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Copy the script and paste it into your executor.
fake_transparency =
Motors = {
[] = ,
[] = ,
[] = ,
[] = ,
[] =
}
Players = :()
Player = Players.LocalPlayer
RunService = :()
.Players.LocalPlayer.Character.Archivable =
FakeCharacter = .Players.LocalPlayer.Character:()
Player.Character:()
Player.Character=
.(()
Player = :().LocalPlayer
PlayerGui = Player.PlayerGui
Cam = .CurrentCamera
Backpack = Player.Backpack
Character = FakeCharacter
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[]
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
Animation_Speed =
Frame_Speed = /
Speed =
ROOTC0 = (, , ) * ((-), (), ())
NECKC0 = (, , ) * ((-), (), ())
RIGHTSHOULDERC0 = (-, , ) * ((), (), ())
LEFTSHOULDERC0 = (, , ) * ((), (-), ())
DAMAGEMULTIPLIER =
ANIM =
ATTACK =
EQUIPPED =
HOLD =
COMBO =
Rooted =
SINE =
KEYHOLD =
CHANGE = / Animation_Speed
WALKINGANIM =
VALUE1 =
VALUE2 =
ROBLOXIDLEANIMATION = ()
ROBLOXIDLEANIMATION.Name =
ROBLOXIDLEANIMATION.AnimationId =
WEAPONGUI = (, PlayerGui)
WEAPONGUI.Name =
Weapon = ()
Weapon.Name =
Effects = (, Weapon)
Effects.Name =
ANIMATOR = Humanoid.Animator
ANIMATE = Character.Animate
UNANCHOR =
frame = Frame_Speed
tf =
allowframeloss =
tossremainder =
lastframe = ()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
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 ==
:().Heartbeat:()
i = , NUMBER
:().Heartbeat:()
(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
(a, b)
weldd = .()
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = .()
weldd.C1 = b.CFrame:() * a.CFrame
weldd.Parent = a
weldd
(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
S = ()
(ID, PARENT, VOLUME, PITCH, DOESLOOP)
NEWSOUND =
.(.(()
NEWSOUND = S:()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = ..ID
NEWSOUND:()
DOESLOOP ==
NEWSOUND.Looped =
() NEWSOUND.Playing ==
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)
(Table)
TYPE = (Table.EffectType )
SIZE = (Table.Size (,,))
ENDSIZE = (Table.Size2 (,,))
TRANSPARENCY = (Table.Transparency )
ENDTRANSPARENCY = (Table.Transparency2 )
CFRAME = (Table.CFrame Torso.CFrame)
MOVEDIRECTION = (Table.MoveToPos )
ROTATION1 = (Table.RotationX )
ROTATION2 = (Table.RotationY )
ROTATION3 = (Table.RotationZ )
MATERIAL = (Table.Material )
COLOR = (Table.Color (,,))
TIME = (Table.Time )
SOUNDID = (Table.SoundID )
SOUNDPITCH = (Table.SoundPitch )
SOUNDVOLUME = (Table.SoundVolume )
.(.(()
PLAYSSOUND =
SOUND =
EFFECT = (, Effects, MATERIAL, , TRANSPARENCY, (), , (,,), )
SOUNDID ~= SOUNDPITCH ~= SOUNDVOLUME ~=
PLAYSSOUND =
SOUND = (SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, )
EFFECT.Color = COLOR
MSH =
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (,EFFECT)
MSH.Scale = (SIZE.X,SIZE.X,SIZE.X)
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,-SIZE.X/))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X,SIZE.X,), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
MSH ~=
MOVESPEED =
MOVEDIRECTION ~=
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
GROWTH = SIZE - ENDSIZE
TRANS = TRANSPARENCY - ENDTRANSPARENCY
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = CFRAME
LOOP = , TIME+
()
MSH.Scale = MSH.Scale - GROWTH/TIME
TYPE ==
MSH.Offset = (,,-MSH.Scale.X/)
EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = EFFECT.CFrame*((ROTATION1),(ROTATION2),(ROTATION3))
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
EFFECT.CFrame = (EFFECT.Position,MOVEDIRECTION)*(,,-MOVESPEED)
EFFECT.Orientation = ORI
