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- local Player, Character, Mouse = game:service("Players").LocalPlayer, game:GetService("Players").LocalPlayer.Character, game:GetService("Players").LocalPlayer:GetMouse();
- local Torso = Character:FindFirstChild("Torso")
- local rootPart = Character:FindFirstChild("HumanoidRootPart")
- local Humanoid = Character:FindFirstChild("Humanoid")
- local Head = Character:FindFirstChild("Head")
- local Right_Arm = Character:FindFirstChild("Right Arm")
- local Left_Arm = Character:FindFirstChild("Left Arm")
- local Right_Leg = Character:FindFirstChild("Right Leg")
- local Left_Leg = Character:FindFirstChild("Left Leg")
- local Right_Shoulder = Torso:FindFirstChild("Right Shoulder")
- local Left_Shoulder = Torso:FindFirstChild("Left Shoulder")
- local Right_Hip = Torso:FindFirstChild("Right Hip")
- local Left_Hip = Torso:FindFirstChild("Left Hip")
- local Neck = Torso:FindFirstChild("Neck")
- local rootPart = Character:FindFirstChild("HumanoidRootPart")
- local rootJoint = rootPart:FindFirstChild("RootJoint")
- local CurrentIdle = "Idling1"
- local Degree = 0.0175438596491228
- local Camera = workspace.CurrentCamera
- local canremove = false
- local debounce = false
- local Size = 1
- dabbing = false
- _G.SongName = math.random(1,9025232)
- sin = math.sin
- Right_Leg.FormFactor = "Custom";
- Left_Leg.FormFactor = "Custom";
- rootPart.Archivable = true;
- rootJoint.Archivable = true;
- c_new = CFrame.new;
- c_angles = CFrame.Angles;
- i_new = Instance.new
- Humanoid:ClearAllChildren();
- local isAttacking = false
- local isSprinting = false
- local Animations = false
- local Angle = 0
- local Axis = 0
- local angleSpeed = 1
- local axisSpeed = angleSpeed
- local currentAnim
- local levetatingheight = 3
- local WalkType = "Ground"
- local holding = false
- isFalling = false
- local val2 = 1
- local val3 = 1
- local Sitting = false
- Jp = Humanoid.JumpPower*Size
- ws = 16*Size/2
- val = 1
- local deb = false
- drink = false
- local deb2 = false
- local deb3 = false
- local deb5 = false
- local deb6 = false
- local Punch2 = false
- local Raising = false
- local Stomping = false
- local Grabbing = false
- crawl = false
- local valz = false
- Character.Health:Destroy()
- local Shielding = false
- local Clap = false
- local Punch1 = false
- local combo = 1
- local Charge2 = false
- local Punch2 = false
- Spin1 = false
- local Charge3 = false
- local Lunge1 = false
- local Charge4 = false
- local Uppercut1 = false
- local Terra = false
- local rage = false
- local raged = 10
- Mouse.KeyDown:connect(function(key)
- if key:byte() == 48 then
- isSprinting = true
- end
- Mouse.KeyUp:connect(function(key2)
- if key:byte() == 48 then
- isSprinting = false
- end
- end)
- end)
- twist = 0
- local deb = false
- local activez = false
- Mouse.KeyDown:connect(function(key)
- if key == "z" and Humanoid.Health < Humanoid.MaxHealth/2 and Animations == false then
- rage = true
- Humanoid.WalkSpeed = 0
- Humanoid.MaxHealth = Humanoid.MaxHealth*100000000000
- Humanoid.Health = Humanoid.Health*100000000000
- spawn(function()
- for i = 0,1,0.03 do
- local x,y,z = Torso.CFrame:toEulerAnglesXYZ()
- local ring = Instance.new("Part", Character)
- ring.Anchored = true
- ring.CFrame = rootPart.CFrame * CFrame.new(0,-2.5*Size,0)*CFrame.Angles(math.rad(-90),0,0)
- ring.BrickColor = BrickColor.new("Really red")
- ring.CanCollide = false
- local ringmesh = Instance.new("SpecialMesh", ring)
- ringmesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
- local ring2 = Instance.new("Part", Character)
- ring2.Anchored = true
- ring2.Shape = "Cylinder"
- ring2.CanCollide = false
- ring2.CFrame = rootPart.CFrame*CFrame.Angles(0,0,math.rad(90))
- ring2.BrickColor = BrickColor.new("Really red")
- ring2.TopSurface = 0
- ring2.BottomSurface = 0
- game.Debris:AddItem(ring2, 0.8)
