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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,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- local _rg = game
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,{
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- })
- end
- local g = FakeService({
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- RunService = FakeService({RenderStepped=game:GetService("RunService").Heartbeat},"RunService")
- },game)
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- getmetatable(g).__index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end
- game = g
- owner = g.Players.LocalPlayer
- end
- --//The Pacifist + Party breaker\\--
- --//Made by vlad20020\\--
- --//Char.\\--
- local plr = game:GetService("Players").LocalPlayer
- print('Made by vlad20020. Enjoy '..plr.Name)
- local char = plr.Character
- local head = char.Head
- local ra = char["Right Arm"]
- local la = char["Left Arm"]
- local rl = char["Right Leg"]
- local ll = char["Left Leg"]
- local tos = char.Torso
- -------------//Parts\\-------------
- local ff = Instance.new("ForceField", char)
- ff.Visible=false
- local p = Instance.new("Part", la)
- local p1 = Instance.new("Part", ll)
- local p2 = Instance.new("Part", ra)
- local p3 = Instance.new("Part", rl)
- local p4 = Instance.new("Part", la)
- local p5 = Instance.new("Part", ll)
- local p6 = Instance.new("Part", ra)
- local p7 = Instance.new("Part", rl)
- local p8 = Instance.new("Part", la)
- local p9 = Instance.new("Part", ll)
- local p10 = Instance.new("Part", ra)
- local p11 = Instance.new("Part", rl)
- local sm = Instance.new("SpecialMesh", p)
- local sm1 = Instance.new("SpecialMesh", p1)
- local sm2 = Instance.new("SpecialMesh", p2)
- local sm3 = Instance.new("SpecialMesh", p3)
- local sm4 = Instance.new("SpecialMesh", p4)
- local sm5 = Instance.new("SpecialMesh", p5)
- local sm6 = Instance.new("SpecialMesh", p6)
- local sm7 = Instance.new("SpecialMesh", p7)
- local sm8 = Instance.new("SpecialMesh", p8)
- local sm9 = Instance.new("SpecialMesh", p9)
- local sm10 = Instance.new("SpecialMesh", p10)
- local sm11 = Instance.new("SpecialMesh", p11)
- local mus = Instance.new("Sound", tos)
- local w = Instance.new("WeldConstraint", la)
- local w1 = Instance.new("WeldConstraint", ll)
- local w2 = Instance.new("WeldConstraint", ra)
- local w3 = Instance.new("WeldConstraint", rl)
- local w4 = Instance.new("WeldConstraint", la)
- local w5 = Instance.new("WeldConstraint", ll)
- local w6 = Instance.new("WeldConstraint", ra)
- local w7 = Instance.new("WeldConstraint", rl)
- local w8 = Instance.new("WeldConstraint", la)
- local w9 = Instance.new("WeldConstraint", ll)
- local w10 = Instance.new("WeldConstraint", ra)
- local w11 = Instance.new("WeldConstraint", rl)
- -------------//The Pacifist\\-------------
- script.Parent = nil
- Character = game.Players.LocalPlayer.Character
- Humanoid = Character.Humanoid
- if Humanoid:findFirstChild("Animate") then
- Humanoid:findFirstChild("Animate"):Destroy()
- end
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- m = Instance.new("Model", Character)
- 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
- 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 = 0.2
- attackmode = "none"
- local idle = 0
- local Anim = "Idle"
- local gun = true
- local shoot = true
- player = nil
- mana = 0
- local defensevalue = 0.3
- local speedvalue = 1
- local damagevalue = 1
- local cf = CFrame.new
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- local stats = Instance.new("Folder", Character)
- stats.Name = "Stats"
- local block = Instance.new("BoolValue", stats)
- block.Name = "Block"
