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- wait(1) --remove if you're using it in-game
- local function lerp(weld,beglerp,endlerp,speed)
- weld.C0 = beglerp:lerp(endlerp,speed)
- return weld.C0
- end
- for i,v in next, game.Players.LocalPlayer.Character:GetChildren() do
- if v:IsA("Accessory") then
- v:Remove()
- end
- end
- wait(2)
- local speed = 0.2
- local angle = 0
- local anglespeed = 2
- local armspeed = 0.2
- local armangle = 0
- local armanglespeed = 2
- local legspeed = 0.2
- local legangle = 0
- local leganglespeed = 2
- local idle = 0
- local on = true
- local damen = false
- local enabled = true
- local buff = false
- local zenabled = 0
- local xenabled = 0
- local cenabled = 0
- local venabled = 0
- local eenabled = 0
- local Debounce = {}
- local TakeDamage = false
- local combo = 1
- Theme = Instance.new("Sound",game.Players.LocalPlayer.Character)
- Theme.SoundId = "rbxassetid://935501955"
- Theme.Looped = true
- Theme:Play()
- local Player = game.Players.LocalPlayer
- local mouse = Player:GetMouse()
- local Char = Player.Character
- if Char:FindFirstChild("Shirt") ~= nil then
- Char.Shirt:Destroy()
- Instance.new("Shirt",Char).ShirtTemplate = "rbxassetid://344089667"
- end
- if Char:FindFirstChild("Pants") ~= nil then
- Char.Pants:Destroy()
- Instance.new("Pants",Char).PantsTemplate = "rbxassetid://344084364"
- end
- local Human = Char.Humanoid
- Human.MaxHealth = 500
- wait(0.1)
- Human.Health = Human.MaxHealth
- local Sounds = {"rbxassetid://588693156","rbxassetid://588693579","rbxassetid://588735023","rbxassetid://588737825","rbxassetid://163619849","rbxassetid://240517975","rbxassetid://233856154","rbxassetid://401057781","rbxassetid://401057825","rbxassetid://401057895","rbxassetid://199149186","rbxassetid://199149269"}
- local Head = Char.Head
- local LA = Char:findFirstChild("Left Arm")
- local RA = Char:findFirstChild("Right Arm")
- local LL = Char:findFirstChild("Left Leg")
- local RL = Char:findFirstChild("Right Leg")
- local T = Char:findFirstChild("Torso")
- local LS = T:findFirstChild("Left Shoulder")
- local RS = T:findFirstChild("Right Shoulder")
- local LH = T:findFirstChild("Left Hip")
- local RH = T:findFirstChild("Right Hip")
- local Neck = T:findFirstChild("Neck")
- local HM = Char:findFirstChild("HumanoidRootPart")
- local RJ = Char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- local WLS = Instance.new("Motor", T)
- WLS.C0 = CFrame.new(-1.5, 0.5, 0)
- WLS.C1 = CFrame.new(0, 0.5, 0)
- WLS.Part0 = T
- WLS.Part1 = LA
- local WRS = Instance.new("Motor", T)
- WRS.Part0 = T
- WRS.Part1 = RA
- WRS.C0 = CFrame.new(1.5, 0.5, 0)
- WRS.C1 = CFrame.new(0, 0.5, 0)
- local WLH = LH
- local WRH = RH
- local LSC0 = WLS.C0
- local RSC0 = WRS.C0
- local LHC0 = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- local LHC1 = CFrame.new(-0.5, 1 ,0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- local RHC0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- local RHC1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- local WRJ = RJ
- local RJC0 = WRJ.C0
- local RJC1 = WRJ.C1
- local NC0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local Run = game:GetService("RunService")
- local noweightprop = PhysicalProperties.new(0,0.3,0.5,0,0) --apply to parts you add by doing part.CustomPhysicalProperties = noweightprop
