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- local _CODE = "Blade"
- --==================================================-VARIABLES-==================================================--
- local player = game:GetService("Players").LocalPlayer
- local char = player.Character
- local huma = char:FindFirstChild("Humanoid")
- local initialized, disconnectRequest = false, false
- local model,suited,use,processing,animate,gtarget,gs = false,false,false,false,false,false,true
- local w,a,s,d = false,false,false,false
- local bindKeyDown,bindKeyUp = false,false
- local hit,trail,lighting,shirt,bin = false, false, false, false, false
- local bPos, bGyro = Instance.new("BodyPosition"), Instance.new("BodyGyro")
- local delete = true
- local prt,_jnt,_mdl,_prt,_kup,_kdn,_mse,ms = {}
- local combo = 0
- local tol = 4
- local mode = 0
- local cfs = false
- local jumping = false
- local buttonDown = false
- local shirtColor = "Navy blue"
- local pantsColor = "Really black"
- local attachColor = "Really black"
- local sheathColor = "Really black"
- local swordHandleColor = "Navy blue"
- local gunColor = "Really black"
- local gunTakePos = nil
- local defaultWalkspeed = huma.WalkSpeed
- --==================================================-MAIN-CODE-==================================================--
- bPos.maxForce = Vector3.new(0,math.huge,0)
- bGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- if player == nil or char == nil then return end
- if not player.Backpack:FindFirstChild(_CODE) then
- bin = Instance.new("HopperBin")
- bin.Name = _CODE
- bin.Parent = player:FindFirstChild("Backpack")
- else bin = player.Backpack[_CODE] end
- if bin ~= nil then
- script.Name = "_NScript"
- script.Parent = nil
- end
- local part = {
- head = char:FindFirstChild("Head"),
- tors = char:FindFirstChild("Torso"),ftor,
- larm = char:FindFirstChild("Left Arm"),
- rarm = char:FindFirstChild("Right Arm"),
- lleg = char:FindFirstChild("Left Leg"),
- rleg = char:FindFirstChild("Right Leg")}
- local motor = {
- neck = part.tors:FindFirstChild("Neck"),
- lsho = part.tors:FindFirstChild("Left Shoulder"),
- rsho = part.tors:FindFirstChild("Right Shoulder"),
- lhip = part.tors:FindFirstChild("Left Hip"),
- rhip = part.tors:FindFirstChild("Right Hip")}
- for i,obj in pairs(char:GetChildren()) do
- if obj:IsA("CharacterMesh") then
- obj:Destroy()
- end
- end
- function JoinInit()
- while processing do wait() end
- processing = true
- if char:FindFirstChild("Shirt") then
- shirt = char.Shirt
- shirt.Parent = nil
- end
- part.ftor = part.tors:Clone()
- part.ftor.Name = "_Torso2"
- part.ftor.BrickColor = BrickColor.new("Really black")
- local joint = {neck,tors,lsho,rsho,lhip,rhip}
- joint.tors = Instance.new("Weld", part.tors)
- joint.tors.Name = "Torso_WELD"
- joint.tors.Part0 = part.tors
- joint.tors.Part1 = part.ftor
- part.ftor.Parent = char
- part.tors.Transparency = 1
- for i,join in pairs (motor) do
- local weld
- if not join.Parent:FindFirstChild(join.Name.."_WELD") then
- weld = Instance.new("Weld", join.Parent)
- weld.Name = join.Name.."_WELD"
- else weld = join.Parent[join.Name.."_WELD"] end
- if tostring(i) == "lsho" then
- weld.C0 = CFrame.new(-1.5,0.5,0)
- weld.C1 = CFrame.new(0,0.5,0)
- elseif tostring(i) == "rsho" then
- weld.C0 = CFrame.new(1.5,0.5,0)
- weld.C1 = CFrame.new(0,0.5,0)
- elseif tostring(i) == "neck" then
- weld.C0 = CFrame.new(0,1,0)
- weld.C1 = CFrame.new(0,-0.5,0)
- else
- weld.C0 = join.C0
- weld.C1 = join.C1
- end
- weld.Part1 = join.Part1
- if tostring(i) ~= "neck" then
- join.Part0 = part.ftor
- else
- weld.Part0 = part.ftor
- end
- joint[i] = weld
- end
- initialized = true
- processing = false
- return joint
- end
- function Bind(join)
- if join == nil then return end
- if _jnt == nil then return end
- if part.ftor == nil then return end
- if not _jnt[join]:IsA("Weld") then return end
- if not motor[join]:IsA("Motor6D") then return end
- motor[join].Part0 = nil
- _jnt[join].Part0 = part.ftor
- end
- function Release(join)
- if join == nil then return end
- if _jnt == nil then return end
- if part.ftor == nil then return end
- if not _jnt[join]:IsA("Weld") then return end
- if not motor[join]:IsA("Motor6D") then return end
- _jnt[join].Part0 = nil
- motor[join].Part0 = part.ftor
- end
- function SuitInit()
- while processing do wait() end
- processing = true
- if initialized then
- local suitModel
- if not char:FindFirstChild(_CODE.." Suit") then
- suitModel = Instance.new("Model", char)
- suitModel.Name = _CODE.." Suit"
- model = true
- else suitModel = char[_CODE.." Suit"] model = true end
- processing = false
- return suitModel
- else processing = false end
- end
- function CF(join,cf,rot,speed,ctin,s)
- if s and cfs then ctin = true animate = false return end
- if join == nil then return end
- local def,done = join.C0,false
- local cf = cf or def
- local rot = rot or (def - def.p)
