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- -- FE Neko Maid Animations By Creo
- -- Tail that CAN be used https://web.roblox.com/catalog/4645440842/Plain-White-Cat-Tail
- local NotificationBindable = Instance.new("BindableFunction")
- local Msgreq = function(Title,Text,Duration,Button1Text,Button2Text)
- game.StarterGui:SetCore("SendNotification", {
- Title = Title;
- Text = Text;
- Icon = "";
- Duration = Duration;
- Button1 = Button1Text;
- Button2 = nil;
- Callback = NotificationBindable;
- })
- end
- Msgreq("FE Neko Anims V1.6","Loading, please wait while it loads",5,nil)
- local SongID = "http://www.roblox.com/asset/?id=198665867"
- Bypass = "death"
- if not Bypass then Bypass = "limbs" end
- HumanDied = false
- CountSCIFIMOVIELOL = 1
- function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
- local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = "AliP_"..CountSCIFIMOVIELOL
- AlignPos.ApplyAtCenterOfMass = true;
- AlignPos.MaxForce = 67752;
- AlignPos.MaxVelocity = math.huge/9e110;
- AlignPos.ReactionForceEnabled = false;
- AlignPos.Responsiveness = 200;
- AlignPos.RigidityEnabled = false;
- local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = "AliO_"..CountSCIFIMOVIELOL
- AlignOri.MaxAngularVelocity = math.huge/9e110;
- AlignOri.MaxTorque = 67752;
- AlignOri.PrimaryAxisOnly = false;
- AlignOri.ReactionTorqueEnabled = false;
- AlignOri.Responsiveness = 200;
- AlignOri.RigidityEnabled = false;
- local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = "AthP_"..CountSCIFIMOVIELOL
- local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = "AthP_"..CountSCIFIMOVIELOL
- local AttachmentC=Instance.new('Attachment',Part1); AttachmentC.Name = "AthO_"..CountSCIFIMOVIELOL
- local AttachmentD=Instance.new('Attachment',Part0); AttachmentD.Name = "AthO_"..CountSCIFIMOVIELOL
- AttachmentC.Orientation = Angle
- AttachmentA.Position = Position
- AlignPos.Attachment1 = AttachmentA;
- AlignPos.Attachment0 = AttachmentB;
- AlignOri.Attachment1 = AttachmentC;
- AlignOri.Attachment0 = AttachmentD;
- CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
- end
- coroutine.wrap(function()
- local player = game.Players.LocalPlayer
- local char = player.Character or player.CharacterAdded:wait()
- if sethiddenproperty then
- while true do
- game:GetService("RunService").RenderStepped:Wait()
- settings().Physics.AllowSleep = false
- local TBL = game:GetService("Players"):GetChildren()
- for _ = 1,#TBL do local Players = TBL[_]
- if Players ~= game:GetService("Players").LocalPlayer then
- Players.MaximumSimulationRadius = 0
- sethiddenproperty(Players,"SimulationRadius",0)
- end
- end
- game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
- sethiddenproperty(game:GetService("Players").LocalPlayer,"SimulationRadius",math.pow(math.huge,math.huge)*math.huge)
- if HumanDied then break end
- end
- else
- while true do
- game:GetService("RunService").RenderStepped:Wait()
- settings().Physics.AllowSleep = false
- local TBL = game:GetService("Players"):GetChildren()
- for _ = 1,#TBL do local Players = TBL[_]
- if Players ~= game:GetService("Players").LocalPlayer then
- Players.MaximumSimulationRadius = 0
- end
- end
- game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
- if HumanDied then break end
- end
- end
- end)()
- if game:GetService("Players").LocalPlayer.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
- if Bypass == "limbs" then --------------------------------------------------------------------------------------------------------------------
- game:GetService("Players").LocalPlayer["Character"].Archivable = true
- local CloneChar = game:GetService("Players").LocalPlayer["Character"]:Clone()
- CloneChar.Parent = workspace
- CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,2,0)
- wait()
- CloneChar.Humanoid.BreakJointsOnDeath = false
- workspace.Camera.CameraSubject = CloneChar.Humanoid
- CloneChar.Name = "non"
- CloneChar.Humanoid.DisplayDistanceType = "None"
- if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
- if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
- local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
- DeadChar.HumanoidRootPart:Destroy()
- local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
- local CONVEC
- local function VECTORUNIT()
- if HumanDied then CONVEC:Disconnect(); return end
- local lookVec = workspace.Camera.CFrame.lookVector
- local Root = CloneChar["HumanoidRootPart"]
- LVecPart.Position = Root.Position
- LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
- end
- CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)
- local CONDOWN
- local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false
- local function KEYDOWN(_,Processed)
- if HumanDied then CONDOWN:Disconnect(); return end
- if Processed ~= true then
- local Key = _.KeyCode
- if Key == Enum.KeyCode.W then
- WDown = true end
- if Key == Enum.KeyCode.A then
- ADown = true end
- if Key == Enum.KeyCode.S then
- SDown = true end
- if Key == Enum.KeyCode.D then
- DDown = true end
- if Key == Enum.KeyCode.Space then
- SpaceDown = true end end end
- CONDOWN = game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)
- local CONUP
- local function KEYUP(_)
- if HumanDied then CONUP:Disconnect(); return end
- local Key = _.KeyCode
- if Key == Enum.KeyCode.W then
- WDown = false end
- if Key == Enum.KeyCode.A then
- ADown = false end
- if Key == Enum.KeyCode.S then
- SDown = false end
- if Key == Enum.KeyCode.D then
- DDown = false end
- if Key == Enum.KeyCode.Space then
- SpaceDown = false end end
- CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
- local function MoveClone(X,Y,Z)
- LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
- workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
