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- script.Name = "Banisher Gun V3 / 1"
- - // =========================================== ====== \\ -
- - || CRÉÉ PAR SHACKLUSTER
- - \\ =========================================== ====== // -
- script: ClearAllChildren ()
- attendre (0.2)
- Joueur = jeu: GetService ("Joueurs"). LocalPlayer
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Sac à dos = Player.Backpack
- Caractère = Joueur.Caractère
- Humanoïde = Caractère.Humanoïde
- Souris = Player: GetMouse ()
- RootPart = Caractère ["HumanoidRootPart"]
- Torse = Caractère ["Torse"]
- Tête = Caractère ["Tête"]
- RightArm = Caractère ["Bras Droit"]
- LeftArm = Caractère ["Bras Gauche"]
- RightLeg = Caractère ["Jambe droite"]
- LeftLeg = Caractère ["Jambe gauche"]
- RootJoint = RootPart ["RootJoint"]
- Cou = Torse ["Cou"]
- RightShoulder = Torse ["épaule droite"]
- LeftShoulder = Torse ["Épaule gauche"]
- RightHip = Torse ["Hanche Droite"]
- LeftHip = Torse ["hanche gauche"]
- heure locale = 5
- local sick = Instance.new ("Son", torse)
- sick.Parent = Torse
- sick.Playing = true
- sick.Looped = true
- malade.volume = 2
- sick.Pitch = 0.9
- sick.TimePosition = 0
- sick.SoundId = "rbxassetid: // 2322650280"
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- NAS = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- - // ================================= \\
- - || VALEURS UTILES
- - \\ =================================
- Animation_Speed = 3
- FORCERESET local = false
- Frame_Speed = 1/80 - (1/60) OU (1/80)
- vitesse locale = 12
- ROOTC0 local = CF (0, 0, 0) * ANGLES (RAD (-90), RAD (0), RAD (180))
- NECKC0 local = CF (0, 1, 0) * ANGLES (RAD (-90), RAD (0), RAD (180))
- local RIGHTSHOULDERC0 = CF (-0,5, 0, 0) * ANGLES (RAD (0), RAD (90), RAD (0))
- local LEFTSHOULDERC0 = CF (0.5, 0, 0) * ANGLES (RAD (0), RAD (-90), RAD (0))
- DAMAGEMULTIPLIER local = 1
- ANIM local = "inactif"
- ATTACK local = faux
- local EQUIPPED = false
- HOLD local = faux
- COMBO local = 1
- local Rooted = false
- SINE local = 0
- TAILLE locale = 1
- KEYHOLD local = faux
- changement local = 2 / Animation_Speed
- local WALKINGANIM = faux
- valeur locale1 = false
- valeur locale2 = false
- local ROBLOXIDLEANIMATION = IT ("Animation")
- ROBLOXIDLEANIMATION.Name = "Animation d'inactivité Roblox"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- --ROBLOXIDLEANIMATION.Parent = Humanoid
- WEAPONGUI local = IT ("ScreenGui", PlayerGui)
- WEAPONGUI.Name = "BanishV3Gui"
- Arme locale = IT ("Modèle")
- Player_Size = 1 --Taille du joueur.
- Weapon.Name = "Ajoute"
- Effets locaux = IT ("Dossier", Arme)
- Effects.Name = "Effets"
- ANIMATOR local = Humanoid.Animator
- local ANIMATE = Caractère: FindFirstChild ("Animate")
- UNANCHOR local = true
- TOBANISH local = {}
- script.Parent = PlayerGui
- - // ================================= \\
- - \\ =================================
- - // ================================= \\
- - || CŒUR ARTIFICIEL DE SAZERENOS
- - \\ =================================
- ArtificialHB = Instance.new ("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script: WaitForChild ("ArtificialHB")
- frame = Frame_Speed
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick ()
- script.ArtificialHB: Fire ()
- jeu: GetService ("RunService"). Heartbeat: connecter (fonction (s, p)
- tf = tf + s
- si tf> = frame alors
- si allowframeloss alors
- script.ArtificialHB: Fire ()
- lastframe = tick ()
- autre
- pour i = 1, math.floor (tf / frame) do
- script.ArtificialHB: Fire ()
- fin
- lastframe = tick ()
- fin
- si tossremainder alors
- tf = 0
- autre
- tf = tf - frame * math.floor (tf / frame)
- fin
- fin
- fin)
- - // ================================= \\
- - \\ =================================
- - // ================================= \\
- - || QUELQUES FONCTIONS
- - \\ =================================
- fonction Raycast (POSITION, DIRECTION, PLAGE, IGNOREDECENDANTS)
- retourner l'espace de travail: FindPartOnRay (Ray.new (POSITION, DIRECTION.unit * GAMME), IGNOREDECENDANTS)
- fin
- fonction PositiveAngle (NUMBER)
- si NUMBER> = 0 alors
- NUMBER = 0
- fin
- retourner NUMBER
- fin
- fonction NegativeAngle (NUMBER)
- si NUMBER <= 0 alors
- NUMBER = 0
- fin
- retourner NUMBER
- fin
- fonction Swait (NOMBRE)
- si NUMBER == 0 ou NUMBER == nil alors
- ArtificialHB.Event: wait ()
- autre
- pour i = 1, NUMBER fait
- ArtificialHB.Event: wait ()
- fin
- fin
- fin
- fonction CreateMesh (MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
- NEWMESH local = IT (MAILLE)
- si MESH == "SpecialMesh" alors
- NEWMESH.MeshType = MESHTYPE
- si MESHID ~ = "nil" et MESHID ~ = "" alors
- NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
- fin
- si TEXTUREID ~ = "nil" et TEXTUREID ~ = "" alors
- NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
- fin
- fin
- NEWMESH.Offset = OFFSET ou VT (0, 0, 0)
- NEWMESH.Scale = SCALE
- NEWMESH.Parent = PARENT
- retour NEWMESH
- fin
- fonction CreatePart (FORMFACTOR, PARENT, MATERIAU, REFLECTANCE, TRANSPARENCE, BRICKCOLOR, NOM, TAILLE, ANCRAGE)
- NEWPART local = IT ("Partie")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.Anchored = true
- si ANCHOR == false alors
- NEWPART.Anchored = false
- fin
- NEWPART.BrickColor = BRICKC (chaîne de caractères (BRICKCOLOR))
- NEWPART.Name = NOM
- NEWPART.Size = SIZE
- NEWPART.Position = Torso.Position
- NEWPART.Material = MATERIAL
- NEWPART: BreakJoints ()
- NEWPART.Parent = PARENT
- retour NEWPART
- fin
- fonction locale soudureBetween (a, b)
- local weldingd = Instance.new ("ManualWeld")
- weldingd.Part0 = a
- weldingd.Part1 = b
- weldingd.C0 = CFrame.new ()
- weldingd.C1 = b.CFrame: inverse () * a.CFrame
- weldingd.Parent = a
- retour soudé
- fin
- fonction QuaternionFromCFrame (cf)
- mx local, mon, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf: composants ()
- trace locale = m00 + m11 + m22
- si trace> 0 alors
- local s = math.sqrt (1 + trace)
- recip local = 0.5 / s
- retour (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0,5
- autre
- local i = 0
- si m11> m00 alors
- i = 1
- fin
- si m22> (i == 0 et m00 ou m11) alors
- i = 2
- fin
- si i == 0 alors
- local s = math.sqrt (m00 - m11 - m22 + 1)
- recip local = 0.5 / s
- retourne 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 alors
- local s = math.sqrt (m11 - m22 - m00 + 1)
- recip local = 0.5 / s
- retour (m01 + m10) * recip, 0,5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 alors
- local s = math.sqrt (m22 - m00 - m11 + 1)
- recip local = 0.5 / s retour (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- fin
