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- 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");InternalData = {}InternalData.RealOwner = owner;InternalData.RealObjs = {};InternalData.SoundLoudness = {};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()}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;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 t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end,__call=function(self,...)local t=rawget(self,"_RealService")if t then return t(...)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 self[t]end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;x.RunService=v({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")setmetatable(x,{__index=function(self,t)return r:GetService(t)or typeof(r[t])=="function"and function(m,...)return r[t](r,...)end or r[t]end,__newindex=s.__newindex,__call=s.__call})game,owner=x,x.Players.LocalPlayer
- script.Parent = InternalData.RealOwner.Character
- local Event = Instance.new("RemoteEvent");Event.Name = "UserInput";InternalData.Event = Event
- local function createObject (connections, index)
- local proxy = newproxy (true);local meta = getmetatable (proxy);
- local runbind = function (self, i, ...) connections[i]:Fire (...); end;
- while (#connections > 0) do connections[table.remove(connections, 1)] = Instance.new ('BindableEvent');end;
- meta.__index = function (self, i)
- if (i == 'TriggerEvent') then return runbind end;
- return connections[i] and connections[i].Event or index[i];
- end;
- meta.__newindex = index;meta.__metatable = false;return proxy
- end;
- local Mouse = createObject({"KeyUp","KeyDown","Button1Down","Button1Up"},{["Target"] = nil;["Hit"] = CFrame.new()})
- local UserInputService = createObject({"InputBegan","InputEnded"},{})
- local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...)
- self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil
- end};ContextActionService.UnBindAction = ContextActionService.BindAction
- Event.OnServerEvent:Connect(function(FiredBy,Input)
- if FiredBy ~= InternalData.RealOwner then return end
- if Input.MouseEvent then
- Mouse.Target = Input.Target;Mouse.Hit = Input.Hit
- elseif Input.Sound then
- if InternalData.SoundLoudness[Input.Sound] then InternalData.SoundLoudness[Input.Sound] = Input.Loudness end
- else
- local Begin = Input.UserInputState == Enum.UserInputState.Begin
- if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TriggerEvent(Begin and "Button1Down" or "Button1Up") end
- for _,Action in pairs(ContextActionService.Actions) do
- for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end
- end
- Mouse:TriggerEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower());UserInputService:TriggerEvent(Begin and "InputBegan" or "InputEnded",Input,false)
- end
- end)
- InternalData["Mouse"] = Mouse;InternalData["ContextActionService"] = ContextActionService;InternalData["UserInputService"] = UserInputService
- Event.Parent = NLS([[
- local Player = owner;
- local Sounds = {};
- local Event = script:WaitForChild("UserInput");
- local UserInputService = game:GetService("UserInputService");
- local Mouse = Player:GetMouse();
- local Input = function(Input,gameProcessedEvent)
- if gameProcessedEvent then return end
- Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState})
- end
- Event.OnClientEvent:connect(function(Args)
- if Args[1] == "NewSound" then table.insert(Sounds,Args[2]) end
- end)
- UserInputService.InputBegan:Connect(Input);UserInputService.InputEnded:Connect(Input)
- local Hit,Target
- while wait(1/30) do
- for x,Sound in pairs(Sounds) do
- if Sound.Parent then Event:FireServer({["Sound"]=Sound,["Loudness"]=Sound.PlaybackLoudness}) end
- end
- if Hit ~= Mouse.Hit or Target ~= Mouse.Target then
- Hit = Mouse.Hit;Target = Mouse.Target;
- Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit})
- end
- end
- ]],InternalData.RealOwner.Character)
- end
- InternalData.NewOwner = setmetatable({},{
- __index = function (self,Index)
- local Type = type(InternalData.RealOwner[Index])
- if Type == "function" then
- if Index:lower() == "getmouse" or Index:lower() == "mouse" then
