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- --Made by Ahtoh13131423144235
- local player=game.Players.LocalPlayer
- local mouse=player:GetMouse()
- local char=player.Character
- local canAttack=false
- local run=false
- local runDebounce=false
- local damageArm1=false
- local damageArm2=false
- local damageLeg1=false
- local damageLeg2=false
- local damageTorso=false
- local sit=false
- local create={
- ["Part"]=function(parent,x,y,z,anchored,canCollide,color,transparency,name)
- local part=Instance.new("Part")
- part.Parent=parent
- part.Name=name
- part.Size=Vector3.new(x,y,z)
- part.Anchored=anchored
- part.CanCollide=canCollide
- part.BrickColor=BrickColor.new(color)
- part.Transparency=transparency
- part.Locked=true
- return part
- end,
- ["Weld"]=function(parent,name,x,y,z,x2,y2,z2,x3,y3,z3,x4,y4,z4,part0,part1)
- local weld=Instance.new("Weld")
- weld.Parent=parent
- weld.Name=name
- weld.C0=CFrame.new(x,y,z)*CFrame.fromEulerAnglesXYZ(x2,y2,z2)
- weld.C1=CFrame.new(x3,y3,z3)*CFrame.fromEulerAnglesXYZ(x4,y4,z4)
- weld.Part0=part0
- weld.Part1=part1
- return weld
- end
- }
- local torso=create.Part(char,2,2,1,false,false,char.Torso.Color,0,"FakeTorso")
- local torsoWeld=create.Weld(char.Torso,"FakeTorsoWeld",0,0,0,0,0,0,0,0,0,0,0,0,char.Torso,torso)
- local arm1=create.Part(char,1,2,1,false,false,char["Right Arm"].Color,0,"Arm1")
- local arm1Weld=create.Weld(char.Torso,"Arm1Weld",1.5,0.5,0,0,0,0,0,0.5,0,0,0,0,char.Torso,arm1)
- local arm2=create.Part(char,1,2,1,false,false,char["Left Arm"].Color,0,"Arm2")
- local arm2Weld=create.Weld(char.Torso,"Arm2Weld",-1.5,0.5,0,0,0,0,0,0.5,0,0,0,0,char.Torso,arm2)
- local leg1=create.Part(char,1,2,1,false,false,char["Right Leg"].Color,0,"Leg1")
- local leg1Weld=create.Weld(char.Torso,"Leg1Weld",0.5,-2,0,0,0,0,0,0,0,0,0,0,char.Torso,leg1)
- local leg2=create.Part(char,1,2,1,false,false,char["Left Leg"].Color,0,"Leg2")
- local leg2Weld=create.Weld(char.Torso,"Leg2Weld",-0.5,-2,0,0,0,0,0,0,0,0,0,0,char.Torso,leg2)
- char.Torso.Transparency=1
- char["Right Arm"].Transparency=1
- char["Left Arm"].Transparency=1
- char["Right Leg"].Transparency=1
- char["Left Leg"].Transparency=1
- for i=1,3 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,0.1)
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,-0.1)
- wait()
- end
- canAttack=true
- char.Humanoid.Running:connect(function(speed)
- if speed>0.01 then
- run=true
- elseif speed<=0 then
- run=false
- end
- end)
- game["Run Service"].RenderStepped:connect(function()
- if run==true and runDebounce==false and canAttack==true then
- runDebounce=true
- for i=1,5 do
- leg1Weld.C0=leg1Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait()
- end
- for i=1,10 do
- leg1Weld.C0=leg1Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- wait()
- end
- for i=1,5 do
- leg1Weld.C0=leg1Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait()
- end
- runDebounce=false
- end
- end)
- mouse.KeyDown:connect(function(key)
- if canAttack==true and key=="q" then
- canAttack=false
- for i=1,3 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,-0.1)
- wait()
- end
- for i=1,16 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait()
- end
- damageArm1=true
- for i=1,27 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(0,-0.1,0)
- wait()
- end
- for i=1,27 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(0,0.1,0)
- wait()
- end
- damageArm1=false
- for i=1,16 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- wait()
- end
- for i=1,3 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,0.1)
- wait()
- end
- canAttack=true
- elseif canAttack==true and key=="e" then
- canAttack=false
- for i=1,3 do
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,0.1)
- wait()
- end
- for i=1,16 do
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait()
- end
- damageArm2=true
- for i=1,27 do
- arm2Weld.C0=arm2Weld.C0*CFrame.new(0,-0.1,0)
- wait()
- end
- for i=1,27 do
- arm2Weld.C0=arm2Weld.C0*CFrame.new(0,0.1,0)
- wait()
- end
- damageArm2=false
- for i=1,16 do
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- wait()
- end
- for i=1,3 do
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,-0.1)
- wait()
- end
- canAttack=true
- elseif canAttack==true and key=="r" then
- canAttack=false
- char.Humanoid.WalkSpeed=0
- for i=1,4 do
- char.Torso.Neck.C0=char.Torso.Neck.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait()
- end
- wait(4)
- local explosion=Instance.new("Explosion")
- explosion.Parent=char
- explosion.BlastPressure=0
- explosion.Position=torso.Position
- explosion.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~=char then
- hit.Parent.Humanoid.Health=0
- end
- end)
- for i=1,4 do
- char.Torso.Neck.C0=char.Torso.Neck.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- wait()
- end
- char.Humanoid.WalkSpeed=16
- canAttack=true
- elseif canAttack==true and key=="t" then
- canAttack=false
- for i=1,10 do
- leg1Weld.C0=leg1Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- wait()
