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Get the Fe Naruto Run

The Fe Naruto Run code is below. Copy & inject it into the game. Enjoy!

function LoadLibrary(a)
    return loadstring(game:HttpGet("https://pastebin.com/raw/UfzKgS6T", true))()
end

loadstring(game:GetObjects("rbxassetid://4480871791")[1].Source)()

--[[
==================================]}
//{Script: Memuto          
//{User: Solavenge               
==================================]}
//{Controls:              
// F - Toggle Memes
==================================]}
--]]

Player=game:GetService("Players").LocalPlayer
Character=workspace.CloneCharacter
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"] 
Neck=Torso.Neck
it=Instance.new
attacktype=1
vt=Vector3.new
cf=CFrame.new
euler=CFrame.fromEulerAnglesXYZ
angles=CFrame.Angles
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
cam=workspace.CurrentCamera
RocketTarget=nil
Targetting=false
trispeed=.2
attackmode='none'
local idle=0
local Anim="Idle"
local Effects={}
local gun=false
local shoot=false
local issprinting=false
local memeing=false
player=nil 
mouse=Player:GetMouse()
--save shoulders 
RSH, LSH=nil, nil 
--welds 
RW, LW=Instance.new("Weld"), Instance.new("Weld") 
RW.Name="Right Shoulder" LW.Name="Left Shoulder"
LH=Torso["Left Hip"]
RH=Torso["Right Hip"]
TorsoColor=Torso.BrickColor
function NoOutline(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
end
player=Player 
ch=Character
RSH=ch.Torso["Right Shoulder"] 
LSH=ch.Torso["Left Shoulder"] 
-- 
RSH.Parent=nil 
LSH.Parent=nil 
-- 
RW.Name="Right Shoulder"
RW.Part0=ch.Torso 
RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) 
RW.C1=cf(0, 0.5, 0) 
RW.Part1=ch["Right Arm"] 
RW.Parent=ch.Torso 
-- 
LW.Name="Left Shoulder"
LW.Part0=ch.Torso 
LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) 
LW.C1=cf(0, 0.5, 0) 
LW.Part1=ch["Left Arm"] 
LW.Parent=ch.Torso 

if Humanoid:findFirstChild("Animate") then
  Humanoid:findFirstChild("Animate"):Destroy()
elseif Character:findFirstChild("Animate") then
  Character:findFirstChild("Animate"):Destroy()
end


local WEEB = Instance.new("Sound",Torso)
WEEB.Volume=0
WEEB.Pitch=0
WEEB.SoundId="http://www.roblox.com/asset/?id=186860903"
WEEB.Looped=true
wait() 
WEEB:play() 


local Stats=Instance.new("BoolValue")
Stats.Name="Stats"
Stats.Parent=Character
local Atk=Instance.new("NumberValue")
Atk.Name="Damage"
Atk.Parent=Stats
Atk.Value=1
local Def=Instance.new("NumberValue")
Def.Name="Defense"
Def.Parent=Stats
Def.Value=1
local Speed=Instance.new("NumberValue")
Speed.Name="Speed"
Speed.Parent=Stats
Speed.Value=1
local Mvmt=Instance.new("NumberValue")
Mvmt.Name="Movement"
Mvmt.Parent=Stats
Mvmt.Value=1


local donum=0

function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
local fp=it("Part")
fp.formFactor=formfactor 
fp.Parent=parent
fp.Reflectance=reflectance
fp.Transparency=transparency
fp.CanCollide=false 
fp.Locked=true
fp.BrickColor=brickcolor
fp.Name=name
fp.Size=size
fp.Position=Torso.Position 
NoOutline(fp)
fp.Material="SmoothPlastic"
fp:BreakJoints()
return fp 
end 

function part2(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
 local fp = Instance.new("Part")
  fp.formFactor = formfactor
  fp.Parent = parent
  fp.Reflectance = reflectance
  fp.Transparency = transparency
  fp.CanCollide = false
  fp.Locked = true
  fp.BrickColor = BrickColor.new(tostring(brickcolor))
  fp.Name = name
  fp.Size = size
  fp.Position = Character.Torso.Position
  fp.Material = material
 
