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Copy the script and paste it into your executor.
= :()[]
()
Player = :().LocalPlayer
PlayerGui = Player.PlayerGui
Cam = .CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:()
RootPart = Character.HumanoidRootPart
Torso = Character.Torso
Head = Character.Head
RightArm = Character[]
LeftArm = Character[]
RightLeg = Character[]
LeftLeg = Character[]
RootJoint = RootPart.RootJoint
Neck = Torso.Neck
RightShoulder = Torso[]
LeftShoulder = Torso[]
RightHip = Torso[]
LeftHip = Torso[]
MOUSEPOS = RootPart.Position
TIME =
sick = .(,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 =
FORCERESET =
Frame_Speed = /
Speed =
ROOTC0 = (, , ) * ((-), (), ())
NECKC0 = (, , ) * ((-), (), ())
RIGHTSHOULDERC0 = (-, , ) * ((), (), ())
LEFTSHOULDERC0 = (, , ) * ((), (-), ())
DAMAGEMULTIPLIER =
ANIM =
ATTACK =
EQUIPPED =
HOLD =
COMBO =
Type =
reason =
Rooted =
SINE =
SIZE =
KEYHOLD =
CHANGE = / Animation_Speed
WALKINGANIM =
VALUE1 =
VALUE2 =
ROBLOXIDLEANIMATION = ()
ROBLOXIDLEANIMATION.Name =
ROBLOXIDLEANIMATION.AnimationId =
WEAPONGUI = (, PlayerGui)
WEAPONGUI.Name =
Characterb = ()
Characterb.Name =
CharacterA = ()
CharacterA.Name =
Effects = (, CharacterA)
Effects.Name =
Effects2 = (, Characterb)
Effects.Name =
ANIMATOR = Humanoid.Animator
ANIMATE = Character:()
UNANCHOR =
TOBANISH = {}
BODY = {}
_, c (Character:())
c:() c.Name ~=
c ~= RootPart c ~= Torso c ~= Head c ~= RightArm c ~= LeftArm c ~= RightLeg c ~= LeftLeg
c.CustomPhysicalProperties = PhysicalProperties.(, , , , )
.(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency})
c:()
.(BODY,{c,c.Parent,,,})
e = , #BODY
BODY[e] ~=
STUFF = BODY[e]
PART = STUFF[]
PARENT = STUFF[]
MATERIAL = STUFF[]
COLOR = STUFF[]
TRANSPARENCY = STUFF[]
PART.ClassName == PART ~= RootPart
PART.Material = MATERIAL
PART.Color = COLOR
PART.Transparency = TRANSPARENCY
PART.AncestryChanged:(()
PART.Parent = PARENT
)
()
Character.Parent =
e = , #BODY
BODY[e] ~=
STUFF = BODY[e]
PART = STUFF[]
PARENT = STUFF[]
MATERIAL = STUFF[]
COLOR = STUFF[]
TRANSPARENCY = STUFF[]
PART:() PART ~= RootPart
PART.Material = MATERIAL
PART.Color = COLOR
PART.Transparency = TRANSPARENCY+EXTRATRANS
PART.Parent ~= PARENT
Humanoid:()
PART.Parent = PARENT
Humanoid = (,Character)
(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
:(Ray.(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
(NUMBER)
NUMBER >=
NUMBER =
NUMBER
(NUMBER)
NUMBER <=
NUMBER =
NUMBER
(NUMBER)
NUMBER == NUMBER ==
:().RenderStepped:()
i = , NUMBER
:().RenderStepped:()
(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 = , , , , ,
(parent,part0,part1,C1X,C1Y,C1Z,C1Xa,C1Ya,C1Za,C0X,C0Y,C0Z,C0Xa,C0Ya,C0Za)
weld = .()
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C1 = .(C1X,C1Y,C1Z)*.(C1Xa,C1Ya,C1Za)
weld.C0 = .(C0X,C0Y,C0Z)*.(C0Xa,C0Ya,C0Za)
weld
(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.Parent ~= PARENT
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.Stopped:(()
EFFECT:()
)
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
))
(PART,TYPE)
TYPE ==
MSH = (,PART)
TYPE ==
MSH = (,PART)
MSH.MeshType =
TYPE ==
MSH = (,PART)
MSH.MeshType =
(FROM,TO,BIG)
TRAIL = (, Effects, , , , , , (,,))
(TRAIL,)
DIST = (FROM - TO).Magnitude
BIG ==
TRAIL.Size = (,DIST,)
TRAIL.Size = (,DIST,)
