Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"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("UserInput_Event")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
- --[[Pacifist class created by Brannon1964802.]]--
- Player=game:GetService("Players").LocalPlayer
- Character=Player.Character
- PlayerGui=Player.PlayerGui
- Backpack=Player.Backpack
- Torso=Character.Torso
- Head=Character.Head
- Humanoid=Character.Humanoid
- m=Instance.new('Model',Character)
- LeftArm=Character["Left Arm"]
- LeftLeg=Character["Left Leg"]
- RightArm=Character["Right Arm"]
- RightLeg=Character["Right Leg"]
- LS=Torso["Left Shoulder"]
- LH=Torso["Left Hip"]
- RS=Torso["Right Shoulder"]
- RH=Torso["Right Hip"]
- Face = Head.face
- Neck=Torso.Neck
- --it=Instance.new
- attacktype=1
- vt=Vector3.new
- cf=CFrame.new
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- cloaked=false
- necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
- LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
- RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
- RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
- RootPart=Character.HumanoidRootPart
- RootJoint=RootPart.RootJoint
- RootCF=euler(-1.57,0,3.14)
- attack = false
- attackdebounce = false
- deb=false
- equipped=true
- hand=false
- MMouse=nil
- combo=0
- mana=0
- trispeed=.2
- attackmode='none'
- local idle=0
- local Anim="Idle"
- local gun=false
- local shoot=false
- player=nil
- mana=0
- local defensevalue = .3
- local speedvalue = 1
- local damagevalue = 1
- local cf = CFrame.new-- make things easier :)
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- local stats=Instance.new('Folder',Character)
- stats.Name='Stats'
- local block=Instance.new('BoolValue',stats)
- block.Name='Block'
- block.Value=false
- local stun=Instance.new('BoolValue',stats)
- stun.Name='Stun'
- stun.Value=false
- local defense=Instance.new('NumberValue',stats)
- defense.Name='Defence'
- defense.Value=defensevalue
- local speed=Instance.new('NumberValue',stats)
- speed.Name='Speed'
- speed.Value=speedvalue
- local damagea=Instance.new('NumberValue',stats)
- damagea.Name='Damage'
- damagea.Value=damagevalue
- Humanoid = Character.Humanoid
- if Humanoid:FindFirstChild("Animator")then
- Humanoid:FindFirstChild("Animator"):Destroy()
- end
- Humanoid.WalkSpeed = 3
- --[[music = Instance.new("Sound", Torso)
- music.SoundId = "http://www.roblox.com/asset/?id=179604943"
- music.Volume = 0.5
- music.Looped = true
- wait(0.1)
- music:Play()]]--
- Colorpart1 = Torso.BrickColor.r
- Colorpart2 = Torso.BrickColor.g
- Colorpart3 = Torso.BrickColor.b
- CloakEffectLight2 = Instance.new("PointLight", Torso)
- CloakEffectLight2.Color = Color3.new(Colorpart1, Colorpart2, Colorpart3)
- CloakEffectLight2.Range = 7.5
- CloakEffectLight2.Brightness = 7.5
- CloakEffectLight2.Enabled = true
- mouse=Player:GetMouse()
- --save shoulders
- RSH, LSH=nil, nil
- --welds
- RW, LW=Instance.new("Motor"), Instance.new("Motor")
- RW.Name="Right Shoulder" LW.Name="Left Shoulder"
- LH=Torso["Left Hip"]
- RH=Torso["Right Hip"]
- TorsoColor=Torso.BrickColor
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- player=Player
- ch=Character
- RSH=ch.Torso["Right Shoulder"]
- LSH=ch.Torso["Left Shoulder"]
- --
- RSH.Parent=nil
- LSH.Parent=nil
- --
- RW.Name="Right Shoulder"
- RW.Part0=ch.Torso
- RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1=cf(0, 0.5, 0)
- RW.Part1=ch["Right Arm"]
- RW.Parent=ch.Torso
- --
- LW.Name="Left Shoulder"
- LW.Part0=ch.Torso
- LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1=cf(0, 0.5, 0)
- LW.Part1=ch["Left Arm"]
- LW.Parent=ch.Torso
- local function weldBetween(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- fat = Instance.new("BindableEvent", script)
- fat.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 30
- tf = 0
- allowframeloss = false --if set to true will fire every frame it possibly can. This will result in multiple events happening at the same time whenever delta returns frame*2 or greater.
- tossremainder = false --if set to true t will be set to 0 after Fire()-ing.
