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Copy the script and paste it into your executor.
:():(, {
Title = ;
Text = ;
Icon = })
Duration = ;
:()
.Loaded:()
(Parent, ClassName, Name)
_, (Parent:())
:(ClassName) .Name == Name
(Parent, ClassName)
= Parent:(ClassName)
Parent
Parent.ChildAdded:()
= Parent:(ClassName)
(Parent, ...)
= (Parent, ...)
Parent
Parent.ChildAdded:()
= (Parent, ...)
Fling = { }
Aligns = { }
Blacklist = { }
Accessories = { }
Attachments = { }
Instancenew = .new
taskwait = .wait
taskspawn = .spawn
taskdefer = .defer
mathabs = .abs
mathcos = .cos
mathrandom = .random
stringmatch = .match
osclock = .clock
tableinsert = .insert
tableclear = .clear
tablefind = .find
CFramenew = .new
CFrameAngles = .Angles
CFrameidentity = .identity
Vector3new = .new
Vector3zero = .zero
Sleep = CFrameidentity
Velocity = (, , )
Angular =
Linear =
Workspace = :()
CurrentCamera = Workspace.CurrentCamera
Players = :()
LocalPlayer = Players.LocalPlayer
Mouse = LocalPlayer:()
PostSimulation = :().PostSimulation
Character = LocalPlayer.Character
CharacterClone = ()
StarterGui = :()
BindableEvent = ()
UserInputService = :()
UserInputType = .UserInputType
MouseButton1 = UserInputType.MouseButton1
Touch = UserInputType.Touch
InputBegan = UserInputService.InputBegan:((Input, GameProcessed)
Type = Input.UserInputType
GameProcessed ( Type == MouseButton1 Type == Touch )
Target = Mouse.Target
Target Target.Anchored Target:(CharacterClone) Target:(Character) (Fling, Target)
Parent = Target.Parent
Parent:() Parent ~= Character Parent:()
HumanoidRootPart = (Parent, , ) (Parent, , ) (Parent, , )
HumanoidRootPart (Fling, HumanoidRootPart)
(Fling, HumanoidRootPart)
(Fling, Target)
)
(Name, Size)
Part = ()
Part.Name = Name
Part.Size = Size
Part.Transparency =
Part.Parent = CharacterClone
Part
(Name, Part0, Part1, C0, C1)
Motor6D = ()
Motor6D.Name = Name
Motor6D.Part0 = Part0
Motor6D.Part1 = Part1
Motor6D.C0 = C0
Motor6D.C1 = C1
Motor6D.Parent = Part0
Motor6D
(Name, , Parent)
Attachment = ()
Attachment.Name = Name
Attachment.CFrame =
Attachment.Parent = Parent
(Attachments, Attachment)
Attachment
LimbSize = (, , )
TorsoSize = (, , )
Head = (, (, , ))
Torso = (, TorsoSize)
LeftArm = (, LimbSize)
RightArm = (, LimbSize)
LeftLeg = (, LimbSize)
RightLeg = (, LimbSize)
HumanoidRootPart = (, TorsoSize)
FakeRA = .()
FakeRA.Size = .(,,)
FakeRA.Transparency =
FakeRA.BrickColor = BrickColor.()
FakeRA.Parent = RightArm
FRAW = .()
FRAW.Part0 = RightArm
FRAW.Part1 = FakeRA
FRAW.C0 = .(, , )
FRAW.Parent = RightArm
FakeLA = .()
FakeLA.Size = .(,,)
FakeLA.Transparency =
FakeLA.BrickColor = BrickColor.()
FakeLA.Parent = LeftArm
FLAW = .()
FLAW.Part0 = LeftArm
FLAW.Part1 = FakeLA
FLAW.C0 = .(, , )
FLAW.Parent = LeftArm
Part =
Character
Part = (Character, , ) (Character, , ) (Character, , ) (Character, , )
Part
HumanoidRootPart.CFrame = Part.CFrame
SpawnLocations = { }
_, SpawnLocation (Workspace:())
SpawnLocation:()
(SpawnLocations, SpawnLocation)
Amount = # SpawnLocations
Amount >
SpawnLocation = SpawnLocations[(, Amount)]
HumanoidRootPart.CFrame = SpawnLocation.CFrame * (, SpawnLocation.Size.Y / + , )
HumanoidRootPart.CFrame = CFrameidentity
face = ()
face.Name =
face.Parent = Head
AccessoryTable = {
{ Mesh = , Texture = , = Torso },
{ Mesh = , Texture = , = RightArm, = (, , ) },
{ Mesh = , Texture = , = LeftArm, = (, - , ) },
{ Mesh = , Texture = , = RightLeg, = (, - , ) },
{ Mesh = , Texture = , = LeftLeg, = (, , ) },
{ Mesh = , Texture = , = Torso },
{ Mesh = , Texture = , = RightArm, = (-, , ) },
{ Mesh = , Texture = , = LeftArm, = (-, , ) },
{ Mesh = , Texture = , = RightLeg, = (, - , ) },
{ Mesh = , Texture = , = LeftLeg, = (, , ) },
{ Mesh = , Texture = , = Torso, = (, , ) },
{ Mesh = , Texture = , = RightArm, = (-, , -) },
{ Mesh = , Texture = , = LeftArm, = (-, , ) },
{ Mesh = , Texture = , = RightLeg, = (-, , -) },
{ Mesh = , Texture = , = LeftLeg, = (-, , ) },
{ Mesh = , Texture = , = FakeRA, = (,-, -) * (, , ) },
}
_, Table (AccessoryTable)
(Table.Mesh) ~=
Table.Mesh =
(Table.Texture) ~=
Table.Texture =
(, Torso, RightArm, (, , , , , , , , , -, -, -), (-, , , , , , , , , -, -, -))