- fin
- fin
- fonction QuaternionToCFrame (px, py, pz, x, y, z, w)
- xs locaux, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- retour CFrame.new (px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx , 1 - (xx + yy))
- fin
- fonction QuaternionSlerp (a, b, t)
- cosTheta locale = a [1] * b [1] + a [2] * b [2] + a [3] * b [3] + a [4] * b [4]
- local startInterp, finishInterp;
- si cosTheta> = 0.0001 alors
- si (1 - cosTheta)> 0,0001 alors
- thêta local = ACOS (cosTheta)
- invSinTheta local = 1 / SIN (thêta)
- startInterp = SIN ((1 - t) * thêta) * invSinTheta
- finishInterp = SIN (t * thêta) * invSinTheta
- autre
- startInterp = 1 - t
- finishInterp = t
- fin
- autre
- si (1 + cosTheta)> 0,0001 alors
- thêta local = ACOS (-cosTheta)
- invSinTheta local = 1 / SIN (thêta)
- startInterp = SIN ((t - 1) * thêta) * invSinTheta
- finishInterp = SIN (t * thêta) * invSinTheta
- autre
- startInterp = t - 1
- finishInterp = t
- fin
- fin
- retourne un [1] * startInterp + b [1] * finishInterp, un [2] * startInterp + b [2] * finishInterp, un [3] * startInterp + b [3] * finishInterp, un [4] * startInterp + b [4] * finishInterp
- fin
- fonction Clerp (a, b, t)
- qa local = {QuaternionFromCFrame (a)}
- qb local = {QuaternionFromCFrame (b)}
- axe local, ay, az = axe, ay, az
- bx local, par, bz = bx, par, bz
- local _t = 1 - t
- retourne QuaternionToCFrame (_t * ax + t * bx, _t * ay + t * par, _t * az + t * bz, QuaternionSlerp (qa, qb, t))
- fin
- fonction CreateFrame (PARENT, TRANSPARENCE, BORDERSIZEPIXEL, POSITION, TAILLE, COULEUR, BORDERCOLORE, NOM)
- frame local = IT ("Frame")
- frame.BackgroundTransparency = TRANSPARENCY
- frame.BorderSizePixel = BORDERSIZEPIXEL
- frame.Position = POSITION
- frame.Size = SIZE
- frame.BackgroundColor3 = COULEUR
- frame.BorderColor3 = BORDERCOLOR
- frame.Name = NOM
- frame.Parent = PARENT
- cadre de retour
- fin
- fonction CreateLabel (PARENT, TEXTE, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
- label local = IT ("TextLabel")
- label.BackgroundTransparency = 1
- label.Size = UD2 (1, 0, 1, 0)
- label.Position = UD2 (0, 0, 0, 0)
- label.TextColor3 = TEXTCOLOR
- label.TextStrokeTransparency = STROKETRANSPARENCY
- label.TextTransparency = TRANSPARENCY
- label.FontSize = TEXTFONTSIZE
- label.Font = TEXTFONT
- label.BorderSizePixel = BORDERSIZEPIXEL
- label.TextScaled = false
- label.Text = TEXT
- label.Name = NOM
- label.Parent = PARENT
- étiquette de retour
- fin
- fonction NoOutlines (PART)
- PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
- fin
- fonction CreateWeldOrSnapOrMotor (TYPE, PARENT, PART0, PART1, C0, C1)
- local NEWWELD = IT (TYPE)
- NEWWELD.Part0 = PART0
- NEWWELD.Part1 = PART1
- NEWWELD.C0 = C0
- NEWWELD.C1 = C1
- NEWWELD.Parent = PARENT
- retourner NEWWELD
- fin
- local S = IT ("Son")
- Fonction CreateSound (ID, PARENT, VOLUME, PITCH, DOESLOOP)
- local NEWSOUND = nil
- coroutine.resume (coroutine.create (function ()
- NEWSOUND = S: Clone ()
- NEWSOUND.Parent = PARENT
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
- NEWSOUND: play ()
- si DOESLOOP == true alors
- NEWSOUND.Looped = true
- autre
- répéter wait (1) jusqu'à NEWSOUND.Playing == false ou NEWSOUND.Parent ~ = PARENT
- NEWSOUND: remove ()
- fin
- fin))
- retour NEWSOUND
- fin
- fonction CFrameFromTopBack (en haut, en bas)
- local droite = top: croix (retour)
- retourne CF (at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z )
- fin
- --WACKYEFFECT ({EffectType = "", Taille = VT (1,1,1), Size2 = VT (0,0,0), Transparence = 0, Transparence2 = 1, CFrame = CF (), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
- fonction WACKYEFFECT (tableau)
- TYPE local = (Table.EffectType ou "Sphere")
- TAILLE locale = (Table.Size ou VT (1,1,1))
- ENDSIZE local = (Table.Size2 ou VT (0,0,0))
- TRANSPARENCY local = (Table.Transparency ou 0)
- ENDTRANSPARENCY local = (Table.Transparency2 ou 1)
- local CFRAME = (Table.CFrame ou Torso.CFrame)
- local MOVEDIRECTION = (Table.MoveToPos ou nil)
- ROTATION1 locale = (Table.RotationX ou 0)
- ROTATION2 locale = (Table.RotationY ou 0)
- ROTATION3 locale = (Table.RotationZ ou 0)
- MATERIEL local = (Table.Material ou "Neon")
- COLOR local = (Table.Color ou C3 (1,1,1))
- heure locale = (heure de la table ou 45)
- SOUNDID local = (Table.SoundID ou nil)
- SOUNDPITCH local = (Table.SoundPitch ou nil)
- SOUNDVOLUME local = (Table.SoundVolume ou nil)
- coroutine.resume (coroutine.create (function ()
- local PLAYSSOUND = false
- son local = nul
- EFFECT local = CreatePart (3, Effets, MATERIAU, 0, TRANSPARENCE, BRICKC ("Perle"), "Effet", VT (1,1,1), true)
- si SOUNDID ~ = nil et SOUNDPITCH ~ = nil et SOUNDVOLUME ~ = nil alors
- PLAYSSOUND = true
- SOUND = CreateSound (SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false)
- fin
- EFFECT.Color = COULEUR
- MSH local = nul
- si TYPE == "Sphère" alors
- MSH = CreateMesh ("SpecialMesh", EFFECT, "Sphère", "", "", TAILLE, VT (0,0,0))
- elseif TYPE == "Bloquer" alors
- MSH = IT ("BlockMesh", EFFECT)
- MSH.Scale = VT (SIZE.X, SIZE.X, SIZE.X)
- elseif TYPE == "Wave" alors
- MSH = CreateMesh ("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT (0,0, -SIZE.X / 8))
- elseif TYPE == "Ring" puis
- MSH = CreateMesh ("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT (SIZE.X, SIZE.X, 0.1), VT (0,0,0))
- elseif TYPE == "Slash" puis
- MSH = CreateMesh ("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT (SIZE.X / 10,0, SIZE.X / 10), VT (0,0,0))
- elseif TYPE == "Round Slash" puis
- MSH = CreateMesh ("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT (SIZE.X / 10,0, SIZE.X / 10), VT (0,0,0))
- elseif TYPE == "Swirl" puis
- MSH = CreateMesh ("SpecialMesh", EFFECT, "FileMesh", "1051557", "", SIZE, VT (0,0,0))
- elseif TYPE == "Crâne" alors
- MSH = CreateMesh ("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT (0,0,0))
- elseif TYPE == "Crystal" alors
- MSH = CreateMesh ("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT (0,0,0))
- fin
- si MSH ~ = nul alors
- local MOVESPEED = nil
- si MOVEDIRECTION ~ = nil alors
- MOVESPEED = (CFRAME.p - MOVEDIRECTION) .Magnitude / TIME
- fin
- CROISSANCE locale = TAILLE - FINISSEZ
- TRANS local = TRANSPARENCY - ENDTRANSPARENCY
- si TYPE == "Block" alors
- EFFECT.CFrame = CFRAME * ANGLES (RAD (MRANDOM (0,360)), RAD (MRANDOM (0,360)), RAD (MRANDOM (0,360)))
- autre
- EFFECT.CFrame = CFRAME
- fin
- pour LOOP = 1, TIME + 1 do
- Swait ()
- MSH.Scale = MSH.Scale - CROISSANCE / TEMPS
- si TYPE == "Wave" alors
- MSH.Offset = VT (0,0, -MSH.Scale.X / 8)
- fin