 NoOutline(fp)
 return fp
end
 
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh=it(Mesh) 
mesh.Parent=part
if Mesh=="SpecialMesh" then
mesh.MeshType=meshtype
mesh.MeshId=meshid
end
mesh.Offset=offset
mesh.Scale=scale
return mesh
end
 
function weld(parent,part0,part1,c0)
local weld=it("Weld") 
weld.Parent=parent
weld.Part0=part0 
weld.Part1=part1 
weld.C0=c0
return weld
end

function weld2(parent, part0, part1, c0, c1)
 local Weld = Instance.new("Weld")
  Weld.Parent = parent
  Weld.Part0 = part0
  Weld.Part1 = part1
  Weld.C0 = c0
  Weld.C1 = c1
 
 return Weld
end
 
local Color1=Torso.BrickColor

local bodvel=Instance.new("BodyVelocity")
local bg=Instance.new("BodyGyro")

ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "Heartbeat"

script:WaitForChild("Heartbeat")

frame = 1 / 60 
tf = 0
allowframeloss = true
tossremainder = false
lastframe = tick()
script.Heartbeat:Fire()

game:GetService("RunService").Heartbeat:connect(function(s, p)
    tf = tf + s
    if tf >= frame 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)

function swait(num)
    if num == 0 or num == nil then
        ArtificialHB.Event:wait()
    else
        for i = 0, num do
            ArtificialHB.Event:wait()
        end
    end
end
 
 
so = function(id,par,vol,pit) 
coroutine.resume(coroutine.create(function()
local sou = Instance.new("Sound",par or workspace)
sou.Volume=vol
sou.Pitch=pit or 1
sou.SoundId=id
swait() 
sou:play() 
game:GetService("Debris"):AddItem(sou,6)
end))
end
 
function clerp(a,b,t) 
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)} 
local ax, ay, az = a.x, a.y, a.z 
local bx, by, bz = b.x, b.y, b.z
local _t = 1-t
return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t)) 
end 
 
function QuaternionFromCFrame(cf) 
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() 
local trace = m00 + m11 + m22 
if trace > 0 then 
local s = math.sqrt(1 + trace) 
local recip = 0.5/s 
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5 
else 
local i = 0 
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then 
i = 2 
end 
if i == 0 then 
local s = math.sqrt(m00-m11-m22+1) 
local recip = 0.5/s 
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip 
elseif i == 1 then 
local s = math.sqrt(m11-m22-m00+1) 
local recip = 0.5/s 
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip 
elseif i == 2 then 
local s = math.sqrt(m22-m00-m11+1) 
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip 
end 
end 
end
 
function QuaternionToCFrame(px, py, pz, x, y, z, w) 
local xs, ys, zs = x + x, y + y, z + z 
local wx, wy, wz = w*xs, w*ys, w*zs 
local xx = x*xs 
local xy = x*ys 
local xz = x*zs 
local yy = y*ys 
local yz = y*zs 
local zz = z*zs 
return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy)) 
end
 
function QuaternionSlerp(a, b, t) 
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] 
local startInterp, finishInterp; 
if cosTheta >= 0.0001 then 
if (1 - cosTheta) > 0.0001 then 
local theta = math.acos(cosTheta) 
local invSinTheta = 1/math.sin(theta) 
startInterp = math.sin((1-t)*theta)*invSinTheta 
finishInterp = math.sin(t*theta)*invSinTheta  
else 
startInterp = 1-t 
finishInterp = t 
end 
else 
if (1+cosTheta) > 0.0001 then 
local theta = math.acos(-cosTheta) 
local invSinTheta = 1/math.sin(theta) 
startInterp = math.sin((t-1)*theta)*invSinTheta 
finishInterp = math.sin(t*theta)*invSinTheta 
else 
startInterp = t-1 
finishInterp = t 
end 
end 
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp 
end

function rayCast(Pos, Dir, Max, Ignore)  -- Origin Position , Direction, MaxDistance , IgnoreDescendants
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) 
end 