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
))
(PART,TYPE)
TYPE ==
MSH = (,PART)
TYPE ==
MSH = (,PART)
MSH.MeshType =
TYPE ==
MSH = (,PART)
MSH.MeshType =
Debris = :()
(StartPos, EndPos, Distance, Ignore)
DIRECTION = (StartPos,EndPos).lookVector
(StartPos, DIRECTION, Distance, Ignore)
(COLOR,TIMER)
.(.(()
FADE = (,Effects)
_, c (Character:())
c.ClassName == c ~= RootPart
FADER = c:()
FADER.Color = COLOR
FADER.CFrame = c.CFrame
FADER.Parent = FADE
FADER.Anchored =
FADER.Transparency =
FADER:()
FADER.Material =
FADER:()
FADER.Name ==
FADER.Size = (,,)
TRANS = /TIMER
i = , TIMER
()
_, c (FADE:())
c.ClassName ==
c.Transparency = c.Transparency + TRANS
FADE:()
))
PE=.()
PE.LightEmission=
PE.Size=NumberSequence.()
PE.Transparency=NumberSequence.(,)
PE.Rotation=NumberRange.(,)
PE.LockedToPart =
PE.Speed = NumberRange.(,,)
PE.ZOffset =
PE.Rate =
PE.VelocitySpread =
PE.Name =
(art,accel,drag,lifetime,,isenabledbydefault,locked,size,speed)
particle =
.(.((PART)
particle = PE:()
()
particle.Rate =
particle.Parent = art
particle.Acceleration = accel
==
EyeSizes={
NumberSequenceKeypoint.(,size,size/),
NumberSequenceKeypoint.(,size/,size/)
}
particle.Size = NumberSequence.(EyeSizes)
==
EyeSizes={
NumberSequenceKeypoint.(,size/,),
NumberSequenceKeypoint.(,size*,)
}
particle.Size = NumberSequence.(EyeSizes)
==
EyeSizes={
NumberSequenceKeypoint.(,size,),
NumberSequenceKeypoint.(,size,)
}
particle.Size = NumberSequence.(EyeSizes)
particle.Lifetime=NumberRange.(lifetime)
particle.Drag = drag
locked ==
particle.LockedToPart =
particle.Speed = NumberRange.(speed*,speed)
particle.Texture =
particle.Enabled = isenabledbydefault
particle.Color = ColorSequence.(.(/, /, ))
))
particle
(root,callback,i)
i= i
_,v (root:())
i = i +
(i,v)
#v:() >
i = (v,callback,i)
i
(character, part0, part1, attachmentName, className, properties)
attachmentName = attachmentName..
constraint = .(className..)
constraint.Attachment0 = part0:(attachmentName)
constraint.Attachment1 = part1:(attachmentName)
constraint.Name = ..part1.Name
_,propertyData ,properties {}
constraint[propertyData[]] = propertyData[]
constraint.Parent = character
(character, attachmentName)
_,child ,character:()
attachment = child:(attachmentName)
attachment
attachment
(Part)
HITBOX = (, Part, , , , , , Part.Size/, )
HITBOX.CanCollide =
HITBOX.CFrame = Part.CFrame
(Part,HITBOX)
(character,KeepArms)
character:()
.(.(()
(character, (_,v)
v:()
v.Axis = .(, , )
v.SecondaryAxis = .(, , )
v.Rotation = .(, , )
)
_,child ,character:()
child:()
_,part ,child:()
part:() part.Name ~=
attachment1 = part:()
attachment0 = (character,attachment1.Name)
attachment0 attachment1
constraint = .()
constraint.Attachment0 = attachment0
constraint.Attachment1 = attachment1
constraint.LimitsEnabled =
constraint.UpperAngle =
constraint.LowerAngle =
constraint.Parent = character
(part)
part.Name ==
part:()
(character,character.LowerTorso, character.UpperTorso, , , {
{,};
{,};
})
character:()
(character,character.UpperTorso, character.Head, , , {
{,};
{,};
})
handProperties = {
{, };
{,};
{,};
}
(character,character.LeftLowerArm, character.LeftHand, , , handProperties)
(character,character.RightLowerArm, character.RightHand, , , handProperties)
shinProperties = {
{, };
{, };
{, -};
}
(character,character.LeftUpperLeg, character.LeftLowerLeg, , , shinProperties)
(character,character.RightUpperLeg, character.RightLowerLeg, , , shinProperties)
footProperties = {
{, };
{, };
{, -};
}
(character,character.LeftLowerLeg, character.LeftFoot, , , footProperties)