- game.Debris:AddItem(ring, 0.8)
- spawn(function()
- for i = 0,1,0.01 do
- ring2.Size = ring2.Size+Vector3.new(5 ,1.5,5)
- ring2.Transparency = i*8
- wait()
- end
- end)
- spawn(function()
- for i = 0,1,0.01 do
- ringmesh.Scale = ringmesh.Scale+Vector3.new(19,19,10)
- ring.Transparency = i*8
- wait()
- end
- end)
- wait(0.17)
- end
- end)
- wait(2)
- Humanoid.WalkSpeed = 16
- rage = false
- Humanoid.MaxHealth = 1500*raged
- Humanoid.Health = Humanoid.MaxHealth/2
- end
- end)
- Mouse.KeyDown:connect(function(key)
- if key == "e" and Animations == false then
- Animations = true
- Terra = true
- activez = true
- wait(0.1)
- local b = Instance.new("Part", Character)
- b.TopSurface = 0
- b.BottomSurface = 0
- b.Shape = "Ball"
- b.CanCollide = false
- b.BrickColor = BrickColor.new("Bright violet")
- b.CFrame = rootPart.CFrame*CFrame.new(0,0,1)
- b.Size = Vector3.new(60,60,60)
- b.Transparency = 0.4
- b.Material = "Neon"
- local bodyv = Instance.new("BodyVelocity", b)
- bodyv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bodyv.Velocity = rootPart.CFrame.lookVector*60
- spawn(function()
- while activez == true do
- local ring = Instance.new("Part", Character)
- ring.Anchored = true
- ring.BrickColor = BrickColor.new("Bright violet")
- ring.CanCollide = false
- game.Debris:AddItem(ring, 2)
- local ringmesh = Instance.new("SpecialMesh", ring)
- ringmesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
- spawn(function()
- for i = 0,1,0.01 do
- ringmesh.Scale = ringmesh.Scale+Vector3.new(6,6,6)
- ring.Transparency = i*8
- wait()
- end
- end)
- ring.CFrame = b.CFrame*CFrame.Angles(math.random(1,360),math.random(1,360),math.random(1,360))
- wait(0)
- end
- end)
- function onDamage(Part)
- if Part.Parent:FindFirstChild("Torso") ~= nil and Part.Parent.Name ~= Character.Name and deb3 == false then
- deb3 = true
- Part.Parent.Humanoid:TakeDamage((10*Size)*raged)
- activez = false
- spawn(function()
- for i = 1,10 do
- local p = Instance.new("Part", Character)
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Size = Vector3.new(2,2,2)
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Bright violet")
- game.Debris:AddItem(p, 2)
- p.CFrame = b.CFrame*CFrame.Angles(math.random(1,360),math.random(1,360),math.random(1,360))
- spawn(function()
- for i = 0,1,0.01 do
- p.Size = p.Size+Vector3.new(12,12,12)
- p.Transparency = i*8
- wait()
- end
- end)
- end
- end)
- b:Destroy()
- end
- wait(0.13)
- deb3 = false
- end
- b.Touched:connect(onDamage)
- --[[
- spawn(function()
- wait(3)
- if touched == false then
- --asd
- end
- end)
- --]]
- Terra = false
- Animations = false
- end
- end)
- Mouse.Button1Down:connect(function()
- if combo == 1 and Animations == false then
- Charge = true
- Animations = true
- wait(0.13)
- Charge = false
- Punch1 = true
- dmg = math.random(7,15)
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso")
- if torso and (torso.Position - Right_Arm.Position).magnitude <= 3*Size and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(dmg*raged)
- --[[local p = Instance.new("Part", torso.Parent)
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = torso.CFrame*CFrame.new(math.random(-2,2),2,math.random(-2,2))
- p.Transparency = 1
- local billb = Instance.new("BillboardGui", p)
- billb.Adornee = p
- billb.AlwaysOnTop = true
- billb.Enabled = true
- local textl = Instance.new("TextLabel", billb)
- textl.Text = tostring(dmg)--]]
- else
- --hi just some useless code here
- end
- end
- wait(0.13)
- deb = false
- Punch1 = false
- Animations = false
- combo = combo+1
- elseif combo == 2 and Animations == false then
- Charge2 = true
- Animations = true
- wait(0.13)
- Charge2 = false
- Punch2 = true
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso")
- if torso and (torso.Position - Left_Arm.Position).magnitude <= 3*Size and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(math.random(7,15)*raged)
