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Get the R15 Fe Russian Kickdance
The R15 Fe Russian Kickdance code is below. Copy & inject it into the game. Enjoy!
HumanDied = false
local CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = "AliP_"..CountSCIFIMOVIELOL
AlignPos.ApplyAtCenterOfMass = true;
AlignPos.MaxForce = 5772000--67752;
AlignPos.MaxVelocity = math.huge/9e110;
AlignPos.ReactionForceEnabled = false;
AlignPos.Responsiveness = 200;
AlignPos.RigidityEnabled = false;
local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = "AliO_"..CountSCIFIMOVIELOL
AlignOri.MaxAngularVelocity = math.huge/9e110;
AlignOri.MaxTorque = 5772000
AlignOri.PrimaryAxisOnly = false;
AlignOri.ReactionTorqueEnabled = false;
AlignOri.Responsiveness = 200;
AlignOri.RigidityEnabled = false;
local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = "AthPO_"..CountSCIFIMOVIELOL
local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = "AthPO_"..CountSCIFIMOVIELOL
AttachmentA.Orientation = Angle or Vector3.new(0,0,0)
AttachmentA.Position = (Position or Vector3.new(0,0,0)) + Part0.CenterOfMass
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentA;
AlignOri.Attachment0 = AttachmentB;
CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
return {AlignPos,AttachmentA,AttachmentB,AlignOri,AttachmentC,AttachmentD}
end
if _G.netted ~= true then
_G.netted = true
coroutine.wrap(function()
settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
settings().Physics.ThrottleAdjustTime = math.huge*math.huge
settings().Physics.AllowSleep = false
game:GetService("RunService").RenderStepped:Connect(function()
game:FindFirstChildOfClass("Players").LocalPlayer.MaximumSimulationRadius=math.pow(math.huge,math.huge)
sethiddenproperty(game:FindFirstChildOfClass("Players").LocalPlayer,"SimulationRadius",math.huge*math.huge)
end)
end)()
end
warn([==[
Bypass made by Mizt
Thanks for choosing my bypass
]==])
game:FindFirstChildOfClass("Players").LocalPlayer["Character"].Archivable = true
local hatnameclone = {}
for _,v in next, game:FindFirstChildOfClass("Players").LocalPlayer["Character"]:GetChildren() do
if v:IsA("Accessory") then
if hatnameclone[v.Name] then
if hatnameclone[v.Name] == "s" then
hatnameclone[v.Name] = {}
end
table.insert(hatnameclone[v.Name],v)
else
hatnameclone[v.Name] = "s"
end
end
end
for _,v in pairs(hatnameclone) do
if type(v) == "table" then
local num = 1
for _,w in pairs(v) do
w.Name = w.Name..num
num = num + 1
end
end
end
hatnameclone = nil
local DeadChar = game:FindFirstChildOfClass("Players").LocalPlayer.Character
local fldr = Instance.new("Folder",workspace)
fldr.Name = "Bypass by Mizt"
local CloneChar = game:GetObjects("rbxassetid://5227463276")[1]
CloneChar.Parent = fldr
CloneChar.HumanoidRootPart.CFrame = game:FindFirstChildOfClass("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame
CloneChar.Humanoid.BreakJointsOnDeath = false
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
local topacc = false
if v.Handle:FindFirstChildOfClass("Weld") then v.Handle:FindFirstChildOfClass("Weld"):Destroy() end
local clonnedhat = v:Clone()
clonnedhat.Parent = CloneChar
local hatath = clonnedhat.Handle:FindFirstChildOfClass("Attachment")
local partath
for _,v in pairs(CloneChar:GetChildren()) do
if v:IsA("BasePart") then
for _,w in pairs(v:GetChildren()) do
if w.Name == hatath.Name then
partath = w
break
end
end
if partath then break end
end
end
local accweld = Instance.new("Weld",clonnedhat.Handle)
accweld.Name = "AccessoryWeld"
accweld.Part0 = clonnedhat.Handle
accweld.Part1 = partath.Parent
accweld.C0 = hatath.CFrame
accweld.C1 = partath.CFrame
if v.Handle:FindFirstChildOfClass("Attachment") then
local ath__ = v.Handle:FindFirstChildOfClass("Attachment")
if ath__.Name == "HatAttachment" or ath__.Name == "HairAttachment" or ath__.Name == "FaceFrontAttachment" or ath__.Name == "FaceCenterAttachment" then
topacc = ath__.Name
end
end
local bv = Instance.new("BodyVelocity",v.Handle)
bv.Velocity = Vector3.new(0,0,0)
coroutine.wrap(function()
if topacc then
local allthings = SCIFIMOVIELOL(v.Handle,DeadChar.UpperTorso,Vector3.new(0,1.35,0)+ (DeadChar.Head[topacc].Position + (v.Handle[topacc].Position*-1)),Vector3.new(0,0,0))
local normaltop = allthings[1].Attachment1
local alipos = allthings[1]
local alirot = allthings[4]
local p0 = v.Handle
local p1 = DeadChar.Head
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
coroutine.wrap(function()
if alipos.Attachment1 == normaltop then
p0.CFrame = (((DeadChar.UpperTorso.CFrame * CFrame.new(0,1.35,0)) * p1[topacc].CFrame) * p0[topacc].CFrame:inverse())
else
v.Handle.CFrame = alipos.Attachment1.Parent.CFrame * CFrame.new(alipos.Attachment1.Position) * CFrame.Angles(math.rad(alirot.Attachment1.Rotation.X),math.rad(alirot.Attachment1.Rotation.Y),math.rad(alirot.Attachment1.Rotation.Z))
end
end)()
end
else
SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
--[[while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
local alipos = CloneChar[v.Name].Handle:FindFirstChildOfClass("AlignPosition")
local alirot = CloneChar[v.Name].Handle:FindFirstChildOfClass("AlignOrientation")
v.Handle.CFrame = alipos.Attachment1.Parent.CFrame * CFrame.new(alipos.Attachment1.Position) * CFrame.Angles(math.rad(alirot.Attachment1.Rotation.X),math.rad(alirot.Attachment1.Rotation.Y),math.rad(alirot.Attachment1.Rotation.Z))
end]]
end
end)()
end
end
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
DeadChar.Parent = game
local a = DeadChar.UpperTorso
local b = DeadChar.HumanoidRootPart
local c = DeadChar.Humanoid
DeadChar.LowerTorso.Root.Parent = b
DeadChar.Head.Neck.Parent = a
a.Parent = game:FindFirstChildOfClass("Workspace")
c.Parent = game:FindFirstChildOfClass("Workspace")
local told = a:Clone()
local told1 = c:Clone()
b["Root"].Part1 = told
b["Root"].Part0 = DeadChar.Head
a.Name = "torso"
a.Neck:Destroy()
c.Name = "hum"
told.Parent = DeadChar
told1.Parent = DeadChar
DeadChar.PrimaryPart = told
told1.Health = 0
a.Parent = DeadChar
c.Parent = DeadChar
b["Root"]:Destroy()
DeadChar.HumanoidRootPart.Parent = workspace
told:Destroy()
told1:Destroy()
a.Name = "UpperTorso"
DeadChar.Parent = workspace
if CloneChar.Head:FindFirstChildOfClass("Decal") then CloneChar.Head:FindFirstChildOfClass("Decal").Transparency = 1 end
if DeadChar:FindFirstChild("Animate") then DeadChar:FindFirstChild("Animate"):Destroy() end