- local Machete = Instance.new("Part",Char)
- Machete.CanCollide = false
- Machete.Locked = true
- Machete.TopSurface = 10
- Machete.BottomSurface = 10
- Machete.CustomPhysicalProperties = noweightprop
- Machete.FormFactor = 3
- Machete.Size = Vector3.new(0.5,2,0.5)
- local MacheteMesh = Instance.new("SpecialMesh",Machete)
- MacheteMesh.Scale = Vector3.new(1,0.5,0.4)
- MacheteMesh.MeshId = "http://www.roblox.com/asset/?id=121944778"
- MacheteMesh.TextureId = "http://www.roblox.com/asset/?id=121944805"
- MacheteMesh.Scale = Vector3.new(1, 1, 1)
- local MacheteWeld = Instance.new("Motor",Machete)
- MacheteWeld.Part0 = RA
- MacheteWeld.Part1 = Machete
- MacheteWeld.C0 = CFrame.new(0,-1.15,-1.8) *CFrame.Angles(-math.pi/2,0,0)
- local HW = MacheteWeld
- local hc0 = HW.C0
- local Mask = Instance.new("Part",Char)
- Mask.CanCollide = false
- Mask.Locked = true
- Mask.TopSurface = 10
- Mask.BottomSurface = 10
- Mask.FormFactor = 3
- Mask.Size = Vector3.new(1,1,1)
- local MaskMesh = Instance.new("SpecialMesh",Mask)
- MaskMesh.Scale = Vector3.new(0.125,0.125,0.125)
- MaskMesh.MeshId = "http://www.roblox.com/asset/?id=0"
- MaskMesh.TextureId = "http://www.roblox.com/asset/?id=0"
- local MaskWeld = Instance.new("Weld",Head)
- MaskWeld.Part0 = Head
- MaskWeld.Part1 = Mask
- MaskWeld.C0 = CFrame.new(0,0.075,-0.65) *CFrame.Angles(-math.pi/2,0,0)
- Hat = Instance.new("Hat",game.Players.LocalPlayer.Character)
- local Hair = Instance.new("Part",Hat)
- Hair.Name = "Handle"
- hatweld = Instance.new("Weld",Hair)
- hatweld.Part0 = Hair
- hatweld.Part1 = game.Players.LocalPlayer.Character.Head
- local Mesh = Instance.new("FileMesh",Hair)
- Mesh.MeshId = "rbxassetid://250264520"
- Mesh.TextureId = "rbxassetid://75975464"
- Anim = Char:FindFirstChild("Animate")
- if Anim ~= nil then
- Anim.Parent = nil
- end
- Animate = Human:FindFirstChild("Animator")
- if Animate ~= nil then
- Animate.Parent = nil
- end
- local gui = Instance.new("ScreenGui",Player.PlayerGui)
- local skill1 = Instance.new("TextLabel",gui)
- skill1.Size = UDim2.new(0,150,0,50)
- skill1.Position = UDim2.new(0.75,0,0.75,0)
- skill1.Text = ""
- skill1.TextWrapped = true
- skill1.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill1text = Instance.new("TextLabel",gui)
- skill1text.Size = UDim2.new(0,150,0,50)
- skill1text.Position = UDim2.new(0.75,0,0.75,0)
- skill1text.TextColor3 = Color3.new(1,1,1)
- skill1text.BackgroundTransparency = 1
- skill1text.Text = "[Z] \n Machete Toss"
- skill1text.TextWrapped = true
- skill1text.TextScaled = true
- skill1text.Font = "Antique"
- skill1text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill1img = Instance.new("ImageLabel",skill1)
- skill1img.Size = UDim2.new(0,0,1,0)
- skill1img.Image = "rbxassetid://48965808"
- skill1img.BackgroundColor3 = BrickColor.new("Crimson").Color
- local skill2 = Instance.new("TextLabel",gui)
- skill2.Size = UDim2.new(0,150,0,50)
- skill2.Position = UDim2.new(0.875,0,0.75,0)
- skill2.Text = ""
- skill2.TextWrapped = true
- skill2.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill2text = Instance.new("TextLabel",gui)
- skill2text.Size = UDim2.new(0,150,0,50)
- skill2text.Position = UDim2.new(0.875,0,0.75,0)
- skill2text.TextColor3 = Color3.new(1,1,1)
- skill2text.BackgroundTransparency = 1
- skill2text.Text = "[X] \n Machete Combo"
