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- local pl = game.Players.LocalPlayer
- local mouse = pl:GetMouse()
- local chr = pl.Character
- local debounce = {}
- local walking
- local single = true ---variable for either just one chat, or have the chat scroll like undertale/banjo kazooie. (true for instant, false for undertale)
- local hp = 1000000000000000
- local speed = 35
- wait()
- local ORAORAORA = "rbxassetid://904811971"
- local ORAA = "rbxassetid://1628936137"
- local oraloop = Instance.new("Sound",chr.Torso)
- oraloop.SoundId = ORAORAORA
- oraloop.Volume = 9
- oraloop.Looped = true
- local orafinish = Instance.new("Sound",chr.Torso)
- orafinish.SoundId = ORAA
- orafinish.Volume = 9
- chr.Humanoid.WalkSpeed = speed
- function part(args,duration)
- local p = Instance.new("Part")
- p.TopSurface = Enum.SurfaceType.Smooth
- p.BottomSurface = Enum.SurfaceType.Smooth
- p.Anchored = false
- p.CanCollide = false
- p.Parent = workspace
- for i,v in pairs(args) do
- p[i] = v
- end
- if duration ~= true then
- game.Debris:AddItem(p,duration == false and 5 or duration)
- end
- return p
- end
- chr.Humanoid.MaxHealth = hp
- chr.Humanoid.Health = hp
- function Sound(pitch,id,volume,parent)
- if id then game.ContentProvider:Preload(id) end
- local blip = Instance.new("Sound",parent or chr.Head)
- blip.Pitch = pitch or 1.05
- blip.Volume = volume or 8
- blip.SoundId = id
- blip:Play()
- game.Debris:AddItem(blip,3)
- end
- local DmgDebounce = {}
- local color = Color3.new(155/255,100/255,155/255)
- local attack
- local ani = chr:WaitForChild("Animate")
- ani:Destroy()
- for _,anim in pairs(chr.Humanoid:GetPlayingAnimationTracks()) do
- anim:Stop()
- end
- function DamageNotif(parent,text,color)
- local DamageGui = Instance.new("BillboardGui",parent)
- DamageGui.Size = UDim2.new(0,100,0,40)
- DamageGui.Adornee = parent
- DamageGui.StudsOffset = Vector3.new(0,2,0)
- local poopoopeepee = Instance.new("TextLabel",DamageGui)
- poopoopeepee.TextColor = color or BrickColor.new(Color3.new(255,0,0))
- poopoopeepee.TextScaled = false
- poopoopeepee.Text = text
- poopoopeepee.BackgroundTransparency = 1
- poopoopeepee.TextSize = 24
- poopoopeepee.BorderSizePixel = 0
- poopoopeepee.Size = UDim2.new(1,0,1,0)
- game.Debris:AddItem(DamageGui,1.1)
- spawn(function()
- for i = 1, 30 do
- DamageGui.StudsOffset = DamageGui.StudsOffset + Vector3.new(0,0.1,0)
- poopoopeepee.TextTransparency = poopoopeepee.TextTransparency + 1/30
- wait()
- end
- end)
- end
- function damage(part,hit,damage,player,cooldown) --basic contact damage script for melee weapons.
