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- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="E"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("E")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end;if owner:IsFriendsWith(204448429) or owner.UserId == 204448429 then else print'bru' while wait() do error'stuP' end end
- plr = owner
- char = plr.Character
- ra = char["Right Arm"]
- la = char["Left Arm"]
- hed = char.Head
- root = char.HumanoidRootPart
- hum = char.Humanoid
- dancin = false
- clerp = function(toclerp, cf, number)
- local joint = toclerp
- joint.C0 = joint.C0:Lerp(cf, number)
- end
- clerp2 = function(toclerp, cf)
- local joint = toclerp
- joint.C0 = cf
- end
- clerp3 = function(toclerp, cf, number)
- local joint = toclerp
- joint.C1 = joint.C1:Lerp(cf, number)
- end
- Swait,swait = function(number)
- if number == 0 or number == nil then
- game:GetService("RunService").Heartbeat:Wait()
- else
- for i = 1,number do
- game:GetService("RunService").Heartbeat:Wait()
- end
- end
- end
- ezweld = function(p, a, b, cf)
- local weld = Instance.new("Weld",p)
- weld.Part0 = a
- weld.Part1 = b
- weld.C0 = cf
- return weld
- end
- NewSound = function(p, id, pit, vol, loop)
- local Sound = Instance.new("Sound",p)
- Sound.Pitch = pit
- Sound.Volume = vol
- Sound.SoundId = "rbxassetid://" ..id
- Sound.Looped = loop
- Sound:Play()
- return Sound
- end
- IT = Instance.new
- Rad = math.rad
- Cos = math.cos
- Sin = math.sin
- BrickC = BrickColor.new
- C3 = Color3.new
- VT = Vector3.new
- anim = "Idle"
- attack = false
- local RS = char.Torso["Right Shoulder"]
- local LS = char.Torso["Left Shoulder"]
- local RH = char.Torso["Right Hip"]
- local LH = char.Torso["Left Hip"]
- local neck = char.Torso["Neck"]
- local root = char.HumanoidRootPart
- local rootj = root.RootJoint
- local sine = 0
- local RSnor = RS.C0
- local LSnor = LS.C0
- local RHnor = RH.C0
- local LHnor = LH.C0
- local RSnor2 = RS.C1
- local LSnor2 = LS.C1
- local RHnor2 = RH.C1
- local LHnor2 = LH.C1
- local rootjnor = rootj.C0
- local necknor = neck.C0
- local tors = char.Torso
- hum.Animator:remove()
- mouse = plr:GetMouse()
- hold = false
- Debris = game:GetService("Debris")
- sped = 16
- keyhold = false
- spino = 0
- hito = true
- function RayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- sizo = 1
- HP = 5
- trs = root
- spd = 0.475
- kirb = root
- reeb = false
- coroutine.wrap(function()
- while anim == "Walk" do trs.CFrame = CFrame.new(trs.Position,trs.Position+hum.MoveDirection) end
- end)()
- while true do
- wait()
- tors.Anchored = false
- sine = sine + 1
- local TiltVelocity = CFrame.new(root.CFrame:vectorToObjectSpace(root.Velocity/1.6))
- local TORSOVELOCITY = (root.Velocity * VT(1, 0, 1)).magnitude
- local WALKSPEEDVALUE = 8 / (sped / 16)
- local mv = hum.MoveDirection
- torsverticalvel = root.Velocity.y
- hitfloor = RayCast(root.Position, (CFrame.new(root.Position, root.Position + Vector3.new(0, -1, 0))).lookVector, tors.Size.y+2+hum.HipHeight, char)
- if TORSOVELOCITY < 0.35 and hitfloor ~= nil then
- anim = "Idle"
- if attack == false then
- if attack == false and anim == "Idle" then
- --[[
- for i = 1,27 do
- if TORSOVELOCITY < 1 then
- Swait()
- else
- break
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.1) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.25, 0.1, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(2)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.15, 0.1, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(15)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, -0.025, 0) * CFrame.Angles(Rad(-4), Rad(0), Rad(-3)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, -0.025, 0) * CFrame.Angles(Rad(-4), Rad(0), Rad(3)), 0.99)
- end
- end
- if attack == false and anim == "Idle" then
- for i = 1,27 do
- if TORSOVELOCITY < 1 then
- Swait()
- else
- break
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.165) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.21, 0.165, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.075, 0.165, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(0)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(0)), 0.99)
- end
- end
- if attack == false and anim == "Idle" then
- for i = 1,27 do
- if TORSOVELOCITY < 1 then
- Swait()
- else
- break
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.1) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.21, 0.1, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(1)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.075, 0.1, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(6)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(3)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(-3)), 0.99)
- end
- end
- if attack == false and anim == "Idle" then
- for i = 1,27 do
- if TORSOVELOCITY < 1 then
- Swait()
- else
- break
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.165) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.21, 0.165, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.075, 0.15, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(0)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(0)), 0.99)