- skill2text.TextWrapped = true
- skill2text.TextScaled = true
- skill2text.Font = "Antique"
- skill2text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill2img = Instance.new("ImageLabel",skill2)
- skill2img.Size = UDim2.new(0,0,1,0)
- skill2img.Image = "rbxassetid://48965808"
- skill2img.BackgroundColor3 = BrickColor.new("Crimson").Color
- local skill3 = Instance.new("TextLabel",gui)
- skill3.Size = UDim2.new(0,150,0,50)
- skill3.Position = UDim2.new(0.75,0,0.85,0)
- skill3.Text = ""
- skill3.TextWrapped = true
- skill3.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill3text = Instance.new("TextLabel",gui)
- skill3text.Size = UDim2.new(0,150,0,50)
- skill3text.Position = UDim2.new(0.75,0,0.85,0)
- skill3text.TextColor3 = Color3.new(1,1,1)
- skill3text.BackgroundTransparency = 1
- skill3text.Text = "[C] \n Choke"
- skill3text.TextWrapped = true
- skill3text.TextScaled = true
- skill3text.Font = "Antique"
- skill3text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill3img = Instance.new("ImageLabel",skill3)
- skill3img.Size = UDim2.new(0,0,1,0)
- skill3img.Image = "rbxassetid://48965808"
- skill3img.BackgroundColor3 = BrickColor.new("Crimson").Color
- local skill4 = Instance.new("TextLabel",gui)
- skill4.Size = UDim2.new(0,150,0,50)
- skill4.Position = UDim2.new(0.875,0,0.85,0)
- skill4.Text = ""
- skill4.TextWrapped = true
- skill4.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill4text = Instance.new("TextLabel",gui)
- skill4text.Size = UDim2.new(0,150,0,50)
- skill4text.Position = UDim2.new(0.875,0,0.85,0)
- skill4text.TextColor3 = Color3.new(1,1,1)
- skill4text.BackgroundTransparency = 1
- skill4text.Text = "[V] \n Guts Spill"
- skill4text.TextWrapped = true
- skill4text.TextScaled = true
- skill4text.Font = "Antique"
- skill4text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill4img = Instance.new("ImageLabel",skill4)
- skill4img.Size = UDim2.new(0,0,1,0)
- skill4img.Image = "rbxassetid://48965808"
- skill4img.BackgroundColor3 = BrickColor.new("Crimson").Color
- local skill5 = Instance.new("TextLabel",gui)
- skill5.Size = UDim2.new(0,150,0,50)
- skill5.Position = UDim2.new(0.8125,0,0.65,0)
- skill5.Text = ""
- skill5.TextWrapped = true
- skill5.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill5text = Instance.new("TextLabel",gui)
- skill5text.Size = UDim2.new(0,150,0,50)
- skill5text.Position = UDim2.new(0.8125,0,0.65,0)
- skill5text.TextColor3 = Color3.new(1,1,1)
- skill5text.BackgroundTransparency = 1
- skill5text.Text = "[E] \n Killing Machine"
- skill5text.TextWrapped = true
- skill5text.TextScaled = true
- skill5text.Font = "Antique"
- skill5text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill5img = Instance.new("ImageLabel",skill5)
- skill5img.Size = UDim2.new(0,0,1,0)
- skill5img.Image = "rbxassetid://48965808"
- skill5img.BackgroundColor3 = BrickColor.new("Crimson").Color
- local Meshes={
- Blast="20329976",
- Crown="1323306",
- Ring="3270017",
- Claw="10681506",
- Crystal="9756362",
- Coil="9753878",
- Cloud="1095708",
- Skull="4770583",
- SpinyShell="1080954",
- }
- local function nooutlines(part)
- part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10
- end
- local function getmesh(mesh)
- return "rbxassetid://"..mesh
- end
- --[[
- Might look confusing, but it isn't really.