TRAIL.CFrame = (FROM, TO) * (, , -DIST/) * ((),(),())
.(.(()
i = ,
()
TRAIL.Transparency = TRAIL.Transparency +
TRAIL:()
))
(SIZE,WAIT,CFRAME,COLOR,GROW)
wave = (, Effects, , , , (COLOR), , (,,), )
mesh = (,wave)
mesh.MeshType =
mesh.Scale = SIZE
mesh.Offset = (,,)
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
wave.Transparency = wave.Transparency + (/WAIT)
wave.Transparency >
wave:()
))
(SIZE,WAIT,CFRAME,COLOR,GROW)
wave = (, Effects, , , , (COLOR), , (,,), )
mesh = (,wave)
mesh.MeshType =
mesh.Scale = SIZE
mesh.Offset = (,,)
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
wave.Transparency = wave.Transparency + (/WAIT)
wave.Transparency >
wave:()
))
(SIZE,WAIT,CFRAME,COLOR,GROW)
wave = (, Effects, , , , (COLOR), , (SIZE,SIZE,SIZE), )
mesh = (,wave)
wave.CFrame = CFRAME * ((.(-,)),(.(-,)),(.(-,)))
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
wave.CFrame = CFRAME * ((.(-,)),(.(-,)),(.(-,)))
wave.Transparency = wave.Transparency + (/WAIT)
wave.Transparency >
wave:()
))
(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ))
mesh = (, wave, , , , SIZE, (, , ))
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
DOESROT ==
wave.CFrame = wave.CFrame * .(, ROT, )
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
DECAL = ()
()
RING = (, Effects, , , , , , (,,),)
MESH = (,RING)
BOTTOMTEXTURE = DECAL:()
BOTTOMTEXTURE.Parent = RING
BOTTOMTEXTURE.Face =
BOTTOMTEXTURE.Name =
TOPTEXTURE = DECAL:()
TOPTEXTURE.Parent = RING
TOPTEXTURE.Face =
TOPTEXTURE.Name =
BOTTOMTEXTURE.Texture =
TOPTEXTURE.Texture =
BOTTOMTEXTURE.Color3 = (,,)
TOPTEXTURE.Color3 = (,,)
RING,MESH,TOPTEXTURE,BOTTOMTEXTURE
Debris = :()
(StartPos, EndPos, Distance, Ignore)
DIRECTION = (StartPos,EndPos).lookVector
(StartPos, DIRECTION, Distance, Ignore)
(position)
RootPart.CFrame=.(RootPart.CFrame.p,(position.X,RootPart.Position.Y,position.Z)) * .(, , )
(POSITION, RANGE, INTENSITY, TIME)
Shotgun = .Shotgun:()
Shotgun.Parent = RightArm
(Shotgun.Handle,RightArm,Shotgun.Handle,,-,,.(),.(),.(),,,,.(),.(),.())
Hole = Shotgun.Flash
Particle = (,)
Particle.Enabled =
Particle.Transparency = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)})
Particle.LightEmission =
Particle.Rate =
Particle.ZOffset =
Particle.Rotation = NumberRange.(-, )
Particle.RotSpeed = NumberRange.(-, )
Particle.Texture =
Particle.Color = ColorSequence.((,,),(,,))
(Table)
PRTCL = Particle:()
Speed = Table.Speed
Drag = Table.Drag
Size1 = Table.Size1
Size2 = Table.Size2
Lifetime1 = Table.Lifetime1
Lifetime2 = Table.Lifetime2
Parent = Table.Parent Torso
Emit = Table.Emit
Offset = Table.Offset
Acel = Table.Acel (,,)
Enabled = Table.Enabled
PRTCL.Parent = Parent
PRTCL.Size = NumberSequence.(Size1,Size2)
PRTCL.Lifetime = NumberRange.(Lifetime1,Lifetime2)
PRTCL.Speed = NumberRange.(Speed)
PRTCL.VelocitySpread = Offset
PRTCL.Drag = Drag
PRTCL.Acceleration = Acel
Enabled ==
PRTCL:(Emit)
Debris:(PRTCL,Lifetime2)
PRTCL.Enabled =
PRTCL
_, c (CharacterA:())
c.ClassName ==
c.CustomPhysicalProperties = PhysicalProperties.(, , , , )
CharacterA.Parent = Character
Characterb.Parent = Character
SKILLTEXTCOLOR = (,,)
SKILLFONT =
SKILLTEXTSIZE =
Humanoid.Died:(()
ATTACK =
)
(text)
chat = .(()
Character:()~=
Character:():()
Bill = .(,Character)
Bill.Size = .(,,,)
Bill.StudsOffset = .(,,)
