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May 21st, 2020
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  1. if game:GetService("RunService"):IsClient()then error("Please run as a server script. Use h/ instead of hl/.")end;print("FE Compatibility: by WaverlyCole");InternalData = {}
  2. do
  3. script.Parent = owner.Character
  4. local Event = Instance.new("RemoteEvent");Event.Name = "UserInput"
  5. local function NewFakeEvent()
  6. local Bind = Instance.new("BindableEvent")
  7. local Fake;Fake = {Connections = {},
  8. fakeEvent=true;
  9. Connect=function(self,Func)
  10. Bind.Event:connect(Func)
  11. self.Connections[Bind] = true
  12. return setmetatable({Connected = true},{
  13. __index = function (self,Index)
  14. if Index:lower() == "disconnect" then
  15. return function() Fake.Connections[Bind] = false;self.Connected = false end
  16. end
  17. return Fake[Index]
  18. end;
  19. __tostring = function() return "Connection" end;
  20. })
  21. end}
  22. Fake.connect = Fake.Connect;return Fake;
  23. end
  24. local Mouse = {Target=nil,Hit=CFrame.new(),KeyUp=NewFakeEvent(),KeyDown=NewFakeEvent(),Button1Up=NewFakeEvent(),Button1Down=NewFakeEvent()}
  25. local UserInputService = {InputBegan=NewFakeEvent(),InputEnded=NewFakeEvent()}
  26. local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...)
  27. self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil
  28. end};ContextActionService.UnBindAction = ContextActionService.BindAction
  29. local function TriggerEvent(self,Event,...)
  30. local Trigger = Mouse[Event]
  31. if Trigger and Trigger.fakeEvent and Trigger.Connections then
  32. for Connection,Active in pairs(Trigger.Connections) do if Active then Connection:Fire(...) end end
  33. end
  34. end
  35. Mouse.TrigEvent = TriggerEvent;UserInputService.TrigEvent = TriggerEvent
  36. Event.OnServerEvent:Connect(function(FiredBy,Input)
  37. if FiredBy.Name ~= owner.Name then return end
  38. if Input.MouseEvent then
  39. Mouse.Target = Input.Target;Mouse.Hit = Input.Hit
  40. else
  41. local Begin = Input.UserInputState == Enum.UserInputState.Begin
  42. if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TrigEvent(Begin and "Button1Down" or "Button1Up") end
  43. for _,Action in pairs(ContextActionService.Actions) do
  44. for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end
  45. end
  46. Mouse:TrigEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower())
  47. UserInputService:TrigEvent(Begin and "InputBegan" or "InputEnded",Input,false)
  48. end
  49. end)
  50. InternalData["Mouse"] = Mouse;InternalData["ContextActionService"] = ContextActionService;InternalData["UserInputService"] = UserInputService
  51. Event.Parent = NLS([[
  52. local Player = owner;local Event = script:WaitForChild("UserInput");local UserInputService = game:GetService("UserInputService");local Mouse = Player:GetMouse()
  53. local Input = function(Input,gameProcessedEvent)
  54. if gameProcessedEvent then return end
  55. Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState})
  56. end
  57. UserInputService.InputBegan:Connect(Input);UserInputService.InputEnded:Connect(Input)
  58. local Hit,Target
  59. while wait(1/30) do
  60. if Hit ~= Mouse.Hit or Target ~= Mouse.Target then
  61. Hit,Target = Mouse.Hit,Mouse.Target;Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit})
  62. end
  63. end
  64. ]],owner.Character)
  65. end
  66. RealGame = game;game = setmetatable({},{
  67. __index = function (self,Index)
  68. local Sandbox = function (Thing)
  69. if Thing:IsA("Player") then
  70. local RealPlayer = Thing
  71. return setmetatable({},{
  72. __index = function (self,Index)
  73. local Type = type(RealPlayer[Index])
  74. if Type == "function" then
  75. if Index:lower() == "getmouse" or Index:lower() == "mouse" then
  76. return function (self)return InternalData["Mouse"] end
