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- game:service'RunService':UnbindFromRenderStep('Mug_Anims')
- ply=game:service'Players'.LocalPlayer
- char=ply.Character
- torso=char.Torso
- rarm,larm=char['Right Arm'],char['Left Arm']
- rleg,lleg=char['Right Leg'],char['Left Leg']
- bcol=BrickColor.new
- cfn,md,mr,v3n=CFrame.new,math.rad,math.random,Vector3.new
- ang=function(x,y,z)return CFrame.Angles(x or 0,y or 0,z or 0)end
- Debris=game:service'Debris'
- m={}
- m.tau=math.pi*2
- m.floatforce = 196.25
- hum_root=char.HumanoidRootPart
- mouse=ply:GetMouse()
- function l(a,x,y,z,xx,yy,zz)
- if string.find(tostring(a),',') == nil then
- return (a.CFrame*CFrame.new(x or 0,y or 0,z or 0))*CFrame.Angles(xx or 0,yy or 0, zz or 0)
- else return (a * CFrame.new(x or 0,y or 0,z or 0))*CFrame.Angles(xx or 0,yy or 0,zz or 0)
- end
- end
- pcall(function() char.Stick:Destroy() end) --- Destroys Physical Tool
- Weapon = Instance.new("Model",char) Weapon.Name = 'Stick'
- do --UTILITIES
- function Create(ClassName)
- local obj=Instance.new(ClassName)
- return function(props)
- obj.Parent=Weapon
- for key,val in pairs(props)do
- if key=='_P'then
- obj['Parent']=val
- elseif i=='_C'then
- obj[val[1]]:connect(val[2])
- else
- obj[key]=val
- end
- end
- return obj
- end
- end
- do --CREATION
- Weld = function(p0,p1,x,y,z,rx,ry,rz,par)
- p0.Position = p1.Position
- local w = Instance.new('Motor',game:service'JointsService')
- w.Part0 = p1
- w.Part1 = p0
- w.C0 = CFrame.new(x or 0,y or 0,z or 0)*CFrame.Angles(rx or 0,ry or 0,rz or 0)
- w.MaxVelocity = .1
- return w
- end
- Cur_Parent=nil
- current_mat=nil
- anchor=false
- Part = function(x,y,z,color,tr,cc,an,parent)
- local p = Instance.new('Part',parent or Cur_Parent or Weapon)
- p.formFactor = 'Custom'
- p.Locked = true
- p.Position=torso.Position
- p.Size = Vector3.new(x,y,z)
- p.BrickColor = BrickColor.new(color or 'White')
- p.CanCollide = cc or false
- p.Anchored = an or anchor or false
- p.Transparency = tr or 0
- p.Material=current_mat or'SmoothPlastic'
- for i,v in pairs{'TopSurface','BottomSurface','FrontSurface','BackSurface','LeftSurface','RightSurface'}do
- p[v]=10
- end
- return p
- end
- Wedge = function(x,y,z,color,tr,cc,an,parent)
- local p = Instance.new('WedgePart',parent or Weapon)
- p.formFactor = 'Custom'
- p.Size = Vector3.new(x,y,z)
- p.BrickColor = BrickColor.new(color or 'White')
- p.CanCollide = cc or false
- p.Anchored = an or false
- p.Transparency = tr or 0
- p.Material=current_mat or'SmoothPlastic'
- for i,v in pairs{'TopSurface','BottomSurface','FrontSurface','BackSurface','LeftSurface','RightSurface'}do
- p[v]=10
- end
- return p
- end
- Meshes = {Diamond='9756362';Spikeball='9982590';Table='111868131';
- Egg='1527559';Ring='3270017';Bullet='2697549';Grass='1080954';
- Shark='82821384';Sword='12221720';Crown='10688643';Spike='1033714';
- Leaf='48100239';Fist='65322375';Chakram='19251107';Crown='20329976'}
- Textures = {Leaf='rbxassetid://48047287'}
- Mesh = function(par,num,x,y,z,tex)
- local msh = _
- if num == 1 then msh = Instance.new("CylinderMesh",par)
- elseif num == 2 then msh = Instance.new("SpecialMesh",par) msh.MeshType = 3
- elseif num == 3 then msh = Instance.new("SpecialMesh",par) msh.MeshType = 6
- elseif num == 4 then msh = Instance.new("SpecialMesh",par) msh.MeshType = 'Wedge'
- elseif type(num) == 'string' then msh = Instance.new("SpecialMesh",par)
- if num=='Torso'then msh.MeshType=1 else
- msh.MeshId = string.find(num,'://') == nil and 'rbxassetid://'..Meshes[num] or num end
- end
- msh.Scale = Vector3.new(x or 1,y or 1,z or 1)
- if tex then
- msh.TextureId = Textures[tex] or tex or ''
- end
- return msh
- end
- end
- function findHum(pos,rad,hum2)
- local hums={}
- function check(a)
- local res=false
- for i,ho in pairs(hums)do
- if a==ho then res=true end
- end
- return res
- end
- for i,v in pairs(Workspace:children())do
- if v:IsA'Model'and v~=char and v~=(hum2 or char) then
- for i,q in pairs(v:children())do
- if q:IsA'Humanoid' and q.Parent:FindFirstChild'Torso'and(q.Torso.Position-pos).magnitude < rad then
- if not check(q)then
- table.insert(hums,q)
- end
- end
- end
- end
- end
- return hums
- end
- udim=function(a,b,c,d)
- if type(a)=='string'then
- x,y=tostring(a):match('(%d*%.*%d*),(%d*%.*%d*)')
- return UDim2.new(x or 0,x2 or 0,y or 0,y2 or 0)
- else
- return UDim2.new(a or 0,c or 0,b or 0,d or 0)
- end end
- function getHum(what,b)local res
- for i,v in pairs(what:children())do
- if v:IsA'Humanoid' then
- res=v
- end
- end
- return res
- end
- end
- do --ANIMATIONSYSTEM DECLARATIONS
- cont_anim=true
- rarm,larm=char['Right Arm'],char['Left Arm']
- rleg,lleg=char['Right Leg'],char['Left Leg']
- torw=char.HumanoidRootPart.RootJoint
- neck=torso.Neck
- rs,ls=torso['Right Shoulder'],torso['Left Shoulder']
- rh,lh=torso['Right Hip'],torso['Left Hip']
- ort=cfn(0,0,0,-1,0,0,0,0,1,0,1,-0)
- norig=cfn(0,1,0,-1,-0,-0,0,0,1,0,1,0)
- rw,lw=nil,nil
- arms=nil
- r_shl_c0=cfn(1,0.5,0)--,0,0,1,0,1,0,-1,-0,-0)
- r_shl_c1=cfn(-0.5,0.5,0)--,0,0,1,0,1,0,-1,-0,-0)
- l_shl_c0=cfn(-1,0.5,0)--,0,0,1,0,1,0,-1,-0,-0)
- l_shl_c1=cfn(0.5,0.5,0)--,0,0,1,0,1,0,-1,-0,-0)
- -- l_shl_c0=cfn(-1,0.5,0)--,-0,-0,-1,0,1,0,1,0,0)
- -- l_shl_c1=cfn(0.5,0.5,0)--,-0,-0,-1,0,1,0,1,0,0)
- r_hip_c0=cfn(1,-1,0)--,0,0,1,0,1,0,-1,-0,-0)
- r_hip_c1=cfn(0.5,1,0)--,0,0,1,0,1,0,-1,-0,-0)
- l_hip_c0=cfn(-1,-1,0)--,-0,-0,-1,0,1,0,1,0,0)
- l_hip_c1=cfn(-0.5,1,0)--,-0,-0,-1,0,1,0,1,0,0)
- orig_rhip_c0=cfn(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
- orig_lhip_c0=cfn(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
- rw_cf=r_shl_c0--cfn(1.5,.95,0)
- lw_cf=l_shl_c0
- rw2_cf=r_hip_c0
- lw2_cf=l_hip_c0
- end
- do ---ANIMATIONSYSTEM
- function Lock(which)
- arms={char:FindFirstChild'Right Arm',char:FindFirstChild'Left Arm'}
- legs={char:FindFirstChild'Right Leg',char:FindFirstChild'Left Leg'}
- local sh={torso:FindFirstChild'Right Shoulder',torso:FindFirstChild'Left Shoulder'}
- local sh2={torso:FindFirstChild'Right Hip',torso:FindFirstChild'Left Hip'}
- -- print(unpack(sh),unpack(arms))
- if arms and torso and sh and legs and sh2 then
- if which=='R'then
- if not rw then
- sh[1].Part1=nil
- rw=Instance.new('Weld')
- rw.Part0=torso
- rw.Parent=torso
- rw.Part1=arms[1]
- rw.C0=rw_cf
- rw.C1=r_shl_c1
- else
- rw:Destroy() rw=nil
- sh[1].Part0=torso sh[1].Part1=arms[1]
- end
- elseif which=='L'then
- if not lw then
- sh[2].Part1=nil
- lw=Instance.new('Weld')
- lw.Part0=torso
- lw.Parent=torso
- lw.Part1=arms[2]
- lw.C0=lw_cf
- lw.C1=l_shl_c1
- else
- lw:Destroy()lw=nil
- sh[2].Part0=torso sh[2].Part1=arms[2]
- end
- end
- if which=='RR'then
- if not rw2 then
- sh2[1].Part1=nil
- rw2=Instance.new('Weld')
- rw2.Part0=torso
- rw2.Parent=torso
- rw2.Part1=legs[1]
- rw2.C0=rw2_cf
- rw2.C1=r_hip_c1
- else
- rw2.Parent=nil rw2=nil
- sh2[1].Part0=torso sh2[1].Part1=legs[1]
- end
- elseif which=='LL'then
- if not lw2 then
- sh2[2].Part1=nil
- lw2=Instance.new('Weld')
- lw2.Part0=torso
- lw2.Parent=torso
- lw2.Part1=legs[2]
- lw2.C0=lw2_cf
- lw2.C1=l_hip_c1
- else
- lw2.Parent=nil lw2=nil
- sh2[2].Part0=torso sh2[2].Part1=legs[2]
- end
- end
- end
- end
- pose={rw={},lw={},rw2={},lw2={},torw={},neck={}}
- function Anim(what)
- local weld=getfenv()[what]
- return function(where)
- if weld then
- target_pos[what]=def_pos[what]*where
- -- waitfor(weld,where)
- end
- end
- end
- spd={
- rw=.1;lw=.1;rw2=.1;lw2=.1;torw=.1;neck=.1;hw=.1;
- }
- setmetatable(spd,{
- __newindex=function(tab,i,v)
- if i=='all'then
- for o,q in pairs(spd)do
- spd[o]=v
- end
- end end
- })
- def_pos={
- rw=rw_cf;lw=lw_cf;
- rw2=rw2_cf;lw2=lw2_cf;
- torw=ort;
- neck=norig;
- -- hw=cfn(0,-1,0)*ang(math.pi/2);
- shield_w=cfn(-.25,0,0)*ang(math.pi,math.pi/2);
- }
- target_pos={
- rw=rw_cf;
- lw=lw_cf;
- rw2=def_pos.rw2;
- lw2=def_pos.lw2;
- torw=def_pos.torw;
- neck=def_pos.neck;
- -- hw=def_pos.hw;
- }
- game:service'RunService':BindToRenderStep('Mug_Anims',5,function()
- if cont_anim then
- if rw then
- rw.C0=rw.C0:lerp(target_pos.rw,spd.rw)
- end
- if lw then
- lw.C0=lw.C0:lerp(target_pos.lw,spd.lw)
- end
- if rw2 then
- rw2.C0=rw2.C0:lerp(target_pos.rw2,spd.rw2)
- end
- if lw2 then
- lw2.C0=lw2.C0:lerp(target_pos.lw2,spd.lw2)
- end
- if torw then
- torw.C0=torw.C0:lerp(target_pos.torw,spd.torw)
- end
- if neck then
- neck.C0=neck.C0:lerp(target_pos.neck,spd.neck)
- end
- -- if hw then
- -- hw.C0=hw.C0:lerp(target_pos.hw,spd.hw)
- -- end
- end
- end)
- end
- do --PATTERN
- mage_pat={
- {{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255}};
- {{0,0,0,255},{0,255,102,255},{4,255,100,255},{58,48,246,255},{58,48,246,255},{58,48,246,255},{4,255,100,255},{0,255,102,255},{0,0,0,255}};
- {{0,0,0,255},{0,255,102,255},{58,48,246,255},{58,48,246,255},{58,48,246,255},{58,48,246,255},{58,48,246,255},{0,255,102,255},{0,0,0,255}};
- {{0,0,0,255},{229,13,13,255},{229,13,13,255},{234,255,0,255},{234,255,0,255},{234,255,0,255},{229,13,13,255},{229,13,13,255},{0,0,0,255}};
- {{0,0,0,255},{0,0,0,255},{229,13,13,255},{229,13,13,255},{58,48,246,255},{229,13,13,255},{229,13,13,255},{0,0,0,255},{0,0,0,255}};
- {{255,255,255,0},{0,0,0,255},{0,0,0,255},{229,13,13,255},{58,48,246,255},{229,13,13,255},{0,0,0,255},{0,0,0,255},{255,255,255,0}};
- {{0,0,0,255},{0,0,0,255},{229,13,13,255},{229,13,13,255},{58,48,246,255},{229,13,13,255},{229,13,13,255},{0,0,0,255},{0,0,0,255}};
- {{0,0,0,255},{229,13,13,255},{229,13,13,255},{234,255,0,255},{234,255,0,255},{234,255,0,255},{229,13,13,255},{229,13,13,255},{0,0,0,255}};
- {{0,0,0,255},{0,255,102,255},{58,48,246,255},{58,48,246,255},{58,48,246,255},{58,48,246,255},{58,48,246,255},{0,255,102,255},{0,0,0,255}};
- {{0,0,0,255},{0,255,102,255},{4,255,100,255},{58,48,246,255},{58,48,246,255},{58,48,246,255},{4,255,100,255},{0,255,102,255},{0,0,0,255}};
- {{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255},{0,0,0,255}};
- }
- function tilefy(obj,pattern,colors)
- local function find_longest(a)
- local long=0
- local tab=nil
- for i,_v in pairs(a)do
- local v=_v
- if type(_v)=='number'then
- v={_v}
- end
- if #v>long then long=#v tab=v end
- end
- return tab
- end
- local function compare_tabs(tab,tab2) local res=false
- if tab[1]==tab2[1] and tab[2]==tab2[2] and tab[3]==tab[3] and tab[4]==tab[4] then
- res=true
- end
- return res
- end
- local tab,main_p=pattern,obj
- p_sx,p_sy=main_p.Size.x,main_p.Size.y
- t_sx,t_sy=#find_longest(tab),#tab
- local part_tab={}
- tile_x=p_sx/t_sx
- tile_y=p_sy/t_sy
- height=main_p.Size
- COLOR=nil
- part_cnt=0
- local y=1
- repeat
- v=tab[y]
- tile_x=p_sx/#v
- local i=1
- repeat
- local cur=i
- local nex=cur+1
- local alph=0
- local alph2=1
- if v[nex] then
- if compare_tabs(v[cur],v[nex]) and v[cur][4]==255 then
- while (v[cur] and compare_tabs(v[cur],v[nex])) do
- nex=cur
- cur=cur+1
- alph=alph+1
- end
- end
- end
- if v[i][4]~=0 then
- local p=Part(.1,.1,height.z,COLOR)ms=Mesh(p,3,(tile_x*(alph<=0 and 1 or alph))*5,(tile_y*(alph2<=0 and 1 or alph2))*5,height.z)
- p.Color=Color3.new(v[i][1]/255,v[i][2]/255,v[i][3]/255)
- Weld(p,obj,(-p_sx/2+(-.5+i)*tile_x)+ms.Scale.x*.1,(-p_sy/2+(-.5+y)*tile_y),0)
- part_cnt=part_cnt+1 table.insert(part_tab,p)
- end
- i=i+1+((alph-1)<0 and 0 or (alph-1)) alph=0
- until v[i]==nil
- wait()
- y=y+1
- until tab[y]==nil
- print(part_cnt)
- return part_tab
- end
- end
- do --BUILDING
- p=Part(1,1.75,.1)Weld(p,torso,0,0,-.55)
- to_tilefy=Part(1*.75,1.75*.75,.1,'White',1)Weld(to_tilefy,p,-.05,0,-.1,math.pi)
- p2=Part(.5,1.9,.1)
- Create'Weld'{_P=p2;Part0=p2;Part1=p;
- C1=cfn(-.5,0,0)*ang(0,md'25');
- C0=cfn(p2.Size.x/2,0,0);
- }
- local function nappi(a)
- for i=-p2.Size.y/2+.125,p2.Size.y/2-.125,p2.Size.y/5 do
- local pp=Part(.25,.25,.25,'Black')
- Weld(pp,a,0,i+.125/2)
- local p=Part(.1,.1,.1,'New Yeller')Mesh(p,3,.25,.25,1)p.Material='Neon'
- Weld(p,pp,0,0,-.05)
- end end
- nappi(p2)
- p22=Part(.5,1.9,.1)
- Create'Weld'{_P=p22;Part0=p22;Part1=p;
- C1=cfn(.5,0,0)*ang(0,md'-25');
- C0=cfn(-p22.Size.x/2,0,0);
- }
- nappi(p22)
- p3=Part(.5,1,.1)
- Create'Weld'{_P=p3;Part0=p3;Part1=p2;
- C1=cfn(0,1,0)*ang(math.pi/2);
- C0=cfn(0,-p3.size.y/2,0);
- }
- p32=Part(.5,1,.1)
- Create'Weld'{_P=p32;Part0=p32;Part1=p22;
- C1=cfn(0,1,0)*ang(math.pi/2);
- C0=cfn(0,-p32.size.y/2,0);
- }
- p3=Part(.1,1.2,.1)Mesh(p3,3,.5)
- Create'Weld'{_P=p3;Part0=p3;Part1=p2;
- C1=cfn(-.3,-1+.15,-.1)*ang(-math.pi/2,0,md'1');
- C0=cfn(0,p3.size.y/2,0);
- }
- p32=Part(.1,1.2,.1)Mesh(p32,3,.5)
- Create'Weld'{_P=p32;Part0=p32;Part1=p22;
- C1=cfn(.3,-1+.15,-.1)*ang(-math.pi/2,0,md'-1');
- C0=cfn(0,p32.size.y/2,0);
- }
- pp=Part(1,2,.1)Weld(pp,torso,0,.05,.55)
- local function buton(y)
- local c_mp=Part(.1,.1,.1,'New Yeller',1)Weld(c_mp,pp,0,y+.175,.1)
- local c_sp=Part(.1,.1,.1,'New Yeller')Mesh(c_sp,'Diamond',.25,.25,.25)Weld(c_sp,c_mp,0,0,0,0,math.pi/2)
- local r=.125
- for i=0,m.tau,m.tau/5 do
- local alg=math.pi*(2*(r+(.1/2)))/5
- local p=Part(alg,.1,.1,'Black')Mesh(p,3,1.15,.5,.5)
- Create'Weld'{_P=p;
- Part0=p;Part1=c_mp;
- C1=cfn(0,0,0)*ang(math.pi/2,i);
- C0=cfn(0,0,r);
- }
- end
- r=r*2
- for i=0,m.tau,m.tau/10 do
- local alg=math.pi*(2*(r+(.1/2)))/10
- local p=Part(alg,.1,.1,'Black')Mesh(p,3,1.1,.5,.5)
- Create'Weld'{_P=p;
- Part0=p;Part1=c_mp;
- C1=cfn(0,0,0)*ang(math.pi/2,i);
- C0=cfn(0,0,r);
- }
- end
- end
- buton(.5+.1-.15)
- buton(-.15)
- buton(-.5-.1-.15)
- Spawn(function()tilefy(to_tilefy,mage_pat,{})end)
- end
- RS=game:service'RunService'
- function reset()
- Anim'rw'(cfn())Anim'lw'(cfn())Anim'torw'(cfn())Anim'rw2'(cfn())Anim'lw2'(cfn())Anim'neck'(cfn())
- end
- function move()
- Anim'rw'(ang(md'120',md'5',md'-45'))
- Anim'lw'(ang(md'120',md'-5',md'45'))
- Anim'torw'(cfn(0,0,-.15)*ang(md'25'))Anim'rw2'(ang(md'25'))Anim'lw2'(ang(md'25'))
- Anim'neck'(ang(md'15'))
- ball=Part(1,1,1,'New Yeller',.5)Mesh(ball,'Spike',5,15,5)
- bw=Weld(ball,char.HumanoidRootPart,0,1.8)
- cloud=Part(1,1,1)Mesh(cloud,'http://www.roblox.com/asset/?id=1095708',4,4,4)
- Weld(cloud,ball,0,5)
- wait(.5)
- Anim'neck'(ang(md'-15'))
- Anim'torw'(ang(md'-5'))
- Anim'rw2'(ang(md'-5'))Anim'lw2'(ang(md'-5'))
- Anim'rw'(ang(md'140',0,md'35'))Anim'lw'(ang(md'140',0,md'-35'))
- orgc=bw.C0
- for i=0,1,.1 do
- bw.C0=orgc:lerp(cfn(0,0,-7),i)
- bw.C1=cfn()*ang(md'-90'*i)
- wait()
- end wait(.5)
- reset()ball:destroy()cloud:Destroy()
- wait(.5)
- end
- function move2()
- for _,v in pairs{{-45},{45,md'75'}}do
- z_ang=md(v[1])
- Anim'neck'(ang(md(-1*(v[1]*.75)),md'-25'))
- Anim'torw'(cfn(0,0,-.25)*ang(z_ang,md'45'))
- Anim'lw'(ang(v[2]or 0,0,md'-25'))
- Anim'rw'(ang(v[2] or md'45',0,md'-45'))
- Anim'lw2'(cfn(0,.5,0)*ang(z_ang,0,md'-45'))
- Anim'rw2'(ang(z_ang,0,md'-15'))
- wait(.5)
- Anim'neck'(ang(md(-1*(v[1]*.75)),md'25'))
- Anim'torw'(cfn(0,0,-.25)*ang(z_ang,md'-45'))
- Anim'lw'(ang(v[2] or md'45',0,md'45'))
- Anim'rw'(ang(v[2]or 0,0,md'25'))
- Anim'lw2'(ang(z_ang,0,md'15'))
- Anim'rw2'(cfn(0,.5,0)*ang(z_ang,0,md'45'))wait(.5)
- end
- reset()wait(.5)
- end
- function move3()
- r=1.5
- holding=true
- local bpm=140*1.5 local bps=bpm/60
- -- bps=2.5
- local elapsedT,prevT=0,tick()
- Spawn(function()while holding do
- RS.Heartbeat:wait()
- local d=(tick()-prevT)
- elapsedT=elapsedT+d
- if elapsedT>1/bps then
- Spawn(function()
- Anim'torw'(cfn(0,0,3))wait()Anim'torw'(cfn())
- end)
- elapsedT=elapsedT-1/bps
- end
- prevT=tick()
- end
- end)
- while holding do
- for i=md'45',m.tau,(m.tau)/15 do
- if not holding then break end
- Anim'rw2'(ang(math.sin(i)*.25,0,math.cos(i)*.25))Anim'lw2'(ang(math.cos(i)*.25,0,math.sin(i)*.25))
- Anim'rw'(ang(math.pi/2+math.sin(i)*r,0,math.pi/2+math.cos(i)*r))
- Anim'lw'(ang(math.pi/2+math.sin(i)*r,0,-math.pi/2+math.cos(i)*r))
- wait(.1)
- end end reset()
- wait(.5)
- end
- soundId={365531859,365532206}
- function move4()
- local z_ang=45
- Anim'neck'(ang(md(-z_ang-10),0))
- Anim'torw'(cfn(0,0,-.5)*ang(z_ang,0))
- Anim'lw'(ang(75,0,md'45'))
- Anim'rw'(ang(75,0,md'-45'))
- Anim'lw2'(ang(md(z_ang),0))
- Anim'rw2'(ang(md(z_ang),0))
- wait(.5)
- torso['Left Hip'].C0=orig_lhip_c0*ang(0,0,-md(z_ang+15))
- torso['Right Hip'].C0=orig_rhip_c0*ang(0,0,md(z_ang+15))
- Lock'RR'Lock'LL'
- holding=true
- local r2=1.05
- while holding do
- for i=0,1,.1 do
- z_ang=45+(i*25)
- Anim'neck'(ang(md(-z_ang-10),0))
- Anim'torw'(cfn(0,0,-.5-(.05*i))*ang(md(z_ang),0))
- -- Anim'lw2'(ang(md(z_ang+5)))Anim'rw2'(ang(md(z_ang+5)))
- torso['Left Hip'].C0=orig_lhip_c0*ang(0,0,-md(z_ang)*r2)
- torso['Right Hip'].C0=orig_rhip_c0*ang(0,0,md(z_ang)*r2)
- wait()
- end
- for i=1,0,-.1 do
- z_ang=45+(i*25)
- Anim'neck'(ang(md(-z_ang-10),0))
- Anim'torw'(cfn(0,0,-.5-(.05*i))*ang(md(z_ang),0))
- -- Anim'lw2'(ang(md(z_ang+5)))Anim'rw2'(ang(md(z_ang+5)))
- torso['Left Hip'].C0=orig_lhip_c0*ang(0,0,-md(z_ang)*r2)
- torso['Right Hip'].C0=orig_rhip_c0*ang(0,0,md(z_ang)*r2)
- wait()
- end
- end
- torso['Left Hip'].C0=orig_lhip_c0
- torso['Right Hip'].C0=orig_rhip_c0
- reset()wait(.5)
- end
- function freeze(a)
- local hum=getHum(char)
- local orig_spd=hum.WalkSpeed
- hum.WalkSpeed=a or 0
- return function()hum.WalkSpeed=orig_spd end
- end
- function move5()
- local thaw=freeze()
- Anim'rw'(ang(md'65',md'-15',md'-25'))
- Anim'lw'(cfn(0,0,-.4)*ang(md'65',0,md'50'))
- Anim'neck'(ang(md'15',0,md'-15'))
- Anim'rw2'(ang(md'120'))
- wait(1)
- reset()wait(.5)
- Anim'rw'(cfn(0,0,-.4)*ang(md'65',0,md'-50'))
- Anim'lw'(ang(md'65',md'15',md'25'))
- Anim'neck'(ang(md'15',0,md'15'))
- Anim'lw2'(ang(md'120'))
- wait(1)reset()wait(.5)
- Anim'rw2'(ang(md'-120'))
- Anim'rw'(ang(md'-65',md'15',md'-25'))
- Anim'lw'(cfn(.2,0,.5)*ang(md'-65',0,md'50'))
- Anim'torw'(ang(md'25'))Anim'neck'(ang(md'45'))
- Anim'lw2'(ang(md'25'))
- wait(1)reset()wait(.5)
- Anim'lw2'(ang(md'-120'))
- Anim'rw2'(ang(md'25'))
- Anim'rw'(cfn(-.2,0,.5)*ang(md'-65',0,md'-50'))
- Anim'torw'(ang(md'25'))Anim'neck'(ang(md'45'))
- Anim'lw'(ang(md'-65',md'15',md'25'))
- wait(1)reset()wait(.5)
- Anim'torw'(cfn(0,0,-1))
- Anim'rw'(ang(0,0,md'25'))Anim'lw'(ang(0,0,md'-25'))
- Anim'rw2'(cfn(-.4,.5,0)*ang(0,0,md'75'))Anim'lw2'(cfn(.4,.5,0)*ang(0,0,md'-75'))
- wait(1)reset()wait(.5)
- for i=1,2 do
- Anim'rw2'(cfn()*ang(md'15'))
- Anim'torw'(cfn(0,0,-.75)*ang(md'65',md'25'))
- Anim'lw'(ang(md'75',0,md'5'))
- Anim'neck'(ang(md'-45',md'5',md'-15'))
- Anim'rw'(cfn(0,0,0)*ang(md'75',0,md'45'))
- Anim'lw2'(ang(md'125',0,md'-25'))
- wait(.5)
- reset()wait(.1)
- Anim'lw2'(cfn()*ang(md'15'))
- Anim'torw'(cfn(0,0,-.75)*ang(md'65',md'-25'))
- -- Anim'lw'(ang(md'75',0,md'-15'))
- Anim'neck'(ang(md'-45',md'-5',md'15'))
- Anim'rw'(ang(md'75',0,md'-5'))
- Anim'lw'(ang(md'75',0,md'-45'))
- Anim'rw2'(ang(md'125',0,md'25'))
- wait(.5)reset()wait(.1)
- end
- wait(.1)
- Anim'torw'(cfn(0,0,-1.5)*ang(md'75'))
- Anim'rw'(ang(md'90')) Anim'lw'(ang(md'90'))
- Anim'rw2'(ang(md'15'))Anim'lw2'(ang(md'15'))
- for i=1,3 do wait(.5)
- Anim'torw'(cfn(0,0,-1.75)*ang(md'85'))
- Anim'rw'(cfn(0,0,.4)*ang(md'90')) Anim'lw'(cfn(0,0,.4)*ang(md'90'))
- Anim'rw2'(ang(md'20'))Anim'lw2'(ang(md'20'))
- wait(.5)
- Anim'torw'(cfn(0,0,-1.5)*ang(md'75'))
- Anim'rw'(ang(md'90')) Anim'lw'(ang(md'90'))
- Anim'rw2'(ang(md'15'))Anim'lw2'(ang(md'15'))
- end wait(.5)
- reset()thaw()wait(.5)
- end
- function move6()
- Anim'torw'(ang(md'15',md'-25',md'-75'))
- Anim'neck'(ang(md'-35',0,md'45'))
- Anim'lw'(ang(md'75',0,md'45'))
- Anim'rw'(ang(md'90',0,md'-25'))
- Anim'rw2'(ang(md'25',md'15'))
- Anim'lw2'(ang(md'25',0,md'-15'))
- wait(1)
- Anim'torw'(ang(0,0,md'45'))
- Anim'rw'(ang(md'90',0,md'45'))
- Anim'lw'(ang(md'-25',0,md'15'))
- Anim'rw2'(ang(md'5',0,md'10'))
- Anim'lw2'(ang(0,md'15',md'-15'))
- Anim'neck'(ang(0,md'-5',md'-45'))
- Anim'lw'(cfn())
- wait(1)
- reset()wait(.5)
- end
- klist={
- f=move;
- q=move2;
- eq=move3;
- tq=move4;
- r=move5;
- cq=move6
- }
- do --CONNECTIONS
- local Cons={}
- Sitting=false
- local Cons={}
- Replenishing=false
- attacking=false
- function onKeyDown(key)
- if attacking or Replenishing then return end
- for i,v in pairs(klist) do
- local func=v
- if key == i:sub(1,1) then
- attacking = true
- if Sitting and v ~= sit_down then
- for o,val in pairs(Choises)do
- if key:sub(1,1)==o then
- val(mouse)
- end
- end
- else
- Lock'R'Lock'RR'Lock'L'Lock'LL'
- func(mouse)
- for i,v in pairs({ {rw,'R'},{lw,'L'},{rw2,'RR'},{lw2,'LL'} })do
- if v[1] then Lock(v[2]) end
- end
- end
- attacking = false
- end
- end
- end
- function onKeyUp(key)
- if not Sitting then
- for i,v in pairs(klist) do
- if key == i:sub(1,1) and i:sub(2,#i)=='q' then
- holding = false
- end
- end
- else
- for i,v in pairs(Choises) do
- if key == i:sub(1,1) and i:sub(2,#i)=='q' then
- holding = false
- end
- end
- end
- end
- Cons.kup=mouse.KeyUp:connect(onKeyUp)
- Cons.kdo=mouse.KeyDown:connect(onKeyDown)
- Cons.mup=mouse.Button1Up:connect(function()m_down=false end)
- local function disable(a)
- for i,v in pairs(a:children())do
- if v:IsA'BodyMover'then v:Destroy()
- else disable(v)end
- end
- end disable(char)
- char.ChildAdded:connect(function(a)
- if a:IsA'BaseScript'then
- for i,v in pairs(Cons)do
- v:disconnect()
- end
- end
- end)
- prev_tim=tick() end
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