- local speed = speed or 1
- local x1,y1,z1 = def:toEulerAnglesXYZ()
- local x2,y2,z2 = rot:toEulerAnglesXYZ()
- coroutine.wrap(function()
- if speed ~= 1 then
- for i = 0,1,speed do
- if s and cfs then ctin = true animate = false return end
- join.C0 = CFrame.new(
- (def.p.X * (1 - i) + cf.p.X * i),
- (def.p.Y * (1 - i) + cf.p.Y * i),
- (def.p.Z * (1 - i) + cf.p.Z * i)) *
- CFrame.fromEulerAnglesXYZ(
- (x1 * (1 - i) + x2 * i),
- (y1 * (1 - i) + y2 * i),
- (z1 * (1 - i) + z2 * i))
- wait(0.015)
- end
- end if s and cfs then ctin = true animate = false else join.C0 = CFrame.new(cf.p) * CFrame.fromEulerAnglesXYZ(x2,y2,z2) end done = true
- end)()
- if not ctin and speed ~= 1 then while not done do wait(0.015) end end
- end
- function CreatePart(tab, name, color, transparency, reflectance, size, cframe, rotation, cancollide, anchored, meshType, scaleSize, weldPart, parent)
- if model and _mdl ~= nil and part.ftor ~= nil then
- local returnTable = {part,weld}
- if scaleSize == nil then scaleSize = false end
- local suitPart = Instance.new("Part")
- suitPart.Name = name
- suitPart.BrickColor = BrickColor.new(color)
- suitPart.Anchored = anchored
- suitPart.Locked = true
- suitPart.CanCollide = cancollide
- suitPart.Transparency = transparency
- suitPart.Reflectance = reflectance
- suitPart.FormFactor = Enum.FormFactor.Custom
- suitPart.BottomSurface = "Smooth"
- suitPart.TopSurface = "Smooth"
- suitPart.Size = size
- if meshType ~= nil then
- if meshType == "Cone" then
- CreateMesh("http://www.roblox.com/asset/?id=1033714", suitPart, scaleSize)
- elseif meshType == "Corner" then
- CreateMesh("http://www.roblox.com/asset/?id=11294911", suitPart, scaleSize)
- elseif meshType == "Eye" then
- CreateMesh("http://www.roblox.com/asset/?id=1185246", suitPart, scaleSize)
- elseif meshType == "Devo" then
- CreateMesh("http://www.roblox.com/asset/?id=15720044", suitPart, scaleSize)
- elseif meshType == "Diamond" then
- CreateMesh("http://www.roblox.com/asset/?id=9756362", suitPart, scaleSize)
- elseif meshType == "Ring" then
- CreateMesh("http://www.roblox.com/asset/?id=3270017", suitPart, scaleSize)
- elseif meshType == "Tetrahedron" then
- CreateMesh("http://www.roblox.com/asset/?id=11294922", suitPart, scaleSize)
- elseif meshType == "Crown" then
- CreateMesh("http://www.roblox.com/asset/?id=20329976", suitPart, scaleSize)
- elseif meshType == "Claws" then
- CreateMesh("http://www.roblox.com/asset/?id=10681506", suitPart, scaleSize)
- elseif meshType == "Cylinder" then
- local mesh = Instance.new("CylinderMesh", suitPart)
- if scaleSize then mesh.Scale = suitPart.Size end
- elseif meshType == "Brick" then
- local mesh = Instance.new("BlockMesh", suitPart)
- if scaleSize then mesh.Scale = suitPart.Size end
- else
- local mesh = Instance.new("SpecialMesh", suitPart)
- if scaleSize then mesh.Scale = suitPart.Size end
- mesh.MeshType = meshType
- end
- end
- if weldPart == nil then suitPart.CFrame = cframe * rotation else
- local weld = Instance.new("Weld", _mdl)
- weld.Part1 = suitPart
- weld.Part0 = weldPart
- weld.Name = tostring(weld.Part0).."_TO_"..tostring(weld.Part1)
- weld.C0 = cframe * rotation
- returnTable.weld = weld
- end
- returnTable.part = suitPart
- suitPart.Parent = parent or _mdl
- if tab ~= nil then tab[name] = returnTable else return returnTable end
- end
- end
- function CreateMesh(id, part, scaleSize)
- local mesh = Instance.new("SpecialMesh", part)
- if scaleSize then mesh.Scale = part.Size end
- mesh.MeshType = Enum.MeshType.FileMesh
- mesh.MeshId = id
- return mesh
- end
- function LoadSuit()
- while processing do wait() end
- processing = true
- if not suited then
- CreatePart(prt, "torso_1", shirtColor, 0, 0, Vector3.new(2.015,2.11,1.015), CFrame.new(0,-0.04,0), CFrame.Angles(0,0,0),false,false, "Brick",false,part.ftor)
- CreatePart(prt, "torso_2", attachColor, 0, 0, Vector3.new(2.70,0.2,1.06), CFrame.new(-0.05,0.125,0), CFrame.Angles(0,0,math.rad(45)),false,false, "Brick",false,prt.torso_1.part)
- CreatePart(prt, "torso_3", attachColor, 0, 0, Vector3.new(2.15,0.2,1.06), CFrame.new(-0.025,-0.9,0), CFrame.Angles(0,0,math.rad(-2)),false,false, "Brick",false,prt.torso_1.part)
- CreatePart(prt, "torso_4", "Navy blue", 0, 1, Vector3.new(0.3,0.2,0.3), CFrame.new(0.6,0,-0.45), CFrame.Angles(math.rad(90),0,0),false,false, "Cylinder",false,prt.torso_3.part)
- CreatePart(prt, "arm_1", shirtColor, 0, 0, Vector3.new(1.015,0.8,1.015), CFrame.new(0,0.615,0), CFrame.Angles(0,0,0),false,false, "Brick",false,part.rarm)
- CreatePart(prt, "arm_2", shirtColor, 0, 0, Vector3.new(1.015,1.6,1.015), CFrame.new(0,0.215,0), CFrame.Angles(0,0,0),false,false, "Brick",false,part.larm)
- CreatePart(prt, "sheath_1", sheathColor, 0, 0, Vector3.new(0.425,4.5,0.2), CFrame.new(-0.25,0,0.63), CFrame.Angles(0,0,math.rad(-90)),false, false,"Brick", false, prt.torso_2.part)