Bill.Adornee = Character.Head
Bill.Name =
Hehe = .(,Bill)
Hehe.BackgroundTransparency =
Hehe.BorderSizePixel =
Hehe.Text =
Hehe.Font =
Hehe.TextSize =
Hehe.TextStrokeTransparency =
Hehe.Size = .(,,,)
.(.(()
Hehe ~=
()
Hehe.Position = .(.(-,),.(-,),,.(-,))
Hehe.Rotation = .(-,)
Hehe.TextColor3 = .(,,)
Hehe.TextStrokeColor3 = .(,,)
))
i = ,.(text),
()
Hehe.Text = .(text,,i)
()
i = , ,
()
Bill.ExtentsOffset = .(.(-i, i), .(-i, i), .(-i, i))
Hehe.TextStrokeTransparency = i
Hehe.TextTransparency = i
Bill:()
)
()
(msg)
(msg)
(Name)
MESSAGES = {,,,,,,,,,,,,,,,,,}
(MESSAGES[(,#MESSAGES)]..Name..)
(Foe)
Foe
.(.(()
.(TOBANISH,Foe.Name)
Foe.Archivable =
CLONE = Foe:()
CLONE.Parent = Effects
CLONE:()
MATERIALS = {,}
_, c (CLONE:())
c:()
c.Name == c.Name == c == CLONE.PrimaryPart
(, c, , , )
c.Anchored =
c.Transparency = c.Transparency +
c.Material = MATERIALS[(,)]
c.Color = (,,)
c.ClassName ==
c.TextureID =
c:()
c:().TextureId =
c:()
c:():()
c.Name =
c.CanCollide =
c:()
A =
i = ,
A ==
A =
A ==
A =
_, c (CLONE:())
c:()
c.Anchored =
c.Material = MATERIALS[(,)]
c.Transparency = c.Transparency + /
A ==
c.CFrame = c.CFrame*((-,)/,(-,)/,(-,)/)
A ==
c.CFrame = c.CFrame*((-,)/,(-,)/,(-,)/)
()
CLONE:()
))
(POSITION,RANGE,ISBANISH)
CHILDREN = :()
index, CHILD (CHILDREN)
CHILD.ClassName == CHILD ~= Character
HUM = CHILD:()
HUM
TORSO = CHILD:() CHILD:()
TORSO
(TORSO.Position - POSITION).Magnitude <= RANGE
ISBANISH ==
(CHILD)
(Humanoid,Damage,TorsoPart)
defence = .(,Humanoid.Parent)
defence.Name = (..Player.Name)
:():(defence, )
asd = .()
asd.Color = ColorSequence.(.(, , ), .(, , ))
asd.LightEmission =
asd.Texture =
aaa = NumberSequence.({NumberSequenceKeypoint.(, ),NumberSequenceKeypoint.(, )})
bbb = NumberSequence.({NumberSequenceKeypoint.(, ),NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, )})
asd.Transparency = bbb
asd.Size = aaa
asd.ZOffset =
asd.Acceleration = .(, -, )
asd.LockedToPart =
asd.EmissionDirection =
asd.Lifetime = NumberRange.(, )
asd.Rotation = NumberRange.(-, )
asd.RotSpeed = NumberRange.(-, )
asd.Speed = NumberRange.()
asd.Enabled =
asd.VelocitySpread =
(victim,amount)
PART = (, Effects, , , , , , victim.Size)
PART.CFrame = victim.CFrame
HITPLAYERSOUNDS = {,}
Debris:(PART,)
(HITPLAYERSOUNDS[(, #HITPLAYERSOUNDS)], PART, , (.(,)/))
(HITPLAYERSOUNDS[(, #HITPLAYERSOUNDS)], PART, , (.(,)/))
(HITPLAYERSOUNDS[(, #HITPLAYERSOUNDS)], PART, , (.(,)/))
prtcl = asd:()
prtcl.Parent = PART
prtcl:(amount*)
(CHARACTER)
kickfolder = (,Effects)
naeeym2 = .(,kickfolder)
naeeym2.AlwaysOnTop =
naeeym2.Size = .(,,,)
naeeym2.StudsOffset = .(,,)
naeeym2.Name =
tecks2 = .(,naeeym2)
tecks2.BackgroundTransparency =
tecks2.TextScaled =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font =
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = .(,,)
tecks2.TextStrokeColor3 = .(,,)
tecks2.Size = .(,,,)
tecks2.Parent = naeeym2
(, CHARACTER, , , )
i,v (CHARACTER:())
v.ClassName == v.ClassName ==
v.Name ~=
BOD = v:()
BOD.CanCollide =
BOD.Anchored =
BOD.CFrame = v.CFrame
BOD.Parent = kickfolder
BOD.Material =
BOD.Color = (,,)
BOD:()
BOD:():()
BOD.Name ==
naeeym2.Adornee = BOD
BOD.ClassName ==
BOD.TextureID =
.(.(()
i = ,
()
i,v (kickfolder:())
v.ClassName == v.ClassName ==
v.Transparency =
naeeym2.Enabled =
()
i,v (kickfolder:())