- return function (self)return InternalData["Mouse"] end
- end
- return function (self,...)return InternalData.RealOwner[Index](InternalData.RealOwner,...) end
- elseif Index == "FakePlayer" then
- return true
- end
- return InternalData.RealOwner[Index]
- end;
- __tostring = function(self) return tostring(InternalData.RealOwner) end
- })
- --LoadLibrary("RbxUtility").Create
- InternalData.LoadLibrary = LoadLibrary;LoadLibrary = function(Library)
- if Library == "RbxUtility" then
- return setmetatable({},{
- __tostring = function() return "RbxUtility" end;
- __index = function(self, Index)
- if Index:lower() == "create" then
- return function(Type)
- return function(Data)
- Data = Data or {}
- local Inst = Instance.new(Type)
- for x,y in pairs(Data) do
- if InternalData.RealObjs[y] then y = InternalData.RealObjs[y] end
- if y == owner then y = InternalData.RealOwner end
- Inst[x] = y
- end
- return Inst
- end
- end
- end
- return InternalData.LoadLibrary(Library)[Index]
- end
- })
- end
- return InternalData.LoadLibrary(Library)
- end
- InternalData.RealInstance = Instance;Instance = setmetatable({},{
- __index = function (self,Index)
- if Index:lower() == 'new' then
- return function (Type, Parent)
- if Parent == owner then Parent = InternalData.RealOwner end
- if InternalData.RealObjs[Parent] then Parent = InternalData.RealObjs[Parent] end
- local Real = InternalData.RealInstance.new(Type,Parent)
- if not Type then return end
- if Type == "BillboardGui" then
- local ToReturn = setmetatable({},{
- __index = function (self,Index)
- if type(Real[Index]) == "function" then
- if Index:lower() == "clone" then
- return function (self)
- local Real = Real:Clone()
- local ToReturn = setmetatable({RealObject = Real},{
- __index = function (self,Index)
- if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end
- return Real[Index]
- end;
- __newindex = function (self,Index,Value)
- if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
- if Value == owner then Value = InternalData.RealOwner end
- Real[Index] = Value
- end;
- __tostring = function(self) return tostring(Real) end;
- })
- InternalData.RealObjs[ToReturn] = Real;return ToReturn;
- end
- end
- return function (self,...) return Real[Index](Real,...)end
- end
- return Real[Index]
- end;
- __newindex = function (self,Index,Value)
- if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
- if Value == owner then Value = InternalData.RealOwner end
- Real[Index] = Value
- end;
- __tostring = function(self) return tostring(Real) end;
- })
- InternalData.RealObjs[ToReturn] = Real;return ToReturn;
- elseif Type:lower() == "sound" then
- Real.Parent = owner.Character;
- local ToReturn = setmetatable({RealObject = Real},{
- __index = function (self,Index)
- if Index:lower() == "playbackloudness" then
- return InternalData.SoundLoudness[Real] or 0
- elseif type(Real[Index]) == "function" then
- if Index:lower() == "clone" then
- return function (self)
- local Real = Real:Clone()
- local ToReturn = setmetatable({},{
- __index = function (self,Index)
- if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end
- return Real[Index]
- end;
- __newindex = function (self,Index,Value)
- if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
- if Value == owner then Value = InternalData.RealOwner end
- Real[Index] = Value
- end;
- __tostring = function(self) return tostring(Real) end;
- })
- InternalData.RealObjs[ToReturn] = Real;return ToReturn;
- end
- end
- return function (self,...) return Real[Index](Real,...)end
- end
- return Real[Index]
- end;
- __newindex = function (self,Index,Value)
- if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
- if Value == owner then Value = InternalData.RealOwner end
- Real[Index] = Value
- end;
- __tostring = function(self) return tostring(Real) end;
- })
- InternalData.RealObjs[ToReturn] = Real;InternalData.SoundLoudness[Real] = 0;repeat wait() until InternalData.Event.Parent InternalData.Event:FireClient(InternalData.RealOwner,{"NewSound",Real}) return ToReturn;
- else
- local ToReturn = setmetatable({RealObject = Real},{
- __index = function (self,Index)
- if type(Real[Index]) == "function" then
- if Index:lower() == "clone" then
