLD =
CHANGE = / Animation_Speed
WALKINGANIM =
WALK =
VALUE1 =
HITFLOOR =
VALUE2 =
ROBLOXIDLEANIMATION = ()
ROBLOXIDLEANIMATION.Name =
ROBLOXIDLEANIMATION.AnimationId =
WEAPONGUI = (, PlayerGui)
WEAPONGUI.Name =
Weapon = ()
Weapon.Name =
Delete = (,Character)
Delete.Name =
Effects = (, Weapon)
Effects.Name =
ANIMATOR = Humanoid.Animator
ANIMATE = Character.Animate
HITPLAYERSOUNDS = {, , , , , }
HITARMORSOUNDS = {, , , , }
HITWEAPONSOUNDS = {, , , , }
HITBLOCKSOUNDS = {, }
UNANCHOR =
SKILLTEXTCOLOR = (,,)
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = Frame_Speed
tf =
allowframeloss =
tossremainder =
lastframe = ()
.ArtificialHB:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.ArtificialHB:()
lastframe = ()
i = , .(tf / frame)
.ArtificialHB:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
:(Ray.(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
(NUMBER)
NUMBER >=
NUMBER =
NUMBER
(NUMBER)
NUMBER <=
NUMBER =
NUMBER
(NUMBER)
NUMBER == NUMBER ==
ArtificialHB.Event:()
i = , NUMBER
ArtificialHB.Event:()
(cf)
mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:()
trace = m00 + m11 + m22
trace >
s = .( + trace)
recip = / s
(m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s *
i =
m11 > m00
i =
m22 > (i == m00 m11)
i =
i ==
s = .(m00 - m11 - m22 + )
recip = / s
* s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
i ==
s = .(m11 - m22 - m00 + )
recip = / s
(m01 + m10) * recip, * s, (m21 + m12) * recip, (m02 - m20) * recip
i ==
s = .(m22 - m00 - m11 + )
recip = / s (m02 + m20) * recip, (m12 + m21) * recip, * s, (m10 - m01) * recip
(px, py, pz, x, y, z, w)
xs, ys, zs = x + x, y + y, z + z
wx, wy, wz = w * xs, w * ys, w * zs
xx = x * xs
xy = x * ys
xz = x * zs
yy = y * ys
yz = y * zs
zz = z * zs
.(px, py, pz, - (yy + zz), xy - wz, xz + wy, xy + wz, - (xx + zz), yz - wx, xz - wy, yz + wx, - (xx + yy))
(a, b, t)
cosTheta = a[] * b[] + a[] * b[] + a[] * b[] + a[] * b[]
startInterp, finishInterp;
cosTheta >=
( - cosTheta) >
theta = (cosTheta)
invSinTheta = / (theta)
startInterp = (( - t) * theta) * invSinTheta
finishInterp = (t * theta) * invSinTheta
startInterp = - t
finishInterp = t
( + cosTheta) >
theta = (-cosTheta)
invSinTheta = / (theta)
startInterp = ((t - ) * theta) * invSinTheta
finishInterp = (t * theta) * invSinTheta
startInterp = t -
finishInterp = t
a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp
(a, b, t)
qa = {(a)}
qb = {(b)}
ax, ay, az = a.x, a.y, a.z
bx, by, bz = b.x, b.y, b.z
_t = - t
(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, (qa, qb, t))
(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
frame = ()
frame.BackgroundTransparency = TRANSPARENCY
frame.BorderSizePixel = BORDERSIZEPIXEL
frame.Position = POSITION
frame.Size = SIZE
frame.BackgroundColor3 = COLOR
frame.BorderColor3 = BORDERCOLOR
frame.Name = NAME
frame.Parent = PARENT
frame
(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
label = ()
label.BackgroundTransparency =
label.Size = (, , , )
label.Position = (, , , )
label.TextColor3 = TEXTCOLOR
label.TextStrokeTransparency = STROKETRANSPARENCY
label.TextTransparency = TRANSPARENCY
label.FontSize = TEXTFONTSIZE