(character,character.RightLowerLeg, character.RightFoot, , , footProperties)
KeepArms ==
(character,character.UpperTorso, character.RightUpperArm, , )
(character,character.RightUpperArm, character.RightLowerArm, , )
(character,character.UpperTorso, character.LeftUpperArm, , )
(character,character.LeftUpperArm, character.LeftLowerArm, , )
(character,character.LowerTorso, character.LeftUpperLeg, , )
(character,character.LowerTorso, character.RightUpperLeg, , )
Debris:(character,)
))
(Character2,CharTorso,KeepArms)
.(.(()
Character2:()
hum = Character2:()
hum:()
(ch)
e
e = ,#ch
(ch[e]:())
ch[e].ClassName == ch[e].ClassName ==
ch[e]:()
NEWHUM = ()
NEWHUM.Name =
NEWHUM.Health =
NEWHUM.MaxHealth =
NEWHUM.PlatformStand =
NEWHUM.Parent = Character2
NEWHUM.DisplayDistanceType =
ch = Character2:()
i
i = ,#ch
ch[i].Name == ch[i].Name ==
ch[i]:()
Torso2 = Character2.Torso
movevector = .()
Torso2
movevector = .(CharTorso.Position,Torso2.Position).lookVector
Head = Character2:()
Head
Neck = .()
Neck.Name =
Neck.Part0 = Torso2
Neck.Part1 = Head
Neck.C0 = .(, , )
Neck.C1 = .()
Neck.Parent = Torso2
Limb = Character2:()
Limb KeepArms ==
Limb.CFrame = Torso2.CFrame * .(, , )
Joint = .()
Joint.Name =
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = .(, , , , , , , , , -, -, -)
Joint.C1 = .(-, , , , , , , , , -, -, -)
Joint.Parent = Torso2
B = .()
B.TopSurface =
B.BottomSurface =
B.formFactor =
B.Size = .(, , )
B.Transparency =
B.CFrame = Limb.CFrame * .(, -, )
B.Parent = Character2
W = .()
W.Part0 = Limb
W.Part1 = B
W.C0 = .(, -, )
W.Parent = Limb
Limb = Character2:()
Limb KeepArms ==
Limb.CFrame = Torso2.CFrame * .(-, , )
Joint = .()
Joint.Name =
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = .(-, , , -, -, -, , , , , , )
Joint.C1 = .(, , , -, -, -, , , , , , )
Joint.Parent = Torso2
B = .()
B.TopSurface =
B.BottomSurface =
B.formFactor =
B.Size = .(, , )
B.Transparency =
B.CFrame = Limb.CFrame * .(, -, )
B.Parent = Character2
W = .()
W.Part0 = Limb
W.Part1 = B
W.C0 = .(, -, )
W.Parent = Limb
Limb = Character2:()
Limb
Limb.CFrame = Torso2.CFrame * .(, -, )
Joint = .()
Joint.Name =
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = .(, -, , , , , , , , -, -, -)
Joint.C1 = .(, , , , , , , , , -, -, -)
Joint.Parent = Torso2
B = .()
B.TopSurface =
B.BottomSurface =
B.formFactor =
B.Size = .(, , )
B.Transparency =
B.CFrame = Limb.CFrame * .(, -, )
B.Parent = Character2
W = .()
W.Part0 = Limb
W.Part1 = B
W.C0 = .(, -, )
W.Parent = Limb
Limb = Character2:()
Limb
Limb.CFrame = Torso2.CFrame * .(-, -, )
Joint = .()
Joint.Name =
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = .(-, -, , -, -, -, , , , , , )
Joint.C1 = .(-, , , -, -, -, , , , , , )
Joint.Parent = Torso2
B = .()
B.TopSurface =
B.BottomSurface =
B.formFactor =
B.Size = .(, , )
B.Transparency =
B.CFrame = Limb.CFrame * .(, -, )
B.Parent = Character2
W = .()
W.Part0 = Limb
W.Part1 = B
W.C0 = .(, -, )
W.Parent = Limb
Bar = .()
Bar.TopSurface =
Bar.BottomSurface =
Bar.formFactor =
Bar.Size = .(, , )
Bar.Transparency =
Bar.CFrame = Torso2.CFrame * .(, , )
Bar.Parent = Character2
Weld = .()
Weld.Part0 = Torso2
Weld.Part1 = Bar
Weld.C0 = .(, , )
Weld.Parent = Torso2
Character2.Parent =
Debris:(Character2,)
Character2,Torso2
))
DUST = (RightArm,(,,),,,,,,,)
DUST.ZOffset =
RightArm.Transparency =
BasePart = (, Weapon, , , , , , (,,),)
(, RightArm, RightArm, BasePart, (,,) * ((), (), ()), (, , ))
Sphere = (, Weapon, , , , , , (,,),)
(Sphere,)
(, BasePart, BasePart, Sphere, (,,) * ((), (), ()), (, , ))
LaserPart = (, Weapon, , , , , , (,,),)
(LaserPart,)