- Example:
- effect(part,brickcolor,size,cframe,trans,transincrement,scaleby,loopwait,meshid,meshtype)
- --]]
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- local function Rwait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- local function effect(part,brickcolor,size,cframe,trans,transincrement,scaleby,loopwait,meshid,meshtype)
- local p = Instance.new("Part", part or workspace)
- p.Anchored = true
- p.CanCollide = false
- p.FormFactor = Enum.FormFactor.Custom
- p.Material = "SmoothPlastic"
- p.CFrame = cframe
- p.BrickColor = brickcolor
- p.Size = Vector3.new(1,1,1)
- p.Transparency = trans
- nooutlines(p)
- local m = Instance.new("SpecialMesh",p)
- if meshtype ~= nil and meshid == nil then
- m.MeshType = meshtype
- end
- if meshtype == nil and meshid ~= nil then
- m.MeshId = getmesh(meshid)
- end
- m.Scale = size
- coroutine.wrap(function()
- for i = 0,loopwait,0.1 do
- p.CFrame = p.CFrame
- p.Transparency = p.Transparency +transincrement
- m.Scale = m.Scale + scaleby
- Rwait()
- end
- p:Destroy()
- end)()
- return p
- end
- local PlaySound = function(part,volume,pitch,id,looped)
- local Sound = Instance.new("Sound", part)
- Sound.SoundId = id
- Sound.Pitch = pitch
- Sound.Volume = volume
- coroutine.wrap(function()
- wait()
- Sound:Play()
- if looped == nil then
- game.Debris:AddItem(Sound,10)
- end
- end)()
- if looped == true then
- Sound.Looped = true
- end
- return Sound
- end
- local ShowDmg = function(totake)
- local modl = Instance.new("Model", workspace)
- modl.Name = tostring(totake)
- local prt = Instance.new("Part", modl)
- prt.CanCollide = false
- prt.BrickColor = BrickColor.Red()
- prt.Name = "Head"
- prt.CFrame = HM.CFrame *CFrame.new(0, 1.5, 0)
- prt.TopSurface = 0
- prt.BottomSurface = 0
- prt.FormFactor = 3
- prt.Size = Vector3.new(1, 0.2, 1)
- local bm = Instance.new("BlockMesh", prt)
- local hum = Instance.new("Humanoid", modl)
- hum.Health = 0
- hum.MaxHealth = 0
- hum.WalkSpeed = 0
- bodypos = Instance.new("BodyPosition", prt)
- bodypos.position = Head.Position +Vector3.new(0, 1, 0)
- bodypos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- game.Debris:AddItem(modl, 1)
- coroutine.resume(coroutine.create(function()
- for i = 1, 3 do
- bodypos.position = bodypos.position +Vector3.new(0, 0.5, 0)
- Rwait()
- end
- end))
- end
- local function ChargeAt(Strength)
- local BV = Instance.new("BodyVelocity",HM)
- BV.maxForce = Vector3.new(1e5,0,1e5)
- BV.velocity = HM.CFrame.lookVector *Strength
- game.Debris:AddItem(BV,0.1)
- end
- local function Damage(hit,mm,knockback,knockbackvelocity)
- if hit ~= nil and damen == true and hit.Parent ~= Char then
- local hum = GetHumanoid(hit.Parent)
- if hum ~= nil then
- if TakeDamage == true then
- if buff == false then
- hum:TakeDamage(mm)
- spawn(function()
- ShowDmg(mm)
- end)
- elseif buff == true then
- hum:TakeDamage(mm*2)
- spawn(function()
- ShowDmg(mm*2)
- end)
- end
- elseif TakeDamage == false then
- if buff == false then
- hum.Health = hum.Health - mm
- spawn(function()
- ShowDmg(mm)
- end)
- elseif buff == true then
- hum.Health = hum.Health - mm*2
- spawn(function()
- ShowDmg(mm)
- end)
- end
- end
- PlaySound(hum.Torso,1,1,Sounds[math.random(8,12)])
- if knockback ~= nil and knockback ~= 0 then
- if knockbackvelocity == nil then
- local v = Instance.new("BodyVelocity",hum.Torso)
- v.maxForce = Vector3.new(1e5,1e5,1e5)
- v.P = 1e20
- v.velocity = HM.CFrame.lookVector *knockback
- game.Debris:AddItem(v,0.3)
- else
- local v = Instance.new("BodyVelocity",hum.Torso)
- v.maxForce = Vector3.new(1e5,1e5,1e5)
- v.P = 1e20
- v.velocity = knockbackvelocity *knockback
- game.Debris:AddItem(v,0.3)
- end
- end
- end
- damen = false
- end
- end
- local function GetDistance(Obj,Mag)
- local Bodies = {}
- local hum
- for _,v in pairs(workspace:GetChildren()) do
- if v ~= Char then
- hum = GetHumanoid(v)
- if hum ~= nil and hum.Torso ~= nil then
- local Mag2 = (hum.Torso.Position - Obj.Position).magnitude
- if Mag2 < Mag then
- Bodies[#Bodies + 1] = v
- end
- end
- end
- end
- return Bodies,hum
- end
- --darkus stuff
- function GetHumanoid(Character)
- assert(Character, 'bad argument #1 to Character (Model expected, got nil)')
- local hum
- if Character == Char then return end