local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
--[[for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end]]
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
pcall(function()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
DeadChar.Head:Destroy()
DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChildOfClass("Humanoid") or CloneChar:FindFirstChildOfClass("Humanoid").Health <= 0 and not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChildOfClass("Humanoid") or DeadChar:FindFirstChildOfClass("Humanoid").Health <= 0 then
HumanDied = true
print("DEAD")
pcall(function()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
DeadChar.Head:Destroy()
DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
end)
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
break
end
end
end)()
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],Vector3.new(0,0.15,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],Vector3.new(0,-0.78,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left Leg"],Vector3.new(0,-0.2,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left Leg"],Vector3.new(0,-0.85,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right Leg"],Vector3.new(0,-0.2,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right Leg"],Vector3.new(0,-0.85,0),Vector3.new(0,0,0))
for _,v in pairs(DeadChar:GetChildren()) do
if v:IsA("BasePart") and v.Name ~= "Head" then
--[[local bv = Instance.new("BodyVelocity",v)
bv.Velocity = Vector3.new(0,0,0)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
v.CFrame = CloneChar[v.Name].CFrame
end
end)()]]
elseif v:IsA("BasePart") and v.Name == "Head" then
local bv = Instance.new("BodyVelocity",v)
bv.Velocity = Vector3.new(0,0,0)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
v.CFrame = DeadChar.UpperTorso.CFrame * CFrame.new(0,1.35,0)
end
end)()
end
end
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
game:GetService("RunService").RenderStepped:wait()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
game:FindFirstChildOfClass("Workspace"):FindFirstChildOfClass("Camera").CameraSubject = CloneChar.Humanoid
for _,v in pairs(DeadChar:GetDescendants()) do
if v.ClassName == "Motor6D" then
v:Destroy()
end
end
fldr.Parent = DeadChar
function RUNANIMATESCRIPT(FOLDER)
local Figure = FOLDER.Parent
local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightHip = Torso:WaitForChild("Right Hip")
local LeftHip = Torso:WaitForChild("Left Hip")
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid")
local pose = "Standing"
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=180435571", weight = 9 },
{ id = "http://www.roblox.com/asset/?id=180435792", weight = 1 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=180426354", weight = 10 }
},
run = {
{ id = "run.xml", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=180436148", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=180436334", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=178130996", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=182393478", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=129967390", weight = 10 }
-- { id = "slash.xml", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 }
},
dance1 = {
{ id = "http://www.roblox.com/asset/?id=182435998", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491037", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491065", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=182436842", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491248", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491277", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=182436935", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491368", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491423", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 }
},
}
local dances = {"dance1", "dance2", "dance3"}
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
-- check for config values
local config = FOLDER:FindFirstChild(name)
if (config ~= nil) then
-- print("Loading anims " .. name)
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
-- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end
end
end
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
end
FOLDER.ChildAdded:connect(scriptChildModified)
FOLDER.ChildRemoved:connect(scriptChildModified)
for name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end
-- ANIMATION
-- declarations
local toolAnim = "None"
local toolAnimTime = 0
local jumpAnimTime = 0
local jumpAnimDuration = 0.3
local toolTransitionTime = 0.1
local fallTransitionTime = 0.3
local jumpMaxLimbVelocity = 0.75
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
return oldAnim
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.0, Humanoid)
setAnimationSpeed(animSpeed)
end
end
-- Preload animations
function playAnimation(animName, transitionTime, humanoid)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
-- print("Keyframe : ".. frameName)
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
if priority then
toolAnimTrack.Priority = priority
end
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
function onRunning(speed)
if speed > 0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed > 0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
-- print("Wha " .. pose)
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * math.sin(time * frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end
-- Tool Animation handling
local tool = getTool()
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
local events = {}
local eventHum = Humanoid
local function onUnhook()
for i = 1, #events do
events[i]:Disconnect()
end
events = {}
end
local function onHook()
onUnhook()
pose = eventHum.Sit and "Seated" or "Standing"
events = {
eventHum.Died:connect(onDied),
eventHum.Running:connect(onRunning),
eventHum.Jumping:connect(onJumping),
eventHum.Climbing:connect(onClimbing),
eventHum.GettingUp:connect(onGettingUp),
eventHum.FreeFalling:connect(onFreeFall),
eventHum.FallingDown:connect(onFallingDown),
eventHum.Seated:connect(onSeated),
eventHum.PlatformStanding:connect(onPlatformStanding),
eventHum.Swimming:connect(onSwimming)
}
end
onHook()
--FOLDER:WaitForChild("Loaded").Value = true
-- main program
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
spawn(function()
while Figure.Parent ~= nil do
local _, time = wait(0.1)
move(time)
end
end)
return {