(, Sphere, Sphere, LaserPart, (,,-) * ((), (), ()), (, , ))
Bump = (, Weapon, , , , , , (,,),)
(Bump,)
(, Sphere, Sphere, Bump, (,,) * ((), (), ()), (, , ))
BottomLaser = (, Weapon, , , , , , (,,),)
(BottomLaser,)
(, BasePart, BasePart, BottomLaser, (,-,) * ((), (), ()), (, , ))
Part1 = (, Weapon, , , , , , (,,),)
(, BasePart, BasePart, Part1, (,-,-) * ((), (), ()), (, , ))
Part2 = (, Weapon, , , , , , (,,),)
(, BasePart, Part1, Part2, (,,) * ((), (), (-)), (, -, ))
Part3 = (, Weapon, , , , , , (,,),)
(, BasePart, Part1, Part3, (,,) * ((), (), (-)), (, -, ))
Part4 = (, Weapon, , , , , , (,,),)
(, BasePart, Part2, Part4, (,,) * ((), (), ()), (, -, ))
Part5 = (, Weapon, , , , , , (,,),)
(, BasePart, Part4, Part5, (,,) * ((), (), (-)), (, -, ))
Part = (, Weapon, , , , , , (,,),)
(, BasePart, Part4, Part, (,,) * ((), (), ()), (, -/, ))
Part = (, Weapon, , , , , , (,,),)
(, BasePart, Part2, Part, (,,) * ((), (), (-)), (, -/, ))
Part = (, Weapon, , , , , , (,,),)
(Part,)
(, Sphere, Sphere, Part, (,,) * ((), (), ()), (, , ))
Part = (, Weapon, , , , , , (,,),)
(Part,)
(, Sphere, Sphere, Part, (,-,) * ((), (), ()), (, , ))
Sphere = (, Weapon, , , , , , (,,),)
(Sphere,)
(, BasePart, BasePart, Sphere, (,,) * ((), (), ()), (, , ))
_, c (Weapon:())
c.ClassName ==
c.CustomPhysicalProperties = PhysicalProperties.(, , , , )
SKILLTEXTCOLOR = (,,)
SKILLFONT =
SKILLTEXTSIZE =
Weapon.Parent = Character
Humanoid.Died:(()
ATTACK =
)
SKILL1FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL2FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL3FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL4FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL5FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL6FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL1TEXT = (SKILL1FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL2TEXT = (SKILL2FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL3TEXT = (SKILL3FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL4TEXT = (SKILL4FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL5TEXT = (SKILL5FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL6TEXT = (SKILL6FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
()
HITFLOOR,HITPOS = (Mouse.Hit.p+(,,), ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, , Character)
HITFLOOR
((,,),)
HITPOS = HITPOS + (,,)
POS = RootPart.Position
RootPart.CFrame = (HITPOS,(POS,HITPOS)*(,,-).p)
(,Torso,,(,)/,)
()
ATTACK =
Rooted =
SOUND = (, Torso, , , )
LOOP =
LOOP = LOOP +
()
RAY,RAYPOS = (RootPart.Position, ((RootPart.Position, Mouse.Hit.p)).lookVector, , )
HITFLOOR,HITPOS,NORMAL = (RAYPOS+(,,), ((RAYPOS, RAYPOS + (, -, ))).lookVector, , Character)
HITFLOOR
((,,),)
HITPOS = HITPOS + (,,)
POS = RootPart.Position
RootPart.CFrame = (HITPOS,(POS,HITPOS)*(,,-).p)
RootPart.Velocity = (,,)
RootPart.RotVelocity = (,,)
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, (, -, ) * ((-), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((-), (-), ()) * ((), (), ()), / Animation_Speed)
KEYHOLD ==
.(.(()
i = ,
()
SOUND.Volume = SOUND.Volume - /
SOUND:()
))
LOOP >
(,Torso,,(,)/,)
i = ,
()
RootPart.CFrame = RootPart.CFrame * (,,-(-(i/))/)
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (RightLeg.CFrame*(,-,).p), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (LeftLeg.CFrame*(,-,).p), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
ATTACK =
Rooted =
()
ATTACK =
Rooted =
TARGET =
ROOT =
HUMAN =
DIST =
Speed =
i=, , / Animation_Speed
()
CHILDREN = :()
index, CHILD (CHILDREN)