- if Character.ClassName == "Hat" or Character.ClassName == "Accessory" then
- for q,e in next, Character.Parent:children() do
- if e:isA'Humanoid' then
- hum = e
- end
- if e:isA'ForceField' then
- return
- end
- end
- else
- for q,e in next, Character:children() do
- if e:isA'Humanoid' then
- hum = e
- end
- if e:isA'ForceField' then
- return
- end
- end
- end
- return hum
- end
- function GetNear(Object, Distance)
- assert(Object, 'bad argument #1 to Object (Model expected, got nil)')
- local Distance = (Distance and Distance or 25)
- local rtn = {}
- for q,e in next, workspace:children() do
- local Hum = e:FindFirstChild'Humanoid'
- if Hum ~= nil then
- Tor = Hum.Torso
- end
- if Tor ~= nil then
- local dist = (Object.Position-Tor.Position).magnitude
- if dist <= Distance then
- rtn[#rtn+1] = e
- end
- end
- end
- return rtn
- end
- local function DamageNear(Distance, Part, Damage, Knockback, DebounceTime, KnockbackVelocity)
- if damen == false then return end
- assert(Part, 'bad argument #2 to Part (Part expected, got nil)')
- assert(Part:isA'BasePart', ('bad argument #2 to Part (Part expected, got %s)'):format(Part.ClassName))
- if DebounceTime == 0 or DebounceTime == nil then
- DebounceTime = 0.5
- end
- local Distance = (Distance and Distance or 25)
- local Noobs = GetNear(Part, Distance)
- for nild, Character in next, Noobs do
- local Human = GetHumanoid(Character)
- if Human and not Debounce[Character] then
- -- no clue why they were using spawn but ok...
- Debounce[Character] = true
- if TakeDamage then
- if buff == false then
- Human:TakeDamage(mm)
- spawn(function()
- ShowDmg(mm)
- end)
- elseif buff == true then
- Human:TakeDamage(Damage)
- spawn(function()
- ShowDmg(Damage*2)
- end)
- end
- else
- if buff == false then
- Human.Health = Human.Health - Damage
- spawn(function()
- ShowDmg(Damage)
- end)
- elseif buff == true then
- Human:TakeDamage(Damage*2)
- spawn(function()
- ShowDmg(Damage*2)
- end)
- end
- end
- PlaySound(Human.Torso,1,1,Sounds[math.random(8,12)])
- if Knockback then
- if KnockbackVelocity == nil then
- local v = Instance.new("BodyVelocity", Human.Torso)
- v.maxForce = Vector3.new(1e5,1e5,1e5)
- v.P = 1e20
- v.velocity = HM.CFrame.lookVector * Knockback
- spawn(function()
- game:service'Debris':AddItem(v,0.3)
- end)
- else
- local v = Instance.new("BodyVelocity", Human.Torso)
- v.maxForce = Vector3.new(1e5,1e5,1e5)
- v.P = 1e20
- v.velocity = KnockbackVelocity * Knockback
- spawn(function()
- game:service'Debris':AddItem(v,0.3)
- end)
- end
- end
- coroutine.wrap(function()--spawn(function()
- wait(DebounceTime)
- Debounce[Character] = nil
- end)()--end)
- end
- end
- return
- end
- --
- local function Slash1()
- for i = 1,11 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,math.pi/10),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(HW,HW.C0,hc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed)
- end
- Rwait()
- end
- damen = true
- PlaySound(Machete,1,0.6,Sounds[1])
- for i = 1,14 do
- DamageNear(4,Machete,math.random(7,14),5)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/20,0,-math.pi/10),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(HW,HW.C0,hc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed)
- end
- Rwait()
- end
- damen = false
- end
- local function Kick2()
- local walkspeed = Human.WalkSpeed
- Human.WalkSpeed = 0
- for i = 1,11 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(-math.pi/10,0,0),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.3,0.5,0) *CFrame.Angles(0,0,math.pi/10),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(-math.pi/8,0,0),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(HW,HW.C0,hc0,speed)
- Rwait()
- end
- damen = true
- PlaySound(Machete,1,0.6,"rbxassetid://200632211")
- ChargeAt(50)
- for i = 1,10 do
- DamageNear(3,RL,math.random(7,14),15)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(-math.pi/10,0,0),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.3,0,0) *CFrame.Angles(0,0,math.pi/2),legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(HW,HW.C0,hc0,speed)
- Rwait()
- end
- Human.WalkSpeed = walkspeed
- damen = false
- end
- local function BackSlash3()
- local walkspeed = Human.WalkSpeed