- DmgDebounce[part] = DmgDebounce[part] or {}
- local enemyp = game.Players:GetPlayerFromCharacter(hit.Parent)
- local enemy = hit.Parent
- if DmgDebounce[part][enemy] or enemyp and DmgDebounce[part][enemyp] then return false
- elseif enemyp and enemy and player ~= enemyp then
- DmgDebounce[part][enemyp] = true
- enemyp.Character.Humanoid:TakeDamage(damage)
- spawn(function()
- DamageNotif(enemyp.Character.Head,"-"..damage)
- end)
- wait(cooldown)
- DmgDebounce[part][enemyp] = false
- return true
- elseif enemy and not enemyp and chr ~= enemy and enemy:FindFirstChild("Humanoid") then
- DmgDebounce[part][enemy] = true
- enemy.Humanoid:TakeDamage(damage)
- spawn(function()
- DamageNotif(enemy.Head,"-"..damage)
- end)
- wait(cooldown)
- DmgDebounce[part][enemy] = false
- return true
- end
- end
- function weld(prt0,prt1,x,y,z)
- local w = Instance.new("Weld",prt1)
- w.Part0 = prt0
- w.Part1 = prt1
- w.C0 = CFrame.new(x,y,z)
- end
- function Lerp(cframe1,cframe2,angles) --- this was entirely based from a BM script
- local cf1 = {cframe1.X,cframe1.Y,cframe1.Z,cframe1:toEulerAnglesXYZ()} --- first cframe
- local cf2 = {cframe2.X,cframe2.Y,cframe2.Z,cframe2:toEulerAnglesXYZ()} --- second cframe
- for i, v in pairs(cf1) do ---for all parts in the first cframe
- cf1[i] = v + (cf2[i]-v)*angles --- changes all values so that it's partway between the other cframe
- end
- return CFrame.new(cf1[1],cf1[2],cf1[3])*CFrame.Angles(select(4,unpack(cf1))) --- returns the value
- end
- debounce["Noidl"] = false
- function lerptest(cframe1,cframe2,angles)
- local cf1 = Vector3.new(cframe1.X,cframe1.Y,cframe1.Z)
- local cf2 = Vector3.new(cframe2.X,cframe2.Y,cframe2.Z)
- local cf1angles = cframe1:toEulerAnglesXYZ()
- local cf2angles = cframe2:toEulerAnglesXYZ()
- cf1 = cf1 + (cf2-cf1)*angles
- return CFrame.new(cf1)*CFrame.Angles(angles)
- end
- function Tracer(part,material,color)
- local oldcframe = part.CFrame
- local p = Instance.new("Part")
- p.Size = part.Size
- p.Anchored = true
- p.CanCollide = false
- p.Material = material or Enum.Material.Neon
- p.TopSurface = Enum.SurfaceType.Smooth
- p.BottomSurface = Enum.SurfaceType.Smooth
- p.BrickColor = color and BrickColor.new(color) or part.BrickColor
- if part:FindFirstChild("Mesh") then
- local pm = part.Mesh:Clone()
- pm.TextureId = ""
- pm.Parent = p
- end
- p.Transparency = 0.5
- p.CanCollide = false
- p.Anchored = true
- p.Parent = workspace
- p.CFrame = oldcframe
- game.Debris:AddItem(p,1)
- spawn(function()
- for i = 1, 14 do
- p.Transparency = p.Transparency + 0.5/14
- wait()
- end
- end)
- end
- function Velocity(part,direction,duration)
- local v = Instance.new("BodyVelocity",part)
- v.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- v.Velocity = direction
- if duration then game.Debris:AddItem(v,duration) end
- end
- local finisher
- local rs = game:GetService("RunService").RenderStepped
- local kick
- chr["Right Arm"].Touched:connect(function(hit)
- if debounce["lmb"] and damage(chr["Right Arm"],hit,25,pl,0.1) or debounce[Enum.KeyCode.Z] and damage(chr["Left Arm"],hit,15,pl,0.25) then
- spawn(function()
- local bubble = part({Shape = "Ball",Size = Vector3.new(1,1,1),Anchored = true,BrickColor = BrickColor.White(),CFrame = hit.CFrame},0.2)
- for i = 1, 10 do
- bubble.Size = bubble.Size + Vector3.new(0.25,0.25,0.25)
- bubble.CFrame = hit.CFrame
- bubble.Transparency = bubble.Transparency + 1/15
- rs:wait()
- end
- end)
- if finisher then
- local a = CFrame.new(chr.Torso.CFrame.p,hit.Parent.Torso.CFrame.p)
- spawn(function() Velocity(hit.Parent.Torso,a.lookVector*100,0.1) end)
- end
- end
- end)
- chr["Left Arm"].Touched:connect(function(hit)
- if debounce["lmb"] and damage(chr["Left Arm"],hit,25,pl,0.1) or debounce[Enum.KeyCode.Z] and damage(chr["Left Arm"],hit,15,pl,0.25) then
- spawn(function()
- local bubble = part({Shape = "Ball",Size = Vector3.new(1,1,1),Anchored = true,BrickColor = BrickColor.White(),CFrame = hit.CFrame},0.2)
- for i = 1, 10 do
- bubble.Size = bubble.Size + Vector3.new(0.25,0.25,0.25)