v.ClassName == v.ClassName ==
v.Transparency =
naeeym2.Enabled =
kickfolder:()
))
(POSITION,RANGE,ISKICKED)
CHILDREN = :()
index, CHILD (CHILDREN)
CHILD.ClassName == CHILD ~= Character
HUM = CHILD:()
HUM
TORSO = CHILD:() CHILD:()
TORSO
(TORSO.Position - POSITION).Magnitude <= RANGE
ISKICKED ==
(CHILD)
BEANED = {}
(bitch)
bitch
kickfolder = (,Effects)
naeeym2 = .(,kickfolder)
naeeym2.AlwaysOnTop =
naeeym2.Size = .(,,,)
naeeym2.StudsOffset = .(,,)
naeeym2.Name =
tecks2 = .(,naeeym2)
tecks2.BackgroundTransparency =
tecks2.TextScaled =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font =
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = .(,,)
tecks2.TextStrokeColor3 = .(,,)
tecks2.Size = .(,,,)
tecks2.Parent = naeeym2
Players = :()
.(.(()
i = ,
()
i,v (kickfolder:())
v.ClassName == v.ClassName ==
v.Transparency =
naeeym2.Enabled =
()
i,v (kickfolder:())
v.ClassName == v.ClassName ==
v.Transparency =
naeeym2.Enabled =
kickfolder:()
))
(player)
.Players.PlayerAdded:(()
i,v (.Players:())
(v)
)
(bitch)
kickfolder = (,Effects)
naeeym2 = .(,kickfolder)
naeeym2.AlwaysOnTop =
naeeym2.Size = .(,,,)
naeeym2.StudsOffset = .(,,)
naeeym2.Name =
tecks2 = .(,naeeym2)
tecks2.BackgroundTransparency =
tecks2.TextScaled =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font =
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = .(,,)
tecks2.TextStrokeColor3 = .(,,)
tecks2.Size = .(,,,)
tecks2.Parent = naeeym2
Players = :()
.(.(()
i = ,
()
i,v (kickfolder:())
v.ClassName == v.ClassName ==
v.Transparency =
naeeym2.Enabled =
()
i,v (kickfolder:())
v.ClassName == v.ClassName ==
v.Transparency =
naeeym2.Enabled =
kickfolder:()
))
(POSITION,RANGE,ISBANISH)
CHILDREN = :()
index, CHILD (CHILDREN)
CHILD.ClassName == CHILD ~= Character
HUM = CHILD:()
HUM
TORSO = CHILD:() CHILD:()
TORSO
(TORSO.Position - POSITION).Magnitude <= RANGE
ISBANISH ==
(CHILD)
(POSITION,RANGE,BRUTAL)
CHILDREN = :()
index, CHILD (CHILDREN)
CHILD.ClassName == CHILD ~= Character
HUM = CHILD:()
HUM
TORSO = CHILD:() CHILD:()
TORSO
(TORSO.Position - POSITION).Magnitude <= RANGE
BRUTAL ==
Type ==
(CHILD)
Type ==
(CHILD)
Type ==
(CHILD)
PE=.()
PE.LightEmission=
PE.Color = ColorSequence.(().Color)
PE.Lifetime=NumberRange.(,)
PE.Rotation=NumberRange.(,)
PE.Rate=
PE.VelocitySpread =
PE.Acceleration = .(,,)
PE.Drag =
PE.Speed = NumberRange.(,)
PE.Texture=
PE.ZOffset = -
PE.Name =
PE.Enabled =
(v)
_, c (v:())
c.ClassName == c.ClassName ==
c.Transparency <
parlol = PE:()
parlol.Parent = c
parlol.Enabled =
.(.(()
parlol.Enabled =
Debris:(parlol,)
))
(position,range)
i,v (:())
body = v:()
part = , #body
((body[part].ClassName == body[part].ClassName == ) v ~= Character)
(body[part].Position - position).Magnitude < range
v.ClassName ==
(v)
(MAN,DOWHAT)
(LOCATION,TO,AMOUNT)
P = (, Effects, , , , (), , (,,), )
P.CFrame = (LOCATION,TO)
BLOOD = .Blood:()
BLOOD.Parent = P
BLOOD:(AMOUNT)
Debris:(P,)
DETECTKILL = (HIT,POS,FORCE)
HIT.Parent:()
HIT.Parent:().Health >
(POS,RootPart.Position,)
(POS,RootPart.Position,)
()
ATTACK =
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((-), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((-), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((-), (-), ()) * ((), (), ()), / Animation_Speed)
ATTACK =
()
TARGET = Mouse.Target