- end
- coroutine.wrap(function()
- while true do game:GetService("RunService").RenderStepped:Wait()
- if HumanDied then break end
- if WDown then MoveClone(0,0,1e4) end
- if ADown then MoveClone(1e4,0,0) end
- if SDown then MoveClone(0,0,-1e4) end
- if DDown then MoveClone(-1e4,0,0) end
- if SpaceDown then CloneChar["Humanoid"].Jump = true end
- if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then
- workspace["non"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position end
- end
- end)()
- local con
- function UnCollide()
- if HumanDied then con:Disconnect(); return end
- for _,Parts in next, CloneChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- for _,Parts in next, DeadChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- end
- con = game:GetService("RunService").Stepped:Connect(UnCollide)
- local resetBindable = Instance.new("BindableEvent")
- resetBindable.Event:connect(function()
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- pcall(function()
- CloneChar.Humanoid.Health = 0
- DeadChar.Humanoid.Health = 0
- end)
- end)
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
- coroutine.wrap(function()
- while true do
- game:GetService("RunService").RenderStepped:wait()
- if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChild("Humanoid") or CloneChar:FindFirstChild("Humanoid").Health <= 0 or not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or DeadChar:FindFirstChild("Humanoid").Health <= 0 then
- HumanDied = true
- pcall(function()
- game.Players.LocalPlayer.Character = CloneChar
- CloneChar:Destroy()
- game.Players.LocalPlayer.Character = DeadChar
- if resetBindable then
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- end
- DeadChar.Humanoid.Health = 0
- end)
- break
- end
- end
- end)()
- SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- coroutine.wrap(function()
- while true do
- game:GetService("RunService").RenderStepped:wait()
- if HumanDied then break end
- DeadChar["Torso"].CFrame = CloneChar["Torso"].CFrame
- end
- end)()
- for _,v in next, DeadChar:GetChildren() do
- if v:IsA("Accessory") then
- SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
- end
- end
- for _,BodyParts in next, CloneChar:GetDescendants() do
- if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
- BodyParts.Transparency = 1 end end
- DeadChar.Torso["Left Shoulder"]:Destroy()
- DeadChar.Torso["Right Shoulder"]:Destroy()
- DeadChar.Torso["Left Hip"]:Destroy()
- DeadChar.Torso["Right Hip"]:Destroy()
- elseif Bypass == "death" then --------------------------------------------------------------------------------------------------------------------
- game:GetService("Players").LocalPlayer["Character"].Archivable = true
- local CloneChar = game:GetService("Players").LocalPlayer["Character"]:Clone()
- game:GetService("Players").LocalPlayer["Character"].Humanoid.WalkSpeed = 0
- game:GetService("Players").LocalPlayer["Character"].Humanoid.JumpPower = 0
- game:GetService("Players").LocalPlayer["Character"].Humanoid.AutoRotate = false
- local FalseChar = Instance.new("Model", workspace); FalseChar.Name = ""
- Instance.new("Part",FalseChar).Name = "Head"
- Instance.new("Part",FalseChar).Name = "Torso"
- Instance.new("Humanoid",FalseChar).Name = "Humanoid"
- game:GetService("Players").LocalPlayer["Character"] = FalseChar
- game:GetService("Players").LocalPlayer["Character"].Humanoid.Name = "FalseHumanoid"
- local Clone = game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Clone()
- Clone.Parent = game:GetService("Players").LocalPlayer["Character"]
- Clone.Name = "Humanoid"
- game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Destroy()
- game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
- game:GetService("Players").LocalPlayer["Character"] = workspace[game:GetService("Players").LocalPlayer.Name]
- wait(5.65)
- game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
- CloneChar.Parent = workspace
- CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,2,0)
- wait()
- CloneChar.Humanoid.BreakJointsOnDeath = false
- workspace.Camera.CameraSubject = CloneChar.Humanoid
- CloneChar.Name = "non"
- CloneChar.Humanoid.DisplayDistanceType = "None"
- if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
- if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
- FalseChar:Destroy()
- local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
- local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
- local CONVEC
- local function VECTORUNIT()
- if HumanDied then CONVEC:Disconnect(); return end
- local lookVec = workspace.Camera.CFrame.lookVector
- local Root = CloneChar["HumanoidRootPart"]
- LVecPart.Position = Root.Position
- LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
- end
- CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)
- local CONDOWN
- local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false
- local function KEYDOWN(_,Processed)
- if HumanDied then CONDOWN:Disconnect(); return end
- if Processed ~= true then
- local Key = _.KeyCode
- if Key == Enum.KeyCode.W then
- WDown = true end
- if Key == Enum.KeyCode.A then
- ADown = true end
- if Key == Enum.KeyCode.S then
- SDown = true end
- if Key == Enum.KeyCode.D then
- DDown = true end
- if Key == Enum.KeyCode.Space then
- SpaceDown = true end end end
- CONDOWN = game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)
- local CONUP
- local function KEYUP(_)
- if HumanDied then CONUP:Disconnect(); return end
- local Key = _.KeyCode
- if Key == Enum.KeyCode.W then
- WDown = false end
- if Key == Enum.KeyCode.A then
- ADown = false end
- if Key == Enum.KeyCode.S then
- SDown = false end
- if Key == Enum.KeyCode.D then
- DDown = false end
- if Key == Enum.KeyCode.Space then