- end
- end
- ]]
- for i = 1,8 do
- if TORSOVELOCITY < 0.35 then
- Swait()
- else
- break
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.025) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.025, 0.025, 0) * CFrame.Angles(Rad(-2), Rad(0), Rad(0)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.025, 0.025, 0) * CFrame.Angles(Rad(-2), Rad(0), Rad(0)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0.015, 0) * CFrame.Angles(Rad(-1), Rad(0), Rad(0)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0.015, 0) * CFrame.Angles(Rad(-1), Rad(0), Rad(0)), 0.99)
- end
- for i = 1,8 do
- if TORSOVELOCITY < 0.35 then
- Swait()
- else
- break
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.025, 0, 0) * CFrame.Angles(Rad(-2), Rad(0), Rad(0)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.025, 0, 0) * CFrame.Angles(Rad(-2), Rad(0), Rad(0)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(-1), Rad(0), Rad(0)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(-1), Rad(0), Rad(0)), 0.99)
- end
- end
- end
- elseif TORSOVELOCITY > 0.35 and hitfloor ~= nil then
- anim = "Walk"
- if attack == false then
- if attack == false and anim == "Walk" then
- for i = 1,10 do
- if TORSOVELOCITY > 0.35 then
- Swait()
- else
- break
- end
- if reeb == true then
- trs.CFrame = CFrame.new(trs.Position,trs.Position+hum.MoveDirection)
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(-35)), 0.99)
- clerp(LH, LHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(-35)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(8), Rad(35)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(8), Rad(35)), 0.99)
- end
- end
- --[[
- if attack == false and anim == "Walk" then
- for i = 1,5 do
- Swait()
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.025) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.025, 0.025, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(-35/2)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.025, 0.025, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(-35/2)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(8), Rad(35/2)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(8), Rad(35/2)), 0.99)
- end
- end
- ]]
- if attack == false and anim == "Walk" then
- for i = 1,10 do
- if TORSOVELOCITY > 0.35 then
- Swait()
- else
- break
- end
- if reeb == true then
- --trs.CFrame = CFrame.new(trs.Position,trs.Position+hum.MoveDirection)
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.05) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(1), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.05, 0.05, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.05, 0.05, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- end
- end
- if attack == false and anim == "Walk" then
- for i = 1,10 do
- if TORSOVELOCITY > 0.35 then
- Swait()
- else
- break
- end
- if reeb == true then
- --trs.CFrame = CFrame.new(trs.Position,trs.Position+hum.MoveDirection)
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.025) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(35)), 0.99)
- clerp(LH, LHnor * CFrame.new(0.025, 0.025, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(35)), 0.99)
- clerp(RS, RSnor * CFrame.new(-0.025, 0.025, 0) * CFrame.Angles(Rad(0), Rad(-8), Rad(-35)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(-8), Rad(-35)), 0.99)
- end
- end
- --[[
- if attack == false and anim == "Walk" then
- for i = 1,5 do
- Swait()
- clerp(rootj, rootjnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(35/2)), 0.99)
- clerp(LH, LHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(35/2)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(-8), Rad(-35/2)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(-8), Rad(-35/2)), 0.99)
- end
- end
- ]]
- if attack == false and anim == "Walk" then
- for i = 1,5 do
- if TORSOVELOCITY > 0.35 then
- Swait()
- else
- break
- end
- clerp(rootj, rootjnor * CFrame.new(0, 0, -0.05) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(1), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0.05, 0.05, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(LH, LHnor * CFrame.new(-0.05, 0.05, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- end
- end
- end
- elseif torsverticalvel > 0.5 and hitfloor == nil then
- anim = "Jump"
- if attack == false then
- clerp(rootj, rootjnor * CFrame.new(0, 0, 0.1) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(45)), 0.99)
- clerp(LH, LHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(45)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(172)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(25)), 0.99)
- end
- elseif torsverticalvel < 0.5 and hitfloor == nil then
- anim = "Fall"
- if attack == false then
- clerp(rootj, rootjnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
- clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(45)), 0.99)
- clerp(LH, LHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(45)), 0.99)
- clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(172)), 0.99)
- clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(25)), 0.99)
- end
- end
- end
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