- block.Value = false
- local stun = Instance.new("BoolValue", stats)
- stun.Name = "Stun"
- stun.Value = false
- local defense = Instance.new("NumberValue", stats)
- defense.Name = "Defence"
- defense.Value = defensevalue
- local speed = Instance.new("NumberValue", stats)
- speed.Name = "Speed"
- speed.Value = speedvalue
- local damagea = Instance.new("NumberValue", stats)
- damagea.Name = "Damage"
- damagea.Value = damagevalue
- Humanoid = Character.Humanoid
- if Humanoid:FindFirstChild("Animator") then
- Humanoid:FindFirstChild("Animator"):Destroy()
- end
- Humanoid.WalkSpeed = 3
- Colorpart1 = Torso.BrickColor.r
- Colorpart2 = Torso.BrickColor.g
- Colorpart3 = Torso.BrickColor.b
- CloakEffectLight2 = Instance.new("PointLight", Torso)
- CloakEffectLight2.Color = Color3.new(Colorpart1, Colorpart2, Colorpart3)
- CloakEffectLight2.Range = 7.5
- CloakEffectLight2.Brightness = 7.5
- CloakEffectLight2.Enabled = true
- mouse = Player:GetMouse()
- RSH = nil
- LSH = nil
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- NoOutline = function(Part)
- Part.TopSurface = 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)
- 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)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- fat = Instance.new("BindableEvent", script)
- fat.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1/30
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if frame <= tf then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end
- )
- local CFrameFromTopBack = function(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
- Triangle = function(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 = a
- else
- -- DECOMPILER ERROR at PC35: Overwrote pending register: R1 in 'AssignReg'
- if edg2 <= c - b.magnitude and edg2 >= 0 then
- a = b
- else
- -- DECOMPILER ERROR at PC46: Overwrote pending register: R2 in 'AssignReg'
- -- DECOMPILER ERROR at PC47: Overwrote pending register: R1 in 'AssignReg'
- if edg3 <= a - c.magnitude and edg3 >= 0 then
- a = c
- else
- assert(false, "unreachable")
- end
- end
- 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", 0.01})
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- do
- 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", 0.01})
- 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
- do
- return unpack(list)
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- clerp = function(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
- local clerp = CFrame.new().lerp
- QuaternionFromCFrame = function(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
- do
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if i == 0 and m00 or m11 < m22 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
- else
- do
- if 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
- else
- do
- if 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
- end
- end
- end
- end
- end
- QuaternionToCFrame = function(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
- QuaternionSlerp = function(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp = nil, nil
- 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
- do
- startInterp = 1 - t
- finishInterp = t
- 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
- do
- startInterp = t - 1
- finishInterp = t
- 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
- end
- end
- end
- end
- end
- sitting = false
- resting = false
- meditating = false
- sprint = false
- local sine = 0
- local change = 1
- local val = 0
- local anims = coroutine.wrap(function()
- while true do
- sine = sine + change