- for i = 1,11 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/5,math.pi/2),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/1.005),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(HW,HW.C0,hc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed)
- end
- Rwait()
- end
- damen = true
- PlaySound(Machete,1,0.8,Sounds[1])
- ChargeAt(45)
- Human.WalkSpeed = 0
- for i = 1,14 do
- DamageNear(4,Machete,math.random(7,14),5)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed*1.5)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed*1.5)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/8),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.3,0,0),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/5),speed*1.5)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/5),speed*1.5)
- lerp(HW,HW.C0,hc0,speed*1.5)
- Rwait()
- end
- Human.WalkSpeed = walkspeed
- damen = false
- end
- local function MacheteToss()
- damen = true
- local walkspeed = Human.WalkSpeed
- Human.WalkSpeed = 0
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,-1) *CFrame.Angles(math.pi/1.4,0,math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.5,0,-1) *CFrame.Angles(math.pi/1.4,0,-math.pi/4),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(-math.pi/7.5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/10,0,0),speed)
- lerp(HW,HW.C0,hc0,speed)
- Rwait()
- end
- HW.Part0 = HM
- HW.C0 = CFrame.new()
- for i = 1,40 do
- DamageNear(4,Machete,math.random(7,14),15)
- if i % 4 == 0 then
- PlaySound(Machete,1,0.75,Sounds[2])
- end
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,-1) *CFrame.Angles(math.pi/2,0,math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.5,0,-1) *CFrame.Angles(math.pi/2,0,-math.pi/4),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(math.pi/7.5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/10,0,0),speed)
- lerp(HW,HW.C0,hc0 *CFrame.new(0,1+i,0) *CFrame.Angles(-i,0,0),speed)
- Rwait()
- end
- for i = 40,0,-1 do
- DamageNear(4,Machete,math.random(7,14),15)
- if i % 4 == 0 then
- PlaySound(Machete,1,0.75,Sounds[2])
- end
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,-1) *CFrame.Angles(math.pi/2,0,math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.5,0,-1) *CFrame.Angles(math.pi/2,0,-math.pi/4),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(math.pi/7.5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/10,0,0),speed)
- lerp(HW,HW.C0,hc0 *CFrame.new(0,1+i,0) *CFrame.Angles(-i,0,0),speed)
- Rwait()
- end
- HW.Part0 = RA
- HW.C0 = hc0
- Human.WalkSpeed = walkspeed
- damen = false
- end
- local function KillingMachine()
- PlaySound(Head,1,0.8,Sounds[3])
- local walkspeed = Human.WalkSpeed
- Human.WalkSpeed = 0
- buff = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,0,-math.pi/2),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,0,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/8,0,0),speed)
- lerp(HW,HW.C0,hc0,speed)
- Rwait()
- end
- local bufffire = Instance.new("Fire",HM)
- bufffire.Color = BrickColor.new("New Yeller").Color
- bufffire.Size = 10
- Human.WalkSpeed = walkspeed
- spawn(function()
- Rwait(1000)
- buff = false
- bufffire:Destroy()
- effect(HM,BrickColor.new("Black"),Vector3.new(4,4,4),HM.CFrame,0,0.1,Vector3.new(-0.1,-0.1,-0.1),3,nil,"Sphere")
- PlaySound(Head,1,0.7,Sounds[4])
- end)
- end
- local choking = false
- local function Choke(hit)
- choking = true
- local beforeprop = hit.Parent.Humanoid.Torso.CustomPhysicalProperties
- for i = 1,40 do
- for i,v in pairs(hit.Parent:GetChildren()) do
- if v.ClassName == "Part" then
- v.CustomPhysicalProperties = noweightprop
- end
- end
- hit.Parent.Humanoid.PlatformStand = true
- hit.Parent.Humanoid:ChangeState(1)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/1.1,0,-math.pi/3),armspeed/2)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/5),armspeed/2)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/2),speed/2)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/2),speed/2)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed)
- end
- Rwait()
- end
- for i = 1,30 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2.4,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/5),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/2.4),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/2.4),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.6) *CFrame.Angles(math.pi/2.4,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed)