CHILD.ClassName == CHILD ~= Character
HUM = CHILD:()
HUM
TORSO = CHILD:() CHILD:() CHILD:()
ROOT
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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
Speed =
ROOT
(,Torso,,,)
Rooted =
GORED =
.(.(()
()
ROOT.Anchored =
GORED ==
ROOT.Anchored =
))
RootPart.CFrame = ROOT.CFrame*(,,)
TARGET.Name ==
RARM = TARGET.Parent:()
LARM = TARGET.Parent:()
RARM LARM
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
_, c (TARGET.Parent:())
c:()
c.Part1 == RARM c.Part1 == LARM c.Part0 == RARM c.Part0 == LARM
c:()
(, TARGET, , (,)/, )
(, RightArm, RightArm, RARM, (,-,) * ((), (), ()), (, , ))
(, LeftArm, LeftArm, LARM, (,-,) * ((), (), ()), (, , ))
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / 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, (, -, -) * ((), (), ()) * ((-), (), ()) * (,,), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / 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, (, -, -) * ((), (), ()) * ((-), (), ()) * (,-,), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
GORED =
(TARGET.Parent,Torso)
ROOT.Name ~=
ROOT:()
RGRAB = (, RightArm, RightArm, RARM, (,-,) * ((), (), ()), (, , ))
LGRAB = (, LeftArm, LeftArm, LARM, (,-,) * ((), (), ()), (, , ))
bv = .(,TARGET)
bv.maxForce = .(, , )
bv.velocity = TARGET.CFrame.lookVector*
Debris:(bv,)
(, RightLeg, , (,)/, )
i=, , / 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, (, -, -) * ((), (), ()) * ((-), (), ()) * (,-,), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
HITBOX = (, RARM, , , , , , RARM.Size, )
HITBOX.CFrame = RARM.CFrame
HITBOX.CanCollide =
(RARM,HITBOX)
HITBOX = (, LARM, , , , , , RARM.Size, )
HITBOX.CFrame = LARM.CFrame
HITBOX.CanCollide =
(LARM,HITBOX)
RGRAB:()
LGRAB:()
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
TARGET.Name ==
TARGET.Parent:() TARGET.Parent:()
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
SAWBLADE = (, Weapon, , , , , , (,,),)
WELD = (, RightArm, RightArm, SAWBLADE, (,-,) * ((), (), ()), (, , ))
BLADE =
(, SAWBLADE, , , , (,,), (,,))
.(.(()
()
WELD.C1 = WELD.C1 * ((), (), ())
BLADE ==
SAWBLADE:()
))
(, SAWBLADE, , , )
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
(, TARGET, , (,)/, )
TARGET.Parent:().RightShoulder:()
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
(, TARGET, , (,)/, )
TARGET.Parent:().LeftShoulder:()
BLADE =
i=, , / 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, (, -, -) * ((), (), ()) * ((-), (), ()) * (,,), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / 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, (, -, -) * ((), (), ()) * ((-), (), ()) * (,-,), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
GORED =
TARGET.Parent:()
(TARGET.Parent)
ROOT.Name ~=
ROOT:()
bv = .(,TARGET)
bv.maxForce = .(, , )
bv.velocity = TARGET.CFrame.lookVector*
Debris:(bv,)
(, RightLeg, , (,)/, )
i=, , / 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, (, -, -) * ((), (), ()) * ((-), (), ()) * (,-,), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
ATTACK =
Rooted =
()
ATTACK =
Rooted =
ARMSPEED =
TARGET =
ROOT =
HUMAN =
DIST =
SAWBLADE = (, Weapon, , , , , , (,,),)
WELD = (, RightArm, RightArm, SAWBLADE, (,-,) * ((), (), ()), (, , ))
BLADE =
(, SAWBLADE, , , , (,,), (,,))
.(.(()
()
WELD.C1 = WELD.C1 * ((), (), ())
BLADE ==
SAWBLADE:()
))
(, SAWBLADE, , , )
i=, , / 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, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
CHILDREN = :()
index, CHILD (CHILDREN)
CHILD.ClassName == CHILD ~= Character