- else
- --hi just some useless code here
- end
- end
- wait(0.16)
- deb2 = false
- Punch2 = false
- Animations = false
- combo = combo+1
- elseif combo == 4 and Animations == false then
- Charge3 = true
- Animations = true
- wait(0.13)
- Charge3 = false
- Lunge1 = true
- local phitboxz3 = Instance.new("Part", Character)
- phitboxz3.CanCollide = false
- phitboxz3.Transparency = 1
- phitboxz3.Size = Vector3.new(4,4,4)
- local pweldz3 = Instance.new("Weld", Character)
- pweldz3.Part0 = phitboxz3
- pweldz3.Part1 = Torso
- pweldz3.C0 = CFrame.new(0,-1,3)
- function onDamage(Part)
- if Part.Parent:FindFirstChild("Torso") ~= nil and Part.Parent.Name ~= Character.Name and deb3 == false then
- deb3 = true
- Part.Parent.Humanoid:TakeDamage(10*Size*raged)
- end
- wait(0.13)
- deb3 = false
- end
- phitboxz3.Touched:connect(onDamage)
- wait(0.13)
- phitboxz3:Destroy()
- deb3 = false
- Lunge1 = false
- Animations = false
- combo = combo+1
- elseif combo == 3 and Animations == false then
- Charge4 = true
- Animations = true
- wait(0.13)
- Charge4 = false
- Uppercut1 = true
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso")
- if torso and (torso.Position - Right_Arm.Position).magnitude <= 3*Size and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(math.random(7,15)*raged)
- else
- --hi just some useless code here
- end
- end
- wait(0.13)
- Uppercut1 = false
- Charge4 = false
- Animations = false
- combo = combo+1
- elseif combo == 5 and Animations == false then
- Spin1 = true
- Animations = true
- spawn(function()
- while Spin1 == true do
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso")
- if torso and (torso.Position - Torso.Position).magnitude <= 7*Size and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(math.random(10,18)*raged)
- else
- --hi just some useless code here
- end
- end
- wait(0.5)
- end
- end)
- wait(2)
- Spin1 = false
- Animations = false
- combo = 1
- end
- end)
- spawn(function()
- while game:service'RunService'.RenderStepped:wait() do
- if twist < 360 then
- for i = 0,360,40 do
- twist = i
- game:service'RunService'.RenderStepped:wait()
- end
- elseif twist == 360 then
- twist = 0
- end
- end
- end)
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- return wld
- end
- function noOutline(part)
- Part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- local function Part(Color, Material, Transparency,Shape, Size, CFrame,CanCollide,Anchored,parent)
- local partie = i_new("Part",parent)
- partie.BrickColor = BrickColor.new(Color)
- partie.Material = Material
- partie.Shape = Shape
- partie.Transparency = Transparency
- partie.Size = Size
- partie.CFrame = CFrame
- partie.CanCollide = CanCollide
- partie.Anchored = Anchored
- return partie
- end
- function swait(num)
- if num == 0 or num == nil then
- game:GetService("RunService").RenderStepped:wait()
- else
- for i = 0, num do
- game:GetService("RunService").RenderStepped:wait()
- end
- end
- end
- Humanoid.FreeFalling:connect(function(falling)
- if falling then
- isFalling = true
- elseif not falling then
- isFalling = false
- end
- end)
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = i_new(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position, Direction, MaxDistance, IgnoreDescendants
- return game:GetService("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- function clerp(a, b, t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- wait()
- function bigger (char, S)
- tor = char.Torso
- larm = char["Left Arm"]
- rarm = char["Right Arm"]
- lleg = char["Left Leg"]
- rleg = char["Right Leg"]
- head = char.Head
- root = char.HumanoidRootPart
- hum = char.Humanoid
- tor.Size = tor.Size*S
- larm.Size = larm.Size*S
- rarm.Size = rarm.Size*S
- lleg.Size = lleg.Size*S
- rleg.Size = rleg.Size*S
