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- local player = game.Players.LocalPlayer
- local character = player.Character
- local mse = player:GetMouse()
- local cf = CFrame.new
- local angles = CFrame.Angles
- local euler = CFrame.fromEulerAnglesXYZ
- local necko = cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local necko2 = cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local properties = {
- mesh = "rbxassetid://430991742"; -- MeshID for the knife
- texture = "rbxassetid://430991793"; -- TextureID for knife
- scale = Vector3.new(0.3,0.3,0.3); -- Knife scale
- gore = true; -- Blood or nah
- }
- local equipping2 = false
- local sound = Instance.new("Sound", character.Torso)
- sound.SoundId = "rbxassetid://651288097"
- sound.Volume = 10
- sound.Looped = true
- sound.Pitch = 0.85
- sound:Play()
- local knife = Instance.new("Part", character)
- knife.Locked = true
- knife.Name ="Knife"
- knife.CanCollide = false
- knife.CFrame = character.Torso.CFrame
- knife.Size = Vector3.new(2.4,1,1)
- local sbox = Instance.new("SelectionBox",knife)
- sbox.Adornee=knife
- sbox.Transparency = 1
- local mesh = Instance.new("SpecialMesh",knife)
- mesh.MeshType = Enum.MeshType.FileMesh
- mesh.TextureId = properties.texture
- mesh.MeshId = properties.mesh mesh.Scale = properties.scale
- local holder = Instance.new("Part",character)
- holder.BrickColor = BrickColor.new("Brown")
- holder.TopSurface,holder.BottomSurface = "SmoothNoOutlines" ,"SmoothNoOutlines"
- holder.Size = Vector3.new(.2,2,.6)
- holder.CanCollide = false
- local knifweld = Instance.new("Weld",character)
- knifweld.Part1 = holder
- knifweld.Part0 = knife
- knifweld.C0 = CFrame.new(-.3,0,0) * CFrame.Angles(math.rad(90),0,math.rad(-90))
- local holderweld = Instance.new("Weld",character)
- holderweld.Part0 = holder
- holderweld.Part1 = character['Left Leg']
- holderweld.C0 = CFrame.new(0.5,-0.5,-0.5) * CFrame.Angles(math.rad(50),0,0)
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- local equipped = false
- local LeftArm=character['Left Arm']
- local RightArm = character['Right Arm']
- local LeftLeg = character['Left Leg']
- local RightLeg = character['Right Leg']
- local Torso = character['Torso']
- RS = Create("Weld"){
- Name = "Right Shoulder",
- Part0 = Torso ,
- C0 = cf(1.5, 0.5, 0),
- C1 = cf(0, 0.5, 0),
- Part1 = RightArm ,
- Parent = Torso ,
- }
- LS = Create("Weld"){
- Name = "Left Shoulder",
- Part0 = Torso ,
- C0 = cf(-1.5, 0.5, 0),
- C1 = cf(0, 0.5, 0) ,
- Part1 = LeftArm ,
- Parent = Torso ,
- }
- RH = Create("Weld"){
- Part0 = Torso,
- C0 = cf(0, -1.5, 0), --* euler(1.3, 0, -0.5)
- C1 = cf(-0.5, 0.5, 0) ,
- Part1 = character["Right Leg"],
- Parent = Torso,
- }
- LH = Create("Weld"){
- Part0 = Torso,
- C0 = cf(0, -1.5, 0), --* euler(1.3, 0, -0.5)
- C1 = cf(0.5, 0.5, 0) ,
- Part1 = character["Left Leg"],
- Parent = Torso,
- }
- local Nek = Instance.new("Weld",character.Torso)
- Nek.Name = "Neck"
- Nek.Part0 = character.Torso['Neck'].Part0
- Nek.Part1 = character.Torso['Neck'].Part1
- Nek.C0 = character.Torso['Neck'].C0
- Nek.C1 = character.Torso['Neck'].C1
- local ActiveAnim = "Idle"
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local RootPart = character.HumanoidRootPart
- function swait(num)
- if num ~= nil and num > 0 then
- return game:service'RunService'.RenderStepped:wait(num)
- else
- return game:service'RunService'.RenderStepped:wait(0)
- end
- end
- local sine=0
- local change=1
- local val=0
- local idle=0
- local donum=0
- local handidle=false
- local equipping = false
- local attacking = false
- local Keys = {}
- local Humanoid = character:WaitForChild"Humanoid"
- local equippingDebounce = false
- mse.KeyDown:connect(function(k)
- Keys[tostring(string.byte(k))] = true
- if k == "e" and equippingDebounce == false and not attacking and ActiveAnim ~= "Run" then
- equipping = true
- equipping2 = true
- equippingDebounce = true
- wait(.1)
- for i = 0,1,.1 do