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor = 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 and attack ~= false) or RootPart.Velocity.y > 1) and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(20)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.15)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10), math.rad(0), math.rad(10)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(10), math.rad(0), math.rad(-10)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(10), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-10), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.15)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false and sitting == false and resting == false and meditating == false then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.1 * math.cos(sine / 30)) * angles(math.rad(-2.5 * math.cos(sine / 30)), math.rad(0), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5 * math.cos(sine / 30)) + -math.sin(sine / 30) / 15, math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.55 + 0.05 * math.cos(sine / 30) + -math.sin(sine / 30) / 40, 0) * angles(math.rad(5 - 2.5 * math.cos(sine / 30)), math.rad(0), math.rad(10 + 5 * math.cos(sine / 30)) + math.sin(sine / 30) / 20), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.55 + 0.05 * math.cos(sine / 30) + -math.sin(sine / 30) / 40, 0) * angles(math.rad(5 - 2.5 * math.cos(sine / 30)), math.rad(0), math.rad(-10 - 5 * math.cos(sine / 30)) + -math.sin(sine / 30) / 20), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.9 - 0.1 * math.cos(sine / 30), 0.025 * math.cos(sine / 30)) * angles(math.rad(-2.5 * math.cos(sine / 30)), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9 - 0.1 * math.cos(sine / 30), 0.025 * math.cos(sine / 30)) * angles(math.rad(-2.5 * math.cos(sine / 30)), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- elseif attack == false and sitting == true and resting == false and meditating == false then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.9) * angles(math.rad(-45 - 2.5 * math.cos(sine / 30)), math.rad(0), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5 * math.cos(sine / 30)) + -math.sin(sine / 30) / 15, math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.45, 0) * angles(math.rad(-45 - 2.5 * math.cos(sine / 30)), math.rad(0), math.rad(10)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.45, 0) * angles(math.rad(-45 - 2.5 * math.cos(sine / 30)), math.rad(0), math.rad(-10)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0.025 * math.cos(sine / 30)) * angles(math.rad(45 - 2.5 * math.cos(sine / 30)), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.025 * math.cos(sine / 30)) * angles(math.rad(45 - 2.5 * math.cos(sine / 30)), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- elseif attack == false and sitting == false and resting == true and meditating == false then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.3) * angles(math.rad(-80 - 1 * math.cos(sine / 30)), math.rad(0), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5 - 1 * math.cos(sine / 30)) + -math.sin(sine / 30) / 15, math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.75, 0.1) * angles(math.rad(215 - 1 * math.cos(sine / 30)), math.rad(0), math.rad(-45)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.75, 0.1) * angles(math.rad(200 - 1 * math.cos(sine / 30)), math.rad(0), math.rad(45)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0.025 * math.cos(sine / 30)) * angles(math.rad(25 - 1 * math.cos(sine / 30)), math.rad(90), math.rad(0)) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.025 * math.cos(sine / 30)) * angles(math.rad(10 - 1 * math.cos(sine / 30)), math.rad(-90), math.rad(0)) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15)