MousPOS = Mouse.Hit.p
TARGET ~=
TARGET.Parent:()
HUM = TARGET.Parent:()
ROOT = TARGET.Parent:() TARGET.Parent:() TARGET.Parent:()
ROOT HUM.Health >
FOE = Mouse.Target.Parent
HITFLOOR, HITPOS, NORMAL = (RootPart.Position, (RootPart.Position, RootPart.Position + (, -, )).lookVector, , Character)
mtn = Mouse.Target.Parent.Name
mtn ~= Character.Name mtn ~= Character.Name mtn ~= Player.Name mtn ~= Player.Name Mouse.Target.Parent:() ~=
HUM = Mouse.Target.Parent:()
TORSO = HUM.Parent:() HUM.Parent:()
TORSO HUM.Health >
ATTACK =
.(()
()
ATTACK
RootPart.CFrame = .(RootPart.CFrame.p,(TORSO .(TORSO.CFrame.p.X,RootPart.CFrame.p.Y,TORSO.CFrame.p.Z) ROOT .(ROOT.CFrame.p.X,RootPart.CFrame.p.Y,ROOT.CFrame.p.Z)))
)()
(, TORSO, , , )
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , - * (SINE / )) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - + * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , - * (SINE / )) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - + * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (Hole.Position), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , - * (SINE / )) * ((-), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ), -) * ((), (), ()) * ((-), (), (-)), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - + * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
(TORSO,)
(HITPOS, , , )
(TORSO.Position, , )
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = TORSO.CFrame*(,-,), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = (,)/, SoundVolume = })
({EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = TORSO.CFrame*(,-,), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
ATTACK =
ATTACK =
TORSO = .(,Character)
TORSO.Size = .(,,)
TORSO.CanCollide =
TORSO.Transparency =
TORSO.CFrame = .(MousPOS)
TORSO.Anchored =
.(()
()
ATTACK
RootPart.CFrame = .(RootPart.CFrame.p,(TORSO .(TORSO.CFrame.p.X,RootPart.CFrame.p.Y,TORSO.CFrame.p.Z)))
)()
(, TORSO, , , )
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , - * (SINE / )) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - + * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , - * (SINE / )) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - + * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (Hole.Position), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , - * (SINE / )) * ((-), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ), -) * ((), (), ()) * ((-), (), (-)), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - + * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
(TORSO,)
(HITPOS, , , )
(TORSO.Position, , )
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = TORSO.CFrame*(,-,), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = (,)/, SoundVolume = })
({EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = TORSO.CFrame*(,-,), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
ATTACK =
TORSO:()
()
ATTACK =
LOOP =
KEY = Mouse.KeyDown:((NEWKEY)
NEWKEY ==
KEY:()
LOOP =
)
i = , , / Animation_Speed
()
LOOP ==
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
()
LOOP ==
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
()
LOOP ==
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
()
LOOP ==
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)
LOOP ==
ATTACK =
Humanoid.Animator.Parent =