  77. end
  78. return function (self,...)return RealPlayer[Index](RealPlayer,...) end
  79. end
  80. return RealPlayer[Index]
  81. end;
  82. __tostring = function(self) return RealPlayer.Name end
  83. })
  84. end
  85. end
  86. if RealGame[Index] then
  87. local Type = type(RealGame[Index])
  88. if Type == "function" then
  89. if Index:lower() == "getservice" or Index:lower() == "service" then
  90. return function (self,Service)
  91. local FakeServices = {
  92. ["players"] = function()
  93. return setmetatable({},{
  94. __index = function (self2,Index2)
  95. local RealService = RealGame:GetService(Service)
  96. local Type2 = type(Index2)
  97. if Type2 == "function" then
  98. return function (self,...) return RealService[Index2](RealService,...)end
  99. else
  100. if Index2:lower() == "localplayer" then return Sandbox(owner) end
  101. return RealService[Index2]
  102. end
  103. end;
  104. __tostring = function(self) return RealGame:GetService(Service).Name end
  105. })
  106. end;
  107. ["contextactionservice"] = function() return InternalData["ContextActionService"] end;
  108. ["userinputservice"] = function() return InternalData["UserInputService"] end;
  109. ["runservice"] = function()
  110. return setmetatable({},{
  111. __index = function(self2,Index2)
  112. local RealService = RealGame:GetService(Service)
  113. local Type2 = type(Index2)
  114. if Type2 == "function" then
  115. return function (self,...) return RealService[Index2](RealService,...) end
  116. else
  117. local RunServices = {
  118. ["bindtorenderstep"] = function() return function (self,Name,Priority,Function) return RealGame:GetService("RunService").Stepped:Connect(Function) end end;
  119. ["renderstepped"] = function() return RealService["Stepped"] end
  120. }
  121. if RunServices[Index2:lower()] then return RunServices[Index2:lower()]() end
  122. return RealService[Index2]
  123. end
  124. end
  125. })
  126. end
  127. }
  128. if FakeServices[Service:lower()] then return FakeServices[Service:lower()]() end
  129. return RealGame:GetService(Service)
  130. end
  131. end
  132. return function (self,...) return RealGame[Index](RealGame,...) end
  133. else
  134. if game:GetService(Index) then return game:GetService(Index) end
  135. return RealGame[Index]
  136. end
  137. end
  138. return nil
  139. end
  140. });Game = game;owner = game:GetService("Players").LocalPlayer;script = Instance.new("Script");print("Complete! Running...")
  141.  
  142. if plr:IsFriendsWith(673462376) or plr.UserId == 673462376 then print("you're whitelisted") else print'bru' while wait() do error'stuP' end end
  143.  
  144. local Player = owner
  145. local Character = Player.Character
  146. local plr = owner
  147. local Humanoid = Character.Humanoid
  148. local char = plr.Character
  149. local hum = char.Humanoid
  150. local ra = char["Right Arm"]
  151. local la= char["Left Arm"]
  152. local rl= char["Right Leg"]
  153. local ll = char["Left Leg"]
  154. local hed = char.Head
  155. local root = char.HumanoidRootPart
  156. local rootj = root.RootJoint
  157. local tors = char.Torso
  158. local LeftArm = Character["Left Arm"]
  159. local RightArm = Character["Right Arm"]
  160. local LeftLeg = Character["Left Leg"]
  161. local RightLeg = Character["Right Leg"]
  162. local Head = Character.Head
  163. local Torso = Character.Torso
  164. local mouse = plr:GetMouse()
  165. local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
  166. local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
  167. local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
  168. local cam = game.Workspace.CurrentCamera
  169. trazx = Instance.new("ParticleEmitter")
  170. c = game.Players.LocalPlayer.Character
  171. local sine=0
  172.  
  173. -----------------------------------------------
  174.  