onRunning = onRunning,
onDied = onDied,
onJumping = onJumping,
onClimbing = onClimbing,
onGettingUp = onGettingUp,
onFreeFall = onFreeFall,
onFallingDown = onFallingDown,
onSeated = onSeated,
onPlatformStanding = onPlatformStanding,
onHook = onHook,
onUnhook = onUnhook
}
end
RUNANIMATESCRIPT(CloneChar.Animate)
Player = game:GetService("Players").LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
Humanoid = Character.Humanoid
RootPart = Character.HumanoidRootPart
RootJoint = RootPart.RootJoint
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"]
------Gonzales---------
CV="Maroon"
Player = game.Players.LocalPlayer
char = Player.Character
local txt = Instance.new("BillboardGui", Character)
txt.Adornee = Character .Head
txt.Name = "_status"
txt.Size = UDim2.new(2, 0, 1.2, 0)
txt.StudsOffset = Vector3.new(-9, 8, 0)
local text = Instance.new("TextLabel", txt)
text.Size = UDim2.new(10, 0, 7, 0)
text.FontSize = "Size24"
text.TextScaled = true
text.TextTransparency = 0
text.BackgroundTransparency = 1
text.TextTransparency = 0
text.TextStrokeTransparency = 0
text.Font = "Bodoni"
text.TextStrokeColor3 = Color3.new(255,255,255)
v=Instance.new("Part")
v.Name = "ColorBrick"
v.Parent=Player.Character
v.FormFactor="Symmetric"
v.Anchored=true
v.CanCollide=false
v.BottomSurface="Smooth"
v.TopSurface="Smooth"
v.Size=Vector3.new(10,5,3)
v.Transparency=1
v.CFrame=Character.Torso.CFrame
v.BrickColor=BrickColor.new(CV)
v.Transparency=1
text.TextColor3 = Color3.new(255,0,0)
v.Shape="Block"
text.Text = ""
--------------------
Face = Head.face
shirt = Instance.new("Shirt", char)
shirt.Name = "Shirt"
pants = Instance.new("Pants", char)
pants.Name = "Pants"
char.Shirt.ShirtTemplate = "rbxassetid://61921144"
char.Pants.PantsTemplate = "rbxassetid://61921182"
------Face----------
Character.Head.face.Texture = "rbxassetid://840490876"
------Remover-------
local ss = Instance.new("Sound",char)
ss.Volume = 3
ss.Looped = true
ss.Pitch = 1
ss.SoundId = "rbxassetid://1171341451"
ss:Play()
local p = game.Players.LocalPlayer
local char = p.Character
local mouse = p:GetMouse()
local larm = char["Left Arm"]
local rarm = char["Right Arm"]
local lleg = char["Left Leg"]
local rleg = char["Right Leg"]
local hed = char.Head
local torso = char.Torso
local hum = char.Humanoid
local cam = game.Workspace.CurrentCamera
local root = char.HumanoidRootPart
local rj = root.RootJoint
local deb = false
local shot = 0
local animpose = "Idle"
local lastanimpose = "Idle"
local stanceToggle = "Normal"
local l = game:GetService("Lighting")
local rs = game:GetService("RunService").RenderStepped
local hb = game:GetService("RunService").Heartbeat
local Stepped = game:GetService("RunService").Stepped
local Touche = {char.Name, }
----
Neck = Torso.Neck
it = Instance.new
vt = Vector3.new
cf = CFrame.new
rad = math.rad
euler = CFrame.fromEulerAnglesXYZ
angles = CFrame.Angles
Mouse = Player:GetMouse()
coroutine.resume(coroutine.create(function()
game.StarterGui:SetCore("ChatMakeSystemMessage", {
Text = "Fixed by PixelFir3 / Cortana#8155";
Color = Color7.new(0, 1, 1);
Font = Enum.Font.Code;
FontSize = Enum.FontSize.Size24;
})
end))
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "ArtificialHB"
script:WaitForChild("ArtificialHB")
frame = 0.016666666666667
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.ArtificialHB:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if frame <= tf then
if allowframeloss then
script.ArtificialHB:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.ArtificialHB:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end
)
local animationspeed = 2
hbwait = function(number)
if number == 0 or number == nil then
ArtificialHB.Event:wait()
else
for i = 0, number do
ArtificialHB.Event:wait()
end
end
end
local Stats = Instance.new("Folder", Character)
Stats.Name = "Stats"
local Defense = Instance.new("NumberValue", Stats)
Defense.Name = "Defense"
Defense.Value = 0.1
local Movement = Instance.new("NumberValue", Stats)
Movement.Name = "Movement"
Movement.Value = 0.35
local Damage = Instance.new("NumberValue", Stats)
Damage.Name = "Damage"
Damage.Value = 0
local Mana = Instance.new("NumberValue", Stats)
Mana.Name = "Mana"
Mana.Value = 0
local Rooted = Instance.new("BoolValue", Stats)
Rooted.Name = "Rooted"
Rooted.Value = false
local BlockValue = Instance.new("BoolValue", Stats)
BlockValue.Name = "BlockValue"
BlockValue.Value = false
local StaggerHitAnim = Instance.new("BoolValue", Stats)
StaggerHitAnim.Name = "StaggerHitAnim"
StaggerHitAnim.Value = false
local StaggerAnim = Instance.new("BoolValue", Stats)
StaggerAnim.Name = "StaggerAnim"
StaggerAnim.Value = false
local StunAnim = Instance.new("BoolValue", Stats)
StunAnim.Name = "StunAnim"
StunAnim.Value = false
local StunValue = Instance.new("NumberValue", Stats)
StunValue.Name = "StunValue"
StunValue.Value = 0
local CanCrit = Instance.new("BoolValue", Stats)
CanCrit.Name = "CanCrit"
CanCrit.Value = false
local CritChance = Instance.new("NumberValue", Stats)
CritChance.Name = "CritChance"
CritChance.Value = 20
local CanPenetrateArmor = Instance.new("BoolValue", Stats)
CanPenetrateArmor.Name = "CanPenetrateArmor"
CanPenetrateArmor.Value = false
local AntiTeamKill = Instance.new("BoolValue", Stats)
AntiTeamKill.Name = "AntiTeamKill"
AntiTeamKill.Value = false
necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
RootCF = angles(rad(-90), 0, rad(180))
local idle = 0
local Anim = "Idle"
local animtype = math.floor(math.random(1, 3))
local attacktype = 1
local attack = false
local equipped = false
local LastPoint = nil
local staggerhitanim = false
local staggeranim = false
local stunanim = false
local CritChanceNumber = 0
local idlen = 0
local donum = 0
local sine = 0
local change = 2 / animationspeed
local walkinganim = false
local handidle = false
local walk = 0
local stundelay = 0
local manadelay = 0
local robloxidleanimation = Instance.new("Animation", Torso)
robloxidleanimation.Name = "robloxidleanimation"
robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
local Animator = Humanoid:FindFirstChild("Animator")
local Animate = Character:FindFirstChild("Animate")
local HitPlayerSounds = {199149137, 199149186, 199149221, 199149235, 199149269, 199149297}
local HitArmorSounds = {199149321, 199149338, 199149367, 199149409, 199149452}
local HitWeaponSounds = {199148971, 199149025, 199149072, 199149109, 199149119}