- end
- Rwait()
- end
- Human:ChangeState(2)
- for i,v in pairs(hit.Parent:GetChildren()) do
- if v.ClassName == "Part" then
- v.CustomPhysicalProperties = beforeprop
- end
- end
- Damage(hit,math.random(18,28))
- hit.Parent.Humanoid.PlatformStand = false
- grabweld:Destroy()
- local ok = effect(hit.Parent.Torso,BrickColor.White(),Vector3.new(),hit.Parent.Torso.CFrame *CFrame.Angles(-math.pi/2,0,0),0,0.1,Vector3.new(1,1,1),3,Meshes.Blast,nil)
- PlaySound(ok,1,0.6,"rbxassetid://174295284")
- choking = false
- damen = false
- enabled = true
- end
- local function GrabChoke()
- damen = true
- PlaySound(Claw,1,0.7,Sounds[2])
- local dmgbx = LA.Touched:connect(function(hit) if choking == false and hit.Parent ~= nil and hit.Parent:FindFirstChild("Humanoid").Health >= 0 and hit.Parent:FindFirstChild("HumanoidRootPart") ~= nil then grabweld = Instance.new("Weld",T) grabweld.Part0 = LA grabweld.Part1 = hit.Parent.Torso grabweld.C0 = CFrame.new(0,-1.5,0) grabweld.C0 = grabweld.C0 *CFrame.Angles(-math.pi/2,math.pi,0) choking = true print(hit,grabweld,damen) Choke(hit) end end)
- for i = 1,100 do
- if choking == true then break end
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,0,-math.pi/5),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/5),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed)
- end
- Rwait()
- end
- if choking == false then
- damen = false
- enabled = true
- end
- dmgbx:disconnect()
- end
- local click = mouse.Button1Down:connect(function()
- if on == false then return end
- if enabled == false then return end
- if combo == 1 and enabled == true then
- enabled = false
- Slash1()
- enabled = true
- combo = 2
- coroutine.wrap(function()
- Rwait(400)
- if combo ~= 1 and enabled == true then
- combo = 1
- end
- end)()
- elseif combo == 2 and enabled == true then
- enabled = false
- Kick2()
- enabled = true
- combo = 3
- coroutine.wrap(function()
- Rwait(400)
- if combo ~= 1 and enabled == true then
- combo = 1
- end
- end)()
- elseif combo == 3 and enabled == true then
- enabled = false
- BackSlash3()
- enabled = true
- combo = 1
- end
- end)
- local canlaugh = true
- local keys = mouse.KeyDown:connect(function(key)
- key = key:lower()
- if enabled == false then return end
- if key == "q" and on == true and enabled == true then
- idle = 500
- end
- if key == "h" and on == true and enabled == true then
- if canlaugh == true then
- canlaugh = false
- PlaySound(Head,3,0.85,"rbxassetid://504011121")
- Rwait(300)
- canlaugh = true
- end
- end
- if key == "z" and on == true and enabled == true and zenabled == 1 then
- zenabled = 0
- enabled = false
- MacheteToss()
- enabled = true
- elseif key == "x" and on == true and enabled == true and xenabled == 1 then
- xenabled = 0
- enabled = false
- ---MacheteCombo()
- enabled = true
- elseif key == "c" and on == true and enabled == true and cenabled == 1 then
- cenabled = 0
- enabled = false
- GrabChoke()
- elseif key == "v" and on == true and enabled == true and venabled == 1 then
- venabled = 0
- enabled = false
- ---GutsSpill()
- enabled = true
- elseif key == "e" and on == true and enabled == true and eenabled == 1 then
- eenabled = 0
- enabled = false
- buff = true
- KillingMachine()
- enabled = true
- elseif key == string.char(50) and enabled == true then
- Human.WalkSpeed = 32
- end
- end)
- local keys = mouse.KeyUp:connect(function(key)
- if key == string.char(50) and enabled == true then
- Human.WalkSpeed = 16
- end
- end)
- local function Cast(Pos,Dir,Amp,IgnoreList)
- return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit*Amp), IgnoreList)
- end
- while true do
- local surface = Cast(HM.Position,(CFrame.new(HM.Position,HM.Position - Vector3.new(0,1,0))).lookVector,4,Char)
- if zenabled < 1 then
- zenabled = zenabled +0.01 *0.25
- else
- zenabled = 1
- end
- if xenabled < 1 then
- xenabled = xenabled +0.01 *0.2
- else
- xenabled = 1
- end
- if cenabled < 1 then
- cenabled = cenabled +0.01 *0.15
- else
- cenabled = 1
- end
- if eenabled < 1 then
- eenabled = eenabled +0.01 *0.1
- else
- eenabled = 1
- end