- root.Size = root.Size*S
- hum.HipHeight = hum.HipHeight*S
- hum.JumpPower = hum.JumpPower*S/1.1
- head.Mesh.Scale = head.Mesh.Scale*S
- hum.MaxHealth = 500*S
- print(hum.MaxHealth)
- for i,v in pairs (char:children()) do
- if v:IsA("Hat") then
- v.Handle.Mesh.Scale = v.Handle.Mesh.Scale*S
- local yInc = (S-1)*.5
- v.AttachmentPos = (v.AttachmentPos * S) - (v.AttachmentUp * Vector3.new(yInc,yInc,yInc))
- end
- end
- LA_Weld = newWeld(Torso, Left_Arm, -1.5*S, 0.5*S, 0)
- Left_Arm.Weld.C1 = CFrame.new(0, 0.5*S, 0)
- RA_Weld = newWeld(Torso, Right_Arm, 1.5*S, 0.5*S, 0)
- Right_Arm.Weld.C1 = CFrame.new(0, 0.5*S, 0)
- LL_Weld = newWeld(Torso, Left_Leg, -0.5*S, -1*S, 0)
- Left_Leg.Weld.C1 = CFrame.new(0, 1*S, 0) -- Left_Leg.Weld.C1 = CFrame.new(0, 1, 0.15)
- RL_Weld = newWeld(Torso, Right_Leg, 0.5*S, -1*S, 0)
- Right_Leg.Weld.C1 = CFrame.new(0, 1*S, 0) -- Right_Leg.Weld.C1 = CFrame.new(0, 1, 0.15)
- Torso_Weld = newWeld(rootPart, Torso, 0, -1*S, 0)
- Torso.Weld.C1 = CFrame.new(0, -1*S, 0)
- Head_Weld = newWeld(Torso, Head, 0, 1.5*S, 0)
- end
- bigger(Character, Size)
- sine = 0
- change = 1
- spawn(function()
- while wait(.7) do
- spawn(function()
- while wait(5) do
- _G.currentHealth = Humanoid.Health
- end
- end)
- if Humanoid.Health >= _G.currentHealth then
- Humanoid.Health = Humanoid.Health+Humanoid.MaxHealth/20
- end
- end
- end)
- function stuff(limb)
- local mainpart = Instance.new("Part", Character)
- mainpart.CanCollide = false
- local mesh = Instance.new("SpecialMesh", mainpart)
- mainpart.BrickColor = BrickColor.new("Bright yellow")
- mesh.MeshId = "http://www.roblox.com/Asset/?id=9944765"
- mesh.Scale = Vector3.new(2,2,7)
- local w1 = Instance.new("Weld", limb)
- w1.Part0 = mainpart
- w1.Part1 = limb
- w1.C0 = CFrame.Angles(math.rad(90),math.rad(180),math.rad(180)) * CFrame.new(0,1.5,0)
- local cap = Instance.new("Part", Character)
- cap.CanCollide = false
- cap.BrickColor = BrickColor.new("Bright yellow")
- local mesh2 = Instance.new("SpecialMesh", cap)
- mesh2.MeshId = "http://www.roblox.com/Asset/?id=9944765"
- mesh2.Scale = Vector3.new(2,2,1)
- local w2 = Instance.new("Weld", mainpart)
- w2.Part0 = cap
- w2.Part1 = mainpart
- w2.C0 = CFrame.new(0,0,-0.01) * CFrame.Angles(math.rad(180),math.rad(0),math.rad(180))
- local claw1 = Instance.new("Part", Character)
- claw1.CanCollide = false
- local mesh3 = Instance.new("SpecialMesh", claw1)
- mesh3.MeshId = "http://www.roblox.com/Asset/?id=9944765"
- mesh3.Scale = Vector3.new(0.5,1,3)
- local w3 = Instance.new("Weld", mainpart)
- w3.Part0 = claw1
- w3.Part1 = cap
- w3.C0 = CFrame.new(0,-0.25,0.2)
- local claw2 = Instance.new("Part", Character)
- claw2.CanCollide = false
- local mesh4 = Instance.new("SpecialMesh", claw2)
- mesh4.MeshId = "http://www.roblox.com/Asset/?id=9944765"
- mesh4.Scale = Vector3.new(0.5,1,3)
- local w4 = Instance.new("Weld", mainpart)
- w4.Part0 = claw2
- w4.Part1 = cap
- w4.C0 = CFrame.new(0.5,-0.25,0.2)
- local claw3 = Instance.new("Part", Character)
- claw3.CanCollide = false
- local mesh5 = Instance.new("SpecialMesh", claw3)
- mesh5.MeshId = "http://www.roblox.com/Asset/?id=9944765"
- mesh5.Scale = Vector3.new(0.5,1,3)
- local w5 = Instance.new("Weld", mainpart)
- w5.Part0 = claw3
- w5.Part1 = cap
- w5.C0 = CFrame.new(-0.5,-0.25,0.2)
- local clawc = Instance.new("Part", Character)
- clawc.TopSurface = 0
- clawc.BottomSurface = 0
- clawc.Size = Vector3.new(1.1,0.8,1.1)
- clawc.CanCollide = false
- clawc.BrickColor = BrickColor.new("Bright yellow")
- local w6 = Instance.new("Weld", mainpart)
- w6.Part0 = clawc
- w6.Part1 = limb
- local clawc1 = Instance.new("Part", Character)
- clawc1.TopSurface = 0
- clawc1.BottomSurface = 0
- clawc1.Size = Vector3.new(0.65,0.8,0.4)
- clawc1.Shape = "Ball"
- clawc1.CanCollide = false
- clawc1.BrickColor = BrickColor.new("Bright yellow")