HUM = CHILD:()
HUM
TORSO = CHILD:() CHILD:() CHILD:()
ROOT
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), ()) * ((), (-), ()) * RIGHTSHOULDERC0, ARMSPEED / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
ROOT
ARMSPEED =
Rooted =
RootPart.CFrame = ROOT.CFrame*(,,)
ROOT.Anchored =
BLADE =
ATTACK =
Rooted =
()
ATTACK =
Rooted =
Speed =
FX = (, Head, , , )
()
FX.Parent = Head
CHILDREN = :()
index, CHILD (CHILDREN)
CHILD.ClassName == CHILD ~= Character
HUM = CHILD:()
HUM
TORSO = CHILD:()
TORSO
(TORSO.Position - Head.Position).Magnitude <=
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (TORSO.Position), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
TORSO:()
CHILD:()
(CHILD,Torso,)
CHILD:()
(CHILD,)
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, (, -, ) * ((-), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((-), (-), ()) * ((), (), ()), / Animation_Speed)
FX.Playing ==
Speed =
ATTACK =
Rooted =
()
ATTACK =
Rooted =
GYRO = (,RootPart)
GYRO.D =
GYRO.P =
GYRO.MaxTorque = (,,)
NEEDGYRO =
.(.(()
()
GYRO.CFrame = (RootPart.Position,Mouse.Hit.p)
NEEDGYRO ==
GYRO:()
))
i=, , / 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, (, , -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((-), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , -) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), ()) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.5) * ANGLES(RAD(25), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, 0) * ANGLES(RAD(-90), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
local HIT,POS = CastProperRay(RightArm.CFrame*CF(0,-1,0).p,Mouse.Hit.p,300,Character)
WACKYEFFECT({Time = 45, EffectType = "Wave", Size = VT(1,0,1), Size2 = VT(5,1,5), Transparency = 0, Transparency2 = 1, CFrame = RightArm.CFrame*CF(0,-1,0) * ANGLES(RAD(180), RAD(0), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 90655239, SoundPitch = 1, SoundVolume = 2})
NEEDGYRO = false
if HIT then
local NEEDLE = IT("Model",Effects)
local BASE = CreatePart(3, NEEDLE, "Glass", 0, 0.5, "Pearl", "Part", VT(0.3,0.6,0.3), false)
MakeForm(BASE,"Cyl")
BASE.CFrame = CF(POS,RightArm.CFrame*CF(0,-1,0).p) * ANGLES(RAD(90), RAD(0), RAD(0))*CF(0,-0.35,0)
weldBetween(BASE,HIT)
local FLUID = CreatePart(3, NEEDLE, "Neon", 0, 0, "Lime green", "Part", VT(0.28,0.58,0.28), false)
MakeForm(FLUID,"Cyl")
FLUID.CFrame = BASE.CFrame
weldBetween(BASE,FLUID)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part", VT(0,0.2,0), false)
PART.CFrame = BASE.CFrame*CF(0,0.4,0)
weldBetween(BASE,PART)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part", VT(0.1,0.1,0.1), false)
PART.CFrame = BASE.CFrame*CF(0,-0.35,0)
weldBetween(BASE,PART)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part", VT(0.2,0.1,0.2), false)
PART.CFrame = BASE.CFrame*CF(0,-0.4,0)
weldBetween(BASE,PART)
Debris:AddItem(NEEDLE,7)
if HIT.Parent:FindFirstChildOfClass("Humanoid") then
local HUMAN = HIT.Parent:FindFirstChildOfClass("Humanoid")
coroutine.resume(coroutine.create(function()
end))
end
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(15), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.5) * ANGLES(RAD(25), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, 0) * ANGLES(RAD(-90), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
ATTACK = false
Rooted = false
end
function ScrewThis()
ATTACK = true
Rooted = true
local SCREW = CreatePart(3, Weapon, "Neon", 0, 1, "Really red", "Part", VT(2, 0.4, 0.4)/2,false)
SCREW.CanCollide = true
local WELD = CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, SCREW, CF(0,-1,0.2) * ANGLES(RAD(0), RAD(90), RAD(0)), CF(0, 0, 0))
CreateMesh("SpecialMesh", SCREW, "FileMesh", "70265804", "70265794", VT(1,1,1)/1.5, VT(0,0,0))
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
SCREW.Transparency = 0
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.5) * ANGLES(RAD(60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i = 1, 3 do
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
WELD.C1 = WELD.C1 * ANGLES(RAD(5), RAD(0), RAD(0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) * ANGLES(RAD(120), RAD(0), RAD(78)) * ANGLES(RAD(0), RAD(15), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
if MRANDOM(1, 5) == 1 then
DUST:Emit(25)
WELD:remove()
CreateSound(328460122, RightArm, 3, 1, false)
SCREW.Velocity = CF(RightArm.Position,SCREW.Position).lookVector*65
Debris:AddItem(SCREW,6)
for i=0, 3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i = 1, 3 do
for i=0, 0.35, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 0.35, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
else
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
WELD:remove()
for i=0, 0.15, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-110)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
Debris:AddItem(SCREW,6)
end
ATTACK = false
Rooted = false
end
--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
function MouseDown(Mouse)
if ATTACK == false then
end
end
function MouseUp(Mouse)
HOLD = false
end
function KeyDown(Key)
KEYHOLD = true
if Key == "z" and ATTACK == false then
Warp()
end
if Key == "b" and ATTACK == false then
Dash()
end
if Key == "c" and ATTACK == false then
LimbRip()
end
if Key == "v" and ATTACK == false then
Buzzsaw()
end
if Key == "e" and ATTACK == false then
--ReeeEEEEEE() -- disabled
end
if Key == "x" and ATTACK == false then
Needle()
end
if Key == "t" and ATTACK == false then
ScrewThis()
end
end
function KeyUp(Key)
KEYHOLD = false
end
Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
Mouse.KeyDown:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
Mouse.KeyUp:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)
--//=================================\\
--\\=================================//
function AntiTimeStop()
for _, c in pairs(Character:GetChildren()) do
if c:IsA("BasePart") then
c.Anchored = false
end
end
for _, c in pairs(Weapon:GetChildren()) do
if c:IsA("BasePart") then
c.Anchored = false
end
end
end
--//=================================\\
--|| WRAP THE WHOLE SCRIPT UP
--\\=================================//
Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
Humanoid.Jump = false
end
end)
local sick = IT("Sound")
while true do
Swait()
ANIMATE.Parent = nil
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
SINE = SINE + CHANGE
local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = RootPart.Velocity.y
local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2- 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(90 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(90 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
end
if HITFLOOR == nil then