- return function (self)
- local Real = Real:Clone()
- local ToReturn = setmetatable({},{
- __index = function (self,Index)
- if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end
- return Real[Index]
- end;
- __newindex = function (self,Index,Value)
- if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
- if Value == owner then Value = InternalData.RealOwner end
- Real[Index] = Value
- end;
- __tostring = function(self) return tostring(Real) end;
- })
- InternalData.RealObjs[ToReturn] = Real;return ToReturn;
- end
- end
- return function (self,...) return Real[Index](Real,...)end
- end
- return Real[Index]
- end;
- __newindex = function (self,Index,Value)
- if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
- if Value == owner then Value = InternalData.RealOwner end
- Real[Index] = Value
- end;
- __tostring = function(self) return tostring(Real) end;
- })
- InternalData.RealObjs[ToReturn] = Real;return ToReturn;
- end
- end
- end
- return InternalData.RealInstance[Index]
- end;
- __tostring = function(self) return tostring(InternalData.RealInstance) end;
- });
- InternalData.RealGame = game;game = setmetatable({},{
- __index = function (self,Index)
- if InternalData.RealGame[Index] then
- local Type = type(InternalData.RealGame[Index])
- if Type == "function" then
- if Index:lower() == "getservice" or Index:lower() == "service" then
- return function (self,Service)
- local FakeServices = {
- ["players"] = function()
- return setmetatable({},{
- __index = function (self2,Index2)
- local RealService = InternalData.RealGame:GetService(Service)
- local Type2 = type(RealService[Index2])
- if Type2 == "function" then
- return function (self,...) return RealService[Index2](RealService,...)end
- else
- if Index2:lower() == "localplayer" then return InternalData.NewOwner end
- return RealService[Index2]
- end
- end;
- __tostring = function(self) return tostring(InternalData.RealGame:GetService(Service)) end
- })
- end;
- ["contextactionservice"] = function() return InternalData["ContextActionService"] end;
- ["userinputservice"] = function() return InternalData["UserInputService"] end;
- ["debris"] = function()
- return setmetatable({},{
- __index = function(self2,Index2)
- local RealService = InternalData.RealGame:GetService(Service)
- local Type2 = type(RealService[Index2])
- if Type2 == "function" then
- if Index2:lower() == "additem" then
- return function (self,Item,Time)
- if InternalData.RealObjs[Item] then Item = InternalData.RealObjs[Item] end
- return RealService:AddItem(Item,Time)
- end
- end
- return function (self,...) return RealService[Index2](RealService,...) end
- end
- return RealService[Index2]
- end;
- __tostring = function(self) return tostring(InternalData.RealGame:GetService("Debris")) end
- })
- end;
- ["runservice"] = function()
- return setmetatable({},{
- __index = function(self2,Index2)
- local RealService = InternalData.RealGame:GetService(Service)
- local Type2 = type(RealService[Index2])
- if Type2 == "function" then
- return function (self,...) return RealService[Index2](RealService,...) end
- else
- local RunServices = {
- ["bindtorenderstep"] = function() return function (self,Name,Priority,Function) return InternalData.RealGame:GetService("RunService").Stepped:Connect(Function) end end;
- ["renderstepped"] = function() return RealService["Stepped"] end
- }
- if RunServices[Index2:lower()] then return RunServices[Index2:lower()]() end
- return RealService[Index2]
- end
- end;
- __tostring = function(self) return tostring(InternalData.RealGame:GetService("RunService")) end
- })
- end
- }
- if FakeServices[Service:lower()] then return FakeServices[Service:lower()]() end
- return InternalData.RealGame:GetService(Service)
- end
- end
- return function (self,...) return InternalData.RealGame[Index](InternalData.RealGame,...) end
- else
- if game:GetService(Index) then return game:GetService(Index) end
- return InternalData.RealGame[Index]
- end
- end
- return nil
- end;
- __tostring = function(self) return tostring(InternalData.game) end
- });Game = game;owner = game:GetService("Players").LocalPlayer;script = Instance.new("Script");print("Complete!")
