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                - v3 = Vector3.new
 - cn = CFrame.new
 - ca2 = CFrame.Angles
 - mf = math.floor
 - mran = math.random
 - mrad = math.rad
 - mdeg = math.deg
 - ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end
 - v32=function(x,y,z) return v3(mdeg(x),mdeg(y),mdeg(z)) end
 - mran2 = function(a,b) return mran(a*1000,b*1000)/1000 end
 - ud=UDim2.new
 - bn = BrickColor.new
 - c3 = Color3.new
 - nov3=v3(0,0,0)
 - maxv3=v3(1,1,1)/0
 - -----
 - Player = game:service'Players'.LocalPlayer
 - Char = Player.Character
 - Torso = Char.Torso
 - Head = Char.Head
 - Humanoid = Char.Humanoid
 - Root=Char.HumanoidRootPart.RootJoint
 - LA=Char['Left Arm']
 - RA=Char['Right Arm']
 - LL=Char['Left Leg']
 - RL=Char['Right Leg']
 - LAM=Torso:findFirstChild'Left Shoulder' or _G.LAM
 - RAM=Torso:findFirstChild'Right Shoulder' or _G.RAM
 - LLM=Torso:findFirstChild'Left Hip' or _G.LLM
 - RLM=Torso:findFirstChild'Right Hip' or _G.RLM
 - Neck=Torso.Neck
 - Neck.C0=cn(0,1.5,0)
 - Neck.C1=cn(0,0,0)
 - _G.LAM=LAM _G.RAM=RAM _G.LLM=LLM _G.RLM=RLM
 - as,so={},{'metal','Block','Slash','Slash2','Hit','Kick'}
 - as.corner='11294911'
 - as.cone='1033714'
 - as.ring="3270017"
 - as.Chakram='47260990'
 - as.ring2='18430887'
 - as.blast='20329976'
 - as.missile='10207677'
 - as.fire='2693346'
 - as.boom='3264793'
 - as.slash='10209645'
 - as.abscond='2767090'
 - as.firelaser='13775494'
 - as.diamond='9756362'
 - as.metal='rbxasset://sounds\\unsheath.wav'
 - as.Block = 'rbxasset://sounds\\metal.ogg'
 - as.Slash = '10209645'
 - as.Slash2 = '46760716'
 - as.Hit='10209583'
 - as.Kick='46153268'
 - as.cast='2101137'
 - for i,v in pairs(as) do
 - if type(tonumber(v:sub(1,3)))=="number" then
 - as[i]="http://www.roblox.com/asset/?id="..v
 - end
 - end
 - game:service"ControllerService":ClearAllChildren()
 - Controls=Instance.new("HumanoidController",game:service"ControllerService")
 - LastMade=nil
 - iNew=function(tab)
 - local v=Instance.new(tab[1])
 - for Ind,Val in pairs(tab) do
 - if Ind~=1 and Ind~=2 then
 - v[Ind] = Val
 - end
 - end
 - v.Parent=tab[2]==0 and LastMade or tab[2]
 - LastMade=v
 - return v
 - end
 - iPart=function(tab)
 - local v=Instance.new(tab.type or 'Part')
 - if tab.type~='CornerWedgePart' then v.formFactor='Custom' end
 - v.TopSurface=0 v.BottomSurface=0
 - if tab.sc then
 - v.Size=v3(tab[2]*tab.sc,tab[3]*tab.sc,tab[4]*tab.sc)
 - else
 - v.Size=v3(tab[2],tab[3],tab[4])
 - end
 - if tab.co then v.BrickColor=bn(tab.co) end
 - if tab.tr then v.Transparency=tab.tr end