- SpaceDown = false end end
- CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
- local function MoveClone(X,Y,Z)
- LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
- workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
- end
- coroutine.wrap(function()
- while true do game:GetService("RunService").RenderStepped:Wait()
- if HumanDied then break end
- if WDown then MoveClone(0,0,1e4) end
- if ADown then MoveClone(1e4,0,0) end
- if SDown then MoveClone(0,0,-1e4) end
- if DDown then MoveClone(-1e4,0,0) end
- if SpaceDown then CloneChar["Humanoid"].Jump = true end
- if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then
- workspace["non"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position end
- end
- end)()
- local con
- function UnCollide()
- if HumanDied then con:Disconnect(); return end
- for _,Parts in next, CloneChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- for _,Parts in next, DeadChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- end
- con = game:GetService("RunService").Stepped:Connect(UnCollide)
- local resetBindable = Instance.new("BindableEvent")
- resetBindable.Event:connect(function()
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- CloneChar.Humanoid.Health = 0
- end)
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
- coroutine.wrap(function()
- while true do
- game:GetService("RunService").RenderStepped:wait()
- if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChild("Humanoid") or CloneChar:FindFirstChild("Humanoid").Health <= 0 then
- HumanDied = true
- pcall(function()
- game.Players.LocalPlayer.Character = CloneChar
- CloneChar:Destroy()
- game.Players.LocalPlayer.Character = DeadChar
- if resetBindable then
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- end
- DeadChar.Humanoid.Health = 0
- end)
- break
- end
- end
- end)()
- SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["HumanoidRootPart"],CloneChar["HumanoidRootPart"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- for _,v in next, DeadChar:GetChildren() do
- if v:IsA("Accessory") then
- if v.Name == "PlainTail" then
- Tail = CloneChar[v.Name].Handle
- end
- SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
- end
- end
- for _,BodyParts in next, CloneChar:GetDescendants() do
- if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
- BodyParts.Transparency = 1 end end
- elseif Bypass == "hats" then
- game:GetService("Players").LocalPlayer["Character"].Archivable = true
- local DeadChar = game.Players.LocalPlayer.Character
- DeadChar.Name = "non"
- local HatPosition = Vector3.new(0,0,0)
- local HatName = "MediHood"
- local HatsLimb = {
- Rarm = DeadChar:FindFirstChild("Hat1"),
- Larm = DeadChar:FindFirstChild("Pink Hair"),
- Rleg = DeadChar:FindFirstChild("Robloxclassicred"),
- Lleg = DeadChar:FindFirstChild("Kate Hair"),
- Torso1 = DeadChar:FindFirstChild("Pal Hair"),
- Torso2 = DeadChar:FindFirstChild("LavanderHair")
- }
- HatName = DeadChar:FindFirstChild(HatName)
- coroutine.wrap(function()
- while true do
- game:GetService("RunService").RenderStepped:wait()
- if not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or DeadChar:FindFirstChild("Humanoid").Health <= 0 then
- HumanDied = true
- pcall(function()
- if resetBindable then
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- end
- DeadChar.Humanoid.Health = 0
- end)
- break
- end
- end
- end)()
- local con
- function UnCollide()
- if HumanDied then con:Disconnect(); return end
- for _,Parts in next, DeadChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- end
- con = game:GetService("RunService").Stepped:Connect(UnCollide)
- SCIFIMOVIELOL(HatName.Handle,DeadChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(HatsLimb.Torso1.Handle,DeadChar["Torso"],Vector3.new(0.5,0,0),Vector3.new(90,0,0))
- SCIFIMOVIELOL(HatsLimb.Torso2.Handle,DeadChar["Torso"],Vector3.new(-0.5,0,0),Vector3.new(90,0,0))
- SCIFIMOVIELOL(HatsLimb.Larm.Handle,DeadChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(90,0,0))
- SCIFIMOVIELOL(HatsLimb.Rarm.Handle,DeadChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(90,0,0))
- SCIFIMOVIELOL(HatsLimb.Lleg.Handle,DeadChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(90,0,0))
- SCIFIMOVIELOL(HatsLimb.Rleg.Handle,DeadChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(90,0,0))
- for i,v in pairs(HatsLimb) do
- v.Handle:FindFirstChild("AccessoryWeld"):Destroy()
- if v.Handle:FindFirstChild("Mesh") then v.Handle:FindFirstChild("Mesh"):Destroy() end
- if v.Handle:FindFirstChild("SpecialMesh") then v.Handle:FindFirstChild("SpecialMesh"):Destroy() end
- end
- HatName.Handle:FindFirstChild("AccessoryWeld"):Destroy()
- end
- else
- if Bypass == "limbs" then --------------------------------------------------------------------------------------------------------------------
- game:GetService("Players").LocalPlayer["Character"].Archivable = true
- local CloneChar = game:GetObjects("rbxassetid://5227463276")[1]
- CloneChar.Parent = workspace
- CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,0.5,0.1)
- CloneChar.Humanoid.BreakJointsOnDeath = false
- workspace.Camera.CameraSubject = CloneChar.Humanoid
- CloneChar.Name = "non"
- CloneChar.Humanoid.DisplayDistanceType = "None"
- if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
- if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
- local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
- DeadChar.HumanoidRootPart:Destroy()
- local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
- local CONVEC
- local function VECTORUNIT()
- if HumanDied then CONVEC:Disconnect(); return end
- local lookVec = workspace.Camera.CFrame.lookVector
- local Root = CloneChar["HumanoidRootPart"]
- LVecPart.Position = Root.Position
- LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
- end
- CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)
- local CONDOWN
- local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false
- local function KEYDOWN(_,Processed)
- if HumanDied then CONDOWN:Disconnect(); return end
- if Processed ~= true then
- local Key = _.KeyCode
- if Key == Enum.KeyCode.W then
- WDown = true end
- if Key == Enum.KeyCode.A then
- ADown = true end
- if Key == Enum.KeyCode.S then
- SDown = true end
- if Key == Enum.KeyCode.D then
- DDown = true end
- if Key == Enum.KeyCode.Space then
- SpaceDown = true end end end
- CONDOWN = game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)
- local CONUP
- local function KEYUP(_)
- if HumanDied then CONUP:Disconnect(); return end
- local Key = _.KeyCode
- if Key == Enum.KeyCode.W then
- WDown = false end
- if Key == Enum.KeyCode.A then
- ADown = false end
- if Key == Enum.KeyCode.S then
- SDown = false end
- if Key == Enum.KeyCode.D then
- DDown = false end
- if Key == Enum.KeyCode.Space then
- SpaceDown = false end end
- CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
- local function MoveClone(X,Y,Z)
- LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
- workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
- end
- coroutine.wrap(function()
- while true do game:GetService("RunService").RenderStepped:Wait()
- if HumanDied then break end
- if WDown then MoveClone(0,0,1e4) end
- if ADown then MoveClone(1e4,0,0) end
- if SDown then MoveClone(0,0,-1e4) end
- if DDown then MoveClone(-1e4,0,0) end
- if SpaceDown then CloneChar["Humanoid"].Jump = true end
- if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then
- workspace["non"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position end
- end
- end)()
- local con
- function UnCollide()
- if HumanDied then con:Disconnect(); return end
- for _,Parts in next, CloneChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- for _,Parts in next, DeadChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- end
- con = game:GetService("RunService").Stepped:Connect(UnCollide)
- local resetBindable = Instance.new("BindableEvent")
- resetBindable.Event:connect(function()
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- CloneChar.Humanoid.Health = 0
- end)
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
- coroutine.wrap(function()
- while true do
- game:GetService("RunService").RenderStepped:wait()
- if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChild("Humanoid") or CloneChar:FindFirstChild("Humanoid").Health <= 0 or not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or DeadChar:FindFirstChild("Humanoid").Health <= 0 then
- HumanDied = true
- pcall(function()
- game.Players.LocalPlayer.Character = CloneChar
- CloneChar:Destroy()
- game.Players.LocalPlayer.Character = DeadChar
- if resetBindable then
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- end
- DeadChar.Humanoid.Health = 0
- end)
- break
- end
- end
- end)()
- for _,v in next, DeadChar:GetChildren() do
- if v:IsA("Accessory") then
- v:Clone().Parent = CloneChar
- end
- end
- for _,v in next, DeadChar:GetDescendants() do
- if v:IsA("Motor6D") and v.Name ~= "Neck" then
- v:Destroy()
- end
- end
- SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],Vector3.new(0,0.2,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],Vector3.new(0,-0.78,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
- coroutine.wrap(function()
- while true do
- game:GetService("RunService").RenderStepped:wait()
- if HumanDied then break end
- DeadChar["UpperTorso"].CFrame = CloneChar["Torso"].CFrame * CFrame.new(0,0.2,0)
- end
- end)()
- for _,v in next, DeadChar:GetChildren() do
- if v:IsA("Accessory") then
- SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
- end
- end
- for _,BodyParts in next, CloneChar:GetDescendants() do
- if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
- BodyParts.Transparency = 1 end end
- elseif Bypass == "death" then --------------------------------------------------------------------------------------------------------------------
- game:GetService("Players").LocalPlayer["Character"].Archivable = true
- local CloneChar = game:GetObjects("rbxassetid://5227463276")[1]
- game:GetService("Players").LocalPlayer["Character"].Humanoid.WalkSpeed = 0
- game:GetService("Players").LocalPlayer["Character"].Humanoid.JumpPower = 0
- game:GetService("Players").LocalPlayer["Character"].Humanoid.AutoRotate = false
- local FalseChar = Instance.new("Model", workspace); FalseChar.Name = ""
- Instance.new("Part",FalseChar).Name = "Head"
- Instance.new("Part",FalseChar).Name = "UpperTorso"
- Instance.new("Humanoid",FalseChar).Name = "Humanoid"
- game:GetService("Players").LocalPlayer["Character"] = FalseChar
- game:GetService("Players").LocalPlayer["Character"].Humanoid.Name = "FalseHumanoid"
- local Clone = game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Clone()
- Clone.Parent = game:GetService("Players").LocalPlayer["Character"]
- Clone.Name = "Humanoid"
- game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Destroy()
- game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
- game:GetService("Players").LocalPlayer["Character"] = workspace[game:GetService("Players").LocalPlayer.Name]
- wait(5.65)
- game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
- CloneChar.Parent = workspace
- CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,0.5,0.1)
- wait()
- CloneChar.Humanoid.BreakJointsOnDeath = false
- workspace.Camera.CameraSubject = CloneChar.Humanoid
- CloneChar.Name = "non"
- CloneChar.Humanoid.DisplayDistanceType = "None"
- if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
- if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