- bubble.CFrame = hit.CFrame
- bubble.Transparency = bubble.Transparency + 1/15
- rs:wait()
- end
- end)
- end
- end)
- chr["Right Leg"].Touched:connect(function(hit)
- if kick and damage(chr["Right Leg"],hit,30,pl,0.4) then
- local a = CFrame.new(chr.Torso.CFrame.p,hit.Parent.Torso.CFrame.p)
- spawn(function()
- local bubble = part({Shape = "Ball",Size = Vector3.new(1,1,1),Anchored = true,BrickColor = BrickColor.White(),CFrame = hit.CFrame},0.2)
- for i = 1, 10 do
- bubble.Size = bubble.Size + Vector3.new(0.25,0.25,0.25)
- bubble.CFrame = hit.CFrame
- bubble.Transparency = bubble.Transparency + 1/15
- rs:wait()
- end
- end)
- spawn(function() Velocity(hit.Parent.Torso,a.lookVector*100,0.1) end)
- -- elseif debounce[Enum.KeyCode.Z] and damage(chr["Right Leg"],hit,5,pl,0.05) then
- -- spawn(function()
- -- local bubble = part({Shape = "Ball",Size = Vector3.new(1,1,1),Anchored = true,BrickColor = BrickColor.White(),CFrame = hit.CFrame},0.2)
- -- for i = 1, 10 do
- -- bubble.Size = bubble.Size + Vector3.new(0.25,0.25,0.25)
- -- bubble.CFrame = hit.CFrame
- -- bubble.Transparency = bubble.Transparency + 1/15
- -- rs:wait()
- -- end
- -- end)
- end
- end)
- local pose = "Idle"
- local lastpose = "Idle"
- local larm = chr["Left Arm"]
- local rarm = chr["Right Arm"]
- local torso = chr["Torso"]
- local lleg = chr["Left Leg"]
- local rleg = chr["Right Leg"]
- local hed = chr["Head"]
- local root = chr["HumanoidRootPart"]
- RightShoulderC0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RightShoulderC1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LeftShoulderC0 = CFrame.new(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LeftShoulderC1 = CFrame.new(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RightHipC0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RightHipC1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LeftHipC0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LeftHipC1 = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- NeckC0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- NeckC1 = CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootJointC0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootJointC1 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- Grip = nil
- GripC0 = CFrame.new(0, -0.7, 0) * CFrame.fromEulerAnglesXYZ(-math.pi / 2, 0, math.pi)
- GripUNC0 = CFrame.new(1.1, -0.85, 0.5) * CFrame.fromEulerAnglesXYZ(math.pi / 2.2, -math.pi / 1.13, math.rad(-90))
- local t = chr.Torso
- local hrp = chr.HumanoidRootPart.RootJoint
- RightShoulder = t:FindFirstChild("Right Shoulder")
- LeftShoulder = t:FindFirstChild("Left Shoulder")
- RightHip = t:FindFirstChild("Right Hip")
- LeftHip = t:FindFirstChild("Left Hip")
- RootJoint = hrp
- Neck = t:FindFirstChild("Neck")
- local actions = {}
- function actions.taunt()
- Sound(1,"rbxassetid://2477584498",10,chr.Head)---(pitch,id,volume,parent)
- end
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- newWeld(torso, larm, -1.5, 0.5, 0)
- larm.Weld.C1 = CFrame.new(0, 0.5, 0)
- newWeld(torso, rarm, 1.5, 0.5, 0)
- rarm.Weld.C1 = CFrame.new(0, 0.5, 0)
- newWeld(torso, hed, 0, 1.5, 0)
- newWeld(torso, lleg, -0.5, -1, 0)
- lleg.Weld.C1 = CFrame.new(0, 1, 0)
- newWeld(torso, rleg, 0.5, -1, 0)
- rleg.Weld.C1 = CFrame.new(0, 1, 0)
- newWeld(root, torso, 0, -1, 0)
- torso.Weld.C1 = CFrame.new(0, 0, 0)
- local animpose = "Idle"
- local lastanimpose = "Idle"
- local sine = 1
- local change = 1
- local val = 0
- local jump
- game:GetService("RunService").RenderStepped:connect(function()
- --print(chr.Torso.Anchored,chr.HumanoidRootPart.Anchored)
- if chr.Humanoid.Jump == true then
- jump = true
- else
- jump = false
- end
- chr.Humanoid.FreeFalling:connect(function(f)
- if f then
- ffing = true
- else
- ffing = false
- end
- end)
- sine = sine + change
- if jump == true then
- animpose = "Jumping"
- elseif ffing == true then
- animpose = "Freefalling"
- elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude < 2 then