(, Torso, LeftArm, (-, , , -, -, -, , , , , , ), (, , , -, -, -, , , , , , ))
(, Torso, RightLeg, (, -, , , , , , , , -, -, -), (, , , , , , , , , -, -, -))
(, Torso, LeftLeg, (-, -, , -, -, -, , , , , , ), (-, , , -, -, -, , , , , , ))
(, Torso, Head, (, , , -, -, -, , , , , , ), (, -, , -, -, -, , , , , , ))
(, HumanoidRootPart, Torso, (, , , -, -, -, , , , , , ), (, , , -, -, -, , , , , , ))
(, (, , , , , , , , , , , ), Head)
(, (, , , , , , , , , , , ), Head)
(, (, , -, , , , , , , , , ), Head)
(, (, , , , , , , , , , , ), Head)
(, (, , , , , , , , , , , ), Torso)
(, (, , -, , , , , , , , , ), Torso)
(, (, , , , , , , , , , , ), Torso)
(, (-, , , , , , , , , , , ), Torso)
(, (, , , , , , , , , , , ), Torso)
(, (, -, -, , , , , , , , , ), Torso)
(, (, -, , , , , , , , , , ), Torso)
(, (, -, , , , , , , , , , ), Torso)
(, (, , , , , , , , , , , ), LeftArm)
(, (, -, , , , , , , , , , ), LeftArm)
(, (, , , , , , , , , , , ), RightArm)
(, (, -, , , , , , , , , , ), RightArm)
(, (, -, , , , , , , , , , ), LeftLeg)
(, (, -, , , , , , , , , , ), RightLeg)
(, (, , , , , , , , , , , ), HumanoidRootPart)
Humanoid = (, CharacterClone)
(, Humanoid)
(, CharacterClone).Name =
CharacterClone.PrimaryPart = Head
CharacterClone.Parent = Workspace
()
:()
(()
Handle = (, , )
Attachment = (Handle, )
Clone = :()
CloneHandle = (Clone, , )
CloneHandle.Transparency =
CloneHandle:()
AccessoryWeld = ()
AccessoryWeld.Name =
AccessoryWeld.Part0 = CloneHandle
AccessoryWeld.C0 = Attachment.CFrame
Name = Attachment.Name
_, TableAttachment (Attachments)
TableAttachment.Name == Name
AccessoryWeld.Part1 = TableAttachment.Parent
AccessoryWeld.C1 = TableAttachment.CFrame
AccessoryWeld.Parent = CloneHandle
Clone.Parent = CharacterClone
(Accessories, Clone)
IsAMeshPart = CloneHandle:()
Mesh = IsAMeshPart CloneHandle (CloneHandle, )
Id = IsAMeshPart
_, Table (AccessoryTable)
= Table.Instance
(Mesh.MeshId, Table.Mesh) (Mesh[Id], Table.Texture) (Blacklist, )
(Blacklist, )
(Aligns, { Handle, , Table.CFrame CFrameidentity })
(Aligns, { Handle, CloneHandle, CFrameidentity })
)
:()
(()
()
:()
)
(Character)
Character ~= CharacterClone
PostSimulation:()
Backpack = LocalPlayer:()
Backpack
Backpack:()
(Aligns)
(Blacklist)
_, Accessory (Accessories)
Accessory:()
CurrentCameraCFrame = CurrentCamera.CFrame
LocalPlayer.Character = CharacterClone
CurrentCamera.CameraSubject = CharacterClone.Head
(()
CurrentCamera:():()
CurrentCamera.CFrame = CurrentCameraCFrame
)
CharacterHumanoidRootPart = (Character, , )
Index, Value (Fling)
BasePart =
(Value) ==
Value:()
BasePart = Value
Value:()
Model = Value.Parent
Model ~= Character Model:()
BasePart = (Model, , ) (Model, , ) Model:()
Value:() Value ~= Character
BasePart = (Value, , ) (Value, , ) Value:()
BasePart
clock = ()
CharacterHumanoidRootPart BasePart () - clock <= BasePart.AssemblyLinearVelocity.Magnitude <=
CharacterHumanoidRootPart.AssemblyAngularVelocity = Velocity
CharacterHumanoidRootPart.AssemblyLinearVelocity = Velocity
CharacterHumanoidRootPart.CFrame = BasePart.CFrame + (, - , )
PostSimulation:()
(Fling)
CharacterHumanoidRootPart
CharacterHumanoidRootPart.AssemblyAngularVelocity = Vector3zero
CharacterHumanoidRootPart.AssemblyLinearVelocity = Vector3zero
CharacterHumanoidRootPart.CFrame = (HumanoidRootPart.Position + ((- , ), , (- , )))
PostSimulation:()
Character:()
_, (Character:())
()
Character.DescendantAdded:(DescendantAdded)
(Part0, Part1, )
Part0.ReceiveAge == Part0.Anchored # Part0:() ==
Part0.AssemblyAngularVelocity = (, Angular, )
Part1CFrame = Part1.CFrame
LinearVelocity = Part1.AssemblyLinearVelocity * Linear
Magnitude = LinearVelocity.Magnitude < Linear
Magnitude
LookVector = Part1CFrame.LookVector * Linear
Part0.AssemblyLinearVelocity = (LookVector.X, Linear, LookVector.Z)
Part0.AssemblyLinearVelocity = (LinearVelocity.X, Linear, LinearVelocity.Z)
Part0.CFrame = Part1CFrame * ( Magnitude Sleep CFrameidentity ) *
Character
(Character)
Added = LocalPlayer.CharacterAdded:(CharacterAdded)
Connection = :().PostSimulation:(()
osclock = ()
Axis = * (osclock * )
Sleep = (, Axis, )
Angular = (osclock)
Linear =
_, Table (Aligns)
(Table[], Table[], Table[])
sethiddenproperty
(LocalPlayer, , )
StarterGui:(, BindableEvent)