ANIM = "Midair"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.75, 0) * ANGLES(RAD(-15), RAD(0), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.75, 0) * ANGLES(RAD(-15), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.2, -0.6) * ANGLES(RAD(15), RAD(70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.2, -0.6) * ANGLES(RAD(15), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.1 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.35 * SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(0), RAD(10 - 15 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-15), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.35 * SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(0), RAD(-10 + 15 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0), RAD(10 * COS(SINE / WALKSPEEDVALUE))), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-10 * COS(SINE / WALKSPEEDVALUE))), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0.5 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(60 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-15), RAD(0)) * RIGHTSHOULDERC0, 0.8 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.8 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
end
end
sick.SoundId = "rbxassetid://1696854181"
sick.Looped = true
sick.Pitch = 1
sick.Volume = 2
sick.Playing = true
sick.Parent = Effects
AntiTimeStop()
if Rooted == false then
Disable_Jump = false
Humanoid.WalkSpeed = Speed
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
end
end)()
local Connection
Connection = game.Workspace.DescendantAdded:Connect(function(c)
if c.Name == "Animate" and c.Parent == Player.Character then
c.Enabled = false
Connection:Disconnect()
end
end)
repeat task.wait() until game.Players.LocalPlayer.Character
task.wait(0.1)
local RealChar = Player.Character
RealChar.Archivable = true
FakeCharacter.Name = Player.Name .. "_Fake"
FakeCharacter.Parent = workspace
task.spawn(function()
for i, LS in ipairs(FakeCharacter:GetChildren()) do
if LS:IsA("LocalScript") then
LS.Enabled = false
task.wait(0.1)
LS.Enabled = false
end
end
end)
for i, Part in ipairs(FakeCharacter:GetDescendants()) do
if Part:IsA("BasePart")then
Part.Transparency = fake_transparency
end
end
for i, Decal in ipairs(FakeCharacter:GetDescendants()) do
if Decal:IsA("Decal")then
Decal.Transparency = fake_transparency
end
end
Player.Character = FakeCharacter
local function MotorAngle()
if RealChar:FindFirstChild("Torso") then
for MotorName, Motor6DAngle in pairs(Motors) do
if RealChar:FindFirstChild("Torso"):FindFirstChild(MotorName) then
RealChar:FindFirstChild("Torso"):FindFirstChild(MotorName).CurrentAngle = Motor6DAngle
end
end
end
end
local function SetAngles()
if FakeCharacter:FindFirstChild("Torso") then
for MotorName, Motor6DAngle in pairs(Motors) do
if FakeCharacter:FindFirstChild("Torso"):FindFirstChild(MotorName) then
local Motor = FakeCharacter:FindFirstChild("Torso"):FindFirstChild(MotorName)
local rx, ry, rz = Motor.Part1.CFrame:ToObjectSpace(FakeCharacter:FindFirstChild("Torso").CFrame):ToOrientation()
--Motors[MotorName] = rx
if Motor.Name == "Right Shoulder" then
Motors[MotorName] = -rx
end
if Motor.Name == "Left Shoulder" then
Motors[MotorName] = rx
end
if Motor.Name == "Right Hip" then
Motors[MotorName] = -rx
end
if Motor.Name == "Left Hip" then
Motors[MotorName] = rx
end
if Motor.Name == "Neck" then
Motors[MotorName] = -ry
end
end
end
end
end
local function BaseCol()
for i, Part in ipairs(RealChar:GetChildren()) do
if Part:IsA("BasePart")then
Part.CanCollide = false
end
end
for i, Part in ipairs(FakeCharacter:GetChildren()) do
if Part:IsA("BasePart")then
Part.CanCollide = false
end
end
end
RunService.Heartbeat:Connect(function()
SetAngles()
MotorAngle()
RealChar.HumanoidRootPart.CFrame = FakeCharacter.Torso.CFrame
end)
RunService.PreSimulation:Connect(function()
BaseCol()
end)
LoadAllAnimations()Hehe Made by Melon

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