 - if tab.rf then v.Reflectance=tab.rf end
 - v.CanCollide=false --if tab.can then v.CanCollide=tab.can end
 - if tab.cf then v.CFrame=tab.cf end
 - if tab.an then v.Anchored=tab.an end
 - if tab.na then v.Name=tab.na end
 - if tab.ma then v.Material=tab.ma end
 - v.Parent=tab[1]
 - v:BreakJoints()
 - LastMade=v
 - return v
 - end
 - ray = function(Pos, Dir,tab,length) -- ray cast
 - return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit *(length or 999)),tab)
 - end
 - function getoutline(x,z,i)
 - return math.sqrt(x^2+z^2)+(i or 0.05),mdeg(math.atan2(x,z))
 - end
 - function v3a(cf)
 - local x,y,z=cf:toEulerAnglesXYZ()
 - return v3(mdeg(x),mdeg(y),mdeg(z))
 - end
 - function TweenV3(i, loops,origpos,nextpos,smooth)
 - loops=math.floor(loops)
 - smooth = smooth or 1
 - local tox2,toy2,toz2 = 0,0,0
 - local perc =smooth==1 and math.sin((math.pi/2)/loops*i) or i/loops
 - tox2= origpos.x > nextpos.x and -math.abs(origpos.x - nextpos.x) *perc or math.abs(origpos.x - nextpos.x) *perc
 - toy2= origpos.y > nextpos.y and -math.abs(origpos.y - nextpos.y) *perc or math.abs(origpos.y - nextpos.y) *perc
 - toz2= origpos.z > nextpos.z and -math.abs(origpos.z - nextpos.z) *perc or math.abs(origpos.z - nextpos.z) *perc
 - return v3(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)
 - end
 - function TweenCF(i, loops,origpos,nextpos,smooth)
 - loops=math.floor(loops)
 - smooth = smooth or 1
 - local x0,y0,z0=origpos:toEulerAnglesXYZ()
 - local x1,y1,z1=nextpos:toEulerAnglesXYZ()
 - origangle=v32(x0,y0,z0)
 - nextangle=v32(x1,y1,z1)
 - local perc =smooth==1 and math.sin((math.pi/2)/loops*i) or i/loops
 - local tox,toy,toz = 0,0,0
 - tox = origangle.x > nextangle.x and -math.abs(origangle.x - nextangle.x) *perc or math.abs(origangle.x - nextangle.x) *perc
 - toy = origangle.y > nextangle.y and -math.abs(origangle.y - nextangle.y) *perc or math.abs(origangle.y - nextangle.y) *perc
 - toz = origangle.z > nextangle.z and -math.abs(origangle.z - nextangle.z) *perc or math.abs(origangle.z - nextangle.z) *perc
 - local tox2,toy2,toz2 = 0,0,0
 - tox2= origpos.x > nextpos.x and -math.abs(origpos.x - nextpos.x) *perc or math.abs(origpos.x - nextpos.x) *perc
 - toy2= origpos.y > nextpos.y and -math.abs(origpos.y - nextpos.y) *perc or math.abs(origpos.y - nextpos.y) *perc
 - toz2= origpos.z > nextpos.z and -math.abs(origpos.z - nextpos.z) *perc or math.abs(origpos.z - nextpos.z) *perc
 - return cn(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)*ca(origangle.x + tox,origangle.y + toy,origangle.z + toz)