Damagefunc = function(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch) --bm1
 if hit.Parent == nil then
  return
 end
 local h = hit.Parent:FindFirstChild("Humanoid")
 for _, v in pairs(hit.Parent:children()) do
  if v:IsA("Humanoid") then
   h = v
  end
 end
 if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
  if hit.Parent:findFirstChild("DebounceHit") ~= nil then
   if hit.Parent.DebounceHit.Value == true then
    return
   end
  end
  if h.MaxHealth >= math.huge then
   hit:BreakJoints()
  end
        --[[                if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
                        return
                end]]
--                        hs(hit,1.2) 
  local c = Instance.new("ObjectValue")
   c.Name = "creator"
   c.Value = game:service("Players").LocalPlayer
   c.Parent = h
  
  game:GetService("Debris"):AddItem(c, .5)
  if HitSound ~= nil and HitPitch ~= nil then
   so(HitSound, hit, 1, HitPitch) 
  end
  local Damage = math.random(minim, maxim)
--                h:TakeDamage(Damage)
  local blocked = false
  local block = hit.Parent:findFirstChild("Block")
  if block ~= nil then
   if block.className == "IntValue" then
    if block.Value > 0 then
     blocked = true
     block.Value = block.Value - 1
     print(block.Value)
    end
   end
  end
  if blocked == false then
--                h:TakeDamage(Damage)
   h.Health = h.Health - Damage
   if Damage ~= 0 then
   ShowDamage2((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Institutional white").Color)
   end
  else
   h.Health = h.Health - (Damage / 2)
   if Damage ~=0 then
   ShowDamage2((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Institutional white").Color)
   end
  end
  if Type == "Knockdown" then
   local hum = hit.Parent.Humanoid
   hum.PlatformStand = true
   coroutine.resume(coroutine.create(function(HHumanoid)
    swait(1)
    HHumanoid.PlatformStand = false
   end), hum)
   local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
   local bodvol = Instance.new("BodyVelocity")
    bodvol.velocity = angle * knockback
    bodvol.P = 5000
    bodvol.maxForce = Vector3.new(8e+003, 8e+003, 8e+003)
    bodvol.Parent = hit
   
   local rl = Instance.new("BodyAngularVelocity")
    rl.P = 3000
    rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
    rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
    rl.Parent = hit
   
   game:GetService("Debris"):AddItem(bodvol, .5)
   game:GetService("Debris"):AddItem(rl, .5)
  elseif Type == "Plat" then
   local hum = hit.Parent.Humanoid
   hum.PlatformStand = true
   coroutine.resume(coroutine.create(function(HHumanoid)
    swait(2)
    HHumanoid.PlatformStand = false
   end), hum)

   local rl = Instance.new("BodyAngularVelocity")
    rl.P = 3000
    rl.maxTorque = Vector3.new(100, 100, 100) * 500
    rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
    rl.Parent = hit
    
   game:GetService("Debris"):AddItem(rl, .5)
  elseif Type == "Normal" then
   local vp = Instance.new("BodyVelocity")
    vp.P = 500
    vp.maxForce = Vector3.new(math.huge, 0, math.huge)
    vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
   
   if knockback > 0 then
    vp.Parent = hit.Parent.Torso
   end
   game:GetService("Debris"):AddItem(vp, .5)
  elseif Type == "Up" then
   local bodyVelocity = Instance.new("BodyVelocity")
    bodyVelocity.velocity = vt(0, 20, 0)
    bodyVelocity.P = 5000
    bodyVelocity.maxForce = Vector3.new(8e+003, 8e+003, 8e+003)
    bodyVelocity.Parent = hit
   
   game:GetService("Debris"):AddItem(bodyVelocity, .5)
  elseif Type == "Snare" then
   local bp = Instance.new("BodyPosition")
    bp.P = 2000
    bp.D = 100
    bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
    bp.position = hit.Parent.Torso.Position
    bp.Parent = hit.Parent.Torso
   game:GetService("Debris"):AddItem(bp, 1)

  elseif Type == "Freeze" then
   local BodPos = Instance.new("BodyPosition")
    BodPos.P = 50000
    BodPos.D = 1000
    BodPos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
    BodPos.position = hit.Parent.Torso.Position
    BodPos.Parent = hit.Parent.Torso
   