- EFFECT.Transparency = EFFECT.Transparency - TRANS / TIME
- si TYPE == "Block" alors
- EFFECT.CFrame = CFRAME * ANGLES (RAD (MRANDOM (0,360)), RAD (MRANDOM (0,360)), RAD (MRANDOM (0,360)))
- autre
- EFFECT.CFrame = EFFECT.CFrame * ANGLES (RAD (ROTATION1), RAD (ROTATION2), RAD (ROTATION3))
- fin
- si MOVEDIRECTION ~ = nil alors
- ORI local = EFFECT.Orientation
- EFFECT.CFrame = CF (EFFECT.Position, MOVEDIRECTION) * CF (0,0, -MOVESPEED)
- EFFECT.Orientation = ORI
- fin
- fin
- si PLAYSSOUND == faux alors
- EFFET: remove ()
- autre
- SOUND.Stopped: Connect (fonction ()
- EFFET: remove ()
- fin)
- fin
- autre
- si PLAYSSOUND == faux alors
- EFFET: remove ()
- autre
- répéter Swait () jusqu'à SOUND.Playing == false
- EFFET: remove ()
- fin
- fin
- fin))
- fin
- fonction MakeForm (PART, TYPE)
- si TYPE == "Cyl" alors
- MSH local = IT ("CylinderMesh", PART)
- elseif TYPE == "Ball" alors
- MSH local = IT ("SpecialMesh", PART)
- MSH.MeshType = "Sphere"
- elseif TYPE == "Wedge" alors
- MSH local = IT ("SpecialMesh", PART)
- MSH.MeshType = "Wedge"
- fin
- fin
- fonction SpawnTrail (FROM, TO, BIG)
- local TRAIL = CreatePart (3, Effets, "Néon", 0, 0.5, "Vraiment rouge", "Tracé", VT (0,0,0))
- MakeForm (TRAIL, "Cyl")
- local DIST = (FROM - TO) .Magnitude
- si GRAND == vrai alors
- TRAIL.Size = VT (0.8, DIST, 0.8)
- autre
- TRAIL.Size = VT (0,35, DIST, 0,35)
- fin
- TRAIL.CFrame = CF (DE, TO) * CF (0, 0, -DIST / 2) * ANGLES (RAD (90), RAD (0), RAD (0))
- coroutine.resume (coroutine.create (function ()
- pour i = 1, 5 do
- Swait ()
- TRAIL.Transparency = TRAIL.Transparency + 0.1
- fin
- TRAIL: remove ()
- fin))
- fin
- Débris = jeu: GetService ("Débris")
- fonction CastProperRay (StartPos, EndPos, Distance, Ignore)
- local DIRECTION = CF (StartPos, EndPos) .lookVector
- retourne Raycast (StartPos, DIRECTION, Distance, Ignore)
- fin
- fonction turnto (position)
- RootPart.CFrame = CFrame.new (RootPart.CFrame.p, VT (position.X, RootPart.Position.Y, position.Z)) * CFrame.new (0, 0, 0)
- fin
- - // ================================= \\
- - || CRÉATION D'ARMES
- - \\ =================================
- Particle local = IT ("ParticleEmitter", nil)
- Particle.Enabled = false
- Particle.Transparency = NumberSequence.new ({NumberSequenceKeypoint.new (0,0.3), NumberSequenceKeypoint.new (0.3,0), NumberSequenceKeypoint.new (1,1)})
- Particle.LightEmission = 0.5
- Particle.Rate = 150
- Particle.ZOffset = 0.2
- Particle.Rotation = NumberRange.new (-180, 180)
- Particle.RotSpeed = NumberRange.new (-180, 180)
- Particle.Texture = "http://www.roblox.com/asset/?id=304437537"
- Particle.Color = ColorSequence.new (C3 (1,0,0), C3 (0.4,0,0))
- --ParticuleEmetteur ({Vitesse = 5, Drag = 0, Size1 = 1, Size2 = 5, Lifetime1 = 1, Lifetime2 = 1.5, Parent = Torso, Emit = 100, Offset = 360, Activé = false})
- fonction ParticleEmitter (Table)
- PRTCL local = Particle: Clone ()
- vitesse locale = Table.Speed ou 5
- local Drag = Table.Drag ou 0
- local Size1 = Table.Size1 ou 1
- local Size2 = Table.Size2 ou 5
- local Lifetime1 = Table.Lifetime1 ou 1
- local Lifetime2 = Table.Lifetime2 ou 1.5
- parent local = Table.Parent ou Torse
- Emit local = Table.Emit ou 100
- Décalage local = Table.Offset ou 360
- local Acel = Table.Acel ou VT (0,0,0)
- local Enabled = Table.Enabled ou false
- PRTCL.Parent = Parent
- PRTCL.Size = NumberSequence.new (Size1, Size2)
- PRTCL.Lifetime = NumberRange.new (Lifetime1, Lifetime2)
- PRTCL.Speed = NumberRange.new (Speed)
- PRTCL.VelocitySpread = Décalage
- PRTCL.Drag = Drag
- PRTCL.Acceleration = Acel
- si activé == faux alors
- PRTCL: Emit (Emit)
- Débris: AddItem (PRTCL, Lifetime2)
- autre
- PRTCL.Enabled = true
- fin
- retourner PRTCL
- fin
- local Handle = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Pièce", VT (0.2,0.6,0.2), false)
- local RightArmGrasp = CreateWeldOrSnapOrMotor ("Weld", Handle, RightArm, Handle, CF (0, -1, 0) * ANGLES (RAD (90), RAD (0), RAD (0)), CF (0, 0.21, 0 ))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.2,0.5,0.2), false)
- MakeForm (Part, "Wedge")
- CreateWeldOrSnapOrMotor ("Weld", Poignée, Poignée, Pièce, CF (0, -0,3, 0,2) * ANGLES (RAD (0), RAD (180), RAD (0)), CF (0, 0, 0))
- local Part = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.2,0.3,0.2), false)
- MakeForm (Part, "Wedge")
- CreateWeldOrSnapOrMotor ("Weld", Poignée, Poignée, Pièce, CF (0, -0,4, 0) * ANGLES (RAD (0), RAD (0), RAD (180)), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.3,0.3,0.3), false)
- CreateWeldOrSnapOrMotor ("Weld", Poignée, Poignée, Pièce, CF (0, -0,5, 0,2) * ANGLES (RAD (0), RAD (0), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.3,0.5,0.5), false)
- CreateWeldOrSnapOrMotor ("Weld", Poignée, Poignée, Pièce, CF (0, -0,6, 0,5) * ANGLES (RAD (0), RAD (0), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.4,0.4,0.4), false)
- MakeForm (Part, "Cyl")
- CreateWeldOrSnapOrMotor ("Soudure", Poignée, Poignée, Pièce, CF (0, -0,6, 0,5) * ANGLES (RAD (90), RAD (0), CF (0, 0, 0))
- pour i = 1, 8 do
- local Piece = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Oeil", VT (0,0.35,0.41), faux)
- CreateWeldOrSnapOrMotor ("Soudure", Poignée, Pièce, Pièce, CF (0, 0, 0) * ANGLES (RAD (0), RAD ((360/8) * i), RAD (0)), CF (0, 0 , 0))
- fin
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Oeil", VT (0.38,0.41,0.38), faux)
- MakeForm (Part, "Cyl")
- CreateWeldOrSnapOrMotor ("Soudure", Poignée, Poignée, Pièce, CF (0, -0,6, 0,5) * ANGLES (RAD (90), RAD (0), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.37,0.5,0.37), false)
- MakeForm (Part, "Ball")
- CreateWeldOrSnapOrMotor ("Weld", Poignée, Poignée, Pièce, CF (0, -0,6, 0,3) * ANGLES (RAD (90), RAD (0), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.2,0.7,0.4), false)
- MakeForm (Part, "Wedge")
- CreateWeldOrSnapOrMotor ("Weld", Poignée, Poignée, Pièce, CF (0, -0,7, 0,5) * ANGLES (RAD (90), RAD (180), RAD (180)), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.3,0.4,0.2), false)
- CreateWeldOrSnapOrMotor ("Soudure", Poignée, Poignée, Pièce, CF (0, -0,6, 0,7) * ANGLES (RAD (0), RAD (0), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.35,0.35,0.35), false)
- MakeForm (Part, "Cyl")
- CreateWeldOrSnapOrMotor ("Soudure", Poignée, Poignée, Pièce, CF (0, -0,6, 0,7) * ANGLES (RAD (90), RAD (0), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.5,0.1,0.5), false)
- MakeForm (Part, "Cyl")
- CreateWeldOrSnapOrMotor ("Soudure", Poignée, Poignée, Pièce, CF (0, -0,6, 1) * ANGLES (RAD (90), RAD (0), CF (0, 0, 0))
- local Part = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.5,0.1,0.45), false)