 - end
 - WeldLib={}
 - function GetWeld(weld,CO)
 - if not WeldLib[weld] then
 - local x0,y0,z0=weld.C0:toEulerAnglesXYZ()
 - local x1,y1,z1=weld.C1:toEulerAnglesXYZ()
 - WeldLib[weld]={[0]=v3(mdeg(x0),mdeg(y0),mdeg(z0)),[1]=v3(mdeg(x1),mdeg(y1),mdeg(z1))}
 - end
 - return weld['C'..CO].p,WeldLib[weld][CO]
 - end
 - function ClearWeld(weld)
 - if WeldLib[weld] then WeldLib[weld]=nil end
 - end
 - function SetWeld(weld,CO,i, loops, origpos,origangle, nextpos,nextangle,smooth)
 - loops=math.floor(loops)
 - smooth = smooth or 1
 - if not WeldLib[weld] then
 - local x0,y0,z0=weld.C0:toEulerAnglesXYZ()
 - local x1,y1,z1=weld.C1:toEulerAnglesXYZ()
 - WeldLib[weld]={[0]=v3(mdeg(x0),mdeg(y0),mdeg(z0)),[1]=v3(mdeg(x1),mdeg(y1),mdeg(z1))}
 - end
 - local perc =smooth==1 and math.sin((math.pi/2)/loops*i) or i/loops
 - --print(weld.Part1)
 - local tox,toy,toz = 0,0,0
 - tox = origangle.x > nextangle.x and -math.abs(origangle.x - nextangle.x) *perc or math.abs(origangle.x - nextangle.x) *perc
 - toy = origangle.y > nextangle.y and -math.abs(origangle.y - nextangle.y) *perc or math.abs(origangle.y - nextangle.y) *perc
 - toz = origangle.z > nextangle.z and -math.abs(origangle.z - nextangle.z) *perc or math.abs(origangle.z - nextangle.z) *perc
 - local tox2,toy2,toz2 = 0,0,0
 - tox2= origpos.x > nextpos.x and -math.abs(origpos.x - nextpos.x) *perc or math.abs(origpos.x - nextpos.x) *perc
 - toy2= origpos.y > nextpos.y and -math.abs(origpos.y - nextpos.y) *perc or math.abs(origpos.y - nextpos.y) *perc
 - toz2= origpos.z > nextpos.z and -math.abs(origpos.z - nextpos.z) *perc or math.abs(origpos.z - nextpos.z) *perc
 - WeldLib[weld][CO] = v3(origangle.x + tox,origangle.y + toy,origangle.z + toz)
 - weld['C'..CO] = cn(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)*ca(origangle.x + tox,origangle.y + toy,origangle.z + toz)
 - end
 - function FindSurface(part, position)
 - local obj = part.CFrame:pointToObjectSpace(position)
 - local siz = part.Size/2
 - for i,v in pairs(Enum.NormalId:GetEnumItems()) do
 - local vec = Vector3.FromNormalId(v)
 - local wvec = part.CFrame:vectorToWorldSpace(vec)
 - local vz = (obj)/(siz*vec)
 - if (math.abs(vz.X-1) < 0.01 or math.abs(vz.Y-1) < 0.01 or math.abs(vz.Z-1) < 0.01) then
 - return wvec,vec
 - end
 - end
 - if part.className == "WedgePart" then
 - return part.CFrame:vectorToWorldSpace(Vector3.new(0,0.707,-0.707)), Vector3.new(0,0.707,-0.707)
 - end
 - end
 - LoopFunctions={}
 - function DoLoop(times,func)
 - LoopFunctions[#LoopFunctions+1]={times,0,func}
 - end