- lastframe = tick()
- script.Heartbeat:Fire() --ayy lmao
- game:GetService("RunService").Heartbeat:connect(function(s, p) --herp derp
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- --print("FIRED "..math.floor(t/frame).." FRAME(S)","REMAINDER "..(t - frame*(math.floor(t/frame))))
- 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)
- --To use: fat.Event:fat.Event:wait() or fat.Event:connect(function() asdcode end)
- local function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z,
- right.x, top.x, back.x,
- right.y, top.y, back.y,
- right.z, top.z, back.z)
- end
- function Triangle(a, b, c)
- local edg1 = (c-a):Dot((b-a).unit)
- local edg2 = (a-b):Dot((c-b).unit)
- local edg3 = (b-c):Dot((a-c).unit)
- if edg1 <= (b-a).magnitude and edg1 >= 0 then
- a, b, c = a, b, c
- elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- else
- assert(false, "unreachable")
- end
- local len1 = (c-a):Dot((b-a).unit)
- local len2 = (b-a).magnitude - len1
- local width = (a + (b-a).unit*len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
- local list = {}
- local TrailColor = ("Dark grey")
- if len1 > 0.01 then
- local w1 = Instance.new('WedgePart', m)
- game:GetService("Debris"):AddItem(w1,5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = 'Custom'
- w1.BrickColor = BrickColor.new(TrailColor)
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.Material = "SmoothPlastic"
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Instance.new("SpecialMesh",w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0,1,1) * sz/w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Parent = workspace
- w1.Transparency = 0.7
- table.insert(Effects,{w1,"Disappear",.01})
- w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
- table.insert(list,w1)
- end
- if len2 > 0.01 then
- local w2 = Instance.new('WedgePart', m)
- game:GetService("Debris"):AddItem(w2,5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = 'Custom'
- w2.BrickColor = BrickColor.new(TrailColor)
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.Material = "SmoothPlastic"
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Instance.new("SpecialMesh",w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0,1,1) * sz/w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Parent = workspace
- w2.Transparency = 0.7
- table.insert(Effects,{w2,"Disappear",.01})
- w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
- table.insert(list,w2)
- end
- return unpack(list)
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function clerp(a,b,t)
- 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
- 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
- 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
- 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
- sitting=false
- resting=false
- meditating=false
- sprint=false
- mouse.Button1Down:connect(function()
- end)
- print'Only instinct left is survival.'
- mouse.KeyDown:connect(function(k)
- k=k:lower()
- if k=='z' and attack==false and resting==false and sprint==false and meditating==false then
- attack=true
- if sitting==false then
- sitting=true
- Humanoid.WalkSpeed = 0
- for i=0,1,0.04 do
- fat.Event:wait()
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.25)*angles(math.rad(0),math.rad(15),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(30)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(20)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.3,0)*angles(math.rad(15),math.rad(0),math.rad(-25)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-60),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-0.75,0.25,-1)*angles(math.rad(-15),math.rad(-90),math.rad(0))*angles(math.rad(-15),math.rad(0),math.rad(0)),0.15)
- end
- elseif sitting==true then
- sitting=false
- for i=0,1,0.04 do
- fat.Event:wait()
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.25)*angles(math.rad(0),math.rad(15),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(30)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(20)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.3,0)*angles(math.rad(15),math.rad(0),math.rad(-25)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-60),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-0.75,0.25,-1)*angles(math.rad(-15),math.rad(-90),math.rad(0))*angles(math.rad(-15),math.rad(0),math.rad(0)),0.15)
- end
- Humanoid.WalkSpeed = 3
- end
- attack=false
- end
- if k=='x' and attack==false and sitting==false and sprint==false and meditating==false then
- attack=true
- if resting==false then
- resting=true
- Humanoid.WalkSpeed = 0
- for i=0,1,0.04 do
- fat.Event:wait()
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.05)*angles(math.rad(0),math.rad(15),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(30)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(20)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.1,0)*angles(math.rad(15),math.rad(0),math.rad(-25)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-40),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-0.75,0.05,-1)*angles(math.rad(-15),math.rad(-90),math.rad(0))*angles(math.rad(-15),math.rad(0),math.rad(0)),0.15)
- end
- elseif resting==true then
- resting=false
- for i=0,1,0.04 do
- fat.Event:wait()