- CreatePart(prt, "sheath_2", sheathColor, 0, 0,Vector3.new(0.21,0.6,0.415),CFrame.new(0,-2.55,0),CFrame.Angles(0,math.rad(90),math.rad(180)),false,false,"Wedge",false,prt.sheath_1.part)
- CreatePart(prt, "sheath_3", "Navy blue", 0, 0,Vector3.new(0.25,0.6,0.2),CFrame.new(0,1.8,0.05),CFrame.Angles(0,0,0),false,false,"Diamond",true,prt.sheath_1.part)
- CreatePart(prt, "sheath_4", "Really black", 0, 0.3,Vector3.new(0.2,0.6,0.2),CFrame.new(0,1.3,0.1),CFrame.Angles(0,0,math.rad(27)),false,false,"Brick",true,prt.sheath_1.part)
- CreatePart(prt, "sheath_5", "Navy blue", 0, 0.3,Vector3.new(0.2,0.6,0.2),CFrame.new(0,1.1,0.1),CFrame.Angles(0,0,math.rad(27)),false,false,"Brick",true,prt.sheath_1.part)
- CreatePart(prt, "sheath_6", "Really black", 0, 0.3,Vector3.new(0.2,0.6,0.2),CFrame.new(0,0.9,0.1),CFrame.Angles(0,0,math.rad(27)),false,false,"Brick",true,prt.sheath_1.part)
- CreatePart(prt, "sheath_7", "Navy blue", 0, 0,Vector3.new(0.2,2,0.2),CFrame.new(0.2,0,0),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part)
- CreatePart(prt, "sheath_8", "Navy blue", 0, 0,Vector3.new(0.2,2,0.2),CFrame.new(-0.2,0,0),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part)
- CreatePart(prt, "sheath_9", "Navy blue", 0, 0,Vector3.new(0.2,0.72,0.2),CFrame.new(0.09,2.0125,0.13),CFrame.Angles(math.rad(35),0,-math.rad(20)),false,false,"Brick",true,prt.sheath_7.part)
- CreatePart(prt, "sheath_10", "Navy blue", 0, 0,Vector3.new(0.2,0.72,0.2),CFrame.new(-0.09,2.0125,0.13),CFrame.Angles(math.rad(35),0,math.rad(20)),false,false,"Brick",true,prt.sheath_8.part)
- CreatePart(prt, "sheath_11", "Navy blue", 0, 1,Vector3.new(0.25,0.425,0.25),CFrame.new(0,0.085,0),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_9.part)
- CreatePart(prt, "sheath_12", "Navy blue", 0, 1,Vector3.new(0.25,0.425,0.25),CFrame.new(0,0.085,0),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_10.part)
- CreatePart(prt, "sheath_13", "Navy blue", 0, 1,Vector3.new(0.2,0.7,0.2),CFrame.new(0,0,0),CFrame.Angles(math.rad(-145),0,0),false,false,"Brick",true,prt.sheath_2.part)
- CreatePart(prt, "sheath_14", "Navy blue", 0, 1,Vector3.new(0.2,1.11,0.2),CFrame.new(0.072,-0.025,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part)
- CreatePart(prt, "gunsheath_1", sheathColor, 0, 0, Vector3.new(0.5,0.9,0.7), CFrame.new(1.2,-0.2,0), CFrame.Angles(math.rad(-20),0,0),false, false,"Brick",true,prt.torso_3.part)
- CreatePart(prt, "gunsheath_2", "Navy blue", 0, 1, Vector3.new(0.3,0.2,0.3), CFrame.new(0.1,0.2,-0.225), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.gunsheath_1.part)
- CreatePart(prt, "gunsheath_3", "Navy blue", 0, 1, Vector3.new(0.3,0.2,0.3), CFrame.new(0,-0.1,0), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.gunsheath_2.part)
- CreatePart(prt, "gunsheath_4", "Navy blue", 0, 1, Vector3.new(0.3,0.2,0.3), CFrame.new(0,-0.1,0), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gunsheath_3.part)
- CreatePart(prt, "gun_1", gunColor, 0, 0, Vector3.new(0.4,0.775,0.5), CFrame.new(0,0.6,0.15), CFrame.Angles(math.rad(-105),0,0),false, false,"Brick",true,prt.gunsheath_1.part)
- CreatePart(prt, "gun_2", gunColor, 0, 0, Vector3.new(0.4,0.5,0.9), CFrame.new(0,0.2,-0.275), CFrame.Angles(math.rad(15),0,0),false, false,"Brick",true,prt.gun_1.part)
- CreatePart(prt, "gun_3", gunColor, 0, 0, Vector3.new(0.4,0.45,0.55), CFrame.new(0,0.1,0.26), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gun_2.part)
- CreatePart(prt, "gun_4", "Navy blue", 0, 1, Vector3.new(0.3,0.4,0.55), CFrame.new(0,0,-0.3), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gun_3.part)
- CreatePart(prt, "gun_5", gunColor, 0, 0, Vector3.new(0.4,0.45,0.6), CFrame.new(0,0,-0.55), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.gun_3.part)
- CreatePart(prt, "gun_6", gunColor, 0, 0, Vector3.new(0.4,0.45,0.2), CFrame.new(0,0,-0.22), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gun_3.part)
- CreatePart(prt, "gun_7", gunColor, 0, 0, Vector3.new(0.4,0.45,0.2), CFrame.new(0,0,-0.3), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gun_3.part)
- CreatePart(prt, "gun_8", gunColor, 0, 0, Vector3.new(0.2,0.2,0.5), CFrame.new(0,-0.25,0.18), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.gun_2.part)
- CreatePart(prt, "gun_9", gunColor, 0, 0, Vector3.new(0.2,0.2,0.5), CFrame.new(0,0.105,-0.105), CFrame.Angles(math.rad(90),0,0),false,false, "Brick",true,prt.gun_8.part)
- CreatePart(prt, "gun_10", gunColor, 0, 0, Vector3.new(0.2,0.2,0.5), CFrame.new(0,0.1725,-0.03), CFrame.Angles(math.rad(90),0,0),false,false, "Brick",true,prt.gun_8.part)
- CreatePart(prt, "gunbullet", "Really black", 0, 0, Vector3.new(0.325,0.2,0.325), CFrame.new(0,0,-0.42), CFrame.Angles(math.rad(90),0,0),false,false, "Cylinder",true,prt.gun_7.part)
- CreatePart(prt, "gunpointer", "Navy blue", 0, 0, Vector3.new(0.275,0.2,0.275), CFrame.new(0,-0.065,-0.39), CFrame.Angles(math.rad(90),0,0),false,false, "Cylinder",true,prt.gun_2.part)