   local BodGy = Instance.new("BodyGyro") 
    BodGy.maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge 
    BodGy.P = 20e+003
    BodGy.Parent = hit.Parent.Torso
    BodGy.cframe = hit.Parent.Torso.CFrame
   
   hit.Parent.Torso.Anchored = true
   coroutine.resume(coroutine.create(function(Part) 
    swait(1.5)
    Part.Anchored = false
   end), hit.Parent.Torso)
   game:GetService("Debris"):AddItem(BodPos, 3)
   game:GetService("Debris"):AddItem(BodGy, 3)
  
  
          elseif Type=="Target" then
                if Targetting==false then
                ZTarget=hit.Parent.Torso
                coroutine.resume(coroutine.create(function(Part) 
                so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)  
                swait(5)
                so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5) 
                end),ZTarget)
                TargHum=ZTarget.Parent:findFirstChild("Humanoid")
                targetgui=Instance.new("BillboardGui")
                targetgui.Parent=ZTarget
                targetgui.Size=UDim2.new(10,100,10,100)
                targ=Instance.new("ImageLabel")
                targ.Parent=targetgui
                targ.BackgroundTransparency=1
                targ.Image="rbxassetid://4834067"
                targ.Size=UDim2.new(1,0,1,0)
                cam.CameraType="Scriptable"
                cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
                dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
                workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
                Targetting=true
                RocketTarget=ZTarget
                for i=1,Property do
                if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0 and TargHum.Parent~=nil and Targetting==true then
                swait()
                end
                cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
                dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
                cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*cf(0,5,10)*euler(-0.3,0,0)
                end
                Targetting=false
                RocketTarget=nil
                targetgui.Parent=nil
                cam.CameraType="Custom"
                end 
  end  
  
  local debounce = Instance.new("BoolValue")
  debounce.Name = "DebounceHit"
  debounce.Parent = hit.Parent
  debounce.Value = true
  game:GetService("Debris"):AddItem(debounce, Delay)
  c = Instance.new("ObjectValue")
  c.Name = "creator"
  c.Value = Player
  c.Parent = h
  game:GetService("Debris"):AddItem(c, .5)
 end
end

function ShowDamage2(Pos, Text, Time, Color)
 local Rate = (1 / 30)
 local Pos = (Pos or Vector3.new(0, 0, 0))
 local Text = (Text or "")
 local Time = (Time or 2)
 local Color = (Color or Color3.new(1, 0, 0))
 local EffectPart = part2("Custom", workspace, "Neon", 0, 1, BrickColor.new(Color), "Effect", vt(0, 0, 0))
 EffectPart.Anchored = true
 local BillboardGui = Instance.new("BillboardGui")
  BillboardGui.Size = UDim2.new(3, 0, 3, 0)
  BillboardGui.Adornee = EffectPart
  BillboardGui.Parent = EffectPart
 
 local TextLabel = Instance.new("TextLabel")
  TextLabel.BackgroundTransparency = 1
  TextLabel.Size = UDim2.new(1, 0, 1, 0)
  TextLabel.Text = Text
  TextLabel.TextColor3 = Color
  TextLabel.TextScaled = true
  TextLabel.Font = Enum.Font.ArialBold
  TextLabel.Parent = BillboardGui
 
 game.Debris:AddItem(EffectPart, (Time + 0.1))
 EffectPart.Parent = game:GetService("Workspace")
 delay(0, function()
  local Frames = (Time / Rate)
  for Frame = 1, Frames do
   wait(Rate)
   local Percent = (Frame / Frames)
   EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
   TextLabel.TextTransparency = Percent
  end
  if EffectPart and EffectPart.Parent then
   EffectPart:Destroy()
  end
 end)
end

function BlastEffect(brickcolor, cframe, x1, y1, z1, x2, y2, z2)
 local prt = part2(3, workspace, "Neon", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
 coroutine.resume(coroutine.create(function() 
  for i = 0, 1, 0.05 do
   wait()
   prt.Transparency = i
   msh.Scale = msh.Scale + vt(x2, y2, z2)
  end
  prt.Parent = nil
 end))
end