 - pcall(function() Torso.LAW:Remove() Torso.RAW:Remove() Torso.LLW:Remove() Torso.RLW:Remove() end)
 - LAW=iNew{'Weld',Torso,Name='LAW',Part0=Torso,C0=cn(-1.5,0.5,0),C1=cn(0,0.5,0)}
 - RAW=iNew{'Weld',Torso,Name='RAW',Part0=Torso,C0=cn( 1.5,0.5,0),C1=cn(0,0.5,0)}
 - LLW=iNew{'Weld',Torso,Name='LLW',Part0=Torso,C0=cn(-0.5, -1,0),C1=cn(0, 1,0)}
 - RLW=iNew{'Weld',Torso,Name='RLW',Part0=Torso,C0=cn( 0.5, -1,0),C1=cn(0, 1,0)}
 - function Arms(on)
 - LAM.Parent=Torso LAM.Part0=Torso
 - RAM.Parent=Torso RAM.Part0=Torso
 - LAM.Part1=on and nil or LA
 - RAM.Part1=on and nil or RA
 - LAW.Part1=on and LA or nil
 - RAW.Part1=on and RA or nil
 - end
 - function Legs(on)
 - LLM.Part1=on and nil or LL
 - RLM.Part1=on and nil or RL
 - LLW.Part1=on and LL or nil
 - RLW.Part1=on and RL or nil
 - end
 - _G.MGear=getfenv()
 - pcall(function() _G.MGearS.Disabled=true end)
 - _G.MGearS=script
 - pcall(function() Char.Gear:Remove() end)
 - Gear=iNew{'Model',Char,Name='Gear'}
 - Gt={[-1]={},[1]={}}
 - for x=-1,1,2 do
 - local base=iPart{Gear,0.6,3,0.8} iNew{'Weld',LastMade,Part0=x==-1 and LL or RL,Part1=LastMade,C0=cn(0.8*x,0.05,0.45)*ca(-80,0,6*x)}
 - local v=iPart{Gear,0.5,2.5,0.5,co='Lime green'} iNew{'Weld',v,Part0=base,Part1=v,C0=cn(0,-0.24,0.6)} iNew{'CylinderMesh',v}
 - local v=iPart{Gear,0.5,0.5,0.5,co='Lime green'} iNew{'Weld',v,Part0=base,Part1=v,C0=cn(0,1.01,0.6)} iNew{'SpecialMesh',v,MeshType='Sphere'}
 - for z=-1.2,0.81,1 do
 - local v=iPart{Gear,0.65,0.22,1.35,co='Lime green'} iNew{'Weld',v,Part0=base,Part1=v,C0=cn(0,z,0.22)}
 - end
 - local v=iPart{Gear,0.25,0.5,0.25,co='Lime green'} iNew{'Weld',v,Part0=base,Part1=v,C0=cn(0,1.25,0.6)*ca(0,0,90)} iNew{'CylinderMesh',v}
 - local v=iPart{Gear,0.3,0.3,0.3,co='Black'} iNew{'Weld',v,Part0=base,Part1=v,C0=cn(0,1.25,0.6)*ca(0,0,90)} iNew{'CylinderMesh',v}
 - local st,en=-0.3,0.3 local co=(st*-1+en)/4
 - for xx=st,en,co do --sheath holes
 - local v=iPart{Gear,0.2,0.2,0.7,co='Really black'} iNew{'Weld',v,Part0=base,Part1=v,C0=cn(xx+co/2,1.5,0)} iNew{'BlockMesh',v,Scale=v3(0.4,0.1,1)}
 - end
 - local v=iPart{Gear,0.75,0.2,0.75} iNew{'Weld',v,Part0=Torso,Part1=v,C0=cn(0.6*x,-0.65,1.1)*ca(45,0,-45*x)} iNew{'CylinderMesh',v}
 - local v=iPart{Gear,0.6,0.22,0.6,co='Lime green'} iNew{'Weld',v,Part0=Torso,Part1=v,C0=cn(0.6*x,-0.65,1.1)*ca(45,0,-45*x)} iNew{'CylinderMesh',v}
 - local v2=iPart{Gear,0.2,0.2,0.2} iNew{'Weld',v2,Part0=v,Part1=v2,C0=cn(0,-0.35,0)*ca(180,0,0)} iNew{'SpecialMesh',v2,Scale=v3(0.3,0.65,0.3),MeshId=as.cone}
 - local v2=iPart{Gear,0.2,0.2,0.3} iNew{'Weld',v2,Part0=v,Part1=v2,C0=ca(0,200*x,0)*cn(0,0,-0.5)}
 - --sword handle
 - local h=iPart{Gear,0.3,1.05,0.3} local hw=iNew{'Weld',h,Part0=x==-1 and LA or RA,Part1=h,C0=cn(0,-1,0)*ca(-90,0,0)} iNew{'CylinderMesh',h}
 - Gt[x].h=hw
 - local v=iPart{Gear,0.32,0.2,0.32,co='Black'} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0,-0.35,0)} iNew{'CylinderMesh',v}
 - local v=iPart{Gear,0.2,0.5,0.25} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0,0.25,-0.15)}
 - local v=iPart{Gear,0.21,0.2,0.25,co='Black'} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0,0.25+0.12,-0.125)}
 - local v=iPart{Gear,0.21,0.2,0.25,co='Black'} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0,0.25-0.12,-0.125)}
 - local v=iPart{Gear,0.3,0.2,0.3} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0,0.6,0)}
 - local v=iPart{Gear,0.3,0.2,0.3,type='WedgePart'} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0,0.6,-0.3)}
 - local v=iPart{Gear,0.3,0.2,0.3,type='WedgePart'} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0,0.6, 0.3)*ca(180,0,0)}
 - local v=iPart{Gear,0.2,0.5,0.2} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0, 0.3,-0.4)*ca( 14,0,0)} iNew{'CylinderMesh',v,Scale=v3(0.6,1,0.6)}
 - local v=iPart{Gear,0.2,0.2,0.2} iNew{'Weld',v,Part0=h,Part1=v,C0=cn(0,-0.25,-0.35)*ca(-20+180,0,0)} iNew{'SpecialMesh',v,MeshId=as.cone,Scale=v3(0.06,1,0.06)}
 - --sword blade
 - local bladelength=4
 - local blade=iPart{Gear,0.2,bladelength,0.4} iNew{'Weld',v,Part0=h,Part1=blade,C0=cn(0,0.7+bladelength/2,0.05)} iNew{'BlockMesh',blade,Scale=v3(0.4,1,1)}
 - local tip=iPart{Gear,0.2,0.5,0.4,type='WedgePart'} iNew{'Weld',v,Part0=blade,Part1=tip,C0=cn(0,bladelength/2+0.25,0)*ca(0,180,0)} iNew{'SpecialMesh',tip,MeshType='Wedge',Scale=v3(0.4,1,1)}
 - for i=-1.6,1.4,0.6 do
 - local v=iPart{Gear,0.2,0,0.52,co='Lime green'} iNew{'Weld',v,Part0=blade,Part1=v,C0=cn(0,i+0.1,0)*ca(40,0,0)} iNew{'BlockMesh',v,Scale=v3(0.42,0.3,1)}
 - end
 - end
 - --Middle
 - local v=iPart{Gear,0.2,0.2,0.2} iNew{'Weld',v,Part0=Torso,Part1=v,C0=cn(0,-1,1.1)*ca(90,0,0)} iNew{'SpecialMesh',v,Scale=v3(0.4,1.6,0.16),MeshId=as.cone}
 - Gas=iNew{'Smoke',v,Opacity=0.4,RiseVelocity=25,Size=3,Enabled=false}
 - local v=iPart{Gear,0.6,0.3,0.6} iNew{'Weld',v,Part0=Torso,Part1=v,C0=cn(0,-0.85,0.8)} iNew{'CylinderMesh',v}
 - local v=iPart{Gear,0.3,0.3,0.35,co='Lime green',type='WedgePart'} iNew{'Weld',v,Part0=Torso,Part1=v,C0=cn(0,-0.9,1.2)*ca(0,180,0)}
 - local belt=iPart{Gear,2.01,0.3,1.01,co='Black'} iNew{'Weld',belt,Part0=Torso,Part1=belt,C0=cn(0,-0.7,0)}