- CreatePart(prt, "sword_1", swordHandleColor, 0, 0, Vector3.new(0.4,0.9,0.35), CFrame.new(0,2.715,0), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.sheath_1.part)
- CreatePart(prt, "sword_2", "Really black", 0, 0, Vector3.new(0.5,2.135,0.25), CFrame.new(0,-2.68,0), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.sword_1.part)
- CreatePart(prt, "sword_3", "Really black", 0, 0, Vector3.new(0.25,0.55,0.5), CFrame.new(0,-5.1,0), CFrame.Angles(0,math.rad(90),math.rad(180)),false,false,"Wedge",true,prt.sword_1.part)
- CreatePart(prt, "sword_4", "Really black", 0, 0, Vector3.new(0.9,0.3,0.55), CFrame.new(0,-0.4,0), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.sword_1.part)
- CreatePart(prt, "sword_5", "Really black", 1, 0, Vector3.new(1.8,4.4,0.2), CFrame.new(0.7,0,0), CFrame.Angles(0,0,0),false, false,"Brick",false,prt.sword_2.part)
- CreatePart(prt, "sword_6", "Navy blue", 0, 0, Vector3.new(0.2,1.7,0.3), CFrame.new(0,-1.5,0), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.sword_1.part)
- elseif prt.torso_1 ~= nil then prt.torso_1.weld.Part0 = part.ftor end
- suited = true
- processing = false
- return prt
- end -- +7
- function Trail(val)
- if not _prt.sword_1.part then return end
- trail = val
- if trail then
- coroutine.wrap(function()
- local last = _prt.sword_3.part.CFrame.p
- while use and trail and _prt.sword_3.part ~= nil do wait(.02)
- local new = _prt.sword_3.part.CFrame.p
- local mag = (last - new).magnitude
- local pos = CFrame.new(last, new) * CFrame.Angles(math.rad(-90), 0, 0)
- local trl = Instance.new("Part")
- local msh = Instance.new("CylinderMesh", trl)
- trl.Name = "NSword_TRAIL"
- trl.Anchored = true
- trl.Locked = true
- trl.CanCollide = false
- trl.FormFactor = Enum.FormFactor.Custom
- trl.BrickColor = BrickColor.new("Really black")
- trl.Transparency = 0.3
- trl.Size = Vector3.new(0.2, mag, 0.2)
- msh.Scale = Vector3.new(1.8, 1, 1.8)
- trl.CFrame = pos * CFrame.new(0,mag/2,0)
- trl.Parent = game.Workspace
- coroutine.wrap(function() for i = trl.Transparency, 1, .05 do trl.Transparency = i msh.Scale = msh.Scale - Vector3.new(.15, 0, .15) wait(.02) end pcall(function() trl:Destroy() end) end)()
- last = _prt.sword_3.part.CFrame.p
- end
- end)()
- end
- end
- function LightingGen(init,target,ran,delay,size,damage)
- local CL = function()
- local lght = Instance.new("Part")
- local msh = Instance.new("CylinderMesh", lght)
- local size = size or .3
- msh.Scale = Vector3.new(size,1,size)
- lght.Name = "NSword_LIGHT"
- lght.Anchored = true
- lght.Locked = true
- lght.CanCollide = false
- lght.Reflectance = 0.4
- lght.FormFactor = Enum.FormFactor.Custom
- lght.BrickColor = BrickColor.new("Cyan")
- lght.Transparency = 0.5
- lght.Parent = char
- return lght
- end
- local delay, cPos = delay or .03
- local rand = Vector3.new(math.random(-ran,ran)/10, math.random(-ran,ran)/10, math.random(-ran,ran)/10)
- local mPos = (init - target).magnitude
- local dLgt = math.random(1,5)
- local dLgt = dLgt/10
- local rVec = init + (target - init) * dLgt
- local dVec = rVec - init
- local gPos = CFrame.new(init, rVec + rand) * CFrame.Angles(math.rad(-90), 0, 0)
- local rMag = (init - rVec + rand).magnitude
- for i = dLgt, 1 - dLgt, dLgt do
- local cPrt = CL()
- cPrt.Size = Vector3.new(.2,rMag,.2)
- cPrt.CFrame = gPos * CFrame.new(0,rMag/2,0)
- cPos = gPos * CFrame.new(0,rMag,0)
- print("TEST")
- cPrt.Touched:connect(function(targ) print(targ:GetFullName())
- if targ.Parent:FindFirstChild("Humanoid") or targ.Parent:FindFirstChild("Zombie") then
- if game.Players:GetPlayerFromCharacter(targ.Parent) ~= player then
- print(targ:GetFullName())
- local humanoid = targ.Parent.Humanoid or targ.Parent.Zombie
- local dmg = damage or 10
- humanoid.Health = humanoid.Health - dmg
- end
- end
- end)
- coroutine.wrap(function() wait(delay) pcall(function() cPrt:Destroy() end) end)()
- if i <= 1 - dLgt * 2 then
- rVec = init + (target - init) * (i + dLgt)
- rand = Vector3.new(math.random(-ran,ran)/10, math.random(-ran,ran)/10, math.random(-ran,ran)/10)
- gPos = CFrame.new(cPos.p, rVec + rand) * CFrame.Angles(math.rad(-90), 0, 0)
- rMag = (cPos.p - rVec + rand).magnitude
- end
- end
- gPos = CFrame.new(cPos.p, target) * CFrame.Angles(math.rad(-90), 0, 0)
- rMag = (cPos.p - target).magnitude
- local cPrt = CL()
- cPrt.Size = Vector3.new(.2,rMag,.2)
- cPrt.CFrame = gPos * CFrame.new(0,rMag/2,0)
- cPrt.Touched:connect(function(targ) print(targ:GetFullName())
- if targ.Parent:FindFirstChild("Humanoid") or targ.Parent:FindFirstChild("Zombie") then
- if game.Players:GetPlayerFromCharacter(targ.Parent) ~= player then
- print(targ:GetFullName())
- local humanoid = targ.Parent.Humanoid or targ.Parent.Zombie
- local dmg = damage or 10
- humanoid.Health = humanoid.Health - dmg
- end
- end
- end)
- coroutine.wrap(function() wait(delay) pcall(function() cPrt:Destroy() end) end)()
- end
- function SwordEquip(force)
- if processing and not force then return end