- local w7 = Instance.new("Weld", mainpart)
- w7.Part0 = clawc1
- w7.Part1 = claw1
- w7.C1 = CFrame.new(0,0.2,-0.1)
- local clawc2 = Instance.new("Part", Character)
- clawc2.TopSurface = 0
- clawc2.BottomSurface = 0
- clawc2.Size = Vector3.new(0.65,0.8,0.4)
- clawc2.Shape = "Ball"
- clawc2.CanCollide = false
- clawc2.BrickColor = BrickColor.new("Bright yellow")
- local w9 = Instance.new("Weld", mainpart)
- w9.Part0 = clawc2
- w9.Part1 = claw2
- w9.C1 = CFrame.new(0,0.2,-0.1)
- local clawc3 = Instance.new("Part", Character)
- clawc3.TopSurface = 0
- clawc3.BottomSurface = 0
- clawc3.Size = Vector3.new(0.65,0.8,0.4)
- clawc3.Shape = "Ball"
- clawc3.CanCollide = false
- clawc3.BrickColor = BrickColor.new("Bright yellow")
- local w10 = Instance.new("Weld", mainpart)
- w10.Part0 = clawc3
- w10.Part1 = claw3
- w10.C1 = CFrame.new(0,0.2,-0.1)
- end
- stuff(Right_Arm)
- stuff(Left_Arm)
- game.Lighting.Outlines = false
- game:GetService("RunService").Stepped:connect(function()
- --Camera.CameraSubject = Torso
- Angle = (Angle % 100) + angleSpeed/10
- Axis = (Axis % 100) + axisSpeed/10
- walkingMagnitude = Vector3.new(rootPart.Velocity.X, 0, rootPart.Velocity.Z).magnitude
- jumpVel = Torso.Velocity.Y
- sine = change + sine
- if (Humanoid.Jump) and jumpVel > 1 then
- currentAnim = "Jumping"
- elseif walkingMagnitude < 2 then
- currentAnim = "Idling"
- elseif isSprinting == true then
- currentAnim = "Sprinting"
- elseif walkingMagnitude > 2 then
- isSprinting = false
- currentAnim = "Walking"
- elseif isAttacking == true then
- currentAnim = "Attacking"
- end
- if currentAnim == "Jumping" and Animations == false then
- angleSpeed = 2
- axisSpeed = 2
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(10)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, 0.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(9), math.rad(0), math.rad(0)), 0.15)
- elseif isFalling == true and Animations == false then
- angleSpeed = 2
- axisSpeed = 2
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(50)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, 0.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-50)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, -0.5*Size) * c_angles(math.rad(-20), math.rad(0), math.rad(-0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, -0.5*Size) * c_angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(-15), math.rad(0), math.rad(0)), 0.15)
- elseif currentAnim == "Idling" and Animations == false then
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size+-0.02*math.sin(tick()),0) * c_angles(math.rad(20)+math.rad(5*math.sin(tick()*1.5)), math.rad(20), math.rad(20)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, 0.5*Size+-0.05*math.sin(tick()/1.5),0) * c_angles(math.rad(20)+math.rad(-5*math.sin(tick()*1.5)), math.rad(-20), math.rad(-20)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -0.9*Size-0.1*math.sin(tick()*4), 0) * c_angles(math.rad(0),math.rad(15),math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -0.9*Size-0.1*math.sin(tick()*4), 0)* c_angles(math.rad(0),math.rad(-15),math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0*Size, -1.2*Size+0.1*math.sin(tick()*4), 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(0), math.rad(-10), math.rad(0)), 0.15)
- elseif currentAnim == "Sprinting" and Animations == false then
- angleSpeed = 1
- axisSpeed = 1
- Humanoid.WalkSpeed = 72*Size
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size,0) * c_angles(math.rad(-20), math.rad(0), math.rad(10)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, 0.5*Size,0) * c_angles(math.rad(-20), math.rad(0), math.rad(-15)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -.1*Size, -0.3*Size)* c_angles(math.rad(5),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0*Size, -1*Size, 0*Size) * c_angles(math.rad(-80), math.sin(rootPart.RotVelocity.y/10)/2, 0), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.4*Size, 0.4*Size) * c_angles(math.rad(80), math.rad(0), math.rad(0)), 0.15)