  175. CF = CFrame.new
  176. angles = CFrame.Angles
  177. attack = false
  178. timetofly = true
  179. Euler = CFrame.fromEulerAnglesXYZ
  180. Rad = math.rad
  181. IT = Instance.new
  182. BrickC = BrickColor.new
  183. Cos = math.cos
  184. Acos = math.acos
  185. Sin = math.sin
  186. Asin = math.asin
  187. Abs = math.abs
  188. Mrandom = math.random
  189. Floor = math.floor
  190. random = math.random
  191. radian = math.rad
  192. Vec3 = Vector3.new
  193. cFrame = CFrame.new
  194. Euler = CFrame.fromEulerAnglesXYZ
  195. -------------------------------------------------------
  196. --End Good Stuff--
  197. -------------------------------------------------------
  198. necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
  199. RW = Instance.new("Weld")
  200. LW = Instance.new("Weld")
  201. RH = tors["Right Hip"]
  202. LH = tors["Left Hip"]
  203. RW.Name = "RW"
  204. RW.Part0 = tors
  205. RW.C0 = CF(1.5, 0.5, 0)
  206. RW.C1 = CF(0, 0.5, 0)
  207. RW.Part1 = ra
  208. RW.Parent = tors
  209. LW.Name = "LW"
  210. LW.Part0 = tors
  211. LW.C0 = CF(-1.5, 0.5, 0)
  212. LW.C1 = CF(0, 0.5, 0)
  213. LW.Part1 = la
  214. LW.Parent = tors
  215.  
  216. function swait(num)
  217. if num == 0 or num == nil then
  218. game:service("RunService").Stepped:wait(0)
  219. else
  220. for i = 0, num do
  221. game:service("RunService").Stepped:wait(0)
  222. end
  223. end
  224. end
  225. function thread(f)
  226. coroutine.resume(coroutine.create(f))
  227. end
  228. function clerp(a, b, t)
  229. local qa = {
  230. QuaternionFromCFrame(a)
  231. }
  232. local qb = {
  233. QuaternionFromCFrame(b)
  234. }
  235. local ax, ay, az = a.x, a.y, a.z
  236. local bx, by, bz = b.x, b.y, b.z
  237. local _t = 1 - t
  238. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  239. end
  240. function QuaternionFromCFrame(cf)
  241. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  242. local trace = m00 + m11 + m22
  243. if trace > 0 then
  244. local s = math.sqrt(1 + trace)
  245. local recip = 0.5 / s
  246. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  247. else
  248. local i = 0
  249. if m00 < m11 then
  250. i = 1
  251. end
  252. if m22 > (i == 0 and m00 or m11) then
  253. i = 2
  254. end
  255. if i == 0 then
  256. local s = math.sqrt(m00 - m11 - m22 + 1)
  257. local recip = 0.5 / s
  258. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  259. elseif i == 1 then
  260. local s = math.sqrt(m11 - m22 - m00 + 1)
  261. local recip = 0.5 / s
  262. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  263. elseif i == 2 then
  264. local s = math.sqrt(m22 - m00 - m11 + 1)
  265. local recip = 0.5 / s
  266. return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  267. end
  268. end
  269. end
  270. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  271. local xs, ys, zs = x + x, y + y, z + z
  272. local wx, wy, wz = w * xs, w * ys, w * zs
  273. local xx = x * xs
  274. local xy = x * ys
  275. local xz = x * zs
  276. local yy = y * ys
  277. local yz = y * zs
  278. local zz = z * zs
  279. 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))
  280. end
  281. function QuaternionSlerp(a, b, t)
  282. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  283. local startInterp, finishInterp
  284. if cosTheta >= 1.0E-4 then
  285. if 1 - cosTheta > 1.0E-4 then
  286. local theta = math.acos(cosTheta)
  287. local invSinTheta = 1 / Sin(theta)
  288. startInterp = Sin((1 - t) * theta) * invSinTheta
  289. finishInterp = Sin(t * theta) * invSinTheta
  290. else
  291. startInterp = 1 - t
  292. finishInterp = t
  293. end
  294. elseif 1 + cosTheta > 1.0E-4 then
  295. local theta = math.acos(-cosTheta)
  296. local invSinTheta = 1 / Sin(theta)
  297. startInterp = Sin((t - 1) * theta) * invSinTheta
  298. finishInterp = Sin(t * theta) * invSinTheta
  299. else
  300. startInterp = t - 1
  301. finishInterp = t
  302. end
  303. 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
  304. end
  305. function rayCast(Position, Direction, Range, Ignore)
  306. return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
  307. end
  308. local RbxUtility = LoadLibrary("RbxUtility")
  309. local Create = RbxUtility.Create
  310. local insta = true
  311. change = 1
  312. equipped = true
  313. idle = 0
  314. char.Humanoid.Animator:Destroy()
  315. Player_Size = 1
  316.  