(Mouse)
ATTACK ==
()
(Mouse)
HOLD =
(Key)
KEYHOLD =
Key == ATTACK ==
()
(Key)
KEYHOLD =
Mouse.Button1Down:((NEWKEY)
(NEWKEY)
)
Mouse.Button1Up:((NEWKEY)
(NEWKEY)
)
Mouse.KeyDown:((NEWKEY)
(NEWKEY)
)
Mouse.KeyUp:((NEWKEY)
(NEWKEY)
)
()
UNANCHOR ==
g = CharacterA:()
i = , #g
g[i].ClassName ==
g[i].Anchored =
Humanoid.Changed:((Jump)
Jump == (Disable_Jump == )
Humanoid.Jump =
)
CONNECT =
()
ANIMATE.Parent =
Character:() ==
Humanoid = (,Character)
_,v , Humanoid:()
v:();
TORSOVELOCITY = (RootPart.Velocity * (, , )).magnitude
TORSOVERTICALVELOCITY = RootPart.Velocity.y
NameClan =
HITFLOOR = (RootPart.Position, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, , Character)
WALKSPEEDVALUE = / (Humanoid.WalkSpeed / )
SINE = SINE + CHANGE
ANIM == TORSOVELOCITY >
RootJoint.C1 = (RootJoint.C1, ROOTC0 * (, , - * (SINE / (WALKSPEEDVALUE))) * ((), () - RootPart.RotVelocity.Y / , ()), * (Humanoid.WalkSpeed / ) / Animation_Speed)
Neck.C1 = (Neck.C1, (, -, ) * ((-), (), ()) * (( * (SINE / (WALKSPEEDVALUE / ))), (), () - Head.RotVelocity.Y / ), * (Humanoid.WalkSpeed / ) / Animation_Speed)
RightHip.C1 = (RightHip.C1, (, - * (SINE / WALKSPEEDVALUE) - * (SINE / WALKSPEEDVALUE*), * (SINE / WALKSPEEDVALUE) ++ * (SINE / WALKSPEEDVALUE)) * ((), (), ()) * (() - RightLeg.RotVelocity.Y / , (), ( * (SINE / WALKSPEEDVALUE))), * (Humanoid.WalkSpeed / ) / Animation_Speed)
LeftHip.C1 = (LeftHip.C1, (-, + * (SINE / WALKSPEEDVALUE) - * (SINE / WALKSPEEDVALUE*), * (SINE / WALKSPEEDVALUE) ++ * (SINE / WALKSPEEDVALUE)) * ((), (-), ()) * (() + LeftLeg.RotVelocity.Y / , (), ( * (SINE / WALKSPEEDVALUE))), * (Humanoid.WalkSpeed / ) / Animation_Speed)
(ANIM ~= ) (TORSOVELOCITY < )
RootJoint.C1 = (RootJoint.C1, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C1 = (Neck.C1, (, -, ) * ((-), (), ()) * ((), (), ()), / Animation_Speed)
RightHip.C1 = (RightHip.C1, (, , ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C1 = (LeftHip.C1, (-, , ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
TORSOVERTICALVELOCITY > HITFLOOR ==
ANIM =
ATTACK ==
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)
TORSOVERTICALVELOCITY < - HITFLOOR ==
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((-), (), ( * (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)
TORSOVELOCITY < HITFLOOR ~=
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , - * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
(,) ==
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (((-,)), ((-,)), ((-,))), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - + * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
TORSOVELOCITY > HITFLOOR ~=
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * (( - * (SINE / WALKSPEEDVALUE)), (), (- * (SINE / WALKSPEEDVALUE))), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((- + * (SINE / WALKSPEEDVALUE)), (), (- * (SINE / WALKSPEEDVALUE))), / 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)
()
sick.Parent ~= Torso
sick = (, Torso)
Humanoid.WalkSpeed =
sick.Parent = Torso
sick.Playing =
sick.Looped =
sick.Volume =
sick.Pitch =
sick.SoundId =
sick.Name =
Gives you a shotgun (not FE) you need a reanimate to make the anims fe the shotgun will never ever be fe unless someone converts it into a hat script (credits to shackluster)