local HitBlockSounds = {199148933, 199148947}
local cooldown1 = 0
local cooldown2 = 0
local cooldown3 = 0
local cooldown4 = 0
local scrn = Instance.new("ScreenGui", PlayerGui)
local ud = UDim2.new
local c3 = Color3.new
local skillcolorscheme = c3(1, 1, 1)
subtractmana = function(k)
if k <= Mana.Value then
Mana.Value = Mana.Value - k
end
end
local co1 = 0
local co2 = 0
local co3 = 0
local co4 = 0
local maxmana = 0
local maxstun = 1
local recovermana = 0
local losestun = 0
local stunwait = 0
local manawait = 0
local skill1mana = 0
local skill2mana = 0
local skill3mana = 0
local skill4mana = 0
local menuupdatespeed = 0
local constantupdate = false
local showstats = false
local allowstunbar = false
local CustomColor = Torso.BrickColor
local Colorpart1 = CustomColor.r
local Colorpart2 = CustomColor.g
local Colorpart3 = CustomColor.b
local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3))
makeframe = function(par, trans, pos, size, color, name)
local frame = Instance.new("Frame")
frame.Parent = par
frame.BackgroundTransparency = trans
frame.BorderSizePixel = 2
frame.Position = pos
frame.Size = size
frame.BackgroundColor3 = color
frame.Name = name
return frame
end
makelabel = function(par, text, trans, stroketrans, name)
local label = Instance.new("TextLabel")
label.Parent = par
label.BackgroundTransparency = 1
label.Size = ud(1, 0, 1, 0)
label.Position = ud(0, 0, 0, 0)
label.TextColor3 = c3(255, 255, 255)
label.TextStrokeTransparency = stroketrans
label.TextTransparency = trans
label.FontSize = Enum.FontSize.Size32
label.Font = Enum.Font.Legacy
label.BorderSizePixel = 0
label.TextScaled = true
label.Text = text
label.Name = name
return label
end
framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1")
framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2")
framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3")
framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4")
bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1")
bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2")
bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3")
bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4")
text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1")
text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2")
text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3")
text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4")
manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Bar")
healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Cover")
healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
if allowstunbar == true then
stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137255), "Stun Frame")
stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137255), "Stun Bar")
stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
end
if showstats == true then
defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 0.3921568627451, 1), "Defense Frame")
damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.3921568627451, 0.3921568627451), "Damage Frame")
movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 1, 0.3921568627451), "Movement Frame")
defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text")
end
NoOutline = function(Part)
Part.TopSurface = 10
end
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
nooutline = function(part)
part.TopSurface = 10
end
part = function(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
local fp = it("Part")
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide = false
fp.Locked = true
fp.BrickColor = BrickColor.new(tostring(brickcolor))
fp.Name = name
fp.Size = size
fp.Position = Character.Torso.Position
nooutline(fp)
fp.Material = material
fp:BreakJoints()
return fp
end
mesh = function(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
weld = function(parent, part0, part1, c0, c1)
local weld = it("Motor")
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
weld.C1 = c1
return weld
end
local WeaponName = "Russian Kick"
local ClassName = "Russian Kick"
local PlayerSize = 1
local RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0))
local LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0))
if PlayerSize ~= 1 then
RootPart.Size = RootPart.Size * PlayerSize
Torso.Size = Torso.Size * PlayerSize
Head.Size = Head.Size * PlayerSize
RightArm.Size = RightArm.Size * PlayerSize
LeftArm.Size = LeftArm.Size * PlayerSize
RightLeg.Size = RightLeg.Size * PlayerSize
LeftLeg.Size = LeftLeg.Size * PlayerSize
RootJoint.Parent = RootPart
Neck.Parent = Torso
LS.Parent = Torso
RS.Parent = Torso
LH.Parent = Torso
RH.Parent = Torso
RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0))
Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0))
Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize)
RS.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0
LS.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0
RS.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
LS.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0))
LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0))
RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
for _,v in pairs(Character:GetChildren()) do
if v.ClassName == "Hat" or v.ClassName == "Accessory" then
v.Parent = nil
v.Parent = Character
v.Handle.Mesh.Scale = v.Handle.Mesh.Scale * PlayerSize
for _,b in pairs(v.Handle:GetChildren()) do
if b.ClassName == "Weld" or b.ClassName == "Motor" then
local p1 = b.Part1
b.Part1 = nil
local c01, c02, c03, c04, c05, c06, c07, c08, c09, c010, c011, c012 = b.C0:components()
local c11, c12, c13, c14, c15, c16, c17, c18, c19, c110, c111, c112 = b.C1:components()
b.C0 = cf(c01 * PlayerSize, c02 * PlayerSize, c03 * PlayerSize, c04, c05, c06, c07, c08, c09, c010, c011, c012)
b.C1 = cf(c11 * PlayerSize, c12 * PlayerSize, c13 * PlayerSize, c14, c15, c16, c17, c18, c19, c110, c111, c112)
b.Part1 = p1
end
end
end
end
end
m = Instance.new("Model", Character)
m.Name = WeaponName
Effects = Instance.new("Folder", m)
Effects.Name = "Effects"
Humanoid.Died:connect(function()
attack = true
for _,v in pairs(Character:GetChildren()) do
if v.ClassName == "Model" then
v:Destroy()
end
end
end
)
for i,v in pairs(Character:GetChildren()) do
if v.ClassName == "Model" then
for _,c in pairs(v:GetChildren()) do
if c.ClassName == "Part" then
c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
end
end
end
end
print(ClassName .. " loaded.")