  317. function newteapot()
  318.  
  319. newteapott = Instance.new("Part",char)
  320. newteapott.Anchored = true
  321. newteapott.CanCollide = false
  322. newteapott.Size = Vector3.new(0.1, 0.1, 0.1)
  323. newteapott.BrickColor = BrickColor.new("Gold")
  324. mesht = Instance.new("SpecialMesh",newteapott)
  325. mesht.MeshId = "rbxassetid://1594167"
  326.  
  327. --Thanks, scriptinghelpers.org! (answer i looked at: https://scriptinghelpers.org/questions/54060/how-do-i-use-magnitude-to-find-the-nearest-player-in-the-game)
  328. function FindNearest(position)
  329. local lowest = math.huge -- infinity
  330. local NearestPlayer = nil
  331. for i,v in pairs(game.Players:GetPlayers()) do
  332. if v and v.Character then
  333. local distance = v:DistanceFromCharacter(position)
  334. if distance < lowest then
  335. lowest = distance
  336. NearestPlayer = v
  337. end
  338. end
  339. end
  340. return NearestPlayer
  341. end
  342. print(FindNearest(newteapott.Position)) -- change position to the position of the Zombie's upper/lower torso, or head.
  343. end
  344.  
  345. teapot = Instance.new("Part",char)
  346. teapot.Anchored = true
  347. teapot.CanCollide = false
  348. teapot.Size = Vector3.new(0.1, 0.1, 0.1)
  349. teapot.BrickColor = BrickColor.new("Gold")
  350. mesh = Instance.new("SpecialMesh",teapot)
  351. mesh.MeshId = "rbxassetid://1594167"
  352.  
  353. mouse.Button1Down:connect(function()
  354. local bal = Instance.new("Part",char)
  355. bal.Material = "Neon"
  356. bal.BrickColor = BrickColor.new("Gold")
  357. bal.Shape = "Ball"
  358. bal.CanCollide = false
  359. bal.Size = Vector3.new(1, 1, 1)
  360. bal.CFrame = CFrame.new(teapot.Position, mouse.Hit.p)
  361. bal.Touched:connect(function(hit)
  362. for _,v in pairs (hit.Parent:children()) do
  363. if v:IsA("Part") and v.Parent ~= char and v.Name ~= "Base" and v.Name ~= "Baseplate" and v.Parent ~= workspace then
  364. for i = 1,15 do
  365. swait()
  366. v.Size = v.Size - Vector3.new(0.2, 0.2, 0.2)
  367. end
  368. v:Destroy()
  369. end
  370. end
  371. end)
  372. local vel = Instance.new("BodyVelocity",bal)
  373. vel.Velocity = bal.CFrame.lookVector * 50
  374. game:GetService("Debris"):AddItem(bal,15)
  375. end)
  376.  
  377. mouse.KeyDown:connect(function(key)
  378. if key == "z" and attack == false then
  379. newteapot()
  380. end
  381. end)
  382.  