- animpose = "Idle"
- elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude < 20 then
- animpose = "Walking"
- elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude > 20 then
- animpose = "Running"
- end
- if animpose ~= lastanimpose then
- sine = 0
- if debounce["Noidl"] == false then
- if animpose == "Idle" then
- for i = 1, 2 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.62,0)*CFrame.Angles(math.rad(-6),math.rad(-6),math.rad(8)), 0.4)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1.5,0.62,0)*CFrame.Angles(math.rad(-6),math.rad(6),math.rad(-8)), 0.4)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0,1.5,-.2)*CFrame.Angles(math.rad(-14),math.rad(0),0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(0, math.rad(-20), math.rad(0)), 0.4)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(-8)), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(8)), 0.4)
- end
- elseif animpose == "Jumping" then
- for i = 1, 2 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.62,0)*CFrame.Angles(math.rad(-6),math.rad(-6),math.rad(8)), 0.4)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1.5,0.62,0)*CFrame.Angles(math.rad(-6),math.rad(6),math.rad(-8)), 0.4)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0,1.5,-.2)*CFrame.Angles(math.rad(-14),math.rad(0),0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(0, math.rad(-20), math.rad(0)), 0.4)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(-8)), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(8)), 0.4)
- end
- elseif animpose == "Freefalling" then
- for i = 1, 2 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.62,0)*CFrame.Angles(math.rad(-6),math.rad(-6),math.rad(8)), 0.4)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1.5,0.62,0)*CFrame.Angles(math.rad(-6),math.rad(6),math.rad(-8)), 0.4)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0,1.5,-.2)*CFrame.Angles(math.rad(-14),math.rad(0),0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(0, math.rad(0), math.rad(0)), 0.4)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(-8)), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(8)), 0.4)
- end
- elseif animpose == "Walking" then
- for i = 1, 2 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0)*CFrame.Angles(math.rad(-16),math.rad(-12),math.rad(10+2*math.cos(sine/14))), 0.2)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0)*CFrame.Angles(math.rad(-16),math.rad(12),math.rad(-10-2*math.cos(sine/14))), 0.2)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-14),0,0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-10),0, math.rad(0)), 0.05)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-8), 0, math.rad(-8)), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-8), 0, math.rad(8)), 0.4)
- end
- elseif animpose == "Running" then
- for i = 1, 2 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0)*CFrame.Angles(math.rad(-20),math.rad(-14),math.rad(8+2*math.cos(sine/14))), 0.2)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0)*CFrame.Angles(math.rad(-20),math.rad(14),math.rad(-8-2*math.cos(sine/14))), 0.2)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-10),0,0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-20),0, math.rad(0)), 0.4)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-12), 0, math.rad(-7)), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-12), 0, math.rad(7)), 0.4)
- wait()
- end
- end
- else
- end
- end
- lastanimpose = animpose
- if debounce["Noidl"] == false then
- if animpose == "Idle" then
- change = 0.5
- --rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.62+0.1*math.cos(sine/10),0)*CFrame.Angles(math.rad(-10),math.rad(-10),math.rad(14+2*math.cos(sine/10))), 0.4)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.55,0.5+0.1*math.cos(sine/10),0)*CFrame.Angles(math.rad(-20),math.rad(0),math.rad(-7-2*math.cos(sine/10))), 0.4)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.5+0.1*math.cos(sine/10),0)*CFrame.Angles(math.rad(25),math.rad(0),math.rad(10-2*math.cos(sine/10))), 0.4)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0,1.5,-.2)*CFrame.Angles(math.rad(2.25-2*math.cos(sine/10)),math.rad(35),0), 0.2)