- MakeForm (Part, "Cyl")
- CreateWeldOrSnapOrMotor ("Weld", Poignée, Poignée, Pièce, CF (0, -0,6, 1.1) * ANGLES (RAD (90), RAD (0), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.2,0.5,0.2), false)
- MakeForm (Part, "Wedge")
- CreateWeldOrSnapOrMotor ("Soudure", Poignée, Poignée, Pièce, CF (0, -0,55, 0,2) * ANGLES (RAD (-135), RAD (0), CF (0, -0,3, 0) )
- LASTPART local = Handle
- pour i = 1, 10 do
- si LASTPART == Handle alors
- local Part = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.1,0.2,0), false)
- LASTPART = Part
- CreateWeldOrSnapOrMotor ("Soudure", Poignée, Poignée, Pièce, CF (0, -0,1, 0,2) * ANGLES (RAD (90), RAD (0), CF (0, 0, 0))
- autre
- local Part = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.1,0.05,0), false)
- CreateWeldOrSnapOrMotor ("Soudure", poignée, LASTPART, pièce, CF (0, 0.025, 0) * ANGLES (RAD (8), RAD (0), RAD (0)), CF (0, -0,025, 0))
- LASTPART = Part
- fin
- fin
- local Barrel = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Pièce", VT (0.15,2,0.15), false)
- MakeForm (Barrel, "Cyl")
- CreateWeldOrSnapOrMotor ("Weld", Poignée, Poignée, Baril, CF (0, -0,6, 1,8) * ANGLES (RAD (90), RAD (0), CF (0, 0, 0))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0.25,1,0.25), false)
- MakeForm (Part, "Cyl")
- CreateWeldOrSnapOrMotor ("Weld", poignée, baril, pièce, CF (0, -0,6, 0), CF (0, 0, 0))
- local Part = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0,0.1,0.2), false)
- MakeForm (Part, "Wedge")
- CreateWeldOrSnapOrMotor ("Weld", poignée, baril, pièce, CF (0, 0.945, 0.1) * ANGLES (RAD (180), RAD (0), RAD (0)), CF (0, 0, 0))
- trou local = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Oeil", VT (0.125,0,0.125), faux)
- MakeForm (Trou, "Cyl")
- CreateWeldOrSnapOrMotor ("Weld", poignée, baril, trou, CF (0, 0.98, 0), CF (0, 0, 0))
- local Part = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Partie", VT (0,0,0), false)
- local GEARWELD = CreateWeldOrSnapOrMotor ("Weld", poignée, poignée, pièce, CF (0, -0,6, 0,7), CF (0, 0, 0))
- CreateMesh ("SpecialMesh", Part, "FileMesh", 156292343, "", VT (0.8,0.8,1.5), VT (0,0,0.2))
- partie locale = CreatePart (3, Arme, "Métal", 0, 0.5, "Gris moyen", "Oeil", VT (0,0,0), faux)
- local GEARWELD2 = CreateWeldOrSnapOrMotor ("Weld", poignée, poignée, pièce, CF (0, -0,6, 0,7), CF (0, 0, 0))
- CreateMesh ("SpecialMesh", Part, "FileMesh", 156292343, "", VT (0.9,0.9,0.3), VT (0,0,0.2))
- coroutine.resume (coroutine.create (function ()
- en attendant () do
- GEARWELD.C0 = GEARWELD.C0 * ANGLES (RAD (0), RAD (0), RAD (0 - 25 * NAS (SINE / 25)))
- GEARWELD2.C0 = GEARWELD2.C0 * ANGLES (RAD (0), RAD (0), RAD (0 - -25 * NAS (SINE / 25)))
- fin
- fin))
- local Hole2 = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Oeil", VT (0.125,0,0.125), faux)
- MakeForm (Hole2, "Cyl")
- CreateWeldOrSnapOrMotor ("Weld", poignée, baril, trou 2, CF (0,8, 0,98, 0), CF (0, 0, 0))
- local Hole3 = CreatePart (3, Arme, "Métal", 0, 0, "Gris moyen", "Oeil", VT (0.125,0,0.125), faux)
- MakeForm (Hole3, "Cyl")
- CreateWeldOrSnapOrMotor ("Weld", poignée, baril, trou 3, CF (-0,8, 0,98, 0), CF (0, 0, 0))
- ParticleEmitter ({Speed = 0.02, Drag = 0, Size1 = 0.1, Size2 = 0, Lifetime1 = 0.3, Lifetime2 = 0.5, Parent = Hole, Emit = 100, Offset = 360, Activé = true, Acel = VT (0,5 , 0)})
- ParticleEmitter ({Speed = 50, Drag = 0, Size1 = 0.1, Size2 = 0, Lifetime1 = 0.3, Lifetime2 = 0.5, Parent = Hole, Emit = 100, Offset = 360, Activé = true, Acel = VT (0,5 , 0)})
- ParticleEmitter ({Vitesse = 10, Drag = 0, Size1 = 0.1, Size2 = 0, Durée de vie1 = 0.3, Durée de vie2 = 0.5, Parent = Trou, Emit = 100, Offset = 360, Activé = true, Acel = VT (0,5 , 0)})
- --ParticuleEmitter ({Vitesse = 0.5, Drag = 0, Size1 = 0.2, Size2 = 0, Lifetime1 = 0.3, Lifetime2 = 0.7, Parent = Dangle, Emit = 100, Offset = 360, Activé = true, Acel = VT (0 , 5,0)})
- pour _, c par paires (Weapon: GetDescendants ()) do
- if c.ClassName == "Part" et c.Name ~ = "Eye" et c.Parent ~ = Effects et c.Parent.Parent ~ = Effects alors
- c.Material = "Glass"
- Couleur = C3 (3,0,0)
- elseif c.ClassName == "Part" et c.Name == "Eye", puis
- Couleur = C3 (1,0,0)
- c.Material = "Neon"
- fin
- fin
- Weapon.Parent = Caractère
- pour _, c par paires (Weapon: GetChildren ()) do
- si c.ClassName == "Part" alors
- c.CustomPhysicalProperties = PhysicalProperties.new (0, 0, 0, 0, 0)
- fin
- fin
- local SKILLTEXTCOLOR = C3 (1,0,0)
- local SKILLFONT = "Antique"
- local SKILLTEXTSIZE = 7
- local SKILL1FRAME = CreateFrame (WEAPONGUI, 1, 2, UD2 (0,1, 0, 0,90, 0), UD2 (0,26, 0, 0,07, 0), C3 (0,0,0), C3 (0, 0, 0) , "Compétence 1 Cadre")
- - [[local SKILL2FRAME = CreateFrame (WEAPONGUI, 1, 2, UD2 (0,63, 0, 0,90, 0), UD2 (0,26, 0, 0,07, 0), C3 (0,0,0), C3 (0, 0, 0), "Compétence 2 Cadre")
- local SKILL3FRAME = CreateFrame (WEAPONGUI, 1, 2, UD2 (0,215, 0, 0,90, 0), UD2 (0,26, 0, 0,07, 0), C3 (0,0,0), C3 (0, 0, 0) , "Compétence 3 Cadre")
- local SKILL4FRAME = CreateFrame (WEAPONGUI, 1, 2, UD2 (0,525, 0, 0,90, 0), UD2 (0,26, 0, 0,07, 0), C3 (0,0,0), C3 (0, 0, 0) , "Compétence 4 Cadre")
- local SKILL5FRAME = CreateFrame (WEAPONGUI, 1, 2, UD2 (0,365, 0, 0,90, 0), UD2 (0,26, 0, 0,07, 0), C3 (0,0,0), C3 (0, 0, 0) , "Compétence 5 Cadre")
- ]]
- local SKILL1TEXT = CreateLabel (SKILL1FRAME, ": / Edit By NameClan", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.7, "Texte 1")
- - [[local SKILL2TEXT = CreateLabel (SKILL2FRAME, "[B] Capacité 2", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0,7, "Texte 2")
- local SKILL3TEXT = CreateLabel (SKILL3FRAME, "[C] Capacité 3", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.7, "Texte 3")
- local SKILL4TEXT = CreateLabel (SKILL4FRAME, "[V] Capacité 4", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.7, "Texte 4")
- local SKILL5TEXT = CreateLabel (SKILL5FRAME, "[X] Mercy", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.7, "Texte 5")
- ]]
- fonction printbye (Nom)
- MESSAGES locaux = {"Vous ne pouvez pas lutter", "Votre existence est une insulte", "Fade", "Votre existence n'est pas souhaitée", "Vous n'êtes pas autorisé ici", "Vous ne devez pas décider de votre destin, "," sois parti "," tu es déjà mort "," ta vie est une anomalie "," n'ose pas rentrer "," pourquoi résistes-tu "," tu ne peux pas exister ici , "," Pourquoi luttez-vous "," Votre destin était déjà décidé "," Au revoir "," Vous ne pouvez pas ignorer mes ordres "," Vous ne pouvez pas résister à mes ordres "," Vous êtes déjà décédé "}
- avertir (MESSAGES [MRANDOM (1, # MESSAGES)] .. Nom .. ".")