- processing,cfs = true,true
- if suited then
- Bind("rsho")
- CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(90)), .05, true)
- CF(_prt.sword_1.weld, CFrame.new(0,4.5,0), nil, .05, true)
- for i = 0, 1, .05 do
- _prt.sword_1.part.Transparency = i
- _prt.sword_2.part.Transparency = i
- _prt.sword_3.part.Transparency = i
- _prt.sword_4.part.Transparency = i
- _prt.sword_6.part.Transparency = i
- wait(.015)
- end
- _prt.sword_1.part.Transparency = 1
- _prt.sword_2.part.Transparency = 1
- _prt.sword_3.part.Transparency = 1
- _prt.sword_4.part.Transparency = 1
- _prt.sword_6.part.Transparency = 1
- _prt.sword_1.weld.Part0 = part.rarm
- CF(_prt.sword_1.weld, CFrame.new(0, -1, -0.25), CFrame.Angles(0, math.rad(90), 0))
- for i = 0, 1, .05 do
- _prt.sword_1.part.Transparency = 1 - i
- _prt.sword_2.part.Transparency = 1 - i
- _prt.sword_3.part.Transparency = 1 - i
- _prt.sword_4.part.Transparency = 1 - i
- _prt.sword_6.part.Transparency = 1 - i
- wait(.015)
- end
- _prt.sword_1.part.Transparency = 0
- _prt.sword_2.part.Transparency = 0
- _prt.sword_3.part.Transparency = 0
- _prt.sword_4.part.Transparency = 0
- Bind("lsho")
- huma.WalkSpeed = 30
- CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-5)), .07, true)
- CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(90), math.rad(90), 0), .07, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(5)), .07)
- end
- mode,processing,cfs = 1, false, false
- Walk()
- end
- function SwordUnequip(force)
- if processing and not force then return end
- processing,cfs = true,true
- if suited then
- CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .2, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .2, true)
- CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(0, 0, math.rad(-5)), .2, true)
- CF(_jnt.rsho, nil, CFrame.Angles(math.rad(100), math.rad(90), 0), .07)
- Trail(true)
- CF(_prt.sword_1.weld, nil, CFrame.Angles(0, math.rad(90), 0), .15, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(90)), .15)
- Trail(false)
- for i = 0, 1, .05 do
- _prt.sword_1.part.Transparency = i
- _prt.sword_2.part.Transparency = i
- _prt.sword_3.part.Transparency = i
- _prt.sword_4.part.Transparency = i
- _prt.sword_6.part.Transparency = i
- wait(.015)
- end
- _prt.sword_1.part.Transparency = 1
- _prt.sword_2.part.Transparency = 1
- _prt.sword_3.part.Transparency = 1
- _prt.sword_4.part.Transparency = 1
- _prt.sword_6.part.Transparency = 1
- _prt.sword_1.weld.Part0 = _prt.sheath_1.part
- CF(_prt.sword_1.weld, CFrame.new(0, 4.5, 0), CFrame.Angles(0, 0, 0))
- CF(_prt.sword_1.weld, CFrame.new(0,2.715,0), CFrame.Angles(0, 0, 0), .05, true)
- for i = 0, 1, .05 do
- _prt.sword_1.part.Transparency = 1 - i
- _prt.sword_2.part.Transparency = 1 - i
- _prt.sword_3.part.Transparency = 1 - i
- _prt.sword_4.part.Transparency = 1 - i
- _prt.sword_6.part.Transparency = 1 - i
- wait(.015)
- end
- _prt.sword_1.part.Transparency = 0
- _prt.sword_2.part.Transparency = 0
- _prt.sword_3.part.Transparency = 0
- _prt.sword_4.part.Transparency = 0
- huma.WalkSpeed = defaultWalkspeed
- CF(_jnt.lsho, nil, CFrame.Angles(0, 0, 0), .07, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, 0, 0), .07)
- Release("rsho")
- Release("lsho")
- end
- mode,processing,cfs = 0, false, false
- end
- function GunEquip(force)
- if processing and not force then return end
- processing,cfs = true,true
- if suited then
- Bind("rsho")
- CF(_jnt.rsho, CFrame.new(1.5,0.9,0), CFrame.Angles(math.rad(-20), 0, 0), 0.15)
- gunTakePos = _prt.gun_1.part.CFrame:inverse() * part.rarm.CFrame
- _prt.gun_1.weld.Part0 = part.rarm
- _prt.gun_1.weld.C0 = gunTakePos:inverse()
- CF(_jnt.rsho, CFrame.new(1.5,1.7,0), CFrame.Angles(math.rad(-20), 0, math.rad(2)), 0.15)
- Bind("lsho")
- CF(_jnt.lsho, nil, CFrame.Angles(math.rad(-5), 0, math.rad(-5)), 0.08, true)
- CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(math.rad(-10), 0, math.rad(10)), 0.08, true)
- CF(_prt.gun_1.weld, _prt.gun_1.weld.C0 * CFrame.new(0.25,-0.1,0.1), nil, 0.08)
- end
- mode,processing,cfs = 2, false, false
- Walk()
- end
- function GunUnequip(force)
- if processing and not force then return end
- processing = true
- if suited then
- if not gs and gtarget then gtarget = false repeat wait(.015) until gs end
- CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .2, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .2, true)
- CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(0, 0, math.rad(-5)), .2, true)
- CF(_prt.gun_1.weld, gunTakePos:inverse(), (gunTakePos - gunTakePos.p):inverse(), 0.15, true)
- CF(_jnt.rsho, CFrame.new(1.5,1.7,0), CFrame.Angles(math.rad(-20), 0, math.rad(2)), 0.15)
- CF(_jnt.rsho, CFrame.new(1.5,0.9,0), CFrame.Angles(math.rad(-20), 0, 0), 0.15)
- _prt.gun_1.weld.Part0 = _prt.gunsheath_1.part
- CF(_prt.gun_1.weld, CFrame.new(0,0.6,0.15), CFrame.Angles(math.rad(-105),0,0))
- CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(0, 0, 0), 0.08)