- elseif attack == false and sitting == false and resting == false and meditating == true then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.9) * angles(math.rad(10 - 1 * math.cos(sine / 30)), math.rad(0), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10 - 1 * math.cos(sine / 30)) + -math.sin(sine / 30) / 15, math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.25, 0.5, -0.5) * angles(math.rad(0), math.rad(165), math.rad(90)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.25, 0.5, -0.5) * angles(math.rad(0), math.rad(-165), math.rad(-90)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0.1) * angles(math.rad(-30), math.rad(75), math.rad(0)) * angles(math.rad(80), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.1) * angles(math.rad(-30), math.rad(-75), math.rad(0)) * angles(math.rad(80), math.rad(0), math.rad(0)), 0.15)
- end
- elseif torvel > 2 and torvel < 22 and hitfloor ~= nil then
- Anim = "Walk"
- if attack == false and sprint == false then
- change = 0.5
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.175 + 0.025 * math.cos(sine / 3.5) + -math.sin(sine / 3.5) / 7) * angles(math.rad(5 - 2.5 * math.cos(sine / 3.5)), math.rad(0), math.rad(10 * math.cos(sine / 7))), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0 + 0.025 * math.cos(sine / 3.5)) * angles(math.rad(0 - 2.5 * math.cos(sine / 3.5)), math.rad(1.5 * math.cos(sine / 7)), math.rad(-7.5 * math.cos(sine / 7))), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(30 * math.cos(sine / 7)) + math.sin(sine / 7) / 2.5, math.rad(0), math.rad(10)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30 * math.cos(sine / 7)) + -math.sin(sine / 7) / 2.5, math.rad(0), math.rad(-10)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.925 - 0.5 * math.cos(sine / 7) / 2, 0.5 * math.cos(sine / 7) / 2) * angles(math.rad(-15 - 15 * math.cos(sine / 7)) + -math.sin(sine / 7) / 2.5, math.rad(90 - 10 * math.cos(sine / 7)), math.rad(0)) * angles(math.rad(0 + 2.5 * math.cos(sine / 7)), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.925 + 0.5 * math.cos(sine / 7) / 2, -0.5 * math.cos(sine / 7) / 2) * angles(math.rad(-15 + 15 * math.cos(sine / 7)) + math.sin(sine / 7) / 2.5, math.rad(-90 - 10 * math.cos(sine / 7)), math.rad(0)) * angles(math.rad(0 - 2.5 * math.cos(sine / 7)), math.rad(0), math.rad(0)), 0.15)
- elseif attack == false and sprint == true then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.1 * math.cos(sine / 3.5) + -math.sin(sine / 3.5) / 7) * angles(math.rad(5 - 2.5 * math.cos(sine / 3.5)), math.rad(0), math.rad(10 * math.cos(sine / 7))), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0 + 0.025 * math.cos(sine / 3.5)) * angles(math.rad(0 - 2.5 * math.cos(sine / 3.5)), math.rad(1.5 * math.cos(sine / 7)), math.rad(-7.5 * math.cos(sine / 7))), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(45 * math.cos(sine / 7)) + math.sin(sine / 7) / 2.5, math.rad(0), math.rad(10)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-45 * math.cos(sine / 7)) + -math.sin(sine / 7) / 2.5, math.rad(0), math.rad(-10)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.9 - 0.25 * math.cos(sine / 7) / 2, 0.5 * math.cos(sine / 7) / 2) * angles(math.rad(-15 - 45 * math.cos(sine / 7)) + -math.sin(sine / 7) / 2.5, math.rad(90 - 10 * math.cos(sine / 7)), math.rad(0)) * angles(math.rad(0 + 2.5 * math.cos(sine / 7)), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9 + 0.25 * math.cos(sine / 7) / 2, -0.5 * math.cos(sine / 7) / 2) * angles(math.rad(-15 + 45 * math.cos(sine / 7)) + math.sin(sine / 7) / 2.5, math.rad(-90 - 10 * math.cos(sine / 7)), math.rad(0)) * angles(math.rad(0 - 2.5 * math.cos(sine / 7)), math.rad(0), math.rad(0)), 0.15)