label.Font = TEXTFONT
label.BorderSizePixel = BORDERSIZEPIXEL
label.TextScaled =
label.Text = TEXT
label.Name = NAME
label.Parent = PARENT
label
(PART)
PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = , , , , ,
(TYPE, PARENT, PART0, PART1, C0, C1)
NEWWELD = (TYPE)
NEWWELD.Part0 = PART0
NEWWELD.Part1 = PART1
NEWWELD.C0 = C0
NEWWELD.C1 = C1
NEWWELD.Parent = PARENT
NEWWELD
SOUND = (,)
(ID, PARENT, VOLUME, PITCH)
NEWSOUND =
.(.(()
NEWSOUND = SOUND:()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = ..ID
()
NEWSOUND:()
:():(NEWSOUND, )
))
NEWSOUND
(at, top, back)
right = top:(back)
(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
wave = (, Effects, , , , (COLOR), , (,,))
mesh = (,wave)
mesh.MeshType =
mesh.MeshId =
mesh.Scale = SIZE
mesh.Offset = (,,-SIZE.X/)
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = (,,-(mesh.Scale.X/))
DOESROT ==
wave.CFrame = wave.CFrame * .(,ROT,)
wave.Transparency = wave.Transparency + (/WAIT)
wave.Transparency >
wave:()
))
(SIZE,WAIT,CFRAME,COLOR,GROW)
wave = (, Effects, , , , (COLOR), , (,,), )
mesh = (,wave)
mesh.MeshType =
mesh.Scale = SIZE
mesh.Offset = (,,)
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
wave.Transparency = wave.Transparency + (/WAIT)
wave.Transparency >
wave:()
))
(PART,TYPE)
TYPE ==
MSH = (,PART)
TYPE ==
MSH = (,PART)
MSH.MeshType =
TYPE ==
MSH = (,PART)
MSH.MeshType =
(Table, String)
i, v (Table)
.(.(String), .(v))
(Hit)
ProjectileNames = {, , , , , , }
Hit Hit.Parent
(( Hit.CanCollide (ProjectileNames, Hit.Name)) Hit.Parent:())
Debris = :()
(StartPos, Vec, Length, Ignore, DelayIfHit)
Direction = .(StartPos, Vec).lookVector
Ignore = (((Ignore) == Ignore) {Ignore})
RayHit, RayPos, RayNormal = :():(Ray.(StartPos, Direction * Length), Ignore)
RayHit (RayHit)
DelayIfHit
()
RayHit, RayPos, RayNormal = ((RayPos + (Vec * )), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
RayHit, RayPos, RayNormal
(position)
RootPart.CFrame=.(RootPart.CFrame.p,(position.X,RootPart.Position.Y,position.Z)) * .(, , )
HandlePart = (, Weapon, , , , , , (, , ),)
HandleMesh = (, HandlePart, , , , (,,), (, , ))
HandleWeld = (, HandlePart, RightArm, HandlePart, (,-,) * ((-), (), ()), (, , ))
_, c (Weapon:())
c.ClassName ==
c.CustomPhysicalProperties = PhysicalProperties.(, , , , )
Weapon.Parent = Character
Humanoid.Died:(()
ATTACK =
)
SKILL1FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL2FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL1TEXT = (SKILL1FRAME, , SKILLTEXTCOLOR, , , , , , )
SKILL2TEXT = (SKILL2FRAME, , SKILLTEXTCOLOR, , , , , , )
(CHARACTER)
BANFOLDER = (,Effects)
naeeym2 = .(,BANFOLDER)
naeeym2.AlwaysOnTop =
naeeym2.Size = .(,,,)
naeeym2.StudsOffset = .(,,)
naeeym2.Name =
tecks2 = .(,naeeym2)
tecks2.BackgroundTransparency =
tecks2.TextScaled =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font =
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = .(,,)
tecks2.TextStrokeColor3 = .(,,)
tecks2.Size = .(,,,)
tecks2.Parent = naeeym2
i,v (CHARACTER:())
v.ClassName == v.ClassName ==
v.Name ~=
BOD = v:()
BOD.CanCollide =
BOD.Anchored =
BOD.CFrame = v.CFrame
BOD.Parent = BANFOLDER
BOD.Material =
BOD.Color = (,,)