- Release("rsho")
- Release("lsho")
- end
- mode,processing,cfs = 0, false, false
- end
- function LightEquip(force)
- if processing and not force then return end
- processing,cfs = true,true
- if suited then
- Bind("rsho")
- Bind("lsho")
- huma.WalkSpeed = 30
- CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-5)), .07, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(5)), .07)
- end
- mode,processing,cfs = 3, false, false
- Walk()
- end
- function LightUnequip(force)
- if processing and not force then return end
- processing,cfs = true,true
- if suited then
- huma.WalkSpeed = defaultWalkspeed
- CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .2, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .2, true)
- CF(_jnt.lsho, nil, CFrame.Angles(0, 0, 0), .07, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, 0, 0), .07)
- Release("rsho")
- Release("lsho")
- end
- mode,processing,cfs = 0, false, false
- Walk()
- end
- function Walk()
- if use then
- while processing or animate do wait(.015) end
- if w or a or s or d then
- animate = true
- if mode == 1 then
- CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(65), 0), .15, true, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-65), 0), .15, true, true)
- CF(_jnt.rsho, nil, CFrame.Angles(math.rad(-20), 0, math.rad(70)), .15, true, true)
- CF(_jnt.lsho, nil, CFrame.Angles(math.rad(30), math.rad(20), math.rad(5)), .15, false, true)
- elseif mode == 2 then
- CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(65), 0), .15, true, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-65), 0), .15, true, true)
- CF(_jnt.rsho, CFrame.new(1,0.4,-0.2), CFrame.Angles(math.rad(35), math.rad(20), math.rad(-40)), .15, true, true)
- CF(_jnt.lsho, CFrame.new(-1,0.5,0), CFrame.Angles(math.rad(60), math.rad(-20), math.rad(35)), .15, false, true)
- elseif mode == 3 then
- CF(_jnt.rsho, nil, CFrame.Angles(math.rad(-35), 0, math.rad(10)), .15, true, true)
- CF(_jnt.lsho, nil, CFrame.Angles(math.rad(-35), 0, math.rad(-10)), .15, false, true)
- end
- animate = false
- end
- end
- end
- function Stand()
- if use then
- while processing or animate do wait(.015) end
- if not w and not a and not s and not d and not jumping then
- animate = true
- if mode ~= 0 then
- CF(_jnt.neck, CFrame.new(0,1,0), CFrame.Angles(0, 0, 0), .2, true, true)
- CF(_jnt.tors, CFrame.new(0,0,0), CFrame.Angles(0, 0, 0), .2, true, true)
- CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(0, 0, math.rad(5)), .2, true, true)
- CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(0, 0, math.rad(-5)), .2, false, true)
- end
- animate = false
- end
- end
- end
- function FAC(num,res)
- if (math.floor(num) <= res + tol and math.floor(num) >= res - tol) or (math.ceil(num) <= res + tol and math.ceil(num) >= res - tol) then return true
- else return false end
- end
- function SliceAndKill(p)
- coroutine.wrap(function()
- if p.Name ~= "__NSCUTPART" and p.Name ~= "Base" and p.Name ~= "NSword_TRAIL" and p.Name ~= "NSword_LIGHT" then
- if p.Parent ~= char and p.Parent ~= _mdl and not p.Parent:IsA("Accessory") then
- local pX,pY,pZ = p.CFrame:toEulerAnglesXYZ()
- if (FAC(pX,0) or FAC(pX,180)) and (FAC(pZ,0) or FAC(pZ,180)) and p.Size.y < 0.4 then return end
- pX = math.deg(pX) if pX < 0 then pX = pX * (-1) else pX = math.floor(pX) end
- pZ = math.deg(pZ) if pZ < 0 then pZ = pZ * (-1) else pZ = math.floor(pZ) end
- if not FAC(pX,0) and not FAC(pX,90) and not FAC(pX,180) then return end
- if not FAC(pZ,0) and not FAC(pZ,90) and not FAC(pZ,180) then return end
- if (not FAC(pX,0) and not FAC(pZ,0)) or (not FAC(pX,180) and not FAC(pZ,180)) then
- if FAC(pX,0) and FAC(pZ,180) then
- p.CFrame = p.CFrame * CFrame.Angles(0, 0, math.pi)
- elseif FAC(pX,180) and FAC(pZ,0) then
- p.CFrame = p.CFrame * CFrame.Angles(math.pi, 0, 0)
- elseif FAC(pX,90) and (FAC(pZ,0) or FAC(pZ,180)) then
- local rPart = p:Clone()
- rPart.Anchored = true
- rPart.Size = Vector3.new(p.Size.z,p.Size.x,p.Size.y)
- rPart.CFrame = CFrame.new(p.CFrame.x, p.CFrame.y, p.CFrame.z) * CFrame.Angles(0, pY, 0)
- if not p.Anchored then rPart.Anchored = false end
- rPart.Parent = p.Parent
- p:Remove()
- p = rPart
- elseif FAC(pX,90) and FAC(pZ,90) then
- local rPart = p:Clone()
- rPart.Anchored = true
- rPart.Size = Vector3.new(p.Size.y,p.Size.z,p.Size.x)
- rPart.CFrame = CFrame.new(p.CFrame.x, p.CFrame.y, p.CFrame.z) * CFrame.Angles(0, pY, 0)
- if not p.Anchored then rPart.Anchored = false end
- rPart.Parent = p.Parent
- p:Remove()
- p = rPart
- elseif (FAC(pX,0) or FAC(pX,180)) and FAC(pZ,90) then
- local rPart = p:Clone()
- rPart.Anchored = true
- rPart.Size = Vector3.new(p.Size.y,p.Size.x,p.Size.z)
- rPart.CFrame = CFrame.new(p.CFrame.x, p.CFrame.y, p.CFrame.z) * CFrame.Angles(0, pY, 0)
- if not p.Anchored then rPart.Anchored = false end
- rPart.Parent = p.Parent
- p:Remove()
- p = rPart
- end
- end