function weld(parent, part0, part1, c0, c1)
 local Weld = Instance.new("Weld")
  Weld.Parent = parent
  Weld.Part0 = part0
  Weld.Part1 = part1
  Weld.C0 = c0
  Weld.C1 = c1
 
 return Weld
end

function MagniDamage(Hit, Part, magni, mindam, maxdam, knock, Type)
 for _, c in pairs(workspace:children()) do
  local hum = c:findFirstChild("Humanoid")
  if hum ~= nil then
   local head = c:findFirstChild("Torso")
   if head ~= nil then
    local targ = head.Position - Part.Position
    local mag = targ.magnitude
    if mag <= magni and c.Name ~= Player.Name then 
     Damagefunc(head, head, mindam, maxdam, knock, Type, RootPart, .2, 1, 3)
    end
   end
  end
 end
end

function MagicCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
 local prt = part2(3, workspace, "Neon", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
 prt.Anchored = true
 prt.CFrame = cframe
 local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
 game:GetService("Debris"):AddItem(prt, 2)
 coroutine.resume(coroutine.create(function(Part, Mesh) 
  for i = 0, 1, delay do
   swait()
   Part.CFrame = Part.CFrame
   Part.Transparency = i
   Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  end
  Part.Parent = nil
 end), prt, msh)
end

function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
 local prt=part(3,workspace,"SmoothPlastic",0,0,brickcolor,"Effect",vt())
 prt.Anchored=true
 prt.CFrame=cframe
 local msh = mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
 game:GetService("Debris"):AddItem(prt,2)
 coroutine.resume(coroutine.create(function(Part,Mesh) 
  for i=0,1,delay do
   swait()
   Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
   Part.Transparency=i
   Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
  end
  Part.Parent=nil
 end),prt,msh)
end 


 user=game:service'Players'.localPlayer
 char=workspace.CloneCharacter
 mouse=user:GetMouse()
 

local function weldBetween(a, b, name)
    local weld = Instance.new("ManualWeld")
    weld.Part0 = a
    weld.Part1 = b
    weld.C0 = CFrame.new()
    weld.C1 = b.CFrame:inverse() * a.CFrame
    weld.Parent = a
 weld.Name=name or 'weldb1'
 weld.Parent=m
    return weld;
end


player=game.Players.localPlayer
char=workspace.CloneCharacter
Effects={}
vt=Vector3.new
cf=CFrame.new
euler=CFrame.fromEulerAnglesXYZ
m=Instance.new("Model",char)

mouse.Button1Down:connect(function()
print("NEIN")
end)

local mdel = false

mouse.KeyDown:connect(function(k)
 k=k:lower()
 if k=='f' then
  if attack==false then
   ToggleMemes()
  end
 end
end)

function ToggleMemes()
 if memeing == true and mdel == false then
  memeing = false
  issprinting=false
  Humanoid.WalkSpeed = 16
  mdel = true
  for i = 1,0,-0.1 do
   wait(0.05)
   WEEB.Volume = i
  end
  WEEB.Pitch = 0
  mdel = false
 elseif memeing == false and mdel == false then
  memeing = true
  issprinting=true
  Humanoid.WalkSpeed=35
  WEEB.Pitch = 1
  mdel = true
  for i = 0,1,.1 do
   wait(0.05)
   WEEB.Volume = i
  end
  mdel = false
 end
end

local function CFrameFromTopBack(at, top, back)
local right = top:Cross(back)
return CFrame.new(at.x, at.y, at.z,
right.x, top.x, back.x,
right.y, top.y, back.y,
right.z, top.z, back.z)
end

function Triangle(a, b, c)
local edg1 = (c-a):Dot((b-a).unit)
local edg2 = (a-b):Dot((c-b).unit)
local edg3 = (b-c):Dot((a-c).unit)
if edg1 <= (b-a).magnitude and edg1 >= 0 then
a, b, c = a, b, c
elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
a, b, c = b, c, a
elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
a, b, c = c, a, b
else
assert(false, "unreachable")
end
 
local len1 = (c-a):Dot((b-a).unit)
local len2 = (b-a).magnitude - len1
local width = (a + (b-a).unit*len1 - c).magnitude
 