BOD:()
BOD:():()
BOD.Name ==
naeeym2.Adornee = BOD
BOD.ClassName ==
BOD.TextureID =
CHARACTER:()
.(.(()
i = ,
()
i,v (BANFOLDER:())
v.ClassName == v.ClassName ==
v.Transparency =
naeeym2.Enabled =
()
i,v (BANFOLDER:())
v.ClassName == v.ClassName ==
v.Transparency =
naeeym2.Enabled =
BANFOLDER:()
))
(POS,RANGE)
i,v (:())
body = v:()
part = , #body
((body[part].ClassName == body[part].ClassName == ) v ~= Character)
(body[part].Position - POS).Magnitude < RANGE
v:()
(v)
.Players:(v.Name)
Value = (,Delete)
Value.Name = v.Name
(FLOOR,POSITION,SIZE,BLOCKSIZE,SWAIT)
FLOOR ~=
.(.(()
PART = (, Effects, , , , , , (,,))
PART.CFrame = (POSITION)
i = ,
RingPiece = (, Effects, , , , , , BLOCKSIZE)
RingPiece.Material = FLOOR.Material
RingPiece.Color = FLOOR.Color
RingPiece.CFrame = PART.CFrame * ((), (i*), ()) * (SIZE*, , ) * (((-,)),((-,)),((-,)))
Debris:(RingPiece,SWAIT/)
PART:()
))
()
ATTACK =
Rooted =
i=, , / Animation_Speed
()
HandleWeld.C0 = (HandleWeld.C0, (, -, ) * ((-), (-), ()), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
HandleWeld.C0 = (HandleWeld.C0, (, -, ) * ((-), (-), ()), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
HandleWeld.C0 = (HandleWeld.C0, (, -, ) * ((-), (-), ()), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
(, Effects, , )
(RootPart.CFrame*(,,-).p,)
HITFLOOR ~=
(, HandlePart, , )
(, HandlePart, , )
(, HandlePart, , )
(, HandlePart, , )
(HITFLOOR,RootPart.CFrame*(,-,-).p,,(,,),)
((,,),,RootPart.CFrame*(,-,-),,,,(,,))
((,,),,RootPart.CFrame*(,-,-),,-,,(,,))
i=, , / Animation_Speed
()
HandleWeld.C0 = (HandleWeld.C0, (, -, ) * ((-), (-), ()), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
HOLD ==
i=, , / Animation_Speed
()
HOLD ==
HandleWeld.C0 = (HandleWeld.C0, (, -, ) * ((-), (-), ()), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
HOLD ==
i=, , / Animation_Speed
()
HandleWeld.C0 = (HandleWeld.C0, (, -, ) * ((-), (-), ()), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / Animation_Speed
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
HandleWeld.C0 = (HandleWeld.C0, (, -, ) * ((-), (), ()), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
ATTACK =
Rooted =
(Mouse)
HOLD =
ATTACK ==
()
(Mouse)
HOLD =
(Key)
KEYHOLD =
Key == ATTACK ==
pos = RootPart.Position
RootPart.CFrame = (Mouse.Hit.p+(,,),pos)
(, Torso, , )
Key ==
(, Head, , )
Delete:()
(Key)
KEYHOLD =
Mouse.Button1Down:((NEWKEY)
(NEWKEY)
)
Mouse.Button1Up:((NEWKEY)
(NEWKEY)
)
Mouse.KeyDown:((NEWKEY)
(NEWKEY)
)
Mouse.KeyUp:((NEWKEY)
(NEWKEY)
)
()
UNANCHOR ==
g = Character:()
i = , #g
g[i].ClassName ==
g[i].Anchored =
Humanoid.Changed:((Jump)
Jump == (Disable_Jump == )
Humanoid.Jump =
)
Speed =
()
ANIMATE.Parent =
IDLEANIMATION = Humanoid:(ROBLOXIDLEANIMATION)
IDLEANIMATION:()
SINE = SINE + CHANGE
TORSOVELOCITY = (RootPart.Velocity * (, , )).magnitude
TORSOVERTICALVELOCITY = RootPart.Velocity.y
LV = Torso.CFrame:(Torso.Velocity - Torso.Position)
HITFLOOR = (RootPart.Position, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, * Player_Size, Character)
WALKSPEEDVALUE = / (Humanoid.WalkSpeed / )
ATTACK ==
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