)
()
CharacterClone:()
BindableEvent.Event:(Event)
CharacterClone:():(()
CharacterClone.Parent
Added:()
Connection:()
CharacterClone:()
BindableEvent
BindableEvent:()
StarterGui:(, )
)
BindableEvent:():(Event)
Player = .Players.LocalPlayer
PlayerGui = Player.PlayerGui
Cam = .CurrentCamera
Character = Player.Character
Humanoid = Character.Humanoid
RootPart = Character.HumanoidRootPart
Torso = Character[]
Head = Character[]
RightArm = Character[]
LeftArm = Character[]
RightLeg = Character[]
LeftLeg = Character[]
RootJoint = RootPart[]
Neck = Torso[]
RightShoulder = Torso[]
LeftShoulder = Torso[]
RightHip = Torso[]
LeftHip = Torso[]
Mouse = Player:()
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 =
Effects = (, Character)
Effects.Name =
ANIMATOR = Humanoid.Animator
ANIMATE = Character.Animate
UNANCHOR =
SC =
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:()
(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 )
USEBOOMERANGMATH = (Table.UseBoomerangMath )
BOOMERANG = (Table.Boomerang )
SIZEBOOMERANG = (Table.SizeBoomerang )
.(.(()
PLAYSSOUND =
SOUND =
EFFECT = (, Effects, MATERIAL, , TRANSPARENCY, (), , (,,), )
SOUNDID ~= SOUNDPITCH ~= SOUNDVOLUME ~=
PLAYSSOUND =
SOUND = (SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, )
EFFECT.Color = COLOR
MSH =
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE == TYPE ==
MSH = (,EFFECT)
MSH.Scale = SIZE
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 ~=
BOOMR1 = +BOOMERANG/
BOOMR2 = +SIZEBOOMERANG/
MOVESPEED =
MOVEDIRECTION ~=
USEBOOMERANGMATH ==
MOVESPEED = ((CFRAME.p - MOVEDIRECTION).Magnitude/TIME)*BOOMR1
MOVESPEED = ((CFRAME.p - MOVEDIRECTION).Magnitude/TIME)
GROWTH =
USEBOOMERANGMATH ==
GROWTH = (SIZE - ENDSIZE)*(BOOMR2+)
GROWTH = (SIZE - ENDSIZE)
TRANS = TRANSPARENCY - ENDTRANSPARENCY
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = CFRAME
USEBOOMERANGMATH ==
LOOP = , TIME+
()
MSH.Scale = MSH.Scale - (((GROWTH.X)*(( - (LOOP/TIME)*BOOMR2)),(GROWTH.Y)*(( - (LOOP/TIME)*BOOMR2)),(GROWTH.Z)*(( - (LOOP/TIME)*BOOMR2)))*BOOMR2)/TIME
TYPE ==
MSH.Offset = (,,-MSH.Scale.Z/)
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)*(( - (LOOP/TIME)*BOOMR1)))
EFFECT.CFrame = (EFFECT.Position)*((ORI.X),(ORI.Y),(ORI.Z))
LOOP = , TIME+
()
MSH.Scale = MSH.Scale - GROWTH/TIME
TYPE ==
MSH.Offset = (,,-MSH.Scale.Z/)
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.CFrame = (EFFECT.Position)*((ORI.X),(ORI.Y),(ORI.Z))
EFFECT.Transparency =
PLAYSSOUND ==
EFFECT:()
() EFFECT:() ==
EFFECT:()
PLAYSSOUND ==
EFFECT:()
() EFFECT:() ==
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
Ignore = (((Ignore) == Ignore) {Ignore})
:():(Ray.(StartPos, DIRECTION * Distance), Ignore)
(Table)
KindOf = (Table.Variant )
Position = (Table.Location Torso.Position)
Coloration = (Table.Color (,,))
Texture = (Table.Material )
Fling = (Table.Scatter )
Number = (Table.Amount )
Rocks = (Table.DebreeCount )
Range = (Table.Distance )
Scale = (Table.Size )
Timer = (Table.Delay )
.(.(()
ScaleVector = (Scale,Scale,Scale)
Boulders = {}
Position = (Position)
KindOf == KindOf ==
RockValue = , Number
LOCATION = Position * ((), ((/Number)*RockValue), ())*(,(-.(Scale/),.(Scale/)),Range)
BOULDER = (, , Texture, , , (), , ScaleVector, )
BOULDER.CanCollide =
BOULDER.CFrame = LOCATION*(((,)),((,)),((,)))
BOULDER.Color = Coloration
.(Boulders,BOULDER)
KindOf == KindOf ==
RockValue = , Rocks
LOCATION = Position * ((), ((/Number)*RockValue), ())*(,(-.(Scale-(Scale/)),.(Scale-(Scale/))),)
BOULDER = (, , Texture, , , (), , ScaleVector, )
BOULDER.CanCollide =
BOULDER.CFrame = LOCATION*(((,)),((,)),((,)))
BOULDER.Velocity = (BOULDER.Position-(,,),BOULDER.CFrame*(((,)),((,)),((,)))*(,,).p).lookVector*(Fling-(Fling/),Fling+(Fling/))
BOULDER.Color = Coloration
.(Boulders,BOULDER)
KindOf ==
RockValue = , Number
LOCATION = Position * ((), ((/Number)*RockValue), ())*(,(-.(Scale/),.(Scale/)),(,Range))
BOULDER = (, , Texture, , , (), , ScaleVector, )
BOULDER.CanCollide =
BOULDER.CFrame = LOCATION*(((,)),((,)),((,)))
BOULDER.Color = Coloration
.(Boulders,BOULDER)
(Timer)
E = ,
()
A = , #Boulders
Boulders[A].Transparency = Boulders[A].Transparency + /
A = , #Boulders
Boulders[A]:()
))