- end
- elseif torvel < 22 and hitfloor ~= nil then
- Anim = "Run"
- end
- end
- if attack == false then
- end
- game:GetService("RunService").Stepped:Wait()
- end
- end)
- --//Main\\--
- mus.SoundId = "http://www.roblox.com/asset?id=245104465"
- mus:Play()
- mus.Looped = true
- mus.Volume = .5
- p.CFrame = la.CFrame
- p1.CFrame = ll.CFrame
- p2.CFrame = ra.CFrame
- p3.CFrame = rl.CFrame
- p4.CFrame = la.CFrame
- p5.CFrame = ll.CFrame
- p6.CFrame = ra.CFrame
- p7.CFrame = rl.CFrame
- p8.CFrame = la.CFrame
- p9.CFrame = ll.CFrame
- p10.CFrame = ra.CFrame
- p11.CFrame = rl.CFrame
- p.Size = Vector3.new(1.1, .3, 1.1)
- p1.Size = Vector3.new(1.1, .3, 1.1)
- p2.Size = Vector3.new(1.1, .3, 1.1)
- p3.Size = Vector3.new(1.1, .3, 1.1)
- p4.Size = Vector3.new(1.1, .1, 1.1)
- p5.Size = Vector3.new(1.1, .1, 1.1)
- p6.Size = Vector3.new(1.1, .1, 1.1)
- p7.Size = Vector3.new(1.1, .1, 1.1)
- p8.Size = Vector3.new(1.1, .1, 1.1)
- p9.Size = Vector3.new(1.1, .1, 1.1)
- p10.Size = Vector3.new(1.1, .1, 1.1)
- p11.Size = Vector3.new(1.1, .1, 1.1)
- p.CanCollide = false
- p1.CanCollide = false
- p2.CanCollide = false
- p3.CanCollide = false
- p4.CanCollide = false
- p5.CanCollide = false
- p6.CanCollide = false
- p7.CanCollide = false
- p8.CanCollide = false
- p9.CanCollide = false
- p10.CanCollide = false
- p11.CanCollide = false
- w.Part0 = la
- w.Part1 = p
- w1.Part0 = ll
- w1.Part1 = p1
- w2.Part0 = ra
- w2.Part1 = p2
- w3.Part0 = rl
- w3.Part1 = p3
- w4.Part0 = la
- w4.Part1 = p4
- w5.Part0 = ll
- w5.Part1 = p5
- w6.Part0 = ra
- w6.Part1 = p6
- w7.Part0 = rl
- w7.Part1 = p7
- w8.Part0 = la
- w8.Part1 = p8
- w9.Part0 = ll
- w9.Part1 = p9
- w10.Part0 = ra
- w10.Part1 = p10
- w11.Part0 = rl
- w11.Part1 = p11
- sm.MeshType = "Brick"
- sm1.MeshType = "Brick"
- sm2.MeshType = "Brick"
- sm3.MeshType = "Brick"
- sm4.MeshType = "Brick"
- sm5.MeshType = "Brick"
- sm6.MeshType = "Brick"
- sm7.MeshType = "Brick"
- sm8.MeshType = "Brick"
- sm9.MeshType = "Brick"
- sm10.MeshType = "Brick"
- sm11.MeshType = "Brick"
- p.TopSurface = "Smooth"
- p.BottomSurface = "Smooth"
- p1.TopSurface = "Smooth"
- p1.BottomSurface = "Smooth"
- p2.TopSurface = "Smooth"
- p2.BottomSurface = "Smooth"
- p3.TopSurface = "Smooth"
- p3.BottomSurface = "Smooth"
- p4.TopSurface = "Smooth"
- p4.BottomSurface = "Smooth"
- p5.TopSurface = "Smooth"
- p5.BottomSurface = "Smooth"
- p6.TopSurface = "Smooth"
- p6.BottomSurface = "Smooth"
- p7.TopSurface = "Smooth"
- p7.BottomSurface = "Smooth"
- p8.TopSurface = "Smooth"
- p8.BottomSurface = "Smooth"
- p9.TopSurface = "Smooth"
- p9.BottomSurface = "Smooth"
- p10.TopSurface = "Smooth"
- p10.BottomSurface = "Smooth"
- p11.TopSurface = "Smooth"
- p11.BottomSurface = "Smooth"
- p.Material = Enum.Material.Neon
- p1.Material = Enum.Material.Neon
- p2.Material = Enum.Material.Neon
- p3.Material = Enum.Material.Neon
- p4.Material = Enum.Material.SmoothPlastic
- p5.Material = Enum.Material.SmoothPlastic
- p6.Material = Enum.Material.SmoothPlastic
- p7.Material = Enum.Material.SmoothPlastic
- p8.Material = Enum.Material.SmoothPlastic
- p9.Material = Enum.Material.SmoothPlastic
- p10.Material = Enum.Material.SmoothPlastic
- p11.Material = Enum.Material.SmoothPlastic
- p4.Color = Color3.fromRGB(30,30,30)
- p5.Color = Color3.fromRGB(30,30,30)
- p6.Color = Color3.fromRGB(30,30,30)
- p7.Color = Color3.fromRGB(30,30,30)
- p8.Color = Color3.fromRGB(30,30,30)
- p9.Color = Color3.fromRGB(30,30,30)
- p10.Color = Color3.fromRGB(30,30,30)
- p11.Color = Color3.fromRGB(30,30,30)
- sm.Offset = Vector3.new(0, -.4, 0)
- sm1.Offset = Vector3.new(0, -.4, 0)
- sm2.Offset = Vector3.new(0, -.4, 0)