- fin
- workspace.ChildAdded: connect (fonction (instance)
- pour BANISH = 1, #TOBANISH do
- si TOBANISH [BANISH] ~ = nul alors
- si instance.Name == TOBANISH [BANISH] alors
- coroutine.resume (coroutine.create (function ()
- printbye (instance.Name)
- instance: ClearAllChildren ()
- Debris: AddItem (instance, 0.0005)
- fin))
- fin
- fin
- fin
- fin)
- - // ================================= \\
- - || ENDOMMAGEMENT
- - \\ =================================
- fonction bannir (ennemi)
- si l'ennemi alors
- coroutine.resume (coroutine.create (function ()
- --if game.Players: FindFirstChild (Foe.Name) puis
- table.insert (TOBANISH, Foe.Name)
- printbye (Foe.Name)
- --fin
- Foe.Archivable = true
- local CLONE = Ennemi: Clone ()
- Ennemi: Détruire ()
- CLONE.Parent = Effets
- CLONE: BreakJoints ()
- MATERIALS local = {"Glass", "Neon"}
- pour _, c par paires (CLONE: GetDescendants ()) do
- si c: IsA ("BasePart") alors
- si c.Name == "Torse" ou c.Name == "UpperTorso" ou c == CLONE.PrimaryPart alors
- CreateSound (340722848, c, 10, 1, false)
- fin
- c.Anchored = true
- c.Transparency = c.Transparency + 0,2
- c.Material = MATERIALS [MRANDOM (1,2)]
- Couleur = C3 (1,0,0)
- si c.ClassName == "MeshPart" alors
- c.TextureID = ""
- fin
- si c: FindFirstChildOfClass ("SpecialMesh"), alors
- c: FindFirstChildOfClass ("SpecialMesh"). TextureId = ""
- fin
- si c: FindFirstChildOfClass ("Decal"), alors
- c: FindFirstChildOfClass ("Decal"): remove ()
- fin
- c.Name = "banni"
- c.CanCollide = false
- autre
- c: remove ()
- fin
- fin
- local A = faux
- pour i = 1, 35 do
- si A == faux alors
- A = vrai
- elseif A == vrai alors
- A = faux
- fin
- pour _, c par paires (CLONE: GetDescendants ()) do
- si c: IsA ("BasePart") alors
- c.Anchored = true
- c.Material = MATERIALS [MRANDOM (1,2)]
- c.Transparency = c.Transparency + 0.8 / 35
- si A == faux alors
- c.CFrame = c.CFrame * CF (MRANDOM (-45,45) / 45, MRANDOM (-45,45) / 45, MRANDOM (-45,45) / 45)
- elseif A == vrai alors
- c.CFrame = c.CFrame * CF (MRANDOM (-45,45) / 45, MRANDOM (-45,45) / 45, MRANDOM (-45,45) / 45)
- fin
- fin
- fin
- Swait ()
- fin
- CLONE: remove ()
- fin))
- fin
- fin
- fonction ApplyAoE (POSITION, GAMME, ISBANISH)
- local ENFANTS = espace de travail: GetDescendants ()
- pour index, ENFANT par paires (ENFANTS) faire
- Si CHILD.ClassName == "Modèle" et CHILD ~ = Caractère alors
- local HUM = ENFANT: FindFirstChildOfClass ("Humanoid")
- si HUM alors
- local TORSO = ENFANT: FindFirstChild ("torse") ou ENFANT: FindFirstChild ("UpperTorso")
- si TORSO alors
- if (TORSO.Position - POSITION) .Magnitude <= RANGE then
- si ISBANISH == vrai alors
- Bannir (ENFANT)
- autre
- si ISBANISH == "Gravity" alors
- HUM.PlatformStand = true
- si TORSO: FindFirstChild ("V3BanishForce" .. Player.Name), alors
- grav local local = Instance.new ("BodyPosition", TORSO)
- grav.D = 15
- grav.P = 20000
- grav.maxForce = Vector3.new (math.huge, math.huge, math.huge)
- grav.position = TORSO.Position
- grav.Name = "V3BanishForce" .. Player.Name
- autre
- TORSO: FindFirstChild ("V3BanishForce" .. Player.Name) .position = TORSO.Position + VT (0,0.3,0)
- TORSO.RotVelocity = VT (MRANDOM (-25,25), MRANDOM (-25,25), MRANDOM (-25,25))
- fin
- autre
- HUM.PlatformStand = false
- fin
- fin
- elseif ISBANISH == "Gravity" alors
- si TORSO: FindFirstChild ("V3BanishForce" .. Player.Name), alors
- TORSO: FindFirstChild ("V3BanishForce" .. Player.Name): remove ()
- HUM.PlatformStand = false
- fin
- fin
- fin
- fin
- fin
- fin
- fin
- fonction ApplyDamage (Humanoid, Damage, TorsoPart)
- défense locale = Instance.new ("BoolValue", Humanoid.Parent)
- defence.Name = ("HitBy" .. Player.Name)
- jeu: GetService ("Debris"): AddItem (défense, 0.001)
- Dommage = Dommage * DAMAGEMULTIPLIER
- si Humanoid.Health ~ = 0 alors
- CritChance local = MRANDOM (1 100)
- si Dommages> Humanoïde.Santé alors
- Dommages = math.ceil (Humanoid.Health)
- si Dommage == 0 alors
- Dommage = 0.1
- fin
- fin
- Humanoid.Health = Humanoid.Health - Dommages
- fin
- fin
- fonction ApplyAoE3 (POSITION, PLAGE, MINDMG, MAXDMG, FLING, INSTAKILL)
- local ENFANTS = espace de travail: GetDescendants ()
- pour index, ENFANT par paires (ENFANTS) faire
- si CHILD.ClassName == "Modèle" et CHILD ~ = Caractère et ENFANT.Parent ~ = Effets alors
- local HUM = ENFANT: FindFirstChildOfClass ("Humanoid")
- si HUM alors
- local TORSO = ENFANT: FindFirstChild ("torse") ou ENFANT: FindFirstChild ("UpperTorso")
- si TORSO alors
- if (TORSO.Position - POSITION) .Magnitude <= RANGE then
- si INSTAKILL == vrai alors
- ENFANT: BreakJoints ()
- autre
- DMG local = MRANDOM (MINDMG, MAXDMG)
- ApplyDamage (HUM, DMG, TORSO)
- fin
- si FLING> 0 alors
- pour _, c par paires (ENFANT: GetChildren ()) do
- si c: IsA ("BasePart") alors
- local bv = Instance.new ("BodyVelocity")
- bv.maxForce = Vector3.new (1e9, 1e9, 1e9)
- bv.velocity = CF (POSITION, TORSO.Position) .lookVector * FLING
- bv.Parent = c
- Débris: AddItem (bv, 0.05)
- fin
- fin
- fin
- fin
- fin
- fin
- fin
- fin
- fin
- - // ================================= \\
- - || FONCTIONS ET STUFF D'ATTAQUE
- - \\ =================================
- fonction Shot ()
- ATTACK = true
- Enraciné = faux
- pour i = 0, 1, 0.1 / Animation_Speed do
- Swait ()
- turnto (Mouse.Hit.p)
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0, 0, -1) * ANGLES (RAD (0), RAD (0), RAD (0), 1 / Animation_Speed)
- Neck.C0 = Clerp (Neck.C0, NECKC0 * CF (0, 0, 0 + ((1) - 1)) * * ANGLES (RAD (-45), RAD (0), RAD (0)), 1 / La vitesse d'animation)
- RightHip.C0 = Clerp (RightHip.C0, CF (1, -0,4, -1) * ANGLES (RAD (-25), RAD (90), RAD (0)) * ANGLES (RAD (-2), RAD ( 0), RAD (0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1, -1,5, -0,5) * ANGLES (RAD (-90), RAD (-90), RAD (-90), * ANGLES (RAD (-2), RAD (0), RAD (0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (1.5, 0.5, 0) * ANGLES (RAD (90), RAD (0), RAD (0), RAD (-45)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-1.5, 0.5, 0) * ANGLES (RAD (90), RAD (0), RAD (0), RAD (45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
- fin
- WACKYEFFECT ({Time = 75, EffectType = "Sphere", Size = VT (0,0,0), Size2 = VT (120,120,120), Transparence = 0, Transparency2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = 317129949, SoundPitch = MRANDOM (13,15) / 10, SoundVolume = 999999})
- répéter
- pour i = 0, 0,2, 0,1 / Animation_Speed do
- Swait ()
- turnto (Mouse.Hit.p)
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0, 0, -1) * ANGLES (RAD (0), RAD (0), RAD (0), 1 / Animation_Speed)
- Neck.C0 = Clerp (Neck.C0, NECKC0 * CF (0, 0, 0 + ((1) - 1)) * * ANGLES (RAD (0), RAD (0), RAD (0)), 1 / Animation_Speed )
- RightHip.C0 = Clerp (RightHip.C0, CF (1, -0,4, -1) * ANGLES (RAD (-25), RAD (90), RAD (0)) * ANGLES (RAD (-2), RAD ( 0), RAD (0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1, -1,5, -0,5) * ANGLES (RAD (-90), RAD (-90), RAD (-90), * ANGLES (RAD (-2), RAD (0), RAD (0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (1.5, 0.5, 0) * ANGLES (RAD (90), RAD (0), RAD (0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-0,2, 0,5, -0,7) * ANGLES (RAD (90), RAD (0), RAD (45)) * LEFTSHOULDERC0, 0,5 / Animation_Speed)
- fin
- HIT local, POS = CastProperRay (Hole2.Position, Mouse.Hit.p, 1000, caractère)
- SpawnTrail (Hole2.Position, POS)
- HIT local, POS = CastProperRay (Hole3.Position, Mouse.Hit.p, 1000, caractère)
- SpawnTrail (Hole3.Position, POS)
- HIT local, POS = CastProperRay (Hole.Position, Mouse.Hit.p, 1000, caractère)
- SpawnTrail (Hole.Position, POS)
- si HIT ~ = nul alors
- si HIT.Parent ~ = workspace et HIT.Parent.ClassName ~ = "Dossier", alors
- Bannir (HIT.Parent)
- fin
- fin
- WACKYEFFECT ({Time = 25, EffectType = "Sphere", Taille = VT (0.3,0,0.3), Size2 = VT (1,1.5,1), Transparence = 0, Transparence2 = 1, CFrame = Hole3.CFrame, MoveToPos = Hole3.CFrame * CF (0,0.5,0) .p, RotationX = 0, RotationY = -15, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nul, SoundPitch = nil, SoundVolume = nil})
- WACKYEFFECT ({Time = 25, EffectType = "Sphere", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = Hole3.CFrame, MoveToPos = nul, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nul, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8 })
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (1,1.5,1), Transparence = 0, Transparence2 = 1, CFrame = Hole3.CFrame, MoveToPos = Hole3.CFrame * CF (0,0.5,0) .p, RotationX = 0, RotationY = -15, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nul, SoundPitch = nil, SoundVolume = nil})
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = Hole3.CFrame, MoveToPos = nul, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = 168143115, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8 })
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = CF (POS, Trou3 .Position) * ANGLES (RAD (-90), RAD (0), RAD (0)), MoveToPos = nil, RotationX = 0, RotationY = -5, RotationZ = 0, Matériau = "Néon", Couleur = C3 ( 1,0,0), SoundID = nil, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8})
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = CF (POS, Trou3 .Position) * ANGLES (RAD (-90), RAD (0), RAD (0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1 , 0,0), SoundID = nil, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8})
- WACKYEFFECT ({Time = 25, EffectType = "Sphere", Size = VT (0.3,0,0.3.3), Size2 = VT (1,1.5,1), Transparence = 0, Transparence2 = 1, CFrame = Hole2.CFrame, MoveToPos = Trou2.CFrame * CF (0,0.5,0) .p, RotationX = 0, RotationY = -15, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
- WACKYEFFECT ({Time = 25, EffectType = "Sphere", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = Hole2.CFrame, MoveToPos = nul, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nul, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8 })
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3.3), Taille2 = VT (1,1.5,1), Transparence = 0, Transparence2 = 1, CFrame = Hole2.CFrame, MoveToPos = Trou2.CFrame * CF (0,0.5,0) .p, RotationX = 0, RotationY = -15, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = Hole2.CFrame, MoveToPos = nul, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = 168143115, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8 })
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = CF (POS, Trou 2). .Position) * ANGLES (RAD (-90), RAD (0), RAD (0)), MoveToPos = nil, RotationX = 0, RotationY = -5, RotationZ = 0, Matériau = "Néon", Couleur = C3 ( 1,0,0), SoundID = nil, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8})
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = CF (POS, Trou 2). .Position) * ANGLES (RAD (-90), RAD (0), RAD (0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1 , 0,0), SoundID = nil, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8})
- WACKYEFFECT ({Time = 25, EffectType = "Sphere", Size = VT (0.3,0,0.3.3), Size2 = VT (1,1.5,1), Transparence = 0, Transparence2 = 1, CFrame = Hole.CFrame, MoveToPos = Trou.CFrame * CF (0,0.5,0) .p, RotationX = 0, RotationY = -15, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
- WACKYEFFECT ({Time = 25, EffectType = "Sphere", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = Trou.CFrame, MoveToPos = nul, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nul, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8 })
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (1,1.5,1), Transparence = 0, Transparence2 = 1, CFrame = Hole.CFrame, MoveToPos = Trou.CFrame * CF (0,0.5,0) .p, RotationX = 0, RotationY = -15, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Taille2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = Trou.CFrame, MoveToPos = nul, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1,0,0), SoundID = 168143115, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8 })
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = CF (POS, Trou .Position) * ANGLES (RAD (-90), RAD (0), RAD (0)), MoveToPos = nil, RotationX = 0, RotationY = -5, RotationZ = 0, Matériau = "Néon", Couleur = C3 ( 1,0,0), SoundID = nil, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8})
- WACKYEFFECT ({Time = 25, EffectType = "Wave", Taille = VT (0.3,0,0.3), Size2 = VT (2,0.5,2), Transparence = 0, Transparence2 = 1, CFrame = CF (POS, Trou .Position) * ANGLES (RAD (-90), RAD (0), RAD (0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Matériau = "Néon", Couleur = C3 (1 , 0,0), SoundID = nil, SoundPitch = MRANDOM (8,11) / 10, SoundVolume = 8})
- pour i = 0, 0,2, 0,1 / Animation_Speed do
- Swait ()
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (1.5, 0.5, 0.5) * ANGLES (RAD (95), RAD (15), RAD (0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-0,2, 0,5, 0,04) * ANGLES (RAD (95), RAD (0), RAD (45)) * LEFTSHOULDERC0, 0,5 / Animation_Speed)
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0, 0,1, -1) * ANGLES (RAD (0), RAD (0), RAD (0)), 1 / Animation_Speed)
- Neck.C0 = Clerp (Neck.C0, NECKC0 * CF (0, 0.1, 0 + ((1) - 1))) * ANGLES (RAD (25), RAD (0), RAD (0)), 1 / Animation_Speed )
- RightHip.C0 = Clerp (RightHip.C0, CF (1, -0,4, -1) * ANGLES (RAD (-25), RAD (90), RAD (0)) * ANGLES (RAD (-2), RAD ( 0), RAD (0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1, -1,5, -0,5) * ANGLES (RAD (-90), RAD (-90), RAD (-90), * ANGLES (RAD (-2), RAD (0), RAD (0)), 1 / Animation_Speed)
- fin
- jusqu'au KEYHOLD == faux
- ATTAQUE = faux
- Enraciné = faux
- fin
- fonction Shot2 ()
- ATTACK = true
- Enraciné = faux
- pour i = 0, 3, 0.1 / Animation_Speed do
- Swait ()
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0, 0, 0) * ANGLES (RAD (-25), RAD (0), RAD (0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (1.5, 0.5, 0) * ANGLES (RAD (75), RAD (0), RAD (0), RAD (45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-1.5, 0.5, 0) * ANGLES (RAD (75), RAD (0), RAD (0), * ANGLES (RAD (0), RAD (0) , RAD (0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp (RightHip.C0, CF (1, -1, 0) * ANGLES (RAD (-25), RAD (70), RAD (0)) * ANGLES (RAD (0), RAD (0) , RAD (0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1, -1, 0) * ANGLES (RAD (-25), RAD (-70), RAD (0)) * ANGLES (RAD (0), RAD ( 0), RAD (0)), 1 / Animation_Speed)
- fin
- WACKYEFFECT ({Time = 75, EffectType = "Wave", Taille = VT (0,0,0), Size2 = VT (45,45,45), Transparence = 0,5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nul, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1,2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Wave", Taille = VT (0,0,0), Size2 = VT (180,180,180), Transparence = 0.5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1.2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Wave", Taille = VT (0,0,0), Size2 = VT (123, 123, 123), Transparence = 0,5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1.2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Sphere", Size = VT (0,0,0), Size2 = VT (1.180,1), Transparence = 0.5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil , RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1.2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Sphere", Size = VT (0,0,0), Size2 = VT (150,1,150), Transparence = 0.5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil , RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1.2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Wave", Size = VT (0,0,0), Size2 = VT (150,150,150), Transparence = 0.5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1.2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Sphere", Size = VT (0,0,0), Size2 = VT (120,120,120), Transparence = 0, Transparency2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = 165970126, SoundPitch = MRANDOM (13,15) / 10, SoundVolume = 100})
- WACKYEFFECT ({Time = 75, EffectType = "Sphere", Size = VT (0,0,0), Size2 = VT (120,120,120), Transparence = 0, Transparency2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = 165970126, SoundPitch = MRANDOM (13,15) / 10, SoundVolume = 999999})
- WACKYEFFECT ({Time = 75, EffectType = "Sphere", Size = VT (0,0,0), Size2 = VT (1.180,1), Transparence = 0.5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil , RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1.2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Sphere", Size = VT (0,0,0), Size2 = VT (150,1,150), Transparence = 0.5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil , RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1.2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Wave", Size = VT (0,0,0), Size2 = VT (150,150,150), Transparence = 0.5, Transparence2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = nil, SoundPitch = 1.2, SoundVolume = 4})
- WACKYEFFECT ({Time = 75, EffectType = "Sphere", Size = VT (0,0,0), Size2 = VT (120,120,120), Transparence = 0, Transparency2 = 1, CFrame = RootPart.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Matériau = "Néon", Couleur = C3 (0,0,0), SoundID = 165970126, SoundPitch = MRANDOM (13,15) / 10, SoundVolume = 100})
- ApplyAoE3 (RootPart.Position, 95 999 999 999, false)
- pour i = 0, 0.5, 0.1 / Animation_Speed do
- Swait ()
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0, 0, 0) * ANGLES (RAD (30), RAD (0), RAD (0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (1.2, 0.5, -0.5) * ANGLES (RAD (75), RAD (0), RAD (-70)) * ANGLES (RAD (0), RAD (0) , RAD (0)) * RIGHTSHOULDERC0, 0.6 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-1.2, 0.5, -0.5) * ANGLES (RAD (75), RAD (0), RAD (0), * ANGLES (RAD (0), RAD (0) , RAD (0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp (RightHip.C0, CF (1, -1, 0) * ANGLES (RAD (30), RAD (75), RAD (0)) * ANGLES (RAD (0), RAD (0), RAD (0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1, -1, 0) * ANGLES (RAD (30), RAD (-75), RAD (0)) * ANGLES (RAD (0), RAD (0 ), RAD (0)), 1 / Animation_Speed)
- fin
- ATTAQUE = faux
- Enraciné = faux
- fin
- - // ================================= \\
- - || Attribuer des choses à des clés
- - \\ =================================
- function MouseDown (Souris)
- si ATTACK == false alors
- fin
- fin
- fonction MouseUp (Mouse)
- HOLD = false
- fin
- fonction KeyDown (clé)
- KEYHOLD = true
- si Key == "z" et ATTACK == false alors
- Coup()
- fin
- si Key == "b" et ATTACK == false alors
- AttackTemplate ()
- fin
- si Key == "c" et ATTACK == false alors
- Shot2 ()
- fin
- si Key == "v" et ATTACK == false alors
- fin
- si Key == "x" et ATTACK == false alors
- fin
- fin
- fonction KeyUp (Key)
- KEYHOLD = false
- fin
- Mouse.Button1Down: connect (fonction (NEWKEY)
- MouseDown (NEWKEY)
- fin)
- Mouse.Button1Up: connect (fonction (NEWKEY)
- MouseUp (NEWKEY)
- fin)
- Mouse.KeyDown: connecte (fonction (NEWKEY)
- KeyDown (NEWKEY)
- fin)
- Mouse.KeyUp: connect (fonction (NEWKEY)
- KeyUp (NEWKEY)
- fin)
- - // ================================= \\
- - \\ =================================
- fonction unanchor ()
- si UNANCHOR == true alors
- g = Caractère: GetChildren ()
- pour i = 1, #g do
- si g [i] .ClassName == "Part", alors
- g [i] .Anchored = false
- fin
- fin
- fin
- fin
- - // ================================= \\
- - || ENROULEZ LE TOUT SCRIPT
- - \\ =================================
- Humanoid.Changed: connect (fonction (Saut)
- si Jump == "Jump" et (Disable_Jump == true) alors
- Humanoid.Jump = false
- fin
- fin)
- local CONNECT = nil
- tout en faisant vrai
- Swait ()
- ANIMATE.Parent = nil
- si Caractère: FindFirstChildOfClass ("Humanoid") == nil alors
- Humanoid = IT ("Humanoid", Personnage)
- fin
- pour _, v dans next, Humanoid: GetPlayingAnimationTracks () do
- v: stop ();
- fin
- SINE = SINE + CHANGEMENT
- local TORSOVELOCITY = (RootPart.Velocity * VT (1, 0, 1)). Magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local HITFLOOR = Raycast (RootPart.Position, (CF (RootPart.Position, RootPart.Position + VT (0, -1, 0))). lookVector, 4, Caractère)