BASECOLOR = (,,)
BMUSIC = (,RootPart)
VOLUME =
PITCH =
SONGID =
PLAYING =
INTRO =
SCREENS = {}
SCREENWELDS = {}
GUISTEXT = {}
(Humanoid,Damage)
(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL)
GLASSESWLD =
()
ATTACK =
Rooted =
RootJoint.C0 = (,,)
CONNECT = Mouse.KeyDown:((NEWKEY)
HITFLOOR,HITPOS = (RootPart.Position, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, , Character)
HITFLOOR
CONNECT:()
SOUND = (, Effects, , )
.(.(()
() SOUND.Parent = Effects SOUND.Playing ==
PLAYING =
))
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, -, - + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / 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 = ,
({EffectType = , Size = (,,), Size2 = (i*,,i*), Transparency = , Transparency2 = , = (HITPOS) * ((), ((,)), ((-,))), MoveToPos = , RotationX = , RotationY = , RotationZ = -, Material = , Color = (,,), SoundID = , SoundPitch = (,)/, SoundVolume = , UseBoomerangMath = , Boomerang = , SizeBoomerang = })
({Delay = ,Variant = ,Location = HITPOS,Color = HITFLOOR.Color,Size = ,Distance = ,Material = HITFLOOR.Material,Scatter = ,Amount = ,DebreeCount = })
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, -, - + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / 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
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, -, - + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((- - * (SINE / )), (), ()), / 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
()
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)
GLASSES = (, Character, , , , (), , (,,), )
(, GLASSES, , , , (, , ), (,,))
HELDWELD = (, RightArm, RightArm, GLASSES, (,-,) * ((), (), ()), (,,))
(, GLASSES, , , )
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
()
HELDWELD.C1 = (HELDWELD.C1, (,,) * ((),(),(-)), )
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)
HELDWELD.Part0 = Head
HELDWELD.Parent = Head
HELDWELD.C0 = (,,-)
HELDWELD.C1 = (,,)
i = ,
i=, , / Animation_Speed
()
HELDWELD.C1 = (HELDWELD.C1, (,,) * ((),(),(-)), )
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
()
HELDWELD.C1 = (HELDWELD.C1, (,,) * ((),(),()), )
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 = ,
()
SCREEN = (, Effects, , , , (), , (,,)*, )
SCREENWELD = (, RootPart, RootPart, SCREEN, (,,) * ((),((/)*i),()) * (,,+(i/)), (,,))
.(SCREENS,SCREEN)
.(SCREENWELDS,SCREENWELD)
GUI = (,SCREEN)
i = ,
SCREENFRAME = (GUI, , , (, , ((/)*i)-/, ), (, , /, ), (,,), (,,), )
TEXT = (SCREENFRAME, , (,,), .FontSize.Size48, , , , , )
TEXT.TextXAlignment =
TEXT.TextWrapped =
.(GUISTEXT,TEXT)
i=, , / Animation_Speed
()
HELDWELD.C1 = (HELDWELD.C1, (,,) * ((),(),()), )
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)
GLASSESWLD = HELDWELD
ATTACK =
Rooted =
)
(Text,FinishesMoveEnd,WaitTillFinished)
SCREEN = (, Effects, , , , (), , (,,)*, )
SCREENWELD = (, RootPart, RootPart, SCREEN, (,,) * ((-),(),()) * (,,), (,,))
GUI = (,SCREEN)
SCREENFRAME = (GUI, , , (, , , ), (, , , ), (,,), (,,), )
TEXT = (SCREENFRAME, Text, (,,), .FontSize.Size48, , , , , )
TEXT.TextScaled =
.(.(()
.(.(()
i = ,
()
SCREEN.Transparency = SCREEN.Transparency - /
))
WaitTillFinished ==
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), -) * ((), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, + * (SINE / ), ) * ((- - * (SINE / )), (), ()) * ((), (-), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
WaitTillFinished ==
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), -) * ((), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, + * (SINE / ), ) * ((- - * (SINE / )), (), ()) * ((), (-), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
ATTACK ==
.(.(()
SCREENWELD:()
SCREEN.Anchored =
i = ,
()
SCREEN.Transparency = SCREEN.Transparency + /
SCREEN:()
))
FinishesMoveEnd ==
ATTACK =
Rooted =
))
SCREEN,TEXT
Fling = ()
ATTACK =
Rooted =
(,,)
()
RightShoulder.C0 = RightShoulder.C0 * (,-,)
(, RightArm, , , )
HITFLOOR,HITPOS = (RootPart.Position, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, , Character)
HITFLOOR
({Delay = ,Variant = ,Location = HITPOS,Color = HITFLOOR.Color,Size = ,Distance = ,Material = HITFLOOR.Material,Scatter = ,Amount = (,),DebreeCount = })