- hed.Weld.C1 = Lerp(hed.Weld.C1, CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),math.rad(0),0), 0.2)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0.1-0.05*math.cos(sine/10), 0) * CFrame.Angles(0, math.rad(-45), math.rad(0)), 0.05)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1+0.00000000000000001*(sine/10), 0) * CFrame.Angles(math.rad(-10+1*math.cos(sine/10)), math.rad(10), math.rad(-0-1*math.cos(sine/10))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1+0.00000000000000001*(sine/10), 0) * CFrame.Angles(0, math.rad(-10), math.rad(0+1*math.cos(sine/10))), 0.4)
- elseif animpose == "Freefalling" then
- change = 0.5
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,1-0.1*math.cos(sine/10),0)*CFrame.Angles(math.rad(-10-180),math.rad(-10),math.rad(14+2*math.cos(sine/10))), 0.4)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,1-0.1*math.cos(sine/10),0)*CFrame.Angles(math.rad(-20-180),math.rad(6),math.rad(-10-2*math.cos(sine/10))), 0.4)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0,1.5,-.2)*CFrame.Angles(math.rad(-14+1*math.cos(sine/10)),math.rad(20),0), 0.2)
- hed.Weld.C1 = Lerp(hed.Weld.C1, CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),math.rad(0),0), 0.2)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 1-0.16*math.cos(sine/10), 0) * CFrame.Angles(0, math.rad(-20), math.rad(0)), 0.05)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1-0.1*math.cos(sine/10), 0) * CFrame.Angles(math.rad(-10+1*math.cos(sine/10)), math.rad(10), math.rad(-0-5*math.cos(sine/10))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1-0.1*math.cos(sine/10), 0) * CFrame.Angles(0, math.rad(-10), math.rad(0+5*math.cos(sine/10))), 0.4)
- elseif animpose == "Jumping" then
- change = 0.5
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.62+0.1*math.cos(sine/10),0)*CFrame.Angles(math.rad(-10),math.rad(-10),math.rad(14+2*math.cos(sine/10))), 0.4)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.62+0.1*math.cos(sine/10),0)*CFrame.Angles(math.rad(-20),math.rad(6),math.rad(-10-2*math.cos(sine/10))), 0.4)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0,1.5,-.2)*CFrame.Angles(math.rad(-14+1*math.cos(sine/10)),math.rad(20),0), 0.2)
- hed.Weld.C1 = Lerp(hed.Weld.C1, CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),math.rad(0),0), 0.2)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 1-0.16*math.cos(sine/10), 0) * CFrame.Angles(0, math.rad(-20), math.rad(0)), 0.05)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, 0-0.1*math.cos(sine/10), -0.55) * CFrame.Angles(math.rad(-10+1*math.cos(sine/10)), math.rad(10), math.rad(-0-2*math.cos(sine/10))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1-0.1*math.cos(sine/10), 0) * CFrame.Angles(0, math.rad(-10), math.rad(0+2*math.cos(sine/10))), 0.4)
- elseif animpose == "Walking" then
- change = 0.075
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55+0.05*math.cos(sine/10),0)*CFrame.Angles(math.rad(-16+45*math.cos(sine/1.1)),math.rad(-12),math.rad(10+2*math.cos(sine/14))), 0.2)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55+0.05*math.cos(sine/10),0)*CFrame.Angles(math.rad(-16-45*math.cos(sine/1.1)),math.rad(12),math.rad(-10-2*math.cos(sine/14))), 0.2)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-7.5),0,0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/14), 0) * CFrame.Angles(math.rad(10),0, math.rad(0)), 0.05)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-1+45*math.cos(sine/1.1)), 0, math.rad(0+2*math.cos(sine/5))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(1-45*math.cos(sine/1.1)), 0, math.rad(0-2*math.cos(sine/5))), 0.4)
- elseif animpose == "Running" then
- change = 0.5