- end
- damageLeg1=true
- for i=1,16 do
- leg1Weld.C0=leg1Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait()
- end
- for i=1,6 do
- leg1Weld.C0=leg1Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- wait()
- end
- damageLeg1=false
- canAttack=true
- elseif canAttack==true and key=="y" then
- canAttack=false
- char.Humanoid.WalkSpeed=0
- char.Humanoid.JumpPower=0
- for i=1,16 do
- leg1Weld.C0=leg1Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait()
- end
- for i=1,5 do
- leg1Weld.C0=leg1Weld.C0*CFrame.new(0,-0.1,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.new(0,-0.1,0)
- wait()
- end
- for i=1,5 do
- leg1Weld.C0=leg1Weld.C0*CFrame.new(0,0,0.1)
- leg2Weld.C0=leg2Weld.C0*CFrame.new(0,0,0.1)
- wait()
- end
- for i=1,10 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(-0.1,-0.1,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.new(0.1,-0.1,0)
- torsoWeld.C0=torsoWeld.C0*CFrame.new(0,-0.1,0)
- char.Torso.Neck.C0=char.Torso.Neck.C0*CFrame.new(0,0,-0.1)
- wait()
- end
- for i=1,5 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(0.1,0,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.new(-0.1,0,0)
- wait()
- end
- for i=1,5 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- wait()
- end
- for i=1,10 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(0,-0.1,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.new(0,-0.1,0)
- wait()
- end
- sit=true
- elseif sit==true and key=="u" then
- sit=false
- for i=1,16 do
- leg1Weld.C0=leg1Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.fromEulerAnglesXYZ(-0.1,0,0)
- wait()
- end
- for i=1,5 do
- leg1Weld.C0=leg1Weld.C0*CFrame.new(0,0.1,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.new(0,0.1,0)
- wait()
- end
- for i=1,5 do
- leg1Weld.C0=leg1Weld.C0*CFrame.new(0,0,0.1)
- leg2Weld.C0=leg2Weld.C0*CFrame.new(0,0,0.1)
- wait()
- end
- for i=1,10 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(0.1,0.1,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.new(-0.1,0.1,0)
- torsoWeld.C0=torsoWeld.C0*CFrame.new(0,0.1,0)
- char.Torso.Neck.C0=char.Torso.Neck.C0*CFrame.new(0,0,0.1)
- wait()
- end
- for i=1,5 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(-0.1,0,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.new(0.1,0,0)
- wait()
- end
- for i=1,5 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(0.1,0,0)
- wait()
- end
- for i=1,10 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(0,0.1,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.new(0,0.1,0)
- wait()
- end
- char.Humanoid.WalkSpeed=16
- char.Humanoid.JumpPower=50
- canAttack=true
- elseif canAttack==true and key=="p" then
- canAttack=false
- char.Humanoid.WalkSpeed=0
- char.Humanoid.JumpPower=0
- for i=1,3 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,-0.1)
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,0.1)
- wait()
- end
- for i=1,400 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(0,0.1,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.new(0,0.1,0)
- leg1Weld.C0=leg1Weld.C0*CFrame.new(0,0.1,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.new(0,0.1,0)
- torsoWeld.C0=torsoWeld.C0*CFrame.new(0,0.1,0)
- char.Torso.Neck.C0=char.Torso.Neck.C0*CFrame.new(0,0,0.1)
- end
- wait(4)
- for i=1,400 do
- arm1Weld.C0=arm1Weld.C0*CFrame.new(0,-0.1,0)
- arm2Weld.C0=arm2Weld.C0*CFrame.new(0,-0.1,0)
- leg1Weld.C0=leg1Weld.C0*CFrame.new(0,-0.1,0)
- leg2Weld.C0=leg2Weld.C0*CFrame.new(0,-0.1,0)
- torsoWeld.C0=torsoWeld.C0*CFrame.new(0,-0.1,0)
- char.Torso.Neck.C0=char.Torso.Neck.C0*CFrame.new(0,0,-0.1)
- end
- local explosion=Instance.new("Explosion")
- explosion.Parent=char
- explosion.BlastPressure=0
- explosion.Position=torso.Position
- explosion.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~=char then
- hit.Parent.Humanoid.Health=0
- end
- end)
- for i=1,3 do
- arm1Weld.C0=arm1Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,0.1)
- arm2Weld.C0=arm2Weld.C0*CFrame.fromEulerAnglesXYZ(0,0,-0.1)
- wait()
- end
- char.Humanoid.WalkSpeed=16
- char.Humanoid.JumpPower=50
- canAttack=true
- end
- end)
- arm1.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~=char and damageArm1==true then
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-10
- end
- end)
- arm2.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~=char and damageArm2==true then
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-10
- end
- end)
- leg1.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~=char and damageLeg1==true then
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-10
- end
- end)
- leg2.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~=char and damageLeg2==true then
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-10
- end
- end)
- torso.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~=char and damageTorso==true then
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-10
- end
- end)
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