- local s = _prt.sword_3.part
- local pYPos = p.CFrame.p.y - (p.Size.y/2)
- local sYPos = s.CFrame.p.y
- if sYPos <= pYPos or sYPos >= (pYPos + p.Size.y) then return end
- local x, y, z = p.CFrame:toEulerAnglesXYZ()
- local c1 = p:Clone()
- local c2 = p:Clone()
- local CC,TR = p.CanCollide, p.Transparency
- local mat = p.Material
- c1:BreakJoints()
- c2:BreakJoints()
- if CC then
- c1.CanCollide = true
- c2.CanCollide = true
- c1.Anchored = false
- c2.Anchored = false
- else
- c1.CanCollide = false
- c2.CanCollide = false
- c1.Anchored = true
- c2.Anchored = true
- end
- c1.FormFactor = Enum.FormFactor.Custom
- c2.FormFactor = Enum.FormFactor.Custom
- c1.Material = Enum.Material.Plastic
- c2.Material = Enum.Material.Plastic
- c1.Size = Vector3.new(p.Size.x,sYPos-pYPos,p.Size.z)
- c2.Size = Vector3.new(p.Size.x,c2.Size.y-(sYPos-pYPos),p.Size.z)
- c1.CFrame = p.CFrame * CFrame.new(0, -c2.Size.y/2,0)
- c2.CFrame = p.CFrame * CFrame.new(0, c1.Size.y/2,0)
- c1.Name = "__NSCUTPART"
- c2.Name = "__NSCUTPART"
- c1.Reflectance = 0.5
- c2.Reflectance = 0.5
- c1.Parent = game.Workspace
- c2.Parent = game.Workspace
- p:Remove()
- for i = 1, 10, 1 do wait(0.02)
- c1.Reflectance = c1.Reflectance - 1/10
- c2.Reflectance = c2.Reflectance - 1/10
- end
- if not CC then
- coroutine.wrap(function()
- for i = TR, 1, 0.05 do wait(0.02)
- c1.Transparency = i
- c2.Transparency = i
- end pcall(function() c1:Remove() c2:Remove() end)
- end)()
- end
- c1.Reflectance = 0
- c2.Reflectance = 0
- c1.Material = mat
- c2.Material = mat
- if CC then
- c1.Name = "_NSCUTPART"
- c2.Name = "_NSCUTPART"
- end
- end
- end
- end)()
- end
- function Hit(val)
- hit = val
- if hit then
- coroutine.wrap(function()
- local event = _prt.sword_5.part.Touched:connect(SliceAndKill)
- while use and hit and _prt.sword_2 ~= nil and _prt.sword_3 ~= nil and _prt.sword_5 ~= nil do wait() end
- event:disconnect()
- end)()
- end
- end
- function GunTarget()
- if not ms then return end
- if processing and not gtarget then return end
- processing,cfs,gs = true, true, false
- if not gtarget then gtarget = true
- huma.WalkSpeed = 5
- CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(-90), 0), .1, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(90), 0), .1, true)
- CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(math.rad(-5), 0, math.rad(-5)), .1, true)
- CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(0, 0, math.rad(90)), .1, true)
- pcall(function() bGyro.Parent = part.tors end)
- repeat wait(.015)
- if ms and not disconnectRequest then
- bGyro.cframe = CFrame.new(part.tors.CFrame.p, Vector3.new(ms.Hit.p.X, part.tors.CFrame.p.Y, ms.Hit.p.Z))
- _jnt.rsho.C0 = CFrame.new(Vector3.new(1.5,0.5,0), ms.Hit.p) * CFrame.Angles(0, 0, math.rad(90))
- end
- until not gtarget or not ms gtarget = false
- huma.WalkSpeed = defaultWalkspeed
- pcall(function() bGyro.Parent = nil end)
- CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .1, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .1, true)
- CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(0, 0, math.rad(-5)), .1, true)
- CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(0, 0, math.rad(5)), .1)
- end
- processing,cfs,gs = false, false, true
- if not gtarget and not disconnectRequest then Walk() end
- end
- function OnKeyDown(key) key = key:lower()
- if bindKeyDown then
- if key == "w" then w = true Walk() end
- if key == "a" then a = true Walk() end
- if key == "s" then s = true Walk() end
- if key == "d" then d = true Walk() end
- if key == "c" then if mode == 0 then SwordEquip() elseif mode == 1 then SwordUnequip() elseif mode == 2 then GunUnequip() SwordEquip() elseif mode == 3 then LightUnequip() SwordEquip() end end
- if key == "v" then if mode == 0 then GunEquip() elseif mode == 2 then GunUnequip() elseif mode == 1 then SwordUnequip() GunEquip() elseif mode == 3 then LightUnequip() GunEquip() end end
- if key == "x" then if mode == 0 then LightEquip() elseif mode == 3 then LightUnequip() elseif mode == 1 then SwordUnequip() LightEquip() elseif mode == 2 then GunUnequip() LightEquip() end end
- if key == "e" then if mode == 2 and not gtarget then GunTarget() else gtarget = false end end
- end
- end
- function OnKeyUp(key) key = key:lower()
- if bindKeyUp then
- if key == "w" then w = false if not a and not s and not d then Stand() end end
- if key == "a" then a = false if not w and not s and not d then Stand() end end
- if key == "s" then s = false if not w and not a and not d then Stand() end end
- if key == "d" then d = false if not w and not a and not s then Stand() end end
- end
- end
- function OnButton1Down() buttonDown = true combo = combo + 1
- if not ms then end
- if processing and not gtarget then return end
- processing,cfs = true, true
- if mode == 1 then
- CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(40), 0), .2, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-40), 0), .2, true)