(RootPart.Position-(,,),,,,,)
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (RootPart.Position), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = , UseBoomerangMath = , Boomerang = , SizeBoomerang = })
TpTo = ()
ATTACK =
Rooted =
SCR, TEXT = (,,)
i = ,
()
TPSPOT = ..math.(Mouse.Hit.p.X)....math.(Mouse.Hit.p.Y+)....math.(Mouse.Hit.p.Z)..
TEXT.Text = TPSPOT
RightShoulder.C0 = RightShoulder.C0 * (,-,)
(, RightArm, , , )
(, Torso, , , )
RootPart.CFrame = (Mouse.Hit.p+(,,)) * ((), (RootPart.Orientation.Y), ())
()
ATTACK =
Rooted =
Hurl = ()
ATTACK =
Rooted =
SCREEN = (, Effects, , , , (), , (,,)*, )
SCREENWELD = (, RootPart, RootPart, SCREEN, (,,) * ((-),(),()) * (,,), (,,))
GUI = (,SCREEN)
SCREENFRAME = (GUI, , , (, , , ), (, , , ), (,,), (,,), )
TEXT = (SCREENFRAME, , (,,), .FontSize.Size48, , , , , )
ROCKS = {}
.(.(()
i = ,
()
SCREEN.Transparency = SCREEN.Transparency - /
))
i = ,
SPOT = (RootPart.Position) * ((), ((,)), ()) * (,,(,))
HITFLOOR,HITPOS = (RootPart.Position, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, , Character)
HITFLOOR
.(.(()
BOULDER = (, Effects, HITFLOOR.Material, , , (), , (,,)*((,)/), )
BOULDER.Color = HITFLOOR.Color
BOULDER.CFrame = (HITPOS-(,,)) * ((), ((,)), ())
CFRAME = SPOT*(,(,),)
.(ROCKS,BOULDER)
i = ,
()
BOULDER.CFrame = (BOULDER.CFrame,CFRAME,)
))
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), -) * ((), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, + * (SINE / ), ) * ((- - * (SINE / )), (), ()) * ((), (-), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
#ROCKS >
TEXT.Text =
GYRO = (,RootPart)
GYRO.D =
GYRO.P =
GYRO.MaxTorque = (,,)
GYRO.CFrame = (RootPart.Position,Mouse.Hit.p)
.(.(()
()
GYRO.CFrame = (RootPart.Position,Mouse.Hit.p)
ATTACK ==
GYRO:()
))
THROWING =
.(.(()
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), -) * ((), (), ()) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, + * (SINE / ), -) * (( - * (SINE / )), (), ()) * ((), (-), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
THROWING ==
))
E = , #ROCKS
()
ROCK = ROCKS[E]
.(.(()
ROCK.CFrame = (ROCK.Position,Mouse.Hit.p)
(, ROCK, , , )
KILL =
i = ,
()
i = ,
ROCK.CFrame = ROCK.CFrame * (,,-ROCK.Size.Z/)
HIT,POS,NORMAL = (ROCK.Position,ROCK.CFrame.lookVector,ROCK.Size.Z/,Character)
HIT
KILL =
(, ROCK, , , )
(ROCK.Position,*ROCK.Size.Z,,,,)
E = ,
i = ,
({Time = , EffectType = , Size = (,,), Size2 = ((E,,E)/)*ROCK.Size.Z, Transparency = , Transparency2 = , = (ROCK.Position) * (((,)), ((,)), ((,))), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = , UseBoomerangMath = , Boomerang = , SizeBoomerang = })
({Delay = ,Variant = ,Location = ROCK.Position,Color = ROCK.Color,Size = ROCK.Size.Z/,Distance = ,Material = ROCK.Material,Scatter = ,Amount = (,),DebreeCount = })
({Time = , EffectType = , Size = (,,), Size2 = (,,)*ROCK.Size.Z, Transparency = , Transparency2 = , = ROCK.CFrame*(,,-ROCK.Size.Z/) * ((), ((,)), ((-,))), MoveToPos = , RotationX = (-,), RotationY = (-,), RotationZ = (-,), Material = , Color = .Color, SoundID = , SoundPitch = (,)/, SoundVolume = , UseBoomerangMath = , Boomerang = , SizeBoomerang = })
KILL ==
ROCK.Transparency =
Debris:(ROCK,)
))
()
THROWING =
.(.(()
SCREENWELD:()
SCREEN.Anchored =
i = ,
()
SCREEN.Transparency = SCREEN.Transparency + /
SCREEN:()
))
ATTACK =
Rooted =
Kill = ()
TARGET = Mouse.Target
TARGET ~=
TARGET.Parent:()
HUM = TARGET.Parent:()
ROOT = HUM.Parent:() HUM.Parent:()
ROOT HUM.Health >
FOE = ROOT.Parent
ATTACK =
Rooted =
(,,)
()
RightShoulder.C0 = RightShoulder.C0 * (,-,)
(, RightArm, , , )
index, CHILD (FOE:())
CHILD:()
CHILD.Name ==
({Time = (,), EffectType = , Size = (CHILD.Size.Z,CHILD.Size.Y,CHILD.Size.Z), Size2 = (CHILD.Size.Z,CHILD.Size.Y,CHILD.Size.Z)*, Transparency = CHILD.Transparency, Transparency2 = , = CHILD.CFrame, MoveToPos = , RotationX = , RotationY = , RotationZ = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, SizeBoomerang = 0, Boomerang = 50})
elseif CHILD.Name ~= "HumanoidRootPart" then
WACKYEFFECT({Time = MRANDOM(10,30), EffectType = "Box", Size = CHILD.Size, Size2 = CHILD.Size*2, Transparency = CHILD.Transparency, Transparency2 = 1, CFrame = CHILD.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, SizeBoomerang = 0, Boomerang = 35})