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.35,.4)*CFrame.Angles(math.rad(-30),math.rad(14),math.rad(-30+2*math.cos(sine/14))), 0.2)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.2,0.55,-.4)*CFrame.Angles(math.rad(110),math.rad(0),math.rad(40-2*math.cos(sine/14))), 0.2)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, .2) * CFrame.Angles(math.rad(20),math.rad(10),0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.05*math.cos(sine/1), 0) * CFrame.Angles(math.rad(-20),math.rad(-1), math.rad(0)), 0.2)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-1+65*math.cos(sine/1.1)), 0, math.rad(0+2*math.cos(sine/5))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(1-65*math.cos(sine/1.1)), 0, math.rad(0-2*math.cos(sine/5))), 0.4)
- end
- end
- end)
- local MouseDown
- debounce["blah"] = true
- function Bubbles(velocity,cframe)
- local part = Instance.new("Part")
- part.Shape = "Ball"
- part.Size = Vector3.new(1,1,1)
- part.Anchored = false
- part.CanCollide = false
- part.TopSurface = Enum.SurfaceType.Smooth
- part.BottomSurface = Enum.SurfaceType.Smooth
- part.Parent = workspace
- part.CFrame = cframe and cframe or CFrame.new(chr.Torso.CFrame.p + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))) * CFrame.Angles(math.rad(math.random(-135,135)),math.rad(math.random(-135,135)),math.rad(math.random(-135,135)))
- spawn(function()
- for i = 1, 30 do
- part.Transparency = part.Transparency + 1/30
- wait()
- end
- end)
- Velocity(part,velocity or Vector3.new(0,50,0)+part.CFrame.lookVector*50)
- end
- game:GetService("UserInputService").InputBegan:connect(function(key,chat)
- if chat or chr.Humanoid.Health == 0 then return end
- if key.UserInputType == Enum.UserInputType.Keyboard then
- if not debounce["blah"] then return
- elseif key.KeyCode == Enum.KeyCode.T and not debounce[key.KeyCode] then
- debounce[key.KeyCode] = true
- print("firing")
- actions.taunt()
- debounce[key.KeyCode] = false
- elseif key.KeyCode == Enum.KeyCode.Z and not debounce[key.KeyCode] then
- debounce[key.KeyCode] = true
- debounce["noatk"] = true
- debounce["Noidl"] = true
- Sound(1,"rbxassetid://831163387",5,chr.Torso)
- chr.Humanoid.WalkSpeed = 10
- change = 1
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, -2-0.1*math.cos(sine/14), 0) * CFrame.Angles(math.rad(90),math.rad(0), math.rad(0)), 0.35)
- for ii = 0,36*2 do
- spawn(function() Bubbles() end)
- print(ii,ii*10)
- local angle = ii*10
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0)*CFrame.Angles(math.rad(90+2*math.cos(sine/1.1)),math.rad(-12),math.rad(-35)), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0)*CFrame.Angles(math.rad(90-2*math.cos(sine/1.1)),math.rad(12),math.rad(35)), 0.5)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-7.5),0,0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, -2, 0) * CFrame.Angles(math.rad(90),math.rad(0), math.rad(0+angle*4)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -0.5, -0.5) * CFrame.Angles(math.rad(0), 0, math.rad(-5+2*math.cos(sine/5))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -0.5, -0.5) * CFrame.Angles(math.rad(0), 0, math.rad(5-2*math.cos(sine/5))), 0.4)
- wait()
- end
- Sound(1,"rbxassetid://831163643",5,chr.Torso)
- sine = 0
- change = 1
- kick = true
- for i = 1, 20 do
- print("kick")
- sine = sine + change
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0)*CFrame.Angles(math.rad(0-i),math.rad(-12),math.rad(2*i)), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0)*CFrame.Angles(math.rad(0-i),math.rad(12),math.rad(-2*i)), 0.5)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -0.5-0.25*math.cos(sine/4)) * CFrame.Angles(math.rad(-75-1*math.cos(sine/4)),0,0), 0.1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, -2, 0) * CFrame.Angles(math.rad(90),math.rad(0), math.rad(0)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -0.5, -0.5) * CFrame.Angles(math.rad(0), 0, math.rad(-5+2*math.cos(sine/5))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -0.5+1.5*math.cos(sine/(4+(i/2))), -0.5) * CFrame.Angles(math.rad(0), 0, math.rad(5-2*math.cos(sine/5))), 0.4)
- rs:wait()
- end
- chr.Humanoid.WalkSpeed = speed
- kick = false
- change = 1
- debounce["Noidl"] = false