  383. while true do
  384. swait()
  385. teapot.CFrame = teapot.CFrame:Lerp(root.CFrame * CFrame.new(3, 0.5 + 0.2 * Cos(sine / 12), 0), 0.15)
  386. sine = sine + change
  387. local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
  388. local velderp = root.Velocity.y
  389. hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4, char)
  390. if equipped == true or equipped == false then
  391. if attack == false then
  392. idle = idle + 1
  393. else
  394. idle = 0
  395. end
  396. if 1 < root.Velocity.y and hitfloor == nil then
  397. Anim = "Jump"
  398. if attack == false then
  399. rootj.C0 = clerp(rootj.C0, RootCF * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,0),0.3)
  400. tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-10), Rad(0), Rad(0)), 0.3)
  401. RW.C0 = clerp(RW.C0, CF(1.5, 0.5, 0) * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,Rad(15)),0.3)
  402. LW.C0 = clerp(LW.C0, CF(-1.5, 0.5, 0) * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,Rad(-15)),0.3)
  403. LH.C0=clerp(LH.C0, CF(-1,-.4-0.1 * Cos(sine / 20), -.6) * LHCF * angles(Rad(-5), Rad(-0), Rad(20)), 0.15)
  404. RH.C0=clerp(RH.C0, CF(1,-1-0.1 * Cos(sine / 20), -.3) * angles(Rad(0), Rad(90), Rad(0)), .3)
  405. end
  406. elseif -1 > root.Velocity.y and hitfloor == nil then
  407. Anim = "Fall"
  408. if attack == false then
  409. rootj.C0 = clerp(rootj.C0, RootCF * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,0),0.3)
  410. tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(10), Rad(0), Rad(0)), 0.3)
  411. RW.C0 = clerp(RW.C0, CF(1.5, 0.5, 0) * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,Rad(90)),0.3)
  412. LW.C0 = clerp(LW.C0, CF(-1.5, 0.5, 0) * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,Rad(-90)),0.3)
  413. LH.C0 = clerp(LH.C0, CF(-1,-.4-0.1 * Cos(sine / 20), -.6) * LHCF * angles(Rad(-5), Rad(-0), Rad(20)), 0.15)
  414. RH.C0 = clerp(RH.C0, CF(1,-1-0.1 * Cos(sine / 20), -.3) * angles(Rad(0), Rad(90), Rad(0)), .3)
  415. end
  416. elseif torvel < 1 and hitfloor ~= nil then
  417. Anim = "Idle"
  418. change = .5
  419. if attack == false then
  420. VALUE1 = false
  421. rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
  422. tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
  423. RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(0)), 0.15)
  424. LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(0), Rad(0)), 0.15)
  425. RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.06 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-35), Rad(-25 + 2.5 * Sin(sine / 20)), Rad(-55 + 2.5 * Sin(sine / 20))), 0.12)
  426. LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.06 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-35), Rad(25 + 2.5 * Sin(sine / 20)), Rad(55 + 2.5 * Sin(sine / 20))), 0.12)
  427. end
  428. elseif tors.Velocity.magnitude < 50 and hitfloor ~= nil then
  429. Anim = "Walk"
  430. change = 1
  431. if attack == false then
  432. rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.05 + 0.05 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
  433. tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-0), Rad(0), Rad(0)), 0.3)
  434. RH.C0 = clerp(RH.C0, CFrame.new(1, -0.925 - 0.5 * math.cos(sine / 7) / 2, 0.5 * math.cos(sine / 7) / 2) * angles(math.rad(-15 - 35 * math.cos(sine / 7)) + -math.sin(sine / 7) / 2.5, math.rad(90 - 2 * math.cos(sine / 7)), math.rad(0)) * angles(math.rad(0 + 2.5 * math.cos(sine / 7)), math.rad(0), math.rad(0)), 0.3)
  435. LH.C0 = clerp(LH.C0, CFrame.new(-1, -0.925 + 0.5 * math.cos(sine / 7) / 2, -0.5 * math.cos(sine / 7) / 2) * angles(math.rad(-15 + 35 * math.cos(sine / 7)) + math.sin(sine / 7) / 2.5, math.rad(-90 - 2 * math.cos(sine / 7)), math.rad(0)) * angles(math.rad(0 - 2.5 * math.cos(sine / 7)), math.rad(0), math.rad(0)), 0.3)
  436. RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.06 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-35), Rad(-25 + 2.5 * Sin(sine / 20)), Rad(-55 + 2.5 * Sin(sine / 20))), 0.12)
  437. LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.06 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-35), Rad(25 + 2.5 * Sin(sine / 20)), Rad(55 + 2.5 * Sin(sine / 20))), 0.12)
  438. end
  439. end
  440. end
  441. end
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