 - for x=-1,1,2 do --continuesides
 - local of=iPart{Gear,0.3,1.2,0.3} iNew{'Weld',belt,Part0=belt,Part1=of,C0=cn(1.15*x,-0.1,0)*ca(-80,0,0)}
 - local v=iPart{Gear,0.3,1.2,0.3} iNew{'Weld',v,Part0=of,Part1=v,C0=cn(0,0,0.15)} iNew{'CylinderMesh',v}
 - local v=iPart{Gear,0.2,0.2,0.2,co='Really black'} iNew{'Weld',v,Part0=of,Part1=v,C0=cn(0,0.51,0.15)} iNew{'CylinderMesh',v}
 - Gt[x].grap=v
 - end
 - for i,v in pairs(Torso:children()) do
 - if v:IsA'Sound' then v:Remove() end
 - end
 - for i,n in pairs(so) do
 - if as[n] then
 - local v=iNew{'Sound',Torso,Volume=0.5,Pitch=1,Looped=false,Name=n,SoundId=as[n]}
 - so[n]=v
 - end
 - end
 - key={}
 - print(#Gear:children())
 - Root.C0=cn(0,0,0)*ca(0,0,0)
 - Root.C1=cn(0,0,0)*ca(0,0,0)
 - WalkAnim=0
 - Walking=false
 - WalkM=8
 - Humanoid.Running:connect(function(Walk)
 - Walking=Walk>20 and true or false
 - end)
 - --LL.Touched:connect(function() if Torso.Velocity.magnitude>30 then Torso.Velocity=nov3 end end)
 - --RL.Touched:connect(function() if Torso.Velocity.magnitude>30 then Torso.Velocity=nov3 end end)
 - _G.Torso=Torso
 - wait()
 - Arms(true)
 - Legs()
 - GetCurrent=function()
 - cLA,cLA2=GetWeld(LAW,0)
 - cRA,cRA2=GetWeld(RAW,0)
 - cLL,cLL2=GetWeld(LLW,0)
 - cRL,cRL2=GetWeld(RLW,0)
 - cRO,cRO2=GetWeld(Root,0)
 - cNE,cNE2=GetWeld(Neck,0)
 - end
 - ReturnAnim=function()
 - GetCurrent()
 - local ogt={[-1]={},[1]={}}
 - for x=-1,1,2 do ogt[x][1],ogt[x][2]=GetWeld(Gt[x].h,0) end
 - local walk=WalkAnim~=0
 - for x=1,ASpeed do
 - SetWeld(LAW,0,x,ASpeed,cLA,cLA2,OrigLA,walk and Walk1*WAPerc or OrigLA2,1)
 - SetWeld(RAW,0,x,ASpeed,cRA,cRA2,OrigRA,walk and Walk2*WAPerc or OrigRA2,1)
 - if Hooks[-1] or Hooks[1] then else
 - SetWeld(LLW,0,x,ASpeed,cLL,cLL2,OrigLL,OrigLL2,1)
 - SetWeld(RLW,0,x,ASpeed,cRL,cRL2,OrigRL,OrigRL2,1) end
 - SetWeld(Root,0,x,ASpeed,cRO,cRO2,OrigRO,walk and Walk3*WAPerc or OrigRO2,1)
 - SetWeld(Neck,0,x,ASpeed,cNE,cNE2,OrigNE,walk and Walk4*WAPerc or OrigNE2,1)
 - for h=-1,1,2 do SetWeld(Gt[h].h,0,x,ASpeed,ogt[h][1],ogt[h][2],v3(0,-1,0),v3(-90,0,0),1) end
 - wait()
 - end
 - end
 - SpecialAttack=function(TYPE)
 - if TYPE==1 then
 - GetCurrent()
 - if Controls.Parent then Humanoid.Jump=true end
 - local legwas=LLW.Part1==LL and true or false
 - Legs(true)
 - for x=1,ASpeed/2 do
 - SetWeld(LAW,0,x,ASpeed/2,cLA,cLA2,OrigLA+v3(0,0.8,-0.2),v3(190,0, 10,1),1)
 - SetWeld(RAW,0,x,ASpeed/2,cRA,cRA2,OrigRA+v3(0,0.8,-0.2),v3(190,0,-10,1),1)
 - for h=-1,1,2 do SetWeld(Gt[h].h,0,x,ASpeed/2,v3(0,-1,0),v3(-90,0,0),v3(0,-1.25,0),v3(-135,0,0),1) end