- FalseChar:Destroy()
- local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
- local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
- local CONVEC
- local function VECTORUNIT()
- if HumanDied then CONVEC:Disconnect(); return end
- local lookVec = workspace.Camera.CFrame.lookVector
- local Root = CloneChar["HumanoidRootPart"]
- LVecPart.Position = Root.Position
- LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
- end
- CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)
- local CONDOWN
- local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false
- local function KEYDOWN(_,Processed)
- if HumanDied then CONDOWN:Disconnect(); return end
- if Processed ~= true then
- local Key = _.KeyCode
- if Key == Enum.KeyCode.W then
- WDown = true end
- if Key == Enum.KeyCode.A then
- ADown = true end
- if Key == Enum.KeyCode.S then
- SDown = true end
- if Key == Enum.KeyCode.D then
- DDown = true end
- if Key == Enum.KeyCode.Space then
- SpaceDown = true end end end
- CONDOWN = game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)
- local CONUP
- local function KEYUP(_)
- if HumanDied then CONUP:Disconnect(); return end
- local Key = _.KeyCode
- if Key == Enum.KeyCode.W then
- WDown = false end
- if Key == Enum.KeyCode.A then
- ADown = false end
- if Key == Enum.KeyCode.S then
- SDown = false end
- if Key == Enum.KeyCode.D then
- DDown = false end
- if Key == Enum.KeyCode.Space then
- SpaceDown = false end end
- CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
- local function MoveClone(X,Y,Z)
- LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
- workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
- end
- coroutine.wrap(function()
- while true do game:GetService("RunService").RenderStepped:Wait()
- if HumanDied then break end
- if WDown then MoveClone(0,0,1e4) end
- if ADown then MoveClone(1e4,0,0) end
- if SDown then MoveClone(0,0,-1e4) end
- if DDown then MoveClone(-1e4,0,0) end
- if SpaceDown then CloneChar["Humanoid"].Jump = true end
- if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then
- workspace["non"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position end
- end
- end)()
- local con
- function UnCollide()
- if HumanDied then con:Disconnect(); return end
- for _,Parts in next, CloneChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- for _,Parts in next, DeadChar:GetDescendants() do
- if Parts:IsA("BasePart") then
- Parts.CanCollide = false
- end
- end
- end
- con = game:GetService("RunService").Stepped:Connect(UnCollide)
- local resetBindable = Instance.new("BindableEvent")
- resetBindable.Event:connect(function()
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- CloneChar.Humanoid.Health = 0
- end)
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
- coroutine.wrap(function()
- while true do
- game:GetService("RunService").RenderStepped:wait()
- if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChild("Humanoid") or CloneChar:FindFirstChild("Humanoid").Health <= 0 then
- HumanDied = true
- pcall(function()
- game.Players.LocalPlayer.Character = CloneChar
- CloneChar:Destroy()
- game.Players.LocalPlayer.Character = DeadChar
- if resetBindable then
- game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
- resetBindable:Destroy()
- end
- DeadChar.Humanoid.Health = 0
- end)
- break
- end
- end
- end)()
- for _,v in next, DeadChar:GetChildren() do
- if v:IsA("Accessory") then
- v:Clone().Parent = CloneChar
- end
- end
- SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],Vector3.new(0,0.2,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],Vector3.new(0,-0.78,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
- SCIFIMOVIELOL(DeadChar["HumanoidRootPart"],CloneChar["HumanoidRootPart"],Vector3.new(0,0,0),Vector3.new(0,0,0))
- for _,v in next, DeadChar:GetChildren() do
- if v:IsA("Accessory") then
- SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
- end
- end
- for _,BodyParts in next, CloneChar:GetDescendants() do
- if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
- BodyParts.Transparency = 1 end end
- if DeadChar.Head:FindFirstChild("Neck") then
- game.Players.LocalPlayer.Character:BreakJoints()
- end
- end
- end
- local CloneChar = workspace.non
- local makesound = function(soundid,speed,volume,parent)
- local sound = Instance.new("Sound")
- sound.SoundId = soundid
- sound.RollOffMaxDistance = 100
- sound.PlaybackSpeed =speed
- sound.Volume = volume
- sound.Parent = parent
- return sound
- end
- local Callerp = function(Start,End,Percent)
- return (Start - (End - Start) * Percen)
- end
- function swait(t)
- game:GetService('RunService').Stepped:wait()
- end
- local TweenService = game:GetService("TweenService")
- local CF = CFrame.new
- local CFA = CFrame.Angles
- local head = CloneChar:WaitForChild("Head")
- local tors = CloneChar:WaitForChild("Torso")
- local huma = CloneChar:WaitForChild("Humanoid")
- huma.DisplayName = " "
- local neck = Instance.new("Weld",tors)
- neck.Part0 = tors
- neck.Part1 = head
- neck.C0 = CF(0,1.5,0)
- local nek = neck.C1
- neck.Enabled = true
- local root = CloneChar.HumanoidRootPart.RootJoint.C0
- local rs = tors["Right Shoulder"].C0
- local ls = tors["Left Shoulder"].C0
- local rh = tors["Right Hip"].C0
- local lh = tors["Left Hip"].C0
- local RootPart = CloneChar:WaitForChild("HumanoidRootPart")
- local Humanoid = CloneChar.Humanoid
- local ActiveTracks = Humanoid:GetPlayingAnimationTracks()
- Humanoid.JumpPower = 80
- local Attacking = false
- local AttackANVal = 1
- local bambam = Instance.new("BodyThrust")
- bambam.Parent = game.Players.LocalPlayer.Character.HumanoidRootPart
- bambam.Force = Vector3.new(1000,0,1000)
- bambam.Location = game.Players.LocalPlayer.Character.HumanoidRootPart.Position