- RS.C0 = clerp(RS.C0,cf(0.6,0.5,-0.7)*angles(math.rad(45),math.rad(25),math.rad(-75)),.2)
- swait()
- end
- wait(.1)
- if not equipped then
- knifweld.Part1 = character['Right Arm']
- knifweld.C0 = CFrame.new(1,1,0)*CFrame.Angles(0,math.rad(90),0)
- else
- knifweld.Part1 = holder
- knifweld.C0 = CFrame.new(-.3,0,0) * CFrame.Angles(math.rad(90),0,math.rad(-90))
- end
- equipped = not equipped
- equipping = false
- Humanoid.WalkSpeed = 24
- Humanoid.JumpPower = 50
- equipping2 = false
- wait(.2)
- equippingDebounce = false
- end
- end)
- mse.KeyUp:connect(function(k)
- Keys[tostring(string.byte(k))] = nil
- end)
- Blood = function(Part,Num)
- for i = 1, Num do
- local b = Create("Part"){
- Name = "Blood",
- Parent = workspace,
- BrickColor = BrickColor.new("Crimson"),
- Material = "Plastic",
- Size = Vector3.new(.2,.2,.2),
- Transparency = 0.7,
- Velocity = Vector3.new(math.random(-3,3),2,math.random(-3,3)),
- CanCollide = false,
- Locked = true,
- CFrame = Part.CFrame*CFrame.new(math.random(-3,3),math.random(0,2),math.random(-3,3))
- }
- game:service'Debris':AddItem(b,1)
- end
- end
- Damagefunc = function(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChild("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- if hit.Parent.DebounceHit.Value == true then
- return
- end
- end
- if h.MaxHealth >= math.huge then
- hit:BreakJoints()
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = game:service("Players").LocalPlayer,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- if h.Health > 0 then
- Blood(hit,7)
- end
- h.Health = h.Health - Damage
- --ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Crimson").Color, BrickColor.new("Crimson").Color)
- else
- if h.Health > 0 then
- Blood(hit,7)
- end
- h.Health = h.Health - (Damage*2)
- --ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Crimson").Color, BrickColor.new("Crimson").Color)
- end
- if Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 500,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, .5)
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, .5)
- return Damage
- end
- end
- end
- local attackDebounce = false
- local attack = 0
- mse.Button1Down:connect(function()
- if equipped and not attackDebounce and ActiveAnim ~= "Run" then
- --[[Humanoid.WalkSpeed = 0
- Humanoid.JumpPower = 0]]
- attackDebounce=true
- attacking = true
- attack = 1
- local p={}
- local connection = knife.Touched:connect(function(o)
- if not p[o.Parent] then
- local h = Damagefunc(knife,o,25,40,0,"Normal",RootPart,0)
- p[o.Parent] = true
- if h then
- Humanoid.Health = Humanoid.Health + h
- end
- end
- end)
- for i = 0, 1, .1 do
- local val = CFrame.new(1.5, 0.689999819, -0.499969482, 0.85814029, -0.45942992, -0.229171112, -0.467216164, -0.513756752, -0.719557583, 0.212848067, 0.724553764, -0.655528486);
- Nek.C0 = clerp(Nek.C0,necko,.2)
- RS.C0=clerp(RS.C0,val,.2)
- swait()
- end
- wait()
- for i = 0, 1, .1 do
- local val = CFrame.new(0.65999794, 0.150000095, -0.719955444, 0.718477786, 0.65810138, -0.225149795, -0.545639813, 0.332532972, -0.769219816, -0.431354851, 0.675518036, 0.598003805);
- Nek.C0 = clerp(Nek.C0,necko,.2)
- knifweld.C0 = clerp(knifweld.C0,CFrame.new(2.3,0,0)*CFrame.Angles(math.rad(90),math.rad(0),math.rad(-90)),.2)
- RS.C0 = clerp(RS.C0,val,.2)
- swait()
- end
- wait(.3)
- spawn(function()
- for i = 0, 1, .1 do
- knifweld.C0 = clerp(knifweld.C0,CFrame.new(1,1,0)*CFrame.Angles(0,math.rad(90),0),.2)
- swait()
- end
- end)
- connection:disconnect()
- attacking = false
- p=nil
- attack = 0
- Humanoid.WalkSpeed = 24
- Humanoid.JumpPower = 50
- wait(.3)
- attackDebounce=false
- end
- end)
- Humanoid.WalkSpeed = 24
- Humanoid.MaxHealth = 100000000000000
- Humanoid.Health = 100000000000000
- UpdateActiveAnim=function()
- spawn(function()
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- local hitfloor, posfloor = rayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 2, 0))).lookVector, 4, character)
- if torvel > 2 and hitfloor and Humanoid.WalkSpeed < 21 then