 - SetWeld(LLW,0,x,ASpeed/2,cLL,cLL2,OrigLL+v3(0,0.6,-0.7),v3(-30,0,-10,1),1)
 - SetWeld(RLW,0,x,ASpeed/2,cRL,cRL2,OrigRL+v3(0,0.6,-0.7),v3(-30,0,10,1),1)
 - SetWeld(Root,0,x,ASpeed/2,cRO,cRO2,OrigRO,v3(90,0,0,1),1)
 - wait()
 - end
 - local spin,ii=360,3
 - for i=0,spin,spin/12 do
 - ii=ii+1 if ii%4==0 then so.Slash:Play() end
 - Root.C0=ca(90-i,0,0)
 - wait()
 - end
 - ClearWeld(Root)
 - ReturnAnim() Legs(legwas)
 - elseif TYPE==2 then
 - end
 - end
 - pcall(function() Torso.BG:Remove() Torso.RP:Remove() end)
 - BG=iNew{'BodyGyro',Torso,Name='BG',maxTorque=nov3}
 - BP=iNew{'RocketPropulsion',Torso,Name='RP'}
 - local rocketprop=iPart{Gear,1,1,1,an=true,cf=cn(0,-100,0),tr=1}
 - rocketprop.CanCollide=false
 - BP.Target=rocketprop
 - BP.ThrustP=5
 - BP.MaxTorque=nov3 --v3(400000,400000,0)
 - BP.MaxThrust=4000
 - BP.MaxSpeed=30
 - --BP.CartoonFactor=1
 - BP.TurnP,BP.TurnD=0,0
 - BP.ThrustD=0.03 --BP.ThrustD*30
 - BP.ThrustP=BP.ThrustP/1.5
 - BP.TargetRadius=0
 - pcall(function() workspace.Camera.Inv:Remove() end)
 - Inv=iNew{'Model',workspace.Camera,Name='Inv'}
 - Hooks={}
 - HookP={[-1]={},[1]={}}
 - Hit=nil
 - Grapple={}
 - key={}
 - mouse=Player:GetMouse()
 - mouse.KeyDown:connect(function(k)
 - coroutine.resume(coroutine.create(function()
 - key[k]=true
 - local gp={['q']=-1,['e']=1}
 - if k=='2' then
 - elseif (k==' ') and Controls.Parent==nil then
 - if WallWalk then WallWalk=false return end
 - WallWalk=false
 - Controls.Parent=game:service'ControllerService'
 - Humanoid.Sit=false
 - Legs(false)
 - OrigRO=v3(0,0,0)
 - Root.C0=cn(OrigRO)
 - ---
 - elseif k=='0' and Controls.Parent==nil and not Gas.Enabled and not WallWalking then
 - local bv=iNew{'BodyVelocity',Torso}
 - Gas.Enabled=true
 - repeat
 - local ss=(Hooks[1] or Hooks[-1]) and 5000 or 2000
 - bv.maxForce=v3(ss,2000,ss)
 - bv.velocity=Torso.CFrame.lookVector*125
 - wait()
 - until not key[k] or Controls.Parent
 - Gas.Enabled=false
 - bv:Remove()
 - elseif (k=='q' or k=='e') and not Grapple[k] then
 - so.Slash:Play()
 - Grapple[k]=true
 - local x=gp[k]
 - local ob1=Gt[x].grap
 - local speed=26
 - local hook=iPart{Gear,1,1,1,co='Black',an=true,cf=cn(ob1.Position,mouse.Hit.p)*ca(-90,0,0)} iNew{'SpecialMesh',hook,Scale=v3(0.4,2,0.4),MeshId=as.cone}
 - local rope=iPart{Gear,1,1,1,co='Black',an=true,cf=cf} local ropem=iNew{'CylinderMesh',rope}
 - hook.CanCollide=false
 - rope.CanCollide=false
 - local con=game:GetService'RunService'.RenderStepped:connect(function()
 - local mag=(ob1.Position-hook.Position).magnitude
 - ropem.Scale=v3(0.2,mag,0.2)