- elseif Charge == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.7*Size, -0.25*Size) * c_angles(math.rad(-30), math.rad(35), math.rad(40)), 0.5)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, .3*Size, -.6*Size) * c_angles(math.rad(90), math.rad(0), math.rad(20)), 0.5)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-10), math.rad(0), math.rad(-10)), 0.5)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(10), math.rad(0), math.rad(10)), 0.5)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(-5), math.rad(20), math.rad(0)), 0.5)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, -0.2*Size) * c_angles(math.rad(-20), math.rad(-20), math.rad(0)), 0.35)
- elseif Charge4 == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.7*Size, -0.25*Size) * c_angles(math.rad(-40), math.rad(35), math.rad(40)), 0.5)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, .3*Size, -.6*Size) * c_angles(math.rad(30), math.rad(0), math.rad(20)), 0.5)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-10), math.rad(0), math.rad(-10)), 0.5)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(10), math.rad(0), math.rad(10)), 0.5)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(-5), math.rad(20), math.rad(0)), 0.5)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, -0.2*Size) * c_angles(math.rad(-20), math.rad(-20), math.rad(0)), 0.35)
- elseif Uppercut1 == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.7*Size, -0.25*Size) * c_angles(math.rad(150), math.rad(0), math.rad(0)), 0.65)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, .3*Size, -.6*Size) * c_angles(math.rad(60), math.rad(0), math.rad(-50)), 0.65)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size+0.1*math.sin(tick()*2), 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(-10)), 0.65)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size+0.1*math.sin(tick()*2), 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(10)), 0.65)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(-5), math.rad(90), math.rad(0)), 0.65)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, -0.2*Size) * c_angles(math.rad(-20), math.rad(-90), math.rad(0)), 0.55)
- elseif Punch1 == true then
- -- First Punch (All C1, Lasts 3 Frames)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.7*Size, -0.25*Size) * c_angles(math.rad(-60), math.rad(45), math.rad(170)), 0.65)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, .3*Size, -.6*Size) * c_angles(math.rad(90), math.rad(0), math.rad(50)), 0.65)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size+0.1*math.sin(tick()*2), 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(-10)), 0.65)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size+0.1*math.sin(tick()*2), 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(10)), 0.65)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(-5), math.rad(90), math.rad(0)), 0.65)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, -0.2*Size) * c_angles(math.rad(-20), math.rad(-90), math.rad(0)), 0.55)
- elseif Punch2 == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.2*Size, .3*Size, -.6*Size) * c_angles(math.rad(90), math.rad(0), math.rad(-50)), 0.65)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, 0.7*Size, -0.25*Size) * c_angles(math.rad(0), math.rad(-5), math.rad(-110)), 0.65)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(-10)), 0.65)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(10)), 0.65)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(-5), math.rad(-90), math.rad(0)), 0.65)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, -0.2*Size) * c_angles(math.rad(-20), math.rad(90), math.rad(0)), 0.55)