- Player=game:GetService("Players").LocalPlayer
- Character=Player.Character
- PlayerGui=Player.PlayerGui
- Backpack=Player.Backpack
- Torso=Character.Torso
- Head=Character.Head
- Humanoid=Character.Humanoid
- 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 Effects={}
- local gun=false
- local shoot=false
- player=nil
- mana=0
- cam = workspace.CurrentCamera
- ZTarget = nil
- RocketTarget = nil
- local m = Instance.new("Model",Character)
- m.Name = "WeaponModel"
- mouse=Player:GetMouse()
- --save shoulders
- RSH, LSH=nil, nil
- --welds
- RW, LW=Instance.new("Weld"), Instance.new("Weld")
- 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
- function swait(num)
- if num==0 or num==nil then
- game:service'RunService'.Heartbeat:wait(0)
- else
- for i=0,num do
- game:service'RunService'.Heartbeat:wait(0)
- end
- end
- end
- function nooutline(part)
- part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10
- end
- function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
- local fp=it("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false
- fp.Locked=true
- fp.BrickColor=BrickColor.new(tostring(brickcolor))
- fp.Name=name
- fp.Size=size
- fp.Position=Character.Torso.Position
- nooutline(fp)
- fp.Material=material
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh=it(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 weld(parent,part0,part1,c0,c1)
- local weld=it("Weld")
- weld.Parent=parent
- weld.Part0=part0
- weld.Part1=part1
- weld.C0=c0
- weld.C1=c1
- return weld
- 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
- so = function(id,par,vol,pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId=id
- swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou,6)
- end))
- 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
- 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
- Damagefunc=function(Part,hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock)
- if hit.Parent==nil then
- return
- end
- local h=hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h=v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- -- hs(hit,1.2)
- local c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game:service("Players").LocalPlayer
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- local Damage=math.random(minim,maxim)
- -- h:TakeDamage(Damage)
- local blocked=false
- local block=hit.Parent:findFirstChild("Block")
- if block~=nil then
- print(block.className)
- if block.className=="NumberValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock==nil then
- block.Value=block.Value-1
- end
- end
- end
- if block.className=="IntValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock~=nil then
- block.Value=block.Value-1
- end
- end
- end
- end
- if blocked==false then
- -- h:TakeDamage(Damage)
- h.Health=h.Health-Damage
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, Part.BrickColor.Color)
- else
- h.Health=h.Health-(Damage/2)
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Bright blue").Color)
- end
- if Type=="Knockdown" then
- local hum=hit.Parent.Humanoid
- hum.PlatformStand=true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand=false
- end),hum)
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- --hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- local rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Normal" then
- local vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- if KnockbackType==1 then
- vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
- elseif KnockbackType==2 then
- vp.velocity=Property.CFrame.lookVector*knockback
- end
- if knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.5)
- elseif Type=="Up" then
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=vt(0,60,0)
- bodyVelocity.P=5000
- bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodyVelocity.Parent=hit
- game:GetService("Debris"):AddItem(bodyVelocity,1)
- local rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Snare" then
- local bp=Instance.new("BodyPosition")
- bp.P=2000
- bp.D=100
- bp.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- bp.position=hit.Parent.Torso.Position
- bp.Parent=hit.Parent.Torso
- game:GetService("Debris"):AddItem(bp,1)
- elseif Type=="Target" then
- local Targetting = false
- if Targetting==false then
- ZTarget=hit.Parent.Torso
- coroutine.resume(coroutine.create(function(Part)
- so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)
- swait(5)
- so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)
- end),ZTarget)
- local TargHum=ZTarget.Parent:findFirstChild("Humanoid")
- local targetgui=Instance.new("BillboardGui")
- targetgui.Parent=ZTarget
- targetgui.Size=UDim2.new(10,100,10,100)
- local targ=Instance.new("ImageLabel")
- targ.Parent=targetgui
- targ.BackgroundTransparency=1
- targ.Image="rbxassetid://4834067"
- targ.Size=UDim2.new(1,0,1,0)
- cam.CameraType="Scriptable"
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- local dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
- workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- Targetting=true
- RocketTarget=ZTarget
- for i=1,Property do
- --while Targetting==true and Humanoid.Health>0 and Character.Parent~=nil do
- if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0 and TargHum.Parent~=nil and Targetting==true then
- swait()
- end
- --workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,Head.CFrame.p+rmdir*100)
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*cf(0,5,10)*euler(-0.3,0,0)
- end
- Targetting=false
- RocketTarget=nil