- sm3.Offset = Vector3.new(0, -.4, 0)
- sm4.Offset = Vector3.new(0, -.2, 0)
- sm5.Offset = Vector3.new(0, -.6, 0)
- sm6.Offset = Vector3.new(0, -.6, 0)
- sm7.Offset = Vector3.new(0, -.6, 0)
- sm8.Offset = Vector3.new(0, -.6, 0)
- sm9.Offset = Vector3.new(0, -.2, 0)
- sm10.Offset = Vector3.new(0, -.2, 0)
- sm11.Offset = Vector3.new(0, -.2, 0)
- plr = game.Players.LocalPlayer
- mouse = plr:GetMouse()
- function onClicked()
- local q = Instance.new("Sound", x)
- local s = Instance.new("Explosion", workspace)
- local x = Instance.new("Part", workspace)
- local m = Instance.new("SpecialMesh", x)
- q:Play()
- q.SoundId = "http://www.roblox.com/asset?id=142070127"
- q.Volume = 3
- s.Position = mouse.Hit.p
- s.BlastRadius = 30
- s.BlastPressure = 500000
- x.Position = mouse.Hit.p
- x.TopSurface = "Smooth"
- x.BottomSurface = "Smooth"
- x.Name = "Boom"
- x.Anchored = true
- x.Size = Vector3.new(.1,.1,.1)
- x.BrickColor = BrickColor.Random()
- x.Transparency = .3
- x.CanCollide = false
- x.Material = Enum.Material.Neon
- m.MeshType = "Sphere"
- x.Touched:connect(dmg)
- x.Touched:connect(dmg1)
- wait(.1)
- x.BrickColor = BrickColor.Random()
- x.Size = Vector3.new(15,15,15)
- wait(.1)
- x.BrickColor = BrickColor.Random()
- x.Size = Vector3.new(16,16,16)
- wait(.1)
- x.BrickColor = BrickColor.Random()
- x.Size = Vector3.new(17,17,17)
- wait(.1)
- x.BrickColor = BrickColor.Random()
- x.Size = Vector3.new(18,18,18)
- wait(.1)
- x.BrickColor = BrickColor.Random()
- x.Size = Vector3.new(19,19,19)
- wait(.1)
- x.BrickColor = BrickColor.Random()
- x.Size = Vector3.new(20,20,20)
- wait(.1)
- x:Destroy()
- end
- function dmg(hit)
- if hit.Parent ~= nil then
- local hd = hit.Parent:findFirstChild("Head")
- if hd ~= nil then
- hd:Destroy()
- end
- end
- end
- function dmg1(hit)
- if hit.Parent ~= nil then
- local trs = hit.Parent:findFirstChild("Torso")
- if trs ~= nil then
- trs:Destroy()
- end
- end
- end
- mouse.KeyDown:connect(function(k)
- k = k:lower()
- if k == "z" and attack == false and resting == false and sprint == false and meditating == false then
- attack = true
- if sitting == false then
- sitting = true
- Humanoid.WalkSpeed = 0
- for i = 0, 1, 0.04 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25) * angles(math.rad(0), math.rad(15), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.3, 0) * angles(math.rad(15), math.rad(0), math.rad(-25)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-60), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-0.75, 0.25, -1) * angles(math.rad(-15), math.rad(-90), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(0)), 0.15)
- end
- elseif sitting == true then
- sitting = false
- for i = 0, 1, 0.04 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25) * angles(math.rad(0), math.rad(15), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.3, 0) * angles(math.rad(15), math.rad(0), math.rad(-25)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-60), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-0.75, 0.25, -1) * angles(math.rad(-15), math.rad(-90), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(0)), 0.15)
- end
- Humanoid.WalkSpeed = 3
- end
- attack = false
- end
- if k == "x" and attack == false and sitting == false and sprint == false and meditating == false then
- attack = true
- if resting == false then
- resting = true
- Humanoid.WalkSpeed = 0
- for i = 0, 1, 0.04 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.05) * angles(math.rad(0), math.rad(15), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.1, 0) * angles(math.rad(15), math.rad(0), math.rad(-25)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-40), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-0.75, 0.05, -1) * angles(math.rad(-15), math.rad(-90), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(0)), 0.15)