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.05)*angles(math.rad(0),math.rad(15),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(30)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(20)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.1,0)*angles(math.rad(15),math.rad(0),math.rad(-25)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-40),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-0.75,0.05,-1)*angles(math.rad(-15),math.rad(-90),math.rad(0))*angles(math.rad(-15),math.rad(0),math.rad(0)),0.15)
- end
- Humanoid.WalkSpeed = 3
- end
- attack=false
- end
- if k=='c' and attack==false and sitting==false and resting==false and sprint==false then
- attack=true
- if meditating==false then
- meditating=true
- Humanoid.WalkSpeed = 0
- for i=0,1,0.04 do
- fat.Event:wait()
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.05)*angles(math.rad(0),math.rad(15),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(30)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(20)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.1,0)*angles(math.rad(15),math.rad(0),math.rad(-25)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-40),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-0.75,0.05,-1)*angles(math.rad(-15),math.rad(-90),math.rad(0))*angles(math.rad(-15),math.rad(0),math.rad(0)),0.15)
- end
- elseif meditating==true then
- meditating=false
- for i=0,1,0.04 do
- fat.Event:wait()
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.05)*angles(math.rad(0),math.rad(15),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(30)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(20)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.1,0)*angles(math.rad(15),math.rad(0),math.rad(-25)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-40),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-0.75,0.05,-1)*angles(math.rad(-15),math.rad(-90),math.rad(0))*angles(math.rad(-15),math.rad(0),math.rad(0)),0.15)
- end
- Humanoid.WalkSpeed = 3
- end
- attack=false
- end
- if k=='e' and attack==false and resting==false and sitting==false and meditating==false and sprint==false then
- sprint=true
- Humanoid.WalkSpeed = 16
- end
- end)
- mouse.KeyUp:connect(function(k)
- if k=='e' and attack==false and resting==false and sitting==false and meditating==false and sprint==true then
- sprint=false
- Humanoid.WalkSpeed = 3
- end
- end)
- local sine = 0
- local change = 1
- local val = 0
- fat.Event:connect(function()
- sine = sine + change
- local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
- local velderp=RootPart.Velocity.y
- hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- if equipped==true or equipped==false then
- if attack==false then
- idle=idle+1
- else
- idle=0
- end
- if idle>=500 then
- if attack==false then
- --Sheath()
- end
- end
- if RootPart.Velocity.y > 1 and hitfloor==nil then
- Anim="Jump"
- if attack==false then
- change=1
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(-5),math.rad(0),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(-10),math.rad(0),math.rad(0)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(-20),math.rad(0),math.rad(20)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.5,0)*angles(math.rad(-20),math.rad(0),math.rad(-20)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-20),math.rad(90),math.rad(0))*angles(math.rad(-10),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-20),math.rad(-90),math.rad(0))*angles(math.rad(-10),math.rad(0),math.rad(0)),0.15)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor==nil then
- Anim="Fall"
- if attack==false then
- change=1
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(10)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(-10)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(10),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-10),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),0.15)
- end
- elseif torvel<1 and hitfloor~=nil then
- Anim="Idle"
- if attack==false and sitting==false and resting==false and meditating==false then
- change=1
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.1+0.1*math.cos(sine/30))*angles(math.rad(-2.5*math.cos(sine/30)),math.rad(0),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(-5*math.cos(sine/30))+ -math.sin(sine/30)/15,math.rad(0),math.rad(0)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.55+0.05*math.cos(sine/30)+ -math.sin(sine/30)/40,0)*angles(math.rad(5-2.5*math.cos(sine/30)),math.rad(0),math.rad(10+5*math.cos(sine/30))+ math.sin(sine/30)/20),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.55+0.05*math.cos(sine/30)+ -math.sin(sine/30)/40,0)*angles(math.rad(5-2.5*math.cos(sine/30)),math.rad(0),math.rad(-10-5*math.cos(sine/30))+ -math.sin(sine/30)/20),0.15)
- RH.C0=clerp(RH.C0,cf(1,-0.9-0.1*math.cos(sine/30),0.025*math.cos(sine/30))*angles(math.rad(-2.5*math.cos(sine/30)),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-1,-0.9-0.1*math.cos(sine/30),0.025*math.cos(sine/30))*angles(math.rad(-2.5*math.cos(sine/30)),math.rad(-90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- else
- if attack==false and sitting==true and resting==false and meditating==false then
- change=1