- local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
- si ANIM == "Walk" et TORSOVELOCITY> 1, alors
- RootJoint.C1 = Clerp (RootJoint.C1, ROOTC0 * CF (0, 0, -0,15 * COS (SINE / (WALKSPEEDVALUE / 2))) * ANGLES (RAD (0), RAD (0) - RootPart.RotVelocity.Y / 75, RAD (0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C1 = Clerp (Neck.C1, CF (0, -0,5, 0) * ANGLES (RAD (-90), RAD (0), RAD (180)) * ANGLES (RAD (2.5 * NAS (SIN / ( WALKSPEEDVALUE / 2))), RAD (0), RAD (0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightHip.C1 = Clerp (RightHip.C1, CF (0,5, 0,875 - 0,125 * SIN (SINE / WALKSPEEDVALUE)) - 0,15 * COS (SINE / WALKSPEEDVALUE * 2), -0,125 * COS (SINE / WALKSPEEDVALUE) +0,2+ 0,2 *. COS (SINE / WALKSPEEDVALUE)) * ANGLES (RAD (0), RAD (90), RAD (0)) * ANGLES (RAD (0) - RightLeg.RotVelocity.Y / 75, RAD (0), RAD (0 *). COS (SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C1 = Clerp (LeftHip.C1, CF (-0,5, 0,875 + 0,125 * SIN (SINE / WALKSPEEDVALUE)) - 0,15 * COS (SINE / WALKSPEEDVALUE * 2), 0,125 * COS (SINE / WALKSPEEDVALUE) +0,2 +0,2% -0,2 * COS (SINE / WALKSPEEDVALUE)) * ANGLES (RAD (0), RAD (-90), RAD (0)) * ANGLES (RAD (0) + LeftLeg.RotVelocity.Y / 75, RAD (0), RAD (0). 76 * COS (SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- elseif (ANIM ~ = "Walk") ou (TORSOVELOCITY <1) puis
- RootJoint.C1 = Clerp (RootJoint.C1, ROOTC0 * CF (0, 0, 0) * ANGLES (RAD (0), RAD (0), RAD (0)), 0,2 / Animation_Speed)
- Neck.C1 = Clerp (Neck.C1, CF (0, -0,5, 0) * ANGLES (RAD (-90), RAD (0), RAD (180)) * ANGLES (RAD (0), RAD (0) , RAD (0)), 0.2 / Animation_Speed)
- RightHip.C1 = Clerp (RightHip.C1, CF (0.5, 1, 0) * ANGLES (RAD (0), RAD (90), RAD (0)) * ANGLES (RAD (0), RAD (0), RAD (0)), 0.2 / Animation_Speed)
- LeftHip.C1 = Clerp (LeftHip.C1, CF (-0,5, 1, 0) * ANGLES (RAD (0), RAD (-90), RAD (0)) * ANGLES (RAD (0), RAD (0) , RAD (0)), 0.2 / Animation_Speed)
- fin
- si TORSOVERTICALVELOCITY> 1 et HITFLOOR == nil alors
- ANIM = "Jump"
- si ATTACK == false alors
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0, 0, 0) * ANGLES (RAD (0), RAD (0), RAD (0)), 0,2 / Animation_Speed)
- Neck.C0 = Clerp (Neck.C0, NECKC0 * CF (0, 0, 0 + ((1) - 1)) * * ANGLES (RAD (-20), RAD (0), RAD (0)), 0,2 / La vitesse d'animation)
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (1.5, 0.5, 0) * ANGLES (RAD (45), RAD (0), RAD (25)) * RIGHTSHOULDERC0, 0,15 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-1.5, 0.5, 0) * ANGLES (RAD (-40), RAD (0), RAD (0), RAD (-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp (RightHip.C0, CF (1, -1, -0.3) * ANGLES (RAD (0), RAD (90), RAD (0)) * ANGLES (RAD (-5), RAD (0 ), RAD (-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1, -1, -0.3) * ANGLES (RAD (0), RAD (-90), RAD (0)) * ANGLES (RAD (-5), RAD (0), RAD (20)), 0.2 / Animation_Speed)
- fin
- elseif TORSOVERTICALVELOCITY <-1 et HITFLOOR == nil alors
- ANIM = "Fall"
- si ATTACK == false alors
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0, 0, 0) * ANGLES (RAD (0), RAD (0), RAD (0)), 0,2 / Animation_Speed)
- Neck.C0 = Clerp (Neck.C0, NECKC0 * CF (0, 0, 0 + (1 - 1)) * ANGLES (RAD (20), RAD (0), RAD (0)), 0,2 / Animation_Speed )
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (1.5, 0.5, 0) * ANGLES (RAD (45), RAD (0), RAD (25)) * RIGHTSHOULDERC0, 0,15 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-1.5, 0.5, 0) * ANGLES (RAD (0), RAD (0), RAD (0), RAD (-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp (RightHip.C0, CF (1, -1, 0) * ANGLES (RAD (0), RAD (90), RAD (0)) * ANGLES (RAD (0), RAD (0), RAD (20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1, -1, 0) * ANGLES (RAD (0), RAD (-90), RAD (0)) * ANGLES (RAD (0), RAD (0 ), RAD (10)), 0.2 / Animation_Speed)
- fin
- elseif TORSOVELOCITY <1 et HITFLOOR ~ = nil alors
- ANIM = "Idle"
- si ATTACK == false alors
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0 * Player_Size, 0 * Player_Size, -1 * Player_Size) * ANGLES (RAD (45), RAD (0 + 0,75 * NAS (SINE / 12) - 1,75 *) COS (SINE / 12)), RAD (2,75 * NAS (SINE / 12))), 0,2 / Animation_Speed * 3)
- Neck.C0 = Clerp (Neck.C0, NECKC0 * CF (0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES (RAD (0), RAD (0 + 0.75 * SIN ( SINE / 8) - 1,75 * COS (SINE / 8)), RAD (2,75 * SIN (SINE / 8))), 0,2 / Animation_Speed)
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (0.9, 0.5 + 0.05 * SIN (SINE / (SINE / 1)), -0.5) * ANGLES (RAD (100), RAD (0), RAD (-70) ) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES (RAD (90), RAD (25), RAD (45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp (RightHip.C0, CF (1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES (RAD (0), RAD (90), RAD (0)) * ANGLES (RAD (0) ), RAD (0), RAD (-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1,2, 0,2 - 0,1 * COS (SINE / 24), -0,4 - 0,1 * COS (SINE / 24)) * ANGLES (RAD (45), RAD (-70 ), RAD (0)) * ANGLES (RAD (0), RAD (0), RAD (10)), 0.2 / Animation_Speed)
- fin
- elseif TORSOVELOCITY> 1 et HITFLOOR ~ = nil alors
- ANIM = "Marche"
- si ATTACK == false alors
- RootJoint.C0 = Clerp (RootJoint.C0, ROOTC0 * CF (0, 0, -0,1) * ANGLES (RAD (-20), RAD (0), RAD (0)), 1 / Animation_Speed)
- Neck.C0 = Clerp (Neck.C0, NECKC0 * CF (0, -0,025, 0 + (1 - 1)) * * ANGLES (RAD (35), RAD (0), RAD (0)), 1 / La vitesse d'animation)
- RightShoulder.C0 = Clerp (RightShoulder.C0, CF (1.5, 0.5, 0) * ANGLES (RAD (80 * SIN (SINE / WALKSPEEDVALUE)), RAD (0), RAD (0)) * ANGLES (RAD (0) , RAD (5), RAD (0 - 40 * NAS (SINE / WALKSPEEDVALUE))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp (LeftShoulder.C0, CF (-1.5, 0.5, 0) * ANGLES (RAD (-80 * NAS (SINE / WALKSPEEDVALUE))), RAD (0), RAD (0)) * ANGLES (RAD (0)) 0), RAD (5), RAD (0 - 40 * NAS (SINE / WALKSPEEDVALUE))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp (RightHip.C0, CF (1, -1, 0) * ANGLES (RAD (-5), RAD (85), RAD (0)) * ANGLES (RAD (0), RAD (0) , RAD (0)), 2 / Animation_Speed)
- LeftHip.C0 = Clerp (LeftHip.C0, CF (-1, -1, 0) * ANGLES (RAD (-5), RAD (-85), RAD (0)) * ANGLES (RAD (0), RAD ( 0), RAD (0)), 2 / Animation_Speed)
- fin
- fin
- unanchor ()
- Humanoid.MaxHealth = "inf"
- Humanoid.Health = "inf"
- si Rooted == false alors
- Disable_Jump = false
- Humanoid.WalkSpeed = Vitesse
- elseif Rooted == vrai alors
- Disable_Jump = true
- Humanoid.WalkSpeed = 0
- fin
- fin
- - // ================================= \\
- - \\ =================================
- - // =========================================== ====== \\ -
- - || FIN DE L'ECRIT
- - \\ =========================================== ====== // -
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