- CF(_prt.sword_1.weld, nil, CFrame.Angles(0, math.rad(-90), 0), .2, true)
- CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-10)), .2, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, math.rad(-20), math.rad(90)), .2)
- pcall(function() bPos.position = Vector3.new(0,part.tors.CFrame.p.Y,0) bPos.Parent = part.tors end)
- Trail(true)
- Hit(true)
- CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(-50), 0), .15, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(50), 0), .15, true)
- CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(55), math.rad(-90), 0), .15, true)
- CF(_jnt.rsho, nil, CFrame.Angles(math.rad(90), math.rad(90), 0), .15)
- Trail(false)
- Hit(false)
- if combo > 1 then combo = 2
- if buttonDown then pcall(function() bPos.Parent = nil end) repeat wait(0.015) LightingGen(_prt.sword_4.part.CFrame.p,_prt.sword_3.part.CFrame.p,3,.05) until not buttonDown end
- CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(55), math.rad(90),0), .3)
- Trail(true)
- Hit(true)
- CF(_prt.sword_1.weld, nil, CFrame.Angles(0, math.rad(90), 0), .15, true)
- CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(40), 0), .12, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-40), 0), .15, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, math.rad(-20), math.rad(90)), .15)
- pcall(function() bPos.Parent = nil end)
- Trail(false)
- Hit(false)
- CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(90), math.rad(90), 0), .15, true)
- CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .15, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .15, true)
- CF(_jnt.rsho, nil, CFrame.Angles(math.rad(-10), 0, 0), .15)
- else
- pcall(function() bPos.Parent = nil end)
- CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(90), math.rad(90), 0), .15, true)
- CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .15, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .15, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(5)), .15)
- end
- elseif mode == 2 then
- --> GUN <--
- elseif mode == 3 then
- CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(90), 0), .1, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-90), 0), .1, true)
- CF(_jnt.rsho, nil, CFrame.Angles(math.rad(-20), 0, math.rad(20)), .1, true)
- CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-90)), .1)
- while ms and buttonDown and not disconnectRequest do wait(.015)
- pcall(function() bGyro.Parent = part.tors end)
- if ms and not disconnectRequest and huma.Health ~= 0 then
- bGyro.cframe = CFrame.new(part.tors.CFrame.p, Vector3.new(ms.Hit.p.X, part.tors.CFrame.p.Y, ms.Hit.p.Z))
- if ms.Target then
- LightingGen((part.larm.CFrame * CFrame.new(0,-1,0)).p, ms.Hit.p, 10, .05, .5)
- end
- end
- end
- pcall(function() bGyro.Parent = nil end)
- CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .1, true)
- CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .1, true)
- CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-5)), .1, true)
- CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(5)), .1)
- end
- combo = 0
- if not gtarget then processing, cfs = false, false end
- Walk()
- end
- function Disconnection() disconnectRequest = true ms = nil
- while processing do wait(.015) end
- w,a,s,d = false,false,false,false
- processing = true
- if use then
- Hit(false)
- bindKeyUp, bindKeyDown = false, false
- if mode == 1 then SwordUnequip(true) end
- if mode == 2 then GunUnequip(true) end
- if mode == 3 then LightUnequip(true) end
- use = false
- huma.WalkSpeed = defaultWalkspeed
- gunTakePos = nil
- w,a,s,d = false,false,false,false
- w2,a2,s2,d2 = false,false,false,false
- _prt.torso_1.weld.Part0 = part.tors
- if delete then part.tors.Transparency = 0 end
- for i,mtor in pairs (motor) do
- pcall(function() mtor.Part0 = part.tors end)
- end
- if _jnt ~= nil then
- for i,weld in pairs(_jnt) do
- pcall(function() weld:Remove() end)
- end
- end
- if part.ftor ~= nil then part.ftor:Remove() end
- if delete then
- if shirt ~= nil then shirt.Parent = char end
- if _mdl ~= nil then _mdl:Remove() end
- suited = false
- model = false
- prt = {}
- end
- _jnt,_mdl,_prt = nil, nil, nil
- _kup:disconnect()
- _kdn:disconnect()
- _mse:disconnect()
- _ms2:disconnect()
- combo = 0
- _kup,_kdn,_mse,_ms2 = nil,nil,nil,nil
- initialized = false
- end
- disconnectRequest = false
- processing = false
- end
- function _Main(mouse)
- while processing do wait(0.015) end
- ms = mouse
- _jnt = JoinInit()
- _mdl = SuitInit()
- _prt = LoadSuit()
- mode = 0
- _kup = mouse.KeyUp:connect(OnKeyUp)
- _kdn = mouse.KeyDown:connect(OnKeyDown)
- _mse = mouse.Button1Down:connect(OnButton1Down)
- _ms2 = mouse.Button1Up:connect(function() buttonDown = false end)
- use, bindKeyUp, bindKeyDown = true, true, true
- end
- bin.Selected:connect(_Main)
- bin.Deselected:connect(Disconnection)
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