clerp = function(a, b, t)
return a:lerp(b, t)
end
positiveangle = function(number)
if number > 0 then
number = 0
end
return number
end
negativeangle = function(number)
if number < 0 xss=removed xss=removed xss=removed xss=removed xss=removed sou.SoundId = "http://roblox.com/asset/?id=" xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed BlockDebounce.Name = "BlockDebounce" xss=removed xss=removed xss=removed xss=removed BlockDebounce2.Name = "BlockDebounce2" xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed> 3 and ranged ~= true then
so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
end
end
if D > 3 and D < 20 xss=removed xss=removed>= 20 then
if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0))
so("296102734", hit, 1, 1)
else
DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0))
end
else
if D <= 3 then
if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0))
so("296102734", hit, 1, 1)
else
DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(0.88235294117647, 0.88235294117647, 0.88235294117647))
end
end
end
end
do
if Type == "Normal" then
local vp = Instance.new("BodyVelocity")
vp.P = 500
vp.maxForce = vt(math.huge, 0, math.huge)
if KnockbackType == 1 then
vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
else
if KnockbackType == 2 then
vp.Velocity = Property.CFrame.lookVector * knockback
end
end
if knockback > 0 then
vp.Parent = hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp, 0.5)
end
local DebounceHit = Instance.new("BoolValue", hit.Parent)
DebounceHit.Name = "DebounceHit"
DebounceHit.Value = true
game:GetService("Debris"):AddItem(DebounceHit, Delay)
end
end
end
end
end
end
end
end
end
end
MagniDamage = function(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
for _,c in pairs(workspace:GetChildren()) do
local hum = (c:FindFirstChild("Humanoid"))
local head = nil
if hum ~= nil then
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, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
end
end
do
for _,d in pairs(c:GetChildren()) do
if d.ClassName == "Model" and ranged ~= true then
head = d:FindFirstChild("Hitbox")
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= magni and c.Name ~= Player.Name then
local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
hitrefpart.Anchored = true
hitrefpart.CFrame = cf(head.Position)
so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1)
StaggerHitAnim.Value = true
end
end
end
end
do
-- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out DO_STMT
-- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
end
end
MagniBufforDebuff = function(Part, Magni, Type, Stat, Amount, Duration, ShowTheBufforDebuff, ApplyToOthersInstead)
if Player.Neutral == true then
if Type == "Buff" then
IncreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff)
else
if Type == "Debuff" then
DecreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff)
end
end
end
for _,c in pairs(workspace:GetChildren()) do
local hum = (c:FindFirstChild("Humanoid"))
local head = nil
if hum ~= nil then
head = c:FindFirstChild("Torso")
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
-- DECOMPILER ERROR at PC83: Unhandled construct in 'MakeBoolean' P1
if ApplyToOthersInstead == true and mag <= Magni and c.Name ~= Player.Name and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
if Type == "Buff" then
IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
else
if Type == "Debuff" then
DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
end
end
end
end
end
if ApplyToOthersInstead == false and mag <= Magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
if Type == "Buff" then
IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
else
if Type == "Debuff" then
DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
end
end
end
end
end
Lightning = function(p0, p1, tym, ofs, brickcolor, material, th, tra, last)
local magz = p0 - p1.magnitude
local curpos = p0
local trz = {-ofs, ofs}
for i = 1, tym do
local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
do
li.Anchored = true
local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
if tym == i then
local magz2 = curpos - p1.magnitude
li.Size = vt(th, th, magz2)
li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
else
do
do
li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
game.Debris:AddItem(li, last)
coroutine.resume(coroutine.create(function()
while li.Transparency ~= 1 do
for i = 0, 1, last do
hbwait()
li.Transparency = li.Transparency + 0.1 / last
end
end
end
))
end
-- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_ELSE_STMT
-- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_STMT
-- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out DO_STMT
end
end
end
end
end
MagicRing = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.CFrame = Part.CFrame
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicWave = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, -0.1 * z1), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.CFrame = Part.CFrame
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicBlock = function(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
if rotate == true then
Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
end
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicBlock2 = function(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
CF = prt.CFrame
num = math.random(5, 20)
coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
for i = 0, 1, delay do
hbwait()
if rotate == true then
Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
else
Part.CFrame = CF2 * cf(0, i * Num, 0)
end
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh, CF, num)
end
MagicCylinder = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
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, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicHead = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
BreakEffect = function(brickcolor, material, rotate, cframe, x1, y1, z1, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
CF = Part.CFrame
Numbb = 0
randnumb = math.random() - math.random()
for i = 0, 1, delay do
hbwait()
CF = CF * cf(0, 1, 0)
if rotate == true then
Part.CFrame = CF * angles(Numbb, 0, 0)
else
if rotate == false then
Part.CFrame = CF
end
end
Part.Transparency = i
Numbb = Numbb + (randnumb)
end
Part.Parent = nil
end
), prt, CF, Numbb, randnumb)
end
ElecEffect = function(brickcolor, material, cf, x, y, z, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cf
xval = math.random()
yval = math.random()
zval = math.random()
local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
for i = 0, 1, delay do
hbwait()
Part.CFrame = Part.CFrame
xvaal = xvaal - 0.1 * (delay * 10)
yvaal = yvaal - 0.1 * (delay * 10)
zvaal = zvaal - 0.1 * (delay * 10)
Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
Part.Transparency = i
end
Part.Parent = nil
end
), prt, msh, xval, yval, zval)
end
TrailEffect = function(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay)
local magnitudecframe = currentcf.p - oldcf.p.magnitude
if magnitudecframe > 0.01 then
local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt(1, magnitudecframe, 1))
prt.Anchored = true
prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(rad(90), 0, 0)
local TheMeshType = "BlockMesh"
if meshtype == "Cylinder" then
TheMeshType = "CylinderMesh"
end
local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt(0 + size, 1, 0 + size))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x, y, z)
end
Part.Parent = nil
end
), prt, msh, currentcf, oldcf)
end
end
ClangEffect = function(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay)
local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0))
game:GetService("Debris"):AddItem(prt, 10)
local TheLastPoint = cframe