end
end
end
end
end
end
end
local ATTAC = function()
ATTACK = true
Rooted = false
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(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(-5), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(5), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
ATTACK = false
Rooted = false
end
local LITTLEIDLE = false
function UniqueIdleAnimation()
coroutine.resume(coroutine.create(function()
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
if ATTACK == true or ANIM ~= "Idle" then
break
end
GLASSESWLD.C1 = Clerp(GLASSESWLD.C1, CF(0,0,0) * ANGLES(RAD(0),RAD(0),RAD(0)), 0.25)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.1, -0.3) * ANGLES(RAD(80), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
if ATTACK == true or ANIM ~= "Idle" then
break
end
GLASSESWLD.C1 = Clerp(GLASSESWLD.C1, CF(0,0,0) * ANGLES(RAD(0),RAD(0),RAD(0)), 0.25)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.1, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1.3, 0.1 / Animation_Speed do
Swait()
if ATTACK == true or ANIM ~= "Idle" then
break
end
GLASSESWLD.C1 = Clerp(GLASSESWLD.C1, CF(0,0,0) * ANGLES(RAD(0),RAD(0),RAD(5)), 0.2 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.15, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
if ATTACK == true or ANIM ~= "Idle" then
break
end
GLASSESWLD.C1 = Clerp(GLASSESWLD.C1, CF(0,0,0) * ANGLES(RAD(0),RAD(0),RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.05, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
if ATTACK == true or ANIM ~= "Idle" then
break
end
GLASSESWLD.C1 = Clerp(GLASSESWLD.C1, CF(0,0,0) * ANGLES(RAD(0),RAD(0),RAD(0)), 0.25)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.1, -0.3) * ANGLES(RAD(80), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
LITTLEIDLE = false
end))
end
local COLOR = C3(1,1,1)
local SKILLFONT = "Legacy"
local SIZE = 2.5
local MOUSE = 2097542191
local MELEE = 2097543015
local BODY = 2097543382
local PROJECTILE = 2097544084
local AOE = 2097544884
local ULTIMATE = 2097545381
local ATTACKS = {{"Switch ScreenBehaviour","m"},{";Fling","z",AOE,Fling},{";TpTo","x",BODY,TpTo},{";Hurl","c",PROJECTILE,Hurl},{";Kill","v",MOUSE,Kill}}
local GUIS = {}
for i = 1, #ATTACKS do
local SKILLFRAME = CreateFrame(WEAPONGUI, 0.8, 2, UD2(1-(0.3*(SIZE/5)), 0, 1-((0.08*(SIZE/5))*i), 0), UD2(0.3*(SIZE/5), 0, 0.06*(SIZE/4), 0), C3(0,0,0), COLOR, "Skill Frame")
local SKILLTEXT = CreateLabel(SKILLFRAME, "["..ATTACKS[i][1].."]", COLOR, SIZE, SKILLFONT, 0, 2, 0, "Skill text")
SKILLTEXT.TextXAlignment = "Right"
local BUTTONDISPLAY = CreateLabel(SKILLFRAME, "["..string.upper(ATTACKS[i][2]).."]", COLOR, SIZE-1, SKILLFONT, 0, 2, 0, "Skill text")
BUTTONDISPLAY.TextXAlignment = "Left"
if ATTACKS[i][3] then
local IMAGETODISPLAY = IT("ImageLabel",SKILLFRAME)
IMAGETODISPLAY.Image = "rbxassetid://"..ATTACKS[i][3]
IMAGETODISPLAY.Size = UD2(0.2,0,1,0)
IMAGETODISPLAY.Position = UD2(0.065,0,0,0)
IMAGETODISPLAY.BackgroundTransparency = 1
IMAGETODISPLAY.ZIndex = 0
end
table.insert(GUIS,SKILLTEXT)
end
Mouse.Button1Down:connect(function(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
end)
Mouse.KeyDown:connect(function(NEWKEY)
KEYHOLD = true
if NEWKEY == "m" then
if SC == false then
SC = true
else
SC = false
end
end
if ATTACK == false then
for E = 1, #ATTACKS do
if ATTACKS[E][4] ~= nil then
if NEWKEY == ATTACKS[E][2] then
ATTACKS[E][4]()
end
end
end
end
end)
Mouse.KeyUp:connect(function(NEWKEY)
KEYHOLD = false
end)
function unanchor()
for _, c in pairs(Character:GetChildren()) do
if c:IsA("BasePart") and c ~= RootPart then
c.Anchored = false
end
end
if UNANCHOR == true then
RootPart.Anchored = false
else
RootPart.Anchored = true
end
end
Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
Humanoid.Jump = false
end
end)
local MOVINGSCREENS = false
local TIMESTAMP = 0