local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
 
local list = {}
 
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 = TorsoColor
w1.Transparency = 0
w1.Reflectance = 0
w1.Material = "SmoothPlastic"
w1.CanCollide = false
NoOutline(w1)
local sz = Vector3.new(0.2, width, len1)
w1.Size = sz
local sp = Instance.new("SpecialMesh",w1)
sp.MeshType = "Wedge"
sp.Scale = Vector3.new(0,1,1) * sz/w1.Size
w1:BreakJoints()
w1.Anchored = true
w1.Parent = workspace
w1.Transparency = 0.7
table.insert(Effects,{w1,"Disappear",.01})
w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
table.insert(list,w1)
end
 
if len2 > 0.01 then
local w2 = Instance.new('WedgePart', m)
game:GetService("Debris"):AddItem(w2,5)
w2.Material = "SmoothPlastic"
w2.FormFactor = 'Custom'
w2.BrickColor = TorsoColor
w2.Transparency = 0
w2.Reflectance = 0
w2.Material = "SmoothPlastic"
w2.CanCollide = false
NoOutline(w2)
local sz = Vector3.new(0.2, width, len2)
w2.Size = sz
local sp = Instance.new("SpecialMesh",w2)
sp.MeshType = "Wedge"
sp.Scale = Vector3.new(0,1,1) * sz/w2.Size
w2:BreakJoints()
w2.Anchored = true
w2.Parent = workspace
w2.Transparency = 0.7
table.insert(Effects,{w2,"Disappear",.01})
w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
table.insert(list,w2)
end
return unpack(list)
end

function NoOutline(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
end

local sine = 0
local change = 1
local val = 0

if #Effects>0 then
--table.insert(Effects,{prt,"Block1",delay})
for e=1,#Effects do
if Effects[e]~=nil then
--for j=1,#Effects[e] do
local Thing=Effects[e]
if Thing~=nil then
local Part=Thing[1]
local Mode=Thing[2]
local Delay=Thing[3]
local IncX=Thing[4]
local IncY=Thing[5]
local IncZ=Thing[6]
if Thing[1].Transparency<=1 then
if Thing[2]=="Block1" then
Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Cylinder" then
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Blood" then
Mesh=Thing[1].Mesh
Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Elec" then
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Disappear" then
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
end
else
Part.Parent=nil
table.remove(Effects,e)
end
end
--end
end
end
end

cn = CFrame.new
local NeckCF = cn(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)

local mananum=0
while true do
swait()
sine = sine + change
local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude 
local velderp=RootPart.Velocity.y
hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
if equipped==true or equipped==false then
if attack==false then
idle=idle+1
else
idle=0
end
if idle>=500 then
if attack==false then
--Sheath()
end
end
if RootPart.Velocity.y > 1 and hitfloor==nil then 
Anim="Jump"
if attack==false then
Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,0.5),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.5,0,-0.5),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.3)
end
elseif RootPart.Velocity.y < -1 and hitfloor==nil then 
Anim="Fall"
if attack==false then
Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0.3,0,0.2),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.3,0,-0.2),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.3)
end
elseif torvel2 and torvel=22 and issprinting==true and hitfloor~=nil then
Anim="Run"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0.5, -0.05 + .1 * 2.5 * math.cos(sine / 2)) * angles(math.rad(50), math.rad(2) + RootPart.RotVelocity.Y / 30, math.rad(5 * math.cos(sine / 2))), .2)
Torso.Neck.C0 = clerp(Torso.Neck.C0, cn(0, 1.1, -0.2, -1, -0, -0, 0, 0, 1, 0, 1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5 * math.cos(sine / 10)) + RootPart.RotVelocity.Y / 15), .2)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.4) * angles(math.rad(75 * math.cos(6 / 2)), math.rad(-5), math.rad(25 * math.cos(sine / 3))), .2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.4) * angles(math.rad(75 * math.cos(6 / 2)), math.rad(5), math.rad(25 * math.cos(sine / 3))), .2)
RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * math.cos(sine / 5), 0) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(55 * math.cos(sine / 3))), .3)
LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 5), 0) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(55 * math.cos(sine / 3))), .3)
end
end
end
end