- if venabled < 1 then
- venabled = venabled +0.01 *0.15
- else
- venabled = 1
- end
- if enabled == false then
- idle = 0
- end
- idle = idle +1
- skill1img:TweenSize(UDim2.new(zenabled,0,1,0), "Out","Quad",0.1,false,nil)
- skill2img:TweenSize(UDim2.new(xenabled,0,1,0), "Out","Quad",0.1,false,nil)
- skill3img:TweenSize(UDim2.new(cenabled,0,1,0), "Out","Quad",0.1,false,nil)
- skill4img:TweenSize(UDim2.new(venabled,0,1,0), "Out","Quad",0.1,false,nil)
- skill5img:TweenSize(UDim2.new(eenabled,0,1,0), "Out","Quad",0.1,false,nil)
- if on == true then
- angle = (angle % 100) +anglespeed/10
- armangle = (armangle % 100) +armanglespeed/10
- legangle = (legangle % 100) +leganglespeed/10
- if action == "Idle" and enabled == true and surface ~= nil then
- if idle < 500 then
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/10,0,-math.pi/10),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/8,math.pi/25),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2,0) *CFrame.Angles(-math.pi/30,0,math.pi/15),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.25,0.2,0),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(0,0,-math.pi/10),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/10+math.sin(angle*0.25)*0.025,0,math.pi/10),speed)
- lerp(HW,HW.C0,hc0,speed)
- elseif idle >= 500 then
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/4,0,-math.pi/7),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/6,0,math.pi/7),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2,0) *CFrame.Angles(-math.pi/30,0,math.pi/15),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.25,0.2,0),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.cos(angle*0.125/2)*0.25,0,math.sin(angle*0.125/2)),speed)
- lerp(HW,HW.C0,hc0 *CFrame.new(0,-0.9,1.7) *CFrame.Angles(math.pi/2.5,0,0),speed)
- end
- end
- if action == "Walk" and enabled == true and surface ~= nil then
- idle = 0
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.sin(armangle),0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/3,math.pi/9),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0.1,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/10+math.sin(angle*0.25)*0.1,0,0),speed)
- lerp(HW,HW.C0,hc0,speed)
- end
- if action == "Run" and enabled == true and surface ~= nil then
- idle = 0
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/4+math.sin(armangle)*1.25,0,0),armspeed*1.25)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/2.3,math.pi/9),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.05*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.05*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.1) *CFrame.Angles(math.pi/5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5+math.sin(angle*0.25)*0.1,0,0),speed)
- lerp(HW,HW.C0,hc0,speed)
- end
- if HM.Velocity.Y >= 5 and enabled == true and surface == nil then
- action = "Jump"
- idle = 0
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/10,0,-math.pi/10),armspeed*1.5)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/8,math.pi/25),armspeed*1.5)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed*1.5)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.5,0.5,0) *CFrame.Angles(0,0,-math.pi/8),legspeed*1.5)
- lerp(WRJ,WRJ.C0,RJC0,speed*1.5)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5,0,0),speed*1.5)
- lerp(HW,HW.C0,hc0,speed*1.5)
- Rwait()
- elseif HM.Velocity.Y <= -5 and enabled == true and surface == nil then
- action = "Fall"
- idle = 0
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/10,0,-math.pi/10),armspeed*1.5)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/8,math.pi/25),armspeed*1.5)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed*1.5)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.15,0) *CFrame.Angles(0,0,-math.pi/8),legspeed*1.5)
- lerp(WRJ,WRJ.C0,RJC0,speed*1.5)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed*1.5)
- lerp(HW,HW.C0,hc0,speed*1.5)
- Rwait()
- end
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude <= 2 then
- action = "Idle"
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then
- action = "Walk"
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then
- action = "Run"
- end
- end
- Rwait()
- end
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