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 = 8 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0.1 * COS(SINE / (WALKSPEEDVALUE/2))) * ANGLES(RAD(0), RAD(0), 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(0), 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), 0.25 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10+50 * COS(SINE / WALKSPEEDVALUE))), 0.6 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.25 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-10+50 * COS(SINE / WALKSPEEDVALUE))), 0.6 / 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)), 0.7 / 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)), 0.7 / Animation_Speed)
end
if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
ANIM = "Jump"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-35), RAD(0), RAD(25 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-35), RAD(0), RAD(-25 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
ANIM = "Fall"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(15), 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(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
if ATTACK == false then
if MRANDOM(1,650) == 1 and LITTLEIDLE == false then
LITTLEIDLE = true
UniqueIdleAnimation()
end
if LITTLEIDLE == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(3 - 7 * COS(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-44 - 1.5 * COS(SINE / 12)), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.05) * ANGLES(RAD(5), RAD(0), RAD(-7 * COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 1 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(7 * COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(60 * COS(SINE / WALKSPEEDVALUE)), RAD(-5), RAD(5)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
end
end
if Rooted == false then
Disable_Jump = false
Humanoid.WalkSpeed = Speed
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
BMUSIC.SoundId = "rbxassetid://"..SONGID
BMUSIC.Looped = true
BMUSIC.Pitch = PITCH
BMUSIC.Volume = VOLUME
BMUSIC.Playing = PLAYING
BMUSIC.EmitterSize = 50
if BMUSIC.Parent ~= RootPart then
print("Fixing music")
BMUSIC = IT("Sound",RootPart)
BMUSIC.SoundId = "rbxassetid://"..SONGID
BMUSIC.Looped = true
BMUSIC.Pitch = PITCH
BMUSIC.Volume = VOLUME
BMUSIC.Playing = true
BMUSIC.EmitterSize = 50
BMUSIC.TimePosition = TIMESTAMP
FIXING = true
else
if FIXING == false then
TIMESTAMP = BMUSIC.TimePosition
else
FIXING = false
end
end
if Head:FindFirstChild("face") then
Head.face.Texture = "rbxassetid://62682458"
end
if INTRO == false and ATTACK == false then
INTRO = true
coroutine.resume(coroutine.create(function()
IntroThing()
end))
end
if #SCREENS > 0 then
for E = 1, #SCREENS do
SCREENS[E].Transparency = MRANDOM(90,99)/100
end
end
if #SCREENWELDS > 0 then
if SC == true then
if MRANDOM(1,75) == 1 and MOVINGSCREENS == false then
MOVINGSCREENS = true
coroutine.resume(coroutine.create(function()
wait(1)
MOVINGSCREENS = false
end))
for E = 1, #SCREENWELDS do
coroutine.resume(coroutine.create(function()
local MATH1 = MRANDOM(-25,25)/10+1
local MATH2 = MRANDOM(-45,45)
for i = 1, 55 do
Swait()
SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,MATH1,0) * ANGLES(RAD(0), RAD(MATH2+180), RAD(0)) * CF(0,0,3+(E/1.5)),0.1)
end
end))
end
end
elseif SC == false then
for E = 1, #SCREENWELDS do
if E == 1 then
SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,-1 + 0.05 * COS(SINE / 12),0) * ANGLES(RAD(0), RAD(-40+180), RAD(0)) * CF(0,0,3.4),0.1)
elseif E == 2 then
SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,-1 + 0.05 * SIN(SINE / 12),0) * ANGLES(RAD(0), RAD(40+180), RAD(0)) * CF(0,0,3.4),0.1)
elseif E == 3 then
SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,1.3 + 0.05 * SIN(SINE / 12),0) * ANGLES(RAD(0), RAD(-38+180), RAD(0)) * CF(0,0,3.4),0.1)
elseif E == 4 then
SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,1.3 + 0.05 * COS(SINE / 12),0) * ANGLES(RAD(0), RAD(38+180), RAD(0)) * CF(0,0,3.4),0.1)
end
end
end
end
local SECONDS = math.floor(workspace.DistributedGameTime)
local MINUTES = math.floor(workspace.DistributedGameTime/60)
local HOURS = math.floor(workspace.DistributedGameTime/60/60)
local SECONDS = SECONDS - (MINUTES * 60)
local MINUTES = MINUTES - (HOURS * 60)
if #GUISTEXT > 0 then
for E = 1, #GUISTEXT do
local TXT = GUISTEXT[E]
if E == 1 then
TXT.Text = "SERVER STATS;"
elseif E == 2 then
TXT.Text = "SERVER TIME = ["..SECONDS..":"..MINUTES..":"..HOURS.."]"