HandleWeld.C0 = (HandleWeld.C0, (, -, ) * ((-), (), ()), / Animation_Speed)
ANIM == TORSOVELOCITY > ATTACK ==
RootJoint.C1 = (RootJoint.C1, ROOTC0 * (, , - * (SINE / (WALKSPEEDVALUE / )) * Player_Size) * ((), () - RootPart.RotVelocity.Y / , ()), * (Humanoid.WalkSpeed / ) / Animation_Speed)
Neck.C1 = (Neck.C1, ( * Player_Size, - * Player_Size, * Player_Size) * ((-), (), ()) * (( * (SINE / (WALKSPEEDVALUE / ))), (), () - Head.RotVelocity.Y / ), * (Humanoid.WalkSpeed / ) / Animation_Speed)
RightHip.C1 = (RightHip.C1, ( * Player_Size, * Player_Size - * (SINE / WALKSPEEDVALUE) * Player_Size, - * (SINE / WALKSPEEDVALUE) * Player_Size) * ((), (), ()) * (() - RightLeg.RotVelocity.Y / , (), ( * (SINE / WALKSPEEDVALUE))), * (Humanoid.WalkSpeed / ) / Animation_Speed)
LeftHip.C1 = (LeftHip.C1, (- * Player_Size, * Player_Size + * (SINE / WALKSPEEDVALUE) * Player_Size, * (SINE / WALKSPEEDVALUE) * Player_Size) * ((), (-), ()) * (() + LeftLeg.RotVelocity.Y / , (), ( * (SINE / WALKSPEEDVALUE))), * (Humanoid.WalkSpeed / ) / Animation_Speed)
(ANIM ~= ) (TORSOVELOCITY < ) (ATTACK == )
RootJoint.C1 = (RootJoint.C1, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C1 = (Neck.C1, ( * Player_Size, - * Player_Size, * Player_Size) * ((-), (), ()) * ((), (), ()), / Animation_Speed)
RightHip.C1 = (RightHip.C1, ( * Player_Size, * Player_Size, * Player_Size) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C1 = (LeftHip.C1, (- * Player_Size, * Player_Size, * Player_Size) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
TORSOVERTICALVELOCITY > HITFLOOR ==
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, * Player_Size, + (() - )) * ((-), (), ()), / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , * Player_Size) * ((-), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((-), (), (-)), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
TORSOVERTICALVELOCITY < - HITFLOOR ==
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
TORSOVELOCITY < HITFLOOR ~=
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
TORSOVELOCITY > HITFLOOR ~=
ANIM =
WALK = WALK + / Animation_Speed
WALK >= - ( * (Humanoid.WalkSpeed / / Player_Size))
WALK =
WALKINGANIM ==
WALKINGANIM =
WALKINGANIM ==
WALKINGANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , -) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / (WALKSPEEDVALUE / ))), (), ()), / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((- * (SINE / WALKSPEEDVALUE)), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, ( , - - * (SINE / WALKSPEEDVALUE*), -+ * (SINE / WALKSPEEDVALUE)) * ((), (), ()) * ((), (), (-)), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / WALKSPEEDVALUE*), -+ - * (SINE / WALKSPEEDVALUE)) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
()
Humanoid.MaxHealth =
Humanoid.Health =
Rooted ==
Disable_Jump =
Humanoid.WalkSpeed = Speed
Rooted ==
Disable_Jump =
Humanoid.WalkSpeed =
MATHS = {,}
Humanoid.Name = MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]..MATHS[(,#MATHS)]
Humanoid.PlatformStand =
GAME = .Players:()
PLAYER = , #GAME
PLAY = GAME[PLAYER]
PLAY.Character ~= Delete:(PLAY.Name)
PLAY.Character:()
Ban Hammer Time(Visual)