- debounce["noatk"] = false
- debounce[key.KeyCode] = false
- end
- elseif key.UserInputType == Enum.UserInputType.MouseButton1 and not debounce["lmb"] and not debounce["noatk"] then
- debounce["lmb"] = true
- debounce["Noidl"] = true
- mouse.Button1Up:connect(function()
- MouseDown = false
- oraloop:Stop()
- end)
- chr.Humanoid.WalkSpeed = speed/3
- MouseDown = true
- oraloop:Play()
- while MouseDown and wait() do
- if debounce["noatk"] then MouseDown = false else
- change = 10
- sine = sine + change
- spawn(function() Tracer(chr["Right Arm"]) end)
- spawn(function() Tracer(chr["Left Arm"]) end)
- for i = 1, 1 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0+2*math.cos(sine/20))*CFrame.Angles(math.rad(90+2*math.cos(sine/1.1)),math.rad(-12),math.rad(-35+10*math.cos(sine/14))), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0-7*math.cos(sine/20))*CFrame.Angles(math.rad(90-2*math.cos(sine/1.1)),math.rad(12),math.rad(35-10*math.cos(sine/14))), 0.5)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-7.5),0,0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/14), 0) * CFrame.Angles(math.rad(0),math.rad(-45), math.rad(0)), 0.35)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-5+2*math.cos(sine/5))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, math.rad(5-2*math.cos(sine/5))), 0.4)
- end
- wait()
- for i = 1, 1 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0-7*math.cos(sine/20))*CFrame.Angles(math.rad(90+2*math.cos(sine/1.1)),math.rad(-12),math.rad(-35+10*math.cos(sine/14))), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0+2*math.cos(sine/20))*CFrame.Angles(math.rad(90-2*math.cos(sine/1.1)),math.rad(12),math.rad(35-10*math.cos(sine/14))), 0.5)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-7.5),0,0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/14), 0) * CFrame.Angles(math.rad(0),math.rad(45), math.rad(0)), 0.35)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-5+2*math.cos(sine/5))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, math.rad(5-2*math.cos(sine/5))), 0.4)
- end
- end
- end
- change = 1
- orafinish:Play()
- if debounce["noatk"] then return else
- finisher = true
- for i = 1, 5 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,2)*CFrame.Angles(math.rad(90+2*math.cos(sine/1.1)),math.rad(-12),math.rad(-35+10*math.cos(sine/14))), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0)*CFrame.Angles(math.rad(-45-2*math.cos(sine/1.1)),math.rad(12),math.rad(35-10*math.cos(sine/14))), 0.5)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-7.5),0,0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/14), 0) * CFrame.Angles(math.rad(0),math.rad(-60), math.rad(0)), 0.35)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-5+2*math.cos(sine/5))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, math.rad(5-2*math.cos(sine/5))), 0.4)
- wait()
- end
- for i = 1, 20 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,-2)*CFrame.Angles(math.rad(90+2*math.cos(sine/1.1)),math.rad(-12),math.rad(-35+10*math.cos(sine/14))), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0)*CFrame.Angles(math.rad(-45-2*math.cos(sine/1.1)),math.rad(12),math.rad(35-10*math.cos(sine/14))), 0.5)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-7.5),0,0), 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/14), 0) * CFrame.Angles(math.rad(0),math.rad(45), math.rad(0)), 0.35)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-5+2*math.cos(sine/5))), 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, math.rad(5-2*math.cos(sine/5))), 0.4)
- wait()
- end
- chr.Humanoid.WalkSpeed = speed
- finisher = false
- debounce["Noidl"] = false
- wait(0.75)
- end
- debounce["lmb"] = false
- end
- end)
- while wait() do
- chr.Torso.Anchored = false
- chr["Right Arm"].Anchored = false
- chr["Left Arm"].Anchored = false
- chr["Right Leg"].Anchored = false
- chr["Left Leg"].Anchored = false
- chr.HumanoidRootPart.Anchored = false
- end
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