coroutine.resume(coroutine.create(function(Part)
for i = 1, duration do
hbwait()
Part.CFrame = Part.CFrame * angles(rad(angle), 0, 0) * cf(0, power, 0)
TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay)
TheLastPoint = Part.CFrame
end
Part.Parent = nil
end
), prt)
end
MagicCone = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicFlatCone = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicSpikedCrown = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicCrown = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
MagicSkull = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
hbwait()
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end
), prt, msh)
end
local startequipped = true
local startequippedwithequipanimation = false
local disableanimator = true
local disableanimate = true
local alternatewalk = false
local hidemenu = false
local allowmenutofunction = false
local allowabilitiestofunction = false
local canunequiporequip = false
local allowwalking = false
local disablemovingarms = false
local usemotorsinsteadofwelds = false
local leftarm = false
local rightarm = false
local allowhopperbin = false
local showstunbar = false
local walkspeeddependsonmovementvalue = true
local alternatemanaregensystem = false
local showhealthmanaandstunnumbers = false
local changebarcolorsifnotenoughmana = false
local disablejump = false
if hidemenu == true or allowmenutofunction == false then
for _,v in pairs(scrn:GetChildren()) do
if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
v.Visible = false
v.BorderSizePixel = 0
end
end
end
do
Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and disablejump == true then
Humanoid.Jump = false
end
end
)
if allowmenutofunction == true then
for _,v in pairs(scrn:GetChildren()) do
if v.ClassName == "Frame" then
for _,b in pairs(v:GetChildren()) do
if b.ClassName == "TextLabel" then
coroutine.resume(coroutine.create(function(TheTextLabel)
wait(menuupdatespeed)
for i = 1, 0, -0.1 do
hbwait()
TheTextLabel.TextTransparency = i
TheTextLabel.TextStrokeTransparency = i
end
TheTextLabel.TextTransparency = 0
TheTextLabel.TextStrokeTransparency = 0
end
), b)
if showstats == true then
coroutine.resume(coroutine.create(function(TheTextLabel)
wait(menuupdatespeed)
for i = 1, 0, -0.1 do
hbwait()
TheTextLabel.TextTransparency = i
TheTextLabel.TextStrokeTransparency = i
end
TheTextLabel.TextTransparency = 0
TheTextLabel.TextStrokeTransparency = 0
end
), b)
end
if showstunbar == true then
coroutine.resume(coroutine.create(function(TheTextLabel)
wait(menuupdatespeed)
for i = 1, 0, -0.1 do
hbwait()
TheTextLabel.TextTransparency = i
TheTextLabel.TextStrokeTransparency = i
end
TheTextLabel.TextTransparency = 0
TheTextLabel.TextStrokeTransparency = 0
end
), b)
end
if allowabilitiestofunction == true then
coroutine.resume(coroutine.create(function(TheTextLabel)
wait(menuupdatespeed)
for i = 1, 0, -0.1 do
hbwait()
TheTextLabel.TextTransparency = i
TheTextLabel.TextStrokeTransparency = i
end
TheTextLabel.TextTransparency = 0
TheTextLabel.TextStrokeTransparency = 0
end
), b)
end
end
end
end
end
end
do
if allowhopperbin == true then
if script.Parent.className ~= "HopperBin" then
Tool = Instance.new("HopperBin")
Tool.Parent = Backpack
Tool.Name = WeaponName
script.Parent = Tool
end
Bin = script.Parent
end
if disablemovingarms == true then
RWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0))
LWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0))
RSH = nil
if usemotorsinsteadofwelds == true then
RW = Instance.new("Motor")
LW = Instance.new("Motor")
else
RW = Instance.new("Weld")
LW = Instance.new("Weld")
end
RW.Name = "Right Shoulder"
LW.Name = "Left Shoulder"
RSH = Torso["Right Shoulder"]
LSH = Torso["Left Shoulder"]
RSH.Parent = Torso
LSH.Parent = Torso
RW.Name = "Right Shoulder"
RW.Part0 = Torso
RW.C0 = cf(1.5, 0.5, 0)
RW.C1 = cf(0, 0.5, 0)
RW.Part1 = Character["Right Arm"]
RW.Parent = nil
LW.Name = "Left Shoulder"
LW.Part0 = Torso
LW.C0 = cf(-1.5, 0.5, 0)
LW.C1 = cf(0, 0.5, 0)
LW.Part1 = Character["Left Arm"]
LW.Parent = nil
else
RW = Torso["Right Shoulder"]
LW = Torso["Left Shoulder"]
RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0))
LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0))
end
equipanim = function()
attack = true
Movement.Value = Movement.Value - 0.1
Defense.Value = Defense.Value + 0.4
for i = 0, 1, 0.08 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
end
attack = false
end
unequipanim = function()
attack = true
for i = 0, 1, 0.08 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed)
if disablemovingarms == false then
RW.C1 = clerp(RW.C1, angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed)
LW.C1 = clerp(LW.C1, angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed)
end
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RH.C1 = clerp(RH.C1, angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed)
LH.C1 = clerp(LH.C1, angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed)
end
RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0))
Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0))
Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize)
RW.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0
LW.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0
if disablemovingarms == false then
RW.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
LW.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
end
RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0))
LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0))
RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
Movement.Value = Movement.Value + 0.1
Defense.Value = Defense.Value - 0.4
attack = false
end
if startequipped == true then
equipped = true
if disableanimate == true then
Animate.Disabled = true
local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
idleanimation:Play()
end
if disableanimator == true then
Animator.Parent = nil
end
if disablemovingarms == true then
RW.Parent = Torso
LW.Parent = Torso
RSH.Parent = nil
LSH.Parent = nil
end
Movement.Value = Movement.Value - 0.1
Defense.Value = Defense.Value + 0.4
end
if startequippedwithequipanimation == true then
equipped = true
if disableanimate == true then
Animate.Disabled = true
local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
idleanimation:Play()
end
if disableanimator == true then
Animator.Parent = nil
end
if disablemovingarms == true then
RW.Parent = Torso
LW.Parent = Torso
RSH.Parent = nil
LSH.Parent = nil
end
coroutine.resume(coroutine.create(function()
hbwait()
equipanim()
end
))
end
StaggerHit = function()
attack = true
if Hitbox ~= nil then
for i = 1, math.random(2, 4) do
ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
end
end
do
for i = 0, 1, 0.1 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(-10), rad(0), rad(-30)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(30)) * angles(rad(5), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-30), rad(0), rad(60)) * angles(rad(0), rad(-30), rad(0)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(-20)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.9 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-10), rad(0), rad(-20)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-70), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed)
if StaggerAnim.Value ~= true then
do
if StunAnim.Value == true then
break
end
-- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
attack = false
end
end
Stagger = function()
attack = true
disablejump = true
if Hitbox ~= nil then
for i = 1, math.random(2, 4) do
ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
end
end
do
attacktype = 1
DamageStatLabel("Interruption", Head.CFrame, "Staggered!", Color3.new(1, 1, 0))
local staggervelocity = Instance.new("BodyVelocity", Torso)