- ActiveAnim="Walk"
- elseif torvel > 2 and hitfloor and Humanoid.WalkSpeed >= 21 then
- ActiveAnim="Run"
- elseif RootPart.Velocity.y > 1 and not hitfloor then
- ActiveAnim="Jump"
- elseif RootPart.Velocity.y < -1 and not hitfloor then
- ActiveAnim="Fall"
- else
- ActiveAnim="Idle"
- end
- end)
- end
- function clerp(a, b, t)
- local 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
- local 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
- local 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
- 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
- while swait() do
- spawn(function()
- if Keys["48"] and not attacking and not equipping then
- Humanoid.WalkSpeed = 28
- else
- Humanoid.WalkSpeed = 12
- end
- end)
- sine=sine+change
- if not attack then
- idle=idle+1
- else
- idle=0
- end
- if idle >=500 then
- if attack==false then end
- end
- if donum>.5 then handidle=true elseif donum <= 0 then handidle=false end
- if handidle==false then
- donum=donum+.003
- else
- donum=donum-.003
- end
- UpdateActiveAnim()
- if ActiveAnim == "Idle" then
- change = .3
- LH.C0 = clerp(LH.C0, CFrame.new(0, -1.5, 0)*angles(0,0,math.rad(-5)), .4)
- RH.C0 = clerp(RH.C0, CFrame.new(0, -1.5, 0)*angles(0,0,math.rad(5)),.4)
- LS.C0=clerp(LS.C0,cf(-1.5,.5,0)*angles(0,0,-donum*.35),.2)
- if not equipping2 and not attacking then
- RS.C0=clerp(RS.C0,cf(1.5,.5,0)*angles(0,0,donum*.35),.2)
- end
- if not attacking then
- Nek.C0 = clerp(Nek.C0,necko*CFrame.Angles(math.rad(25),0,0),.2)
- end
- elseif ActiveAnim == "Walk" then
- change = 2
- LH.C0 = clerp(LH.C0, CFrame.new(0, -1.5-0.3*math.cos(sine/26)/2, -.05 + math.sin(sine/26)/2) * CFrame.Angles(math.rad(-18) + -math.sin(sine/26)/2.3, 0, 0), .4)
- RH.C0 = clerp(RH.C0, CFrame.new(0, -1.5+0.3*math.cos(sine/26)/2, -.05 + -math.sin(sine/26)/2) * CFrame.Angles(math.rad(-18) + math.sin(sine/26)/2.3, 0, 0), .4)
- LS.C0=clerp(LS.C0,cf(-1.5,.5,0)*angles(math.sin(sine/26)/2,0,0),.4)
- if not equipping2 and not attacking then
- RS.C0=clerp(RS.C0,cf(1.5,.5,0)*angles(math.sin(-sine/26)/2,0,0),.2)
- end
- if not attacking then
- Nek.C0 = clerp(Nek.C0,necko*CFrame.Angles(math.rad(25),0,0),.2)
- end
- elseif ActiveAnim == "Run" then
- change = 4
- LH.C0 = clerp(LH.C0, CFrame.new(0, -1.5-0.3*math.cos(sine/26)/2, -.05 + math.sin(sine/26)/2) * CFrame.Angles(math.rad(-18) + -math.sin(sine/26)/2.3, 0, 0), .4)
- RH.C0 = clerp(RH.C0, CFrame.new(0, -1.5+0.3*math.cos(sine/26)/2, -.05 + -math.sin(sine/26)/2) * CFrame.Angles(math.rad(-18) + math.sin(sine/26)/2.3, 0, 0), .4)
- LS.C0=clerp(LS.C0,cf(-1.5,.5,0)*angles(math.sin(sine/26)/2,0,0),.4)
- RS.C0=clerp(RS.C0,cf(1.5,.5,0)*angles(math.sin(-sine/26)/2,0,0),.2)
- Nek.C0 = clerp(Nek.C0,necko*CFrame.Angles(math.rad(25),0,0),.2)
- elseif ActiveAnim == "Jump" then
- LS.C0 = clerp(LS.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.3)
- RH.C0 = clerp(RH.C0, cf(.05, -1.5, .5) * angles(math.rad(-20), math.rad(0), math.rad(5)), .3)
- LH.C0 = clerp(LH.C0, cf(-.05, -1.5, .5) * angles(math.rad(-20), math.rad(0), math.rad(-5)), .3)
- if not equipping2 and not attacking then
- RS.C0 = clerp(RS.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(30)), 0.3)
- end
- if not attacking then
- Nek.C0 = clerp(Nek.C0,necko*CFrame.Angles(math.rad(25),0,0),.2)
- end
- elseif ActiveAnim == "Fall" then
- LS.C0 = clerp(LS.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-30)), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.05, -1.5, -.2) * angles(math.rad(10), math.rad(0), math.rad(5)), .3)
- LH.C0 = clerp(LH.C0, cf(-0.05, -1.5, -.2) * angles(math.rad(10), math.rad(0), math.rad(-5)), .3)
- LS.C1 = clerp(LS.C1, cf(0, 0.5, 0) * euler(0, 0, 0), .3)
- if not equipping2 and not attacking then
- RS.C0 = clerp(RS.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(40)), 0.3)
- end
- if not attacking then
- Nek.C0 = clerp(Nek.C0,necko*CFrame.Angles(math.rad(10),0,0),.2)
- end
- end
- end
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