- elseif Terra == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0*Size) * c_angles(math.rad(90), math.rad(90), math.rad(20)), 0.65)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, .5*Size, 0*Size) * c_angles(math.rad(90), math.rad(-90), math.rad(-20)), 0.65)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.65)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.65)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.65)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.55)
- elseif Charge3 == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0.5*Size) * c_angles(math.rad(90), math.rad(180), math.rad(0)), 0.65)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, .5*Size, 0.5*Size) * c_angles(math.rad(90), math.rad(180), math.rad(0)), 0.65)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(-10)), 0.65)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(10)), 0.65)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(40), math.rad(0), math.rad(0)), 0.65)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, -0.2*Size) * c_angles(math.rad(-20), math.rad(-20), math.rad(0)), 0.55)
- elseif Lunge1 == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, -0.5*Size) * c_angles(math.rad(90), math.rad(180), math.rad(0)), 0.65)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, .5*Size, -0.5*Size) * c_angles(math.rad(90), math.rad(180), math.rad(0)), 0.65)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(40), math.rad(0), math.rad(-15)), 0.65)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(40), math.rad(0), math.rad(15)), 0.65)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(-40), math.rad(0), math.rad(0)), 0.65)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, -0.2*Size) * c_angles(math.rad(-25), math.rad(0), math.rad(0)), 0.55)
- elseif Spin1 == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(90)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, .5*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(-90)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(-15), math.rad(twist), math.rad(0)), 0.65)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Charge2 == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.7*Size, -0.25*Size) * c_angles(math.rad(-30), math.rad(35), math.rad(40)), 0.65)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, .3*Size, 0.5*Size) * c_angles(math.rad(90), math.rad(0), math.rad(20)), 0.65)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-10), math.rad(0), math.rad(-10)), 0.65)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(10), math.rad(0), math.rad(10)), 0.65)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(-5), math.rad(-20), math.rad(0)), 0.65)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, -0.2*Size) * c_angles(math.rad(-20), math.rad(20), math.rad(0)), 0.55)
- elseif currentAnim == "Walking" and Animations == false then
- angleSpeed = 1
- axisSpeed = 1
- Humanoid.WalkSpeed = 19*Size
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size+-0.02*math.sin(tick()), 0) * c_angles(math.rad(25), math.rad(0), math.rad(25)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, 0.5*Size+-0.05*math.sin(tick()/1.5), 0) * c_angles(math.rad(5), math.rad(0), math.rad(-25)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size+0.2*math.sin(sine/3)*1.2, math.sin(sine/5)/9) * c_angles(math.rad(60*math.sin(tick()*8))*1.5,math.rad(0),math.rad(-1)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size+0.2*math.sin(sine/3)*1.2, math.sin(sine/5)/9)* c_angles(math.rad(-60*math.sin(tick()*8)),math.rad(0),math.rad(1)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0*Size, -1*Size, 0*Size) * c_angles(math.rad(-5), math.rad(0), math.sin(rootPart.RotVelocity.y/20)/7), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- end
- end)
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