staggervelocity.P = 500
staggervelocity.maxForce = vt(math.huge, 0, math.huge)
if Rooted.Value == false then
staggervelocity.Velocity = RootPart.CFrame.lookVector * -25
end
for i = 0, 1, 0.35 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.1 * PlayerSize) * angles(rad(-20), rad(0), rad(-30)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed)
end
for i = 0, 1, 0.2 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.2 * PlayerSize) * angles(rad(-30), rad(0), rad(-30)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.9 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(30)), 0.3 / animationspeed)
end
staggervelocity:Destroy()
for i = 0, 1, 0.015 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.8 * PlayerSize) * angles(rad(0), rad(0), rad(-20)) * angles(rad(-5), rad(-5), rad(0)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(20), rad(0), rad(20)) * angles(rad(0), rad(5), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(20)) * angles(rad(0), rad(-20), rad(0)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-15), rad(0), rad(-10)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(80), rad(0)) * angles(rad(0), rad(0), rad(70)) * angles(rad(0), rad(30), rad(0)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, 0.4 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(-80), rad(0)) * angles(rad(-2.5), rad(0), rad(-10)), 0.3 / animationspeed)
if StunAnim.Value == true then
break
end
end
do
attacktype = 1
disablejump = false
attack = false
end
end
end
Stun = function()
attack = true
disablejump = true
attacktype = 1
DamageStatLabel("Interruption", Head.CFrame, "Stunned!", Color3.new(1, 1, 0))
for i = 0, 1, 0.4 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(15), rad(0), rad(-160)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(10), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(15)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(-15)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
end
for i = 0, 1, 0.4 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.5 * PlayerSize) * angles(rad(45), rad(0), rad(-170)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(45)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(-45)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
end
for i = 0, 1, 0.4 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1 * PlayerSize) * angles(rad(75), rad(0), rad(-180)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-60)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(75)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-45), rad(0), rad(-75)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-30)), 0.3 / animationspeed)
end
Humanoid.AutoRotate = false
for i = 1, 70 * animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -2.5 * PlayerSize) * angles(rad(90), rad(0), rad(-180)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-90)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(-10), rad(90)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-90), rad(0), rad(-90)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0.2 * PlayerSize) * angles(rad(0), rad(70), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-100), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed)
end
for i = 0, 1, 0.15 / animationspeed do
hbwait()
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.5 * PlayerSize) * angles(rad(20), rad(0), rad(100)), 0.3 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(30)) * RWC0, 0.3 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(20)) * LWC0, 0.3 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(60), rad(0)) * angles(rad(-5), rad(0), rad(70)), 0.3 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.25 * PlayerSize, -1 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-10), rad(0), rad(20)), 0.3 / animationspeed)
end
Humanoid.AutoRotate = true
attacktype = 1
disablejump = false
attack = false
end
EAbility = function()
attack = true
attack = false
end
Attack1 = function()
attack = true
attack = false
end
Attack2 = function()
attack = true
attack = false
end
Attack3 = function()
attack = true
attack = false
end
Attack4 = function()
attack = true
attack = false
end
Move1 = function()
attack = true
attack = false
end
Move2 = function()
attack = true
attack = false
end
Move3 = function()
attack = true
attack = false
end
Move4 = function()
attack = true
attack = false
end
hold = false
Mouse.Button1Down:connect(function()
if attack == true or equipped == false then
return
end
hold = true
if attacktype == 1 then
attacktype = 2
Attack1()
else
if attacktype == 2 then
attacktype = 3
Attack2()
else
if attacktype == 3 then
attacktype = 4
Attack3()
else
if attacktype == 4 then
attacktype = 1
Attack4()
end
end
end
end
coroutine.resume(coroutine.create(function()
for i = 1, 50 do
if attack == false then
hbwait()
end
end
if attack == false then
attacktype = 1
end
end
))
end
)
if allowhopperbin == true then
ob1u = function(Mouse)
hold = false
end
end
Mouse.KeyDown:connect(function(key)
if key == "f" and canunequiporequip == true and attack == false then
if equipped == false then
equipped = true
if disableanimate == true then
Animate.Disabled = true
local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
idleanimation:Play()
end
if disableanimator == true then
Animator.Parent = nil
end
if disablemovingarms == true then
RW.Parent = Torso
LW.Parent = Torso
RSH.Parent = nil
LSH.Parent = nil
end
equipanim()
elseif equipped == true then
equipped = false
unequipanim()
hbwait()
if disablemovingarms == true then
RW.Parent = nil
LW.Parent = nil
RSH.Parent = Torso
LSH.Parent = Torso
end
if disableanimator == true then
Animator.Parent = Humanoid
end
if disableanimate == true then
Animate.Disabled = false
end
end
end
if key == "e" and attack == false and equipped == true then
if animtype < 3 xss=removed>= 3 then
animtype = 1
end
end
if key == "z" and attack == false and equipped == true and co1 <= cooldown1 and skill1mana <= Mana.Value then
subtractmana(skill1mana)
cooldown1 = 0
Move1()
end
if key == "x" and attack == false and equipped == true and co2 <= cooldown2 and skill2mana <= Mana.Value then
subtractmana(skill2mana)
cooldown2 = 0
Move2()
end
if key == "c" and attack == false and equipped == true and co3 <= cooldown3 and skill3mana <= Mana.Value then
subtractmana(skill3mana)
cooldown3 = 0
Move3()
end
if key == "v" and attack == false and equipped == true and co4 <= cooldown4 and skill4mana <= Mana.Value then
subtractmana(skill4mana)
cooldown4 = 0
Move4()
end
if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "Brannon1964802" then
if key == "q" then
Mana.Value = 100
cooldown1 = co1
cooldown2 = co2
cooldown3 = co3
cooldown4 = co4
end
if key == "p" then
StaggerHitAnim.Value = true
end
if key == "[" then
StaggerAnim.Value = true
end
if key == "]" then
StunAnim.Value = true
end
end
end
)
Mouse.KeyUp:connect(function(key2)
end
)
if allowhopperbin == true then
s = function(Mouse)
Mouse.Button1Down:connect(function()
ob1d(Mouse)
end
)
Mouse.Button1Up:connect(function()
ob1u(Mouse)
end
)
Mouse.KeyDown:connect(key)
Mouse.KeyUp:connect(key2)
end
end
if allowhopperbin == true then
ds = function(Mouse)
end
end
if allowhopperbin == true then
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
end
updateskills = function()
if allowabilitiestofunction == true then
if cooldown1 <= co1 then
cooldown1 = cooldown1 + 0.033333333333333
if co1 <= cooldown1 then
cooldown1 = co1
end
end
if cooldown2 <= co2 then
cooldown2 = cooldown2 + 0.033333333333333
if co2 <= cooldown2 then
cooldown2 = co2
end
end
if cooldown3 <= co3 then
cooldown3 = cooldown3 + 0.033333333333333
if co3 <= cooldown3 then
cooldown3 = co3
end
end
if cooldown4 <= co4 then
cooldown4 = cooldown4 + 0.033333333333333
if co4 <= cooldown4 then
cooldown4 = co4