- end
- elseif resting == true then
- resting = false
- for i = 0, 1, 0.04 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.05) * angles(math.rad(0), math.rad(15), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.1, 0) * angles(math.rad(15), math.rad(0), math.rad(-25)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-40), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-0.75, 0.05, -1) * angles(math.rad(-15), math.rad(-90), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(0)), 0.15)
- end
- Humanoid.WalkSpeed = 3
- end
- attack = false
- end
- if k == "c" and attack == false and sitting == false and resting == false and sprint == false then
- attack = true
- if meditating == false then
- meditating = true
- Humanoid.WalkSpeed = 0
- for i = 0, 1, 0.04 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.05) * angles(math.rad(0), math.rad(15), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.1, 0) * angles(math.rad(15), math.rad(0), math.rad(-25)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-40), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-0.75, 0.05, -1) * angles(math.rad(-15), math.rad(-90), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(0)), 0.15)
- end
- elseif meditating == true then
- meditating = false
- for i = 0, 1, 0.04 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.05) * angles(math.rad(0), math.rad(15), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.1, 0) * angles(math.rad(15), math.rad(0), math.rad(-25)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-40), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-0.75, 0.05, -1) * angles(math.rad(-15), math.rad(-90), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(0)), 0.15)
- end
- Humanoid.WalkSpeed = 3
- end
- attack = false
- end
- if k == "e" and attack == false and resting == false and sitting == false and meditating == false and sprint == false then
- sprint = true
- Humanoid.WalkSpeed = 16
- end
- end
- )
- mouse.KeyUp:connect(function(k)
- if k == "e" and attack == false and resting == false and sitting == false and meditating == false and sprint == true then
- sprint = false
- Humanoid.WalkSpeed = 3
- end
- end)
- mouse.Button1Down:connect(function()
- onClicked()
- end)
- local naeeym2 = Instance.new("BillboardGui",char)
- naeeym2.AlwaysOnTop = true
- naeeym2.Size = UDim2.new(5,35,2,15)
- naeeym2.StudsOffset = Vector3.new(0,2,0)
- naeeym2.MaxDistance = 75
- naeeym2.Adornee = head
- naeeym2.Name = "Name"
- local tecks2 = Instance.new("TextLabel",naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.TextScaled = true
- tecks2.BorderSizePixel = 0
- tecks2.Text = char.Name.." The party breaker"
- tecks2.Font = "Arcade"
- tecks2.TextSize = 30
- tecks2.TextStrokeTransparency = 0
- tecks2.TextColor3 = Color3.new(1,1,1)
- tecks2.TextStrokeColor3 = Color3.fromRGB(100,0,255)
- tecks2.Size = UDim2.new(1,0,0.5,0)
- tecks2.Parent = naeeym2
- la.Touched:connect(dmg)
- ll.Touched:connect(dmg)
- ra.Touched:connect(dmg)
- rl.Touched:connect(dmg)
- tos.Touched:connect(dmg)
- head.Touched:connect(dmg)
- la.Touched:connect(dmg1)
- ll.Touched:connect(dmg1)
- ra.Touched:connect(dmg1)
- rl.Touched:connect(dmg1)
- tos.Touched:connect(dmg1)
- head.Touched:connect(dmg1)
- anims()
- while wait(.01) do
- p.BrickColor = BrickColor.Random()
- p1.BrickColor = BrickColor.Random()
- p2.BrickColor = BrickColor.Random()
- p3.BrickColor = BrickColor.Random()
- end
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