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), (CloneChar and game.Players.LocalPlayer.Character))
- end
- Spawn(function()
- for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
- if v:IsA("BasePart") and v.Name ~="HumanoidRootPart" then
- s = game:GetService("RunService").Heartbeat:connect(function()
- v.Velocity = Vector3.new(0,35,0)
- wait(0.3)
- end)
- end
- end
- end)
- spawn(function()
- repeat
- wait()
- until Humanoid.Health < 0.1
- s:Disconnect()
- end)
- if Tail ~= nil then
- TailWeld = Tail.AccessoryWeld
- else
- TailWeld = Instance.new("Weld",workspace)
- Msgreq("FE Neko Anims V1.6","Loading Without Tail Accessory (Check top of script for the accessory)",5,nil)
- end
- local TC0 = TailWeld.C0 * CFrame.new(0,0,0.4)
- local Song = Instance.new("Sound",RootPart)
- Song.SoundId = SongID
- Song.Looped = true
- Song:Play()
- local Running = false
- local MakeTween = function(timetack,easingstyle,easingdirection,repeats,flipflop)
- local newtween = TweenInfo.new(
- timetack,
- easingstyle,
- easingdirection,
- repeats,
- flipflop,
- 0
- )
- return newtween
- end
- local DOTWEEN = function(Part,tim,value)
- local Tween = MakeTween(tim,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,0,false)
- TweenService:Create(Part,Tween,{C0= value}):Play()
- end
- local LerpStyle = function(lerpmagnet,easingstyle,easingdirection)
- local newstyle = TweenService:GetValue(lerpmagnet,easingstyle,easingdirection)
- return newstyle
- end
- local SpinKick = function()
- if Attacking == false then
- Attacking = true
- for i = 0,60,1 do
- swait()
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(30),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20 + -10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-30 - -6)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- bambam.Location = game.Players.LocalPlayer.Character.Torso.Position
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character.Torso.Position
- RootPart.Anchored = true
- for i = 0,60,1 do
- swait()
- RootPart.Position = RootPart.Position + Vector3.new(0,0.6,0)
- bambam.Location = game.Players.LocalPlayer.Character["Right Leg"].Position
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character.Torso.Position
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-20 + -36*i),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.0,0,0) * CFA(math.rad(0),math.rad(30),math.rad(40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(-30),math.rad(-40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(50)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- RootPart.Anchored = false
- Attacking = false
- end
- end
- local ComboCont = 1
- local Attack = function()
- if Attacking == false then
- Attacking = true
- if ComboCont == 1 then
- for i = 0,10,1 do
- swait()
- bambam.Location = game.Players.LocalPlayer.Character["Right Arm"].Position
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Right Arm"].Position
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-30),math.rad(0),math.rad(80)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.5,0,-1.2) * CFA(math.rad(0),math.rad(90),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- for i = 0,15,1 do
- swait()
- bambam.Location = game.Players.LocalPlayer.Character["Right Arm"].Position
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Right Arm"].Position
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.5,0,0) * CFA(math.rad(0),math.rad(-85),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- ComboCont = 2
- elseif ComboCont == 2 then
- for i = 0,10,1 do
- swait()
- bambam.Location = game.Players.LocalPlayer.Character["Left Arm"].Position
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Left Arm"].Position
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-30),math.rad(0),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-12)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- for i = 0,10,1 do
- swait()
- bambam.Location = game.Players.LocalPlayer.Character["Left Arm"].Position
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Left Arm"].Position
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(-90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(0),math.rad(0),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-12)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0.5) * CFA(math.rad(0),math.rad(90),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- ComboCont = 3
- elseif ComboCont == 3 then
- for i = 0,10,1 do
- swait()
- bambam.Location = game.Players.LocalPlayer.Character["Right Leg"].Position
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Left Arm"].Position
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(10),math.rad(0),math.rad(-50)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-5)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(8)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(-50),math.rad(-98)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(20),math.rad(0)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- for i = 0,15,1 do
- swait()
- bambam.Location = game.Players.LocalPlayer.Character["Right Leg"].Position
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Left Arm"].Position
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(-40),math.rad(0),math.rad(90)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-5)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(8)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(-90+40)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(-90),math.rad(0)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- ComboCont = 1
- end
- Attacking = false
- end
- end
- local Mouse = game.Players.LocalPlayer:GetMouse()
- local B1Hold = false
- Mouse.Button1Down:Connect(function()
- B1Hold = true
- while B1Hold == true do
- wait()
- Attack()
- end
- end)
- local Running = false
- Mouse.Button1Up:Connect(function()
- B1Hold = false
- end)
- Mouse.KeyDown:Connect(function(key)
- if key == "z" then
- SpinKick()
- else
- if key == "t" and Attacking == false then
- Attacking = true
- makesound("rbxassetid://6433451653",1,1,tors):Play()
- for i=0,100 do
- swait()
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad( -15 + math.rad(math.sin(time()*16)*15)),0,0),LerpStyle(0.2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-10 + math.sin(time()*16)*10),math.rad(0),math.rad(0)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0.4 + math.sin(time()*17)*0.4,0) * CFA(0,math.rad(90),math.rad(123)),LerpStyle(0.07*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(10),0,math.rad(-90)),LerpStyle(0.07*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(-30 + math.sin(time()*17)*20),math.rad(-10 + math.sin(time()*16)*10)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10 + math.sin(time()*16)*-10)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(-20 + math.sin(-time()*3.83)*-20),math.rad(-math.sin(time()*3.83/2)*24),0),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- end
- Attacking = false
- else
- if key == "r" and Attacking == false then
- Attacking = true
- while game.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude < 0.1 do
- swait()
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = tors.Position
- neck.C1 = neck.C1:Lerp(nek * CF(0,-0.4,0) * CFA(math.rad(-90),math.rad(-math.cos(time()*3)*30),0),LerpStyle(0.3,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,-2.5) * CFA(math.rad(78),math.rad(math.sin(time()*3)*12),math.rad(math.rad(math.sin(time()*3)*40))),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.3,0.4 +0.4+math.sin(time()*3)*0.2,-0.4 -0.2+math.sin(time()*3)*0.2) * CFA(math.rad(-45)+math.rad(math.sin(time()*3)*12),math.rad(0),math.rad(180 - 10+math.cos(time()*3)*5)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(-0.3,0.4+0.4-math.sin(time()*3)*0.2,-0.4 -0.2+math.sin(time()*3)*0.2) * CFA(math.rad(-45)-math.rad(math.sin(time()*3)*12),math.rad(0),math.rad(-180 + 10 +math.cos(time()*3)*5)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(-math.sin(time()*3)*12),math.rad(math.sin(time()*3)*30),math.rad(-12 - 50 + math.cos(time()*3)*30)),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(-math.sin(time()*3)*12),math.rad(math.sin(time()*3)*30),math.rad(12 + 50 + math.cos(time()*3)*30)),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(0),0,math.rad(math.cos(time()*3)*40)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- end
- Attacking = false
- else if key == "f" then
- if Running == false then
- Running = true
- Humanoid.WalkSpeed = 40
- else
- Running = false
- Humanoid.WalkSpeed = 20
- end
- elseif key == "x" and Attacking == false and Mouse.Target.Parent:FindFirstChildWhichIsA("Humanoid") ~= nil then
- Attacking = true
- Camera = workspace.CurrentCamera
- Camera.CameraType = "Scriptable"
- local Target = Mouse.Target.Parent
- for i = 0,200,1 do
- swait()
- Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(0,0,-5)).Position,head.CFrame.Position),1)
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-25),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-25),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- for i = 0,20,1 do
- swait()
- Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(0,0,-3)).Position,head.CFrame.Position),1)
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-40),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-40),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- RootPart.CFrame = Target.HumanoidRootPart.CFrame * CFrame.new(0,0,-8)
- for i = 0,100,1 do
- swait()
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = Target.HumanoidRootPart.Position
- Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(-3,0,0)).Position,Target.HumanoidRootPart.CFrame.Position),0.2)
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-80),math.rad(0),math.rad(-20)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-80),math.rad(0),math.rad(20)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
- end
- Attacking = false
- Camera.CameraType = "Custom"
- end
- end
- end
- end
- end)
- local RLA = CFrame.new(0,0,0)
- local Anim = "Idle"
- Humanoid.WalkSpeed = 20
- Msgreq("FE Neko Anims V1.6","FE Neko Animations Loaded, have fun - Made by Creo",5,nil)
- while true do
- swait()
- hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 0.5, 0)).lookVector, 4, CloneChar)
- local torvel = (game.Players.LocalPlayer.Character.Humanoid.MoveDirection * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- if RootPart.Velocity.y > 0 and hitfloor == nil then
- Anim = "Jumping"
- elseif RootPart.Velocity.y < 0 and hitfloor == nil then
- Anim = "Falling"
- elseif torvel < .5 and hitfloor ~= nil then
- Anim = "Idle"
- elseif torvel > .5 and hitfloor ~= nil then
- Anim = "Walking"
- end
- local W1 = game.Players.LocalPlayer.Character.Humanoid.MoveDirection* RootPart.CFrame.LookVector
- local W2 = game.Players.LocalPlayer.Character.Humanoid.MoveDirection* RootPart.CFrame.RightVector
- WVA = W1.X+W1.Z
- RLV = W2.X+W2.Z
- if Attacking == false then
- game.Players.LocalPlayer.Character.HumanoidRootPart.Position = tors.Position
- if Anim == "Falling" then
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0.3) * CFA(math.rad(20),0,0),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF(0,0,0) * CFA(0,0,0),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(-40),0,math.rad(5)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(-40),0,math.rad(-5)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4,0.8,0) * CFA(0,0,math.rad(10)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0.4,0.5,0) * CFA(0,0,math.rad(50)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- elseif Anim == "Jumping" then