end
end
if changebarcolorsifnotenoughmana == true then
if Mana.Value <= skill1mana then
bar4.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
else
bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
end
if Mana.Value <= skill2mana then
bar3.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
else
bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
end
if Mana.Value <= skill3mana then
bar1.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
else
bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
end
if Mana.Value <= skill4mana then
bar2.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
else
bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
end
else
if changebarcolorsifnotenoughmana == false then
bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
end
end
end
if alternatemanaregensystem == false then
if Mana.Value <= maxmana then
Mana.Value = Mana.Value + recovermana / 30
else
if maxmana <= Mana.Value then
Mana.Value = maxmana
end
end
else
if alternatemanaregensystem == true then
if maxmana <= Mana.Value then
Mana.Value = maxmana
else
if manadelay <= manawait then
manadelay = manadelay + 1
else
manadelay = 0
Mana.Value = Mana.Value + 1
end
end
end
end
if allowstunbar == true then
if StunValue.Value <= 0 then
StunValue.Value = 0
else
if stundelay <= stunwait then
stundelay = stundelay + 1
else
stundelay = 0
StunValue.Value = StunValue.Value - 1
end
end
else
if allowstunbar == false then
StunValue.Value = 0
end
end
end
if allowmenutofunction == true then
ArtificialHB.Event:connect(function()
updateskills()
if allowabilitiestofunction == true then
framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
end
manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
if allowstunbar == true and showstunbar == true and stunframe ~= nil then
stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
end
if showhealthmanaandstunnumbers == true then
manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]"
healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]"
if allowstunbar == true and showstunbar == true then
stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]"
end
end
if showstats == true then
defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
defensetext.Text = "Defense: " .. Defense.Value * 100 .. "%"
damagetext.Text = "Damage: " .. Damage.Value * 100 .. "%"
if Rooted.Value == false then
movementtext.Text = "Movement: " .. Movement.Value * 100 .. "%"
else
if Rooted.Value == true or Movement.Value <= 0 then
movementtext.Text = "Movement: 0%"
end
end
end
end
)
end
while 1 do
hbwait()
if Hitbox ~= nil then
if attack == true then
Hitbox.Name = "Hitbox"
else
if attack == false then
Hitbox.Name = "NilHitbox"
end
end
end
if 0 < Humanoid.Health then
if walkspeeddependsonmovementvalue == true then
if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then
Humanoid.WalkSpeed = 0
else
Humanoid.WalkSpeed = 16 * Movement.Value
end
end
if maxstun <= StunValue.Value then
StunValue.Value = 0
StunAnim.Value = true
end
if StaggerAnim.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
hbwait()
end
Stagger()
StaggerAnim.Value = false
staggeranim = false
end
))
end
if StaggerHitAnim.Value == true and staggerhitanim == false then
coroutine.resume(coroutine.create(function()
staggerhitanim = true
while attack == true do
hbwait()
end
StaggerHit()
StaggerHitAnim.Value = false
staggerhitanim = false
end
))
end
if (StunAnim.Value == true and stunanim == false) or 100 <= StunValue.Value then
coroutine.resume(coroutine.create(function()
StunValue.Value = 0
stunanim = true
while attack == true do
hbwait()
end
Stun()
StunAnim.Value = false
stunanim = false
end
))
end
sine = sine + change
local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
local velderp = RootPart.Velocity.y
local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
hitfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position + vt(0, -1, 0)).lookVector, 4 * PlayerSize, Character)
if 0.5 <= donum then
handidle = true
else
if donum <= 0 then
handidle = false
end
end
if handidle == false then
donum = donum + 0.003 / animationspeed
else
donum = donum - 0.003 / animationspeed
end
if equipped == true or equipped == false then
if attack == false then
idle = idle + 1
else
idle = 0
end
if leftarm == true then
if Anim == "Walk" and equipped == true and attack == false then
if alternatewalk == false then
if walkinganim == true then
LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
else
LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
end
else
if walkinganim == true then
LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
else
LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
end
end
else
-- DECOMPILER ERROR at PC2457: Unhandled construct in 'MakeBoolean' P3
if (Anim ~= "Walk" and equipped == true) or leftarm == false then
LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
end
end
end
if rightarm == true then
if Anim == "Walk" and equipped == true and attack == false then
if alternatewalk == false then
if walkinganim == true then
RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
else
RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
end
else
if walkinganim == true then
RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
else
RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
end
end
else
-- DECOMPILER ERROR at PC2648: Unhandled construct in 'MakeBoolean' P3
if (Anim ~= "Walk" and equipped == true) or rightarm == false then
RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
end
end
end
if allowwalking == true then
if Anim == "Walk" and equipped == true then
if alternatewalk == false then
if walkinganim == true then
RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
else
RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
end
else
if walkinganim == true then
RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
else
RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
end
end
else
if Anim ~= "Walk" and equipped == true then
RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
end
end
end
Anim = "Idle"
if attack == false then
if equipped == true then
if animtype == 1 then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(100), rad(0), rad(-80)) * angles(rad(-5 * math.sin((sine) / 4)), rad(90), rad(0)) * (RWC0), 1 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(80), rad(0), rad(70)) * angles(rad(-5 * math.sin((sine) / 4)), rad(-90), rad(0)) * (LWC0), 1 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
end
if animtype == 2 then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(2.5 + 2.5 * math.cos((sine) / 4)), rad(0), rad(0)), 1 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(2.5 * math.sin((sine) / 4)), rad(0), rad(0)), 1 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(5), rad(10)) * angles(rad(60 * math.cos((sine) / 8)), rad(5), rad(0)) * (RWC0), 1 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-5), rad(-10)) * angles(rad(-60 * math.cos((sine) / 8)), rad(-5), rad(0)) * (LWC0), 1 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 5 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 5 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
end
end
if animtype == 3 then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed)
Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed)
RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(0), rad(-20)) * angles(rad(0), rad(10), rad(0)) * (RWC0), 1 / animationspeed)
LW.C0 = clerp(LW.C0, cf(-1.25 + 0.25 * math.sin((sine) / 8) * PlayerSize, 0.5 * PlayerSize, -0.25 - 0.25 * math.sin((sine) / 8) * PlayerSize) * angles(rad(80 - 30 * math.cos((sine) / 4)), rad(0), rad(60 * math.sin((sine) / 8))) * (LWC0), 1 / animationspeed)
RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
end
end
end
end
end
end
end