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.9)*angles(math.rad(-45-2.5*math.cos(sine/30)),math.rad(0),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(-5*math.cos(sine/30))+ -math.sin(sine/30)/15,math.rad(0),math.rad(0)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.45,0)*angles(math.rad(-45-2.5*math.cos(sine/30)),math.rad(0),math.rad(10)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.45,0)*angles(math.rad(-45-2.5*math.cos(sine/30)),math.rad(0),math.rad(-10)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0.025*math.cos(sine/30))*angles(math.rad(45-2.5*math.cos(sine/30)),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-1,-1,0.025*math.cos(sine/30))*angles(math.rad(45-2.5*math.cos(sine/30)),math.rad(-90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0)),0.15)
- else
- if attack==false and sitting==false and resting==true and meditating==false then
- change=1
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2.3)*angles(math.rad(-80-1*math.cos(sine/30)),math.rad(0),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(5-1*math.cos(sine/30))+ -math.sin(sine/30)/15,math.rad(0),math.rad(0)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1,0.75,0.1)*angles(math.rad(215-1*math.cos(sine/30)),math.rad(0),math.rad(-45)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1,0.75,0.1)*angles(math.rad(200-1*math.cos(sine/30)),math.rad(0),math.rad(45)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0.025*math.cos(sine/30))*angles(math.rad(25-1*math.cos(sine/30)),math.rad(90),math.rad(0))*angles(math.rad(20),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-1,-1,0.025*math.cos(sine/30))*angles(math.rad(10-1*math.cos(sine/30)),math.rad(-90),math.rad(0))*angles(math.rad(20),math.rad(0),math.rad(0)),0.15)
- else
- if attack==false and sitting==false and resting==false and meditating==true then
- change=1
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.9)*angles(math.rad(10-1*math.cos(sine/30)),math.rad(0),math.rad(0)),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0)*angles(math.rad(10-1*math.cos(sine/30))+ -math.sin(sine/30)/15,math.rad(0),math.rad(0)),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.25,0.5,-0.5)*angles(math.rad(0),math.rad(165),math.rad(90)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.25,0.5,-0.5)*angles(math.rad(0),math.rad(-165),math.rad(-90)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0.1)*angles(math.rad(-30),math.rad(75),math.rad(0))*angles(math.rad(80),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-1,-1,0.1)*angles(math.rad(-30),math.rad(-75),math.rad(0))*angles(math.rad(80),math.rad(0),math.rad(0)),0.15)
- end
- end
- end
- end
- elseif torvel>2 and torvel<22 and hitfloor~=nil then
- Anim="Walk"
- if attack==false and sprint==false then
- change=0.5
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.175+0.025*math.cos(sine/3.5)+ -math.sin(sine/3.5)/7)*angles(math.rad(5-2.5*math.cos(sine/3.5)),math.rad(0),math.rad(10*math.cos(sine/7))),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0+0.025*math.cos(sine/3.5))*angles(math.rad(0-2.5*math.cos(sine/3.5)),math.rad(1.5*math.cos(sine/7)),math.rad(-7.5*math.cos(sine/7))),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(30*math.cos(sine/7))+ math.sin(sine/7)/2.5,math.rad(0),math.rad(10)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.5,0)*angles(math.rad(-30*math.cos(sine/7))+ -math.sin(sine/7)/2.5,math.rad(0),math.rad(-10)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-0.925-0.5*math.cos(sine/7)/2,0.5*math.cos(sine/7)/2)*angles(math.rad(-15-15*math.cos(sine/7))+ -math.sin(sine/7)/2.5,math.rad(90-10*math.cos(sine/7)),math.rad(0))*angles(math.rad(0+2.5*math.cos(sine/7)),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-1,-0.925+0.5*math.cos(sine/7)/2,-0.5*math.cos(sine/7)/2)*angles(math.rad(-15+15*math.cos(sine/7))+ math.sin(sine/7)/2.5,math.rad(-90-10*math.cos(sine/7)),math.rad(0))*angles(math.rad(0-2.5*math.cos(sine/7)),math.rad(0),math.rad(0)),0.15)
- elseif attack==false and sprint==true then
- change=1
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.1+0.1*math.cos(sine/3.5)+ -math.sin(sine/3.5)/7)*angles(math.rad(5-2.5*math.cos(sine/3.5)),math.rad(0),math.rad(10*math.cos(sine/7))),0.15)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*cf(0,0,0+0.025*math.cos(sine/3.5))*angles(math.rad(0-2.5*math.cos(sine/3.5)),math.rad(1.5*math.cos(sine/7)),math.rad(-7.5*math.cos(sine/7))),0.15)
- RW.C0=clerp(RW.C0,CFrame.new(1.5,0.5,0)*angles(math.rad(45*math.cos(sine/7))+ math.sin(sine/7)/2.5,math.rad(0),math.rad(10)),0.15)
- LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.5,0)*angles(math.rad(-45*math.cos(sine/7))+ -math.sin(sine/7)/2.5,math.rad(0),math.rad(-10)),0.15)
- RH.C0=clerp(RH.C0,cf(1,-0.9-0.25*math.cos(sine/7)/2,0.5*math.cos(sine/7)/2)*angles(math.rad(-15-45*math.cos(sine/7))+ -math.sin(sine/7)/2.5,math.rad(90-10*math.cos(sine/7)),math.rad(0))*angles(math.rad(0+2.5*math.cos(sine/7)),math.rad(0),math.rad(0)),0.15)
- LH.C0=clerp(LH.C0,cf(-1,-0.9+0.25*math.cos(sine/7)/2,-0.5*math.cos(sine/7)/2)*angles(math.rad(-15+45*math.cos(sine/7))+ math.sin(sine/7)/2.5,math.rad(-90-10*math.cos(sine/7)),math.rad(0))*angles(math.rad(0-2.5*math.cos(sine/7)),math.rad(0),math.rad(0)),0.15)
- end
- elseif torvel<22 and hitfloor~=nil then
- Anim="Run"
- if attack==false then
- end
- end
- end
- end)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement