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- local Player, Character, Mouse = game:service("Players").LocalPlayer, game:GetService("Players").LocalPlayer.Character, game:GetService("Players").LocalPlayer:GetMouse();
- local Torso = Character:FindFirstChild("Torso")
- local rootPart = Character:FindFirstChild("HumanoidRootPart")
- local Humanoid = Character:FindFirstChild("Humanoid")
- local Head = Character:FindFirstChild("Head")
- local Right_Arm = Character:FindFirstChild("Right Arm")
- local Left_Arm = Character:FindFirstChild("Left Arm")
- local Right_Leg = Character:FindFirstChild("Right Leg")
- local Left_Leg = Character:FindFirstChild("Left Leg")
- local Right_Shoulder = Torso:FindFirstChild("Right Shoulder")
- local Left_Shoulder = Torso:FindFirstChild("Left Shoulder")
- local Right_Hip = Torso:FindFirstChild("Right Hip")
- local Left_Hip = Torso:FindFirstChild("Left Hip")
- local Neck = Torso:FindFirstChild("Neck")
- local rootPart = Character:FindFirstChild("HumanoidRootPart")
- local rootJoint = rootPart:FindFirstChild("RootJoint")
- local CurrentIdle = "Idling1"
- local Degree = 0.0175438596491228
- local Camera = workspace.CurrentCamera
- local canremove = false
- local debounce = false
- local Size = 1
- dabbing = false
- _G.SongName = math.random(1,9025232)
- sin = math.sin
- Right_Leg.FormFactor = "Custom";
- Left_Leg.FormFactor = "Custom";
- rootPart.Archivable = true;
- rootJoint.Archivable = true;
- c_new = CFrame.new;
- c_angles = CFrame.Angles;
- i_new = Instance.new
- Humanoid:ClearAllChildren();
- local isAttacking = false
- local isSprinting = false
- local Animations = false
- local Angle = 0
- local Axis = 0
- local angleSpeed = 1
- local axisSpeed = angleSpeed
- local currentAnim
- local levetatingheight = 3
- local WalkType = "Ground"
- local holding = false
- isFalling = false
- local val2 = 1
- local val3 = 1
- local Sitting = false
- Jp = Humanoid.JumpPower*Size
- ws = 16*Size/2
- val = 1
- local deb = false
- drink = false
- local deb2 = false
- local deb3 = false
- local deb5 = false
- local deb6 = false
- local Punch2 = false
- local Punch1 = false
- local Raising = false
- local Stomping = false
- local Grabbing = false
- crawl = false
- local valz = false
- Character.Health:Destroy()
- local Shielding = false
- local Clap = false
- local combo = 1
- local Charge1 = false
- local Charge2 = false
- Mouse.KeyDown:connect(function(key)
- if key:byte() == 48 then
- isSprinting = true
- end
- Mouse.KeyUp:connect(function(key2)
- if key:byte() == 48 then
- isSprinting = false
- end
- end)
- end)
- Mouse.KeyDown:connect(function(key)
- if key == "f" and Animations == false then
- Charge = true
- Animations = true
- wait(1)
- Charge = false
- Animations = false
- end
- end)
- local z = -8
- local Finger = false
- local Finger2 = false
- Mouse.Button1Down:connect(function()
- if combo == 1 and Animations == false then
- Finger = true
- Animations = true
- local audio = Instance.new("Sound", Left_Arm)
- audio.SoundId = "rbxassetid://242076158"
- audio.Volume = 4
- audio:Play()
- wait(0.4)
- local ray = Ray.new(Left_Arm.CFrame.p, (Mouse.Hit.p - Left_Arm.CFrame.p).unit * 300)
- local part, position = workspace:FindPartOnRay(ray, Character, false, true)
- local beam = Instance.new("Part", Character)
- --beam.BrickColor = BrickColor.new("Bright red")
- beam.FormFactor = "Custom"
- beam.Material = "Neon"
- --beam.Transparency = 0.25
- beam.Anchored = true
- beam.Locked = true
- beam.CanCollide = false
- game:GetService("Debris"):AddItem(beam, 0.6)
- local distance = (Left_Arm.CFrame.p - position).magnitude
- beam.Size = Vector3.new(0.4*Size,0.4*Size, distance)
- beam.CFrame = CFrame.new(Left_Arm.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) * CFrame.Angles(0,0,math.random(1,360))
- spawn(function()
- for i = 0,1,0.08 do
- beam.Transparency = i*2
- beam.Size = beam.Size+Vector3.new(1,1,0)*Size
- wait()
- end
- end)
- spawn(function()
- local p = Instance.new("Part", Character)
- local audio2 = Instance.new("Sound", p)
- audio2.SoundId = "rbxassetid://287142895"
- audio2.Volume = 4
- audio2:Play()
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CFrame = beam.CFrame*CFrame.new(0,0, -beam.Size.Z/2)
- p.Anchored = true
- p.Material = "Neon"
- p.CanCollide = false
- game.Debris:AddItem(p, 0.6)
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
- if torso and (torso.Position - p.Position).magnitude <= 15*Size/2 and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(math.random(10,30)*Size)
- -- torso.Parent.Humanoid.PlatformStand = true
- end
- end
- for i = 0,1,0.05 do
- p.Size = p.Size + Vector3.new(1.5,1.5,1.5)*Size
- p.Transparency = i*2
- wait()
- end
- end)
- Finger = false
- Animations = false
- combo = combo+1
- elseif combo == 2 and Animations == false then
- Finger2 = true
- Animations = true
- local audio = Instance.new("Sound", Right_Arm)
- audio.SoundId = "rbxassetid://242076158"
- audio.Volume = 4
- audio:Play()
- wait(0.4)
- local ray = Ray.new(Right_Arm.CFrame.p, (Mouse.Hit.p - Right_Arm.CFrame.p).unit * 300)
- local part, position = workspace:FindPartOnRay(ray, Character, false, true)
- local beam = Instance.new("Part", Character)
- --beam.BrickColor = BrickColor.new("Bright red")
- beam.FormFactor = "Custom"
- beam.Material = "Neon"
- --beam.Transparency = 0.25
- beam.Anchored = true
- beam.Locked = true
- beam.CanCollide = false
- game:GetService("Debris"):AddItem(beam, 0.6)
- local distance = (Right_Arm.CFrame.p - position).magnitude
- beam.Size = Vector3.new(0.4*Size,0.4*Size, distance)
- beam.CFrame = CFrame.new(Right_Arm.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) * CFrame.Angles(0,0,math.random(1,360))
- spawn(function()
- for i = 0,1,0.08 do
- beam.Transparency = i*2
- beam.Size = beam.Size+Vector3.new(1,1,0)*Size
- wait()
- end
- end)
- spawn(function()
- local p = Instance.new("Part", Character)
- local audio2 = Instance.new("Sound", p)
- audio2.SoundId = "rbxassetid://287142895"
- audio2.Volume = 4
- audio2:Play()
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CFrame = beam.CFrame*CFrame.new(0,0, -beam.Size.Z/2)
- p.Anchored = true
- p.Material = "Neon"
- p.CanCollide = false
- game.Debris:AddItem(p, 0.6)
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
- if torso and (torso.Position - p.Position).magnitude <= 15*Size and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(math.random(10,20)*Size)
- -- torso.Parent.Humanoid.PlatformStand = true
- end
- end
- for i = 0,1,0.05 do
- p.Size = p.Size + Vector3.new(1.5,1.5,1.5)*Size
- p.Transparency = i*2
- wait()
- end
- end)
- Finger2 = false
- Animations = false
- combo = combo+1
- elseif combo == 3 and Animations == false then
- Finger = true
- Animations = true
- local audio = Instance.new("Sound", Left_Arm)
- audio.SoundId = "rbxassetid://242076158"
- audio.Volume = 4
- audio:Play()
- wait(0.4)
- for i = 1,3 do
- z = z+(i*2.6)
- b = z*Size
- local ray = Ray.new(Head.CFrame.p, (Mouse.Hit.p - Head.CFrame.p+Vector3.new(b,2,0)).unit * 300)
- local part, position = workspace:FindPartOnRay(ray, Character, false, true)
- local beam = Instance.new("Part", Character)
- --beam.BrickColor = BrickColor.new("Bright red")
- beam.FormFactor = "Custom"
- beam.Material = "Neon"
- --beam.Transparency = 0.25
- beam.Anchored = true
- beam.Locked = true
- beam.CanCollide = false
- game:GetService("Debris"):AddItem(beam, 0.6)
- local distance = (Head.CFrame.p - position).magnitude
- beam.Size = Vector3.new(0.4*Size,0.4*Size, distance)
- beam.CFrame = CFrame.new(Head.CFrame.p+Vector3.new(b,2,0), position) * CFrame.new(Head.CFrame.p+Vector3.new(b,2,0), 0, -distance / 2) * CFrame.Angles(0,0,math.random(1,360))
- spawn(function()
- for i = 0,1,0.08 do
- beam.Transparency = i*2
- beam.Size = beam.Size+Vector3.new(1,1,0)*Size
- wait()
- end
- end)
- spawn(function()
- local p = Instance.new("Part", Character)
- local audio2 = Instance.new("Sound", p)
- audio2.SoundId = "rbxassetid://287142895"
- audio2.Volume = 4
- audio2:Play()
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CFrame = beam.CFrame*CFrame.new(0,0, -beam.Size.Z/2)
- p.Anchored = true
- p.Material = "Neon"
- p.CanCollide = false
- game.Debris:AddItem(p, 0.6)
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
- if torso and (torso.Position - p.Position).magnitude <= 15*Size/2 and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(math.random(10,20)*Size)
- -- torso.Parent.Humanoid.PlatformStand = true
- end
- end
- for i = 0,1,0.05 do
- p.Size = p.Size + Vector3.new(1.5,1.5,1.5)*Size
- p.Transparency = i*2
- wait()
- end
- end)
- end
- z = -8
- Finger = false
- Animations = false
- combo = combo+1
- elseif combo == 4 then
- Finger2 = true
- Animations = true
- local audio = Instance.new("Sound", Right_Arm)
- audio.SoundId = "rbxassetid://242076158"
- audio.Volume = 4
- audio:Play()
- wait(0.4)
- for i = 1,15 do
- --Vector3.new(math.random(-20,20),math.random(20,30),0)
- local ray = Ray.new(Head.CFrame.p, (Mouse.Hit.p - Head.CFrame.p).unit * 300)
- local part, position = workspace:FindPartOnRayWithIgnoreList(ray, {Character})
- local beam = Instance.new("Part", Character)
- --beam.BrickColor = BrickColor.new("Bright red")
- beam.FormFactor = "Custom"
- beam.Material = "Neon"
- beam.Name = "beem"
- --beam.Transparency = 0.25
- beam.Anchored = true
- beam.Locked = true
- beam.CanCollide = false
- game:GetService("Debris"):AddItem(beam, 0.6)
- local distance = (Head.CFrame.p+Vector3.new(math.random(-20,20),math.random(5,30),0) - position).magnitude
- beam.Size = Vector3.new(0.4*Size,0.4*Size, distance)
- beam.CFrame = CFrame.new(Head.CFrame.p+Vector3.new(math.random(-40,40),math.random(7,50),0) , position) * CFrame.new(0, 0, -distance / 2) * CFrame.Angles(0,0,math.random(1,360))
- spawn(function()
- for i = 0,1,0.08 do
- beam.Transparency = i*2
- beam.Size = beam.Size+Vector3.new(1,1,0)*Size
- wait()
- end
- end)
- spawn(function()
- local p = Instance.new("Part", Character)
- local audio2 = Instance.new("Sound", p)
- audio2.SoundId = "rbxassetid://287142895"
- audio2.Volume = 4
- audio2:Play()
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CFrame = beam.CFrame*CFrame.new(0,0, -beam.Size.Z/2)
- p.Anchored = true
- p.Material = "Neon"
- p.CanCollide = false
- game.Debris:AddItem(p, 0.9)
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
- if torso and (torso.Position - p.Position).magnitude <= 15*Size and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(math.random(10,20)*Size)
- -- torso.Parent.Humanoid.PlatformStand = true
- end
- end
- for i = 0,1,0.05 do
- p.Size = p.Size + Vector3.new(1.5,1.5,1.5)*Size
- p.Transparency = i*2
- wait()
- end
- end)
- wait()
- end
- Finger2 = false
- Animations = false
- combo = combo+1
- elseif combo == 5 then
- Finger2 = true
- Animations = true
- local audio = Instance.new("Sound", Right_Arm)
- audio.SoundId = "rbxassetid://242076158"
- audio.Volume = 4
- audio:Play()
- wait(0.4)
- for i = 1,5 do
- --Vector3.new(math.random(-20,20),math.random(20,30),0)
- local ray = Ray.new(Vector3.new(math.random(-20,20),20,math.random(-20,20)), (Vector3.new(math.random(-20,20),20,math.random(-20,20)) - Head.CFrame.p).unit * 300)
- local part, position = workspace:FindPartOnRayWithIgnoreList(ray, {Character})
- local beam = Instance.new("Part", Character)
- --beam.BrickColor = BrickColor.new("Bright red")
- beam.FormFactor = "Custom"
- beam.Material = "Neon"
- beam.Name = "beem"
- --beam.Transparency = 0.25
- beam.Anchored = true
- beam.Locked = true
- beam.CanCollide = false
- game:GetService("Debris"):AddItem(beam, 0.6)
- local distance = (Vector3.new(math.random(-20,20),20,math.random(-20,20)) - position).magnitude
- beam.Size = Vector3.new(0.4*Size,0.4*Size, distance)
- beam.CFrame = CFrame.new(Vector3.new(math.random(-20,20),20,math.random(-20,20)) , position) * CFrame.new(0, 0, -distance / 2) * CFrame.Angles(0,0,math.random(1,360))
- spawn(function()
- for i = 0,1,0.08 do
- beam.Transparency = i*2
- beam.Size = beam.Size+Vector3.new(1,1,0)*Size
- wait()
- end
- end)
- spawn(function()
- local p = Instance.new("Part", Character)
- local audio2 = Instance.new("Sound", p)
- audio2.SoundId = "rbxassetid://287142895"
- audio2.Volume = 4
- audio2:Play()
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CFrame = beam.CFrame*CFrame.new(0,0, -beam.Size.Z/2)
- p.Anchored = true
- p.Material = "Neon"
- p.CanCollide = false
- game.Debris:AddItem(p, 0.9)
- for i,v in pairs(game.Workspace:GetChildren()) do
- torso = v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
- if torso and (torso.Position - p.Position).magnitude <= 15*Size and torso.Parent.Name ~= Character.Name then
- torso.Parent.Humanoid:TakeDamage(math.random(10,20)*Size)
- -- torso.Parent.Humanoid.PlatformStand = true
- end
- end
- for i = 0,1,0.05 do
- p.Size = p.Size + Vector3.new(1.5,1.5,1.5)*Size
- p.Transparency = i*2
- wait()
- end
- end)
- wait()
- end
- Finger2 = false
- Animations = false
- combo = 1
- end
- end)
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- return wld
- end
- function noOutline(part)
- Part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- local function Part(Color, Material, Transparency,Shape, Size, CFrame,CanCollide,Anchored,parent)
- local partie = i_new("Part",parent)
- partie.BrickColor = BrickColor.new(Color)
- partie.Material = Material
- partie.Shape = Shape
- partie.Transparency = Transparency
- partie.Size = Size
- partie.CFrame = CFrame
- partie.CanCollide = CanCollide
- partie.Anchored = Anchored
- return partie
- end
- function swait(num)
- if num == 0 or num == nil then
- game:GetService("RunService").RenderStepped:wait()
- else
- for i = 0, num do
- game:GetService("RunService").RenderStepped:wait()
- end
- end
- end
- Humanoid.FreeFalling:connect(function(falling)
- if falling then
- isFalling = true
- elseif not falling then
- isFalling = false
- end
- end)
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = i_new(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position, Direction, MaxDistance, IgnoreDescendants
- return game:GetService("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- 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
- 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
- wait()
- function bigger (char, S)
- tor = char.Torso
- larm = char["Left Arm"]
- rarm = char["Right Arm"]
- lleg = char["Left Leg"]
- rleg = char["Right Leg"]
- head = char.Head
- root = char.HumanoidRootPart
- hum = char.Humanoid
- tor.Size = tor.Size*S
- larm.Size = larm.Size*S
- rarm.Size = rarm.Size*S
- lleg.Size = lleg.Size*S
- rleg.Size = rleg.Size*S
- root.Size = root.Size*S
- hum.HipHeight = hum.HipHeight*S
- hum.JumpPower = hum.JumpPower*S/1.1
- head.Mesh.Scale = head.Mesh.Scale*S
- hum.MaxHealth = 500*S
- print(hum.MaxHealth)
- local scale = S
- scale = scale^-1
- function scaleCF(cf, n)
- local comp = {cf:components()}
- local matrix = {}
- for i = 4, #comp do
- matrix[i-3] = comp[i]
- end
- return CFrame.new(comp[1]/n, comp[2]/n, comp[3]/n, unpack(matrix))end
- --[[for _, v in pairs(Character.Head:GetChildren()) do
- if v:IsA("Attachment") then
- v.Position = v.Position / scale
- elseif v:IsA("SpecialMesh") and v.Parent. then
- v.Scale = v.Scale / scale
- v.Offset = v.Offset / scale
- end
- end--]]
- for _, a in pairs(Character:GetChildren()) do
- if a:IsA("Accoutrement") then
- for _, v in pairs(a.Handle:GetChildren()) do
- if v:IsA("Weld") then
- v.C0 = scaleCF(v.C0, scale)
- v.C1 = scaleCF(v.C1, scale)
- elseif v:IsA("Attachment") then
- v.Position = v.Position / scale
- elseif v:IsA("SpecialMesh") and v.Parent.Name ~= "Head" then
- v.Scale = v.Scale / scale
- v.Offset = v.Offset / scale
- end
- end
- end
- end
- LA_Weld = newWeld(Torso, Left_Arm, -1.5*S, 0.5*S, 0)
- Left_Arm.Weld.C1 = CFrame.new(0, 0.5*S, 0)
- RA_Weld = newWeld(Torso, Right_Arm, 1.5*S, 0.5*S, 0)
- Right_Arm.Weld.C1 = CFrame.new(0, 0.5*S, 0)
- LL_Weld = newWeld(Torso, Left_Leg, -0.5*S, -1*S, 0)
- Left_Leg.Weld.C1 = CFrame.new(0, 1*S, 0) -- Left_Leg.Weld.C1 = CFrame.new(0, 1, 0.15)
- RL_Weld = newWeld(Torso, Right_Leg, 0.5*S, -1*S, 0)
- Right_Leg.Weld.C1 = CFrame.new(0, 1*S, 0) -- Right_Leg.Weld.C1 = CFrame.new(0, 1, 0.15)
- Torso_Weld = newWeld(rootPart, Torso, 0, -1*S, 0)
- Torso.Weld.C1 = CFrame.new(0, -1*S, 0)
- Head_Weld = newWeld(Torso, Head, 0, 1.5*S, 0)
- end
- bigger(Character, Size)
- sine = 0
- change = 1
- --[[
- m2 = Instance.new("SpecialMesh", Right_Arm)
- m2.MeshId = "http://www.roblox.com/asset/?id=32328563"
- --32328397m2.TextureId = "http://www.roblox.com/asset/?id=21465353"
- m2.Scale = Vector3.new(1.2,1.2,1.2)*Size
- m3 = Instance.new("SpecialMesh", Left_Arm)
- m3.MeshId = "http://www.roblox.com/asset/?id=32328397"
- --m3.TextureId = "http://www.roblox.com/asset/?id=21465353"
- m3.Scale = Vector3.new(1.2,1.2,1.2)*Size
- --]]
- spawn(function()
- while wait(1.5) do
- spawn(function()
- while wait(5) do
- _G.currentHealth = Humanoid.Health
- end
- end)
- if Humanoid.Health >= _G.currentHealth then
- Humanoid.Health = Humanoid.Health+Humanoid.MaxHealth/30
- end
- end
- end)
- game:GetService("RunService").Stepped:connect(function()
- Camera.CameraSubject = Torso
- Angle = (Angle % 100) + angleSpeed/10
- Axis = (Axis % 100) + axisSpeed/10
- walkingMagnitude = Vector3.new(rootPart.Velocity.X, 0, rootPart.Velocity.Z).magnitude
- jumpVel = Torso.Velocity.Y
- sine = change + sine
- if (Humanoid.Jump) and jumpVel > 1 then
- currentAnim = "Jumping"
- elseif walkingMagnitude < 2 then
- currentAnim = "Idling"
- elseif isSprinting == true then
- currentAnim = "Sprinting"
- elseif walkingMagnitude > 2 then
- isSprinting = false
- currentAnim = "Walking"
- elseif isAttacking == true then
- currentAnim = "Attacking"
- end
- if currentAnim == "Jumping" and Animations == false then
- angleSpeed = 2
- axisSpeed = 2
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(10)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, 0.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(9), math.rad(0), math.rad(0)), 0.15)
- elseif isFalling == true and Animations == false then
- angleSpeed = 2
- axisSpeed = 2
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(50)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, 0.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-50)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, -0.5*Size) * c_angles(math.rad(-20), math.rad(0), math.rad(-0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, -0.5*Size) * c_angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(-15), math.rad(0), math.rad(0)), 0.15)
- elseif currentAnim == "Idling" and Animations == false then
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.2*Size, 0.3*Size+-0.02*math.sin(tick()),0.2*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(-40)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, 0.3*Size+-0.05*math.sin(tick()/1.5),0.2*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(40)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size-0.05*math.asin(math.cos(tick()*1.5)), 0) * c_angles(math.rad(0),math.rad(15),math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size-0.05*math.asin(math.cos(tick()*1.5)), 0)* c_angles(math.rad(0),math.rad(-15),math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0*Size, -0.9*Size+0.05*math.asin(math.cos(tick()*1.5)), 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(0), math.rad(-10), math.rad(0)), 0.15)
- elseif currentAnim == "Sprinting" and Animations == false then
- angleSpeed = 1
- axisSpeed = 1
- Humanoid.WalkSpeed = 42*Size
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.2*Size, 0.35*Size,0.2*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(-40)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, 0.35*Size,0.2*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(40)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -0.8*Size+(math.cos(sine/2)/2)*Size, -0.1*Size+(math.sin(sine/2)*0.8)/2) * c_angles(math.sin(sine/2)*1.6,math.rad(0), -math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -0.8*Size+(-math.cos(sine/2)/2)*Size, -0.1*Size+(-math.sin(sine/2)*0.8)/2)* c_angles(-math.sin(sine/2)*1.6,math.rad(0), -math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0*Size, -1*Size+math.sin(sine/2)/5, 0*Size) * c_angles(math.rad(-25), math.sin(sine/2)/8, math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(17), math.rad(0), math.rad(0)), 0.15)
- elseif currentAnim == "Walking" and Animations == false then
- angleSpeed = 1
- axisSpeed = 1
- change = 0.6
- Humanoid.WalkSpeed = 3.5*Size
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size,0) * c_angles(-math.rad(-50), math.rad(0), math.rad(10)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, (0.4+-math.asin(math.cos(sine/8.5))/8.5)*Size, (-0.2+-math.asin(math.cos(sine/8.5))/3.4)*Size) * c_angles(math.asin(math.cos(sine/8.5))*0.4, math.rad(0), math.rad(-5)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -0.8*Size+(math.cos(sine/6)/6)*Size, -0.1*Size+(math.sin(sine*5)*0.9)/6) * c_angles(math.sin(sine/6)*0.5,-math.sin(sine/5)/8, -math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -0.8*Size+(-math.cos(sine/6)/6)*Size, -0.1*Size+(-math.sin(sine*5)*0.9)/6)* c_angles(-math.sin(sine/6)*0.5,-math.sin(sine/5)/8, -math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0*Size, -1*Size+math.sin(sine/4)/6, 0*Size) * c_angles(math.rad(-5), math.rad(0)+math.sin(sine/5)/8, math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(0, math.rad(0), math.rad(0)), 0.15)
- elseif Finger == true and walkingMagnitude < 2 then
- -- First Punch (All C1, Lasts 3 Frames)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.2*Size, 0.35*Size, 0.2*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(-40)), 0.5)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, .5*Size, 0*Size) * c_angles(math.rad(170), math.rad(0), math.rad(0)), 0.5)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-10), math.rad(0), math.rad(-10)), 0.5)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-10), math.rad(0), math.rad(10)), 0.5)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.5)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.35)
- elseif Finger2 == true and walkingMagnitude < 2 then
- -- First Punch (All C1, Lasts 3 Frames)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0*Size) * c_angles(math.rad(170), math.rad(0), math.rad(0)), 0.5)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, .35*Size, 0.2*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(40)), 0.5)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-10), math.rad(0), math.rad(-10)), 0.5)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -1*Size, 0*Size) * c_angles(math.rad(-10), math.rad(0), math.rad(10)), 0.5)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.5)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0*Size) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.35)
- elseif Finger2 == true and walkingMagnitude > 2 then
- -- First Punch (All C1, Lasts 3 Frames)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5*Size, 0.5*Size, 0*Size) * c_angles(math.rad(170), math.rad(0), math.rad(0)), 0.5)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.2*Size, .35*Size, 0.2*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(40)), 0.5)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -0.8*Size+(math.cos(sine/3)/4)*Size, -0.2*Size+(math.sin(sine/3)*0.7)/2) * c_angles(math.sin(sine/3)*0.95,math.rad(0), -math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -0.8*Size+(-math.cos(sine/3)/4)*Size, -0.2*Size+(-math.sin(sine/3)*0.7)/2)* c_angles(-math.sin(sine/3)*0.95,math.rad(0), -math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0*Size, -1*Size+math.sin(sine/2)/3, 0*Size) * c_angles(math.rad(0), math.rad(0)+math.sin(sine/2)/8, math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Finger == true and walkingMagnitude > 2 then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.2*Size, 0.35*Size, 0.2*Size) * c_angles(math.rad(-40), math.rad(0), math.rad(-40)), 0.5)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5*Size, .5*Size, 0*Size) * c_angles(math.rad(170), math.rad(0), math.rad(0)), 0.5)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5*Size, -0.8*Size+(math.cos(sine/3)/4)*Size, -0.2*Size+(math.sin(sine/3)*0.7)/2) * c_angles(math.sin(sine/3)*0.95,math.rad(0), -math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5*Size, -0.8*Size+(-math.cos(sine/3)/4)*Size, -0.2*Size+(-math.sin(sine/3)*0.7)/2)* c_angles(-math.sin(sine/3)*0.95,math.rad(0), -math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0*Size, -1*Size+math.sin(sine/2)/3, 0*Size) * c_angles(math.rad(0), math.rad(0)+math.sin(sine/2)/8, math.sin(rootPart.RotVelocity.y/20)/3), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5*Size, 0) * c_angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- end
- end)
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