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0.3) * CFA(math.rad(-20),0,0),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF(0,0,0) * CFA(0,0,0),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(0,math.rad(-40),math.rad(-20)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(0,math.rad(40),math.rad(20)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4,0.8,0) * CFA(0,0,math.rad(-10)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0.4,0.5,0) * CFA(0,0,math.rad(-50)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- elseif Anim == "Idle" then
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(6+math.sin(time()*3.83)*-5),math.rad(-20) + math.rad( math.sin((time()*3.83)/2)*30),math.rad(-math.cos((time()*3.83)/2)*13)),LerpStyle(0.2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,math.cos((time()*3.83))/10) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(-0.1,math.cos((time()*3.83))/10,0) * CFA(math.rad(-5)+ -math.sin((-time()*3.83))/8.7,math.rad(0),math.rad(-5)-math.sin((-time()*3.83))/8.7),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0.1,math.cos((time()*3.83))/10,0) * CFA(math.rad(-5)+ -math.sin((-time()*3.83))/8.7,math.rad(0),math.rad(5)+math.sin((-time()*3.83))/8.7),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,-math.cos((time()*3.83))/8,0) * CFA(math.rad(-4),math.rad(-12),math.rad(8)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,-math.cos((time()*3.83))/8,0) * CFA(math.rad(-1),math.rad(7),math.rad(2)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(-20 + math.sin(-time()*3.83)*-20),math.rad(-math.sin(time()*3.83/2)*24),0),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- elseif Anim == "Walking" and Running == false then
- RLA = CFrame.new((math.sin((time()*8))/1)*0.5 *WVA,0.3*(1-WVA),(math.sin((time()*8))/1)*0.5 *RLV) * CFrame.Angles((-math.sin((time()*8))/1.5)*RLV,0,(math.sin((time()*8))/1.2)*WVA)
- LLA = CFrame.new((math.sin((time()*8))/1)*0.5 *WVA,0.3*(1-WVA),(math.sin((time()*8))/1)*0.5 *RLV) * CFrame.Angles((-math.sin((time()*8))/1.5)*RLV,0,(math.sin((time()*8))/1.2)*WVA)
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(7),math.clamp(math.cos((time()*8))*0.2 + math.rad(-RootPart.RotVelocity.Y*8),math.rad(-85),math.rad(85)),math.rad(-RootPart.RotVelocity.Y*0.4)),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF(0,-math.sin((time()*8*2))/3.2,-math.sin((time()*8*2))/3) * CFA(math.clamp( WVA*0.7,-0.8,0.1) + -math.rad(math.sin(time() *(8*2))*3),math.clamp( math.rad(0) - -RootPart.RotVelocity.Y/50,math.rad(-20),math.rad(20)),math.cos((time()*8))*0.2),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(-math.sin((time()*8))/4.5,0,0) * CFA(math.rad(-5),-math.sin((time()*8))*0.1 + math.rad(RootPart.RotVelocity.Y*3),-math.sin((time()*8))*0.4),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(-math.sin((time()*8))/4.5,0,0) * CFA(math.rad(-5),-math.sin((time()*8))*0.1 + math.rad(RootPart.RotVelocity.Y*3),-math.sin((time()*8))*0.4),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,(math.cos((time()*8))/8),0) * RLA * CFA(0, (-math.sin((time()*8))*0.5)*WVA,math.clamp( WVA*0.7,-0.8,0.1)),LerpStyle(0.2,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,(-math.cos((time()*8))/8),0) * LLA * CFA(0, (-math.sin((time()*8))*0.5)*WVA,-math.clamp( WVA*0.7,-0.8,0.1)),LerpStyle(0.2,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(-30 + math.sin(-time()*8)*-20),0,-math.rad(-math.sin(time()*8/2)*20 + RLV*2)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- elseif Anim == "Walking" and Running == true then
- RLA = CFrame.new(0,(0.5 + math.cos(time()*15)*0.5)*WVA+ 0.2,(0.5 - math.cos(time()*15)*0.5)*RLV+ 0.2) * CFrame.Angles(0,-math.rad(math.sin(time()*15)*80)*RLV,math.rad(math.sin(time()*15)*80)*WVA)
- LLA = CFrame.new(0,(0.5 + math.cos(time()*15)*0.5)*WVA- 0.2,(-0.5 + math.cos(time()*15)*0.5)*RLV- 0.2) * CFrame.Angles(0,-math.rad(math.sin(time()*15)*80)*RLV,math.rad(-math.sin(time()*15)*80)*WVA)
- RAA = CFrame.new(0,0.8 + math.sin(time()*15)*0.9*WVA,math.sin(time()*15)*0.9*RLV) * CFrame.Angles(0,math.rad(-math.cos(time()*15)*85)*RLV,math.rad(math.cos(time()*15)*85)*WVA)
- LAA = CFrame.new(0,0.8 + math.sin(time()*15)*0.9*WVA,math.sin(time()*15)*0.9*-RLV) * CFrame.Angles(0,math.rad(-math.cos(time()*15)*85)*RLV,math.rad(-math.cos(time()*15)*85)*WVA)
- neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(0,math.rad(-RootPart.RotVelocity.Y*5),0),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF((-1 - math.sin(time()*15)*2)*RLV,(-1 - math.sin(time()*15)*2)*WVA,-1 + 0.5 -math.sin(time()*15)*0.8) * CFA(math.rad(80 - math.cos(time()*15)*20),0,0),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.6+ math.sin(time()*15)*1,0,-0.6)* RAA * CFA(math.rad(-10 - -math.cos(time()*15*2)*10),0,math.rad(80)),LerpStyle(0.6,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(-0.6+ -math.sin(time()*15)*1,0,-0.6) * LAA * CFA(math.rad(-10 - -math.cos(time()*15*2)*10),0,math.rad(-80)),LerpStyle(0.6,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
- tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4 + -math.cos(time()*15)*0.9,0,0) * RLA * CFA(0, 0,math.rad(50)),LerpStyle(0.6,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(-0.4+ math.cos(time()*15)*0.9,0,0) * LLA * CFA(0, 0,math.rad(-80)),LerpStyle(0.6,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.new(0,0.7,0.3) * CFrame.Angles(math.rad(-110 + math.sin(-time()*15)*-20),-math.rad(RLV*30),0),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
- end
- end
- end
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