elseif E == 3 then
TXT.Text = "WORKSPACE GRAVITY = ["..workspace.Gravity.."]"
elseif E == 4 then
TXT.Text = "SERVER JOBID = ["..game.JobId.."]"
elseif E == 5 then
TXT.Text = "SERVER VERSION = ["..game.PlaceVersion.."]"
end
end
end
local SPACEJECTS = {}
for index, CHILD in pairs(workspace:GetChildren()) do
table.insert(SPACEJECTS,CHILD)
end
table.insert(SPACEJECTS,game.Lighting)
table.insert(SPACEJECTS,game.Workspace)
local MALWARE = {"BlurEffect","BloomEffect","Fire","ParticleEmitter","Smoke"}
if #GUISTEXT > 0 then
if MRANDOM(1,125) == 1 then
for E = 1, #GUISTEXT do
local TXT = GUISTEXT[E]
local TEXT = ""
local DOINGS = {"MONITORING","CHECKING"}
local OLDTEXT = string.sub(TXT.Text,3)
if E > 5 then
if E <= 15 then
if MRANDOM(1,3) == 1 then
repeat
local MONITORME = SPACEJECTS[MRANDOM(1,#SPACEJECTS)]
if MRANDOM(1,2) == 1 then
TEXT = DOINGS[MRANDOM(1,#DOINGS)].."; ["..MONITORME.Name.."]..."
for Z = 1, #MALWARE do
if MONITORME:FindFirstChildOfClass(MALWARE[Z]) then
TEXT = "!FOUND MALICIOUS CONTENT IN ["..MONITORME.Name.."]; FOUND: ["..MALWARE[Z].."]"
if TEXT ~= OLDTEXT then
CreateSound(136075117, TXT.Parent.Parent, 0.6, MRANDOM(8,12)/10)
end
TXT.TextColor3 = C3(1,0,0)
break
else
TXT.TextColor3 = C3(1,1,1)
end
end
break
end
if MRANDOM(1,6) == 1 and TXT.TextColor3 == C3(1,1,1) then
local ES = {"SUCCES.","!FAILURE!"}
TEXT = "TESTING FILE #"..MRANDOM(100,999).." ["..ES[MRANDOM(1,#ES)].."]"
end
until TEXT ~= ""
local DESIREDTEXT = ">>"..TEXT
TXT.Text = DESIREDTEXT
end
elseif E > 15 then
local N = E-15
local POP = 0
repeat
for index, CHILD in pairs(game:GetService("Players"):GetChildren()) do
POP = POP + 1
if POP == N then
TEXT = "MONITORING USER; ".."["..CHILD.Name.."]..."
break
else
TEXT = "NOP"
end
end
until TEXT ~= ""
if TEXT ~= "NOP" then
local DESIREDTEXT = ">>"..TEXT
TXT.Text = DESIREDTEXT
else
TXT.Text = ""
end
end
end
end
end
end
endCredits = MelonScripter Click to fling!!!! (Paid) c00lkidd rig = 1 https://www.roblox.com/catalog/74951193570973/C00lkidd-Sweater-Sleeve-Right 2 https://www.roblox.com/catalog/80280937740152/007n7-C00lkid-GUI 3 https://www.roblox.com/catalog/98297869679703/C00lkiddSweaterSleeveLeft 4 https://www.roblox.com/catalog/14160475425/Classic-Face-Red 5 https://www.roblox.com/catalog/11159410305/Rectangle-Head 6 https://www.roblox.com/catalog/97276606040255/Clockwork-Shades (END) c00lkidd rig COOL (expensive) = 👇 1 https://www.roblox.com/catalog/74951193570973/C00lkidd-Sweater-Sleeve-Right 2 https://www.roblox.com/catalog/80280937740152/007n7-C00lkid-GUI 3 https://www.roblox.com/catalog/98297869679703/C00lkiddSweaterSleeveLeft 4 https://www.roblox.com/catalog/14160475425/Classic-Face-Red 5 https://www.roblox.com/catalog/11159410305/Rectangle-Head 6 https://www.roblox.com/catalog/18885852532/Glitchy-Arm-R6-R 7 https://www.roblox.com/catalog/18885844203/Glitchy-Arm-R6-L 8 https://www.roblox.com/catalog/97276606040255/Clockwork-Shades (END)