- targetgui.Parent=nil
- cam.CameraType="Custom"
- end
- end
- local debounce=Instance.new("BoolValue")
- debounce.Name="DebounceHit"
- debounce.Parent=hit.Parent
- debounce.Value=true
- game:GetService("Debris"):AddItem(debounce,Delay)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- end
- end
- function ShowDamage(Pos, Text, Time, Color)
- local Rate = (1 / 30)
- local Pos = (Pos or Vector3.new(0, 0, 0))
- local Text = (Text or "")
- local Time = (Time or 2)
- local Color = (Color or Color3.new(1, 0, 0))
- local EffectPart = part("Custom",workspace,"SmoothPlastic",0,1,BrickColor.new(Color),"Effect",vt(0,0,0))
- EffectPart.Anchored = true
- local BillboardGui = Instance.new("BillboardGui")
- BillboardGui.Size = UDim2.new(3, 0, 3, 0)
- BillboardGui.Adornee = EffectPart
- local TextLabel = Instance.new("TextLabel")
- TextLabel.BackgroundTransparency = 1
- TextLabel.Size = UDim2.new(1, 0, 1, 0)
- TextLabel.Text = Text
- TextLabel.TextColor3 = Color
- TextLabel.TextScaled = true
- TextLabel.Font = Enum.Font.ArialBold
- TextLabel.Parent = BillboardGui
- BillboardGui.Parent = EffectPart
- game.Debris:AddItem(EffectPart, (Time + 0.1))
- EffectPart.Parent = game:GetService("Workspace")
- Delay(0, function()
- local Frames = (Time / Rate)
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = (Frame / Frames)
- EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
- TextLabel.TextTransparency = Percent
- end
- if EffectPart and EffectPart.Parent then
- EffectPart:Destroy()
- end
- end)
- end
- --example: local con = HitboxB.Touched:connect(function(hit) Damagefunc(Hitbox,hit,Dmg,Dmg,math.random(Knockback,Knockback),"Normal",RootPart,.2,1) end)
- function attackone()
- attack = true
- for i = 1,50 do
- so("rbxassetid://218056315",workspace,1,1)
- end
- for i = 1,40 do
- swait()
- for i = 0,1,0.2 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-30),math.rad(0),math.rad(0)),.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-30),math.rad(0),math.rad(0)),.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(20)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(-50)), 0.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
- end
- for i = 0,1,0.2 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(0)),.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(50), math.rad(0), math.rad(-20)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-20)), 0.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(-20)),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(-20)),.3)
- end
- for i = 0,1,0.2 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-30),math.rad(0),math.rad(0)),.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-30),math.rad(0),math.rad(0)),.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(20)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(-50)), 0.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
- end
- for i = 0,1,0.2 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(0)),.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(50), math.rad(0), math.rad(20)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-20)), 0.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(-20)),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(-20)),.3)
- end
- end
- attack = false
- end
- mouse.Button1Down:connect(function()
- if attack == false and attacktype == 1 then
- attacktype = 1
- attackone()
- end
- end)
- mouse.KeyDown:connect(function(k)
- k=k:lower()
- if attack == false and k == '' then
- end
- end)
- local sine = 0
- local change = 1
- local val = 0
- while true do
- swait()
- 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
- end
- end
- if RootPart.Velocity.y > 1 and hitfloor==nil then
- Anim="Jump"
- if attack==false then
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(0)),.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0)),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0)),.3)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor==nil then
- Anim="Fall"
- if attack==false then
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(0)),.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0)),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0)),.3)
- end
- elseif torvel<1 and hitfloor~=nil then
- Anim="Idle"
- if attack==false then
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(0)),.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0)),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0)),.3)
- end
- elseif torvel>2 and hitfloor~=nil then
- Anim="Walk"
- if attack==false then
- change=3
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(0)),.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0)),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0)),.3)
- end
- end
- end
- if #Effects>0 then
- for e=1,#Effects do
- if Effects[e]~=nil then
- local Thing=Effects[e]
- if Thing~=nil then
- local Part=Thing[1]
- local Mode=Thing[2]
- local Delay=Thing[3]
- local IncX=Thing[4]
- local IncY=Thing[5]
- local IncZ=Thing[6]
- if Thing[1].Transparency<=1 then
- if Thing[2]=="Block1" then
- Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Cylinder" then
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Blood" then
- Mesh=Thing[7]
- Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Elec" then
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Disappear" then
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- end
- else
- Part.Parent=nil
- table.remove(Effects,e)
- end
- end
- end
- end
- end
- end
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