 - rope.CFrame=cn(ob1.Position,hook.Position)*cn(0,0,-mag/2)*ca(90,0,0)
 - if not rope or not rope.Parent then con:disconnect() end
 - end)
 - for i=1,200 do
 - if not key[k] then break end
 - local hit,pos=ray(hook.Position,hook.Position-hook.CFrame*cn(0,-speed,0).p,Char,speed+1)
 - if not hit then
 - hook.CFrame=hook.CFrame*cn(0,speed,0)*ca(-0.1,0,0)
 - else
 - hook.CFrame=hook.CFrame*cn(0,(hook.Position-pos).magnitude,0)
 - end
 - local mag=(ob1.Position-hook.Position).magnitude
 - if hit and hit.Transparency<1 and hit.CanCollide then
 - Hit=hit
 - HookP[x]={Hit,Hit.CFrame:toObjectSpace(hook.CFrame),pos}
 - so.Block:Play()
 - Hooks[x]=hook
 - Humanoid.Sit=true
 - Legs(true)
 - OrigRO=v3(0,1,0)
 - Root.C0=cn(OrigRO)
 - Controls.Parent=nil
 - break
 - end
 - wait()
 - end
 - ---
 - if Hit then
 - --hook.Reflectance=0.1
 - end
 - repeat wait()
 - until not key[k] or Controls.Parent --relase
 - Hooks[x]=nil
 - hook:Remove()
 - rope:Remove()
 - Grapple[k]=false
 - elseif k=='f' and LegAnim=='None' and TorsoAnim=='None' and LegAnim=='None' then
 - ArmAnim,LegAnim,TorsoAnim='','',''
 - SpecialAttack(1)
 - ArmAnim,LegAnim,TorsoAnim='None','None','None'
 - elseif k=='p' then
 - local mpos=mouse.Hit.p
 - local wall=iPart{Char,1,1,1,an=true}
 - repeat
 - local mag=(mpos-mouse.Hit.p).magnitude
 - wall.Size=v3(not key.l and 4 or 0.5,200,mag)
 - wall.CFrame=cn(mpos,mouse.Hit.p)*cn(0,100,-mag/2)
 - wait() until not key.p
 - local cf=wall.CFrame wall.Parent=workspace wall.CFrame=cf wall.CanCollide=true
 - elseif k=='l' then
 - wotm8=wotm8 and wotm8+150 or 75
 - iPart{workspace,120,30,120,an=true,cf=cn(0,180,wotm8+100)*ca(0,mran(-40,40),0)}.CanCollide=true
 - iPart{workspace,146,4,120,an=true,cf=cn(0,1,wotm8+100)}.CanCollide=true
 - --elseif k=='w' and (not Hooks[-1] and not Hooks[1]) then
 - --Humanoid.PlatformStand=false
 - end
 - end)) end)
 - mouse.KeyUp:connect(function(k)
 - coroutine.resume(coroutine.create(function()
 - key[k]=false
 - end)) end)
 - mouse.Button1Down:connect(function()
 - Button1=true
 - if ArmAnim=='None' then
 - ArmAnim,TorsoAnim='Attack','Attack'
 - thesteerclick=thesteerclick==1 and -1 or 1
 - local y=thesteerclick
 - GetCurrent()
 - local ASpeed=ASpeed/1.5
 - for x=1,ASpeed do
 - SetWeld(LAW,0,x,ASpeed,cLA,cLA2,OrigLA,v3(0,-135*y,(-90-LookAngle/2)*y),1)
 - SetWeld(RAW,0,x,ASpeed,cRA,cRA2,OrigRA,v3(0,-135*y,(-90-LookAngle/2)*y),1)
 - SetWeld(Root,0,x,ASpeed,cRO,cRO2,OrigRO,v3(0,-90*y,0),1)
 - SetWeld(Neck,0,x,ASpeed,cNE,cNE2,OrigNE,v3(0,90*y/3,0),1)
 - for h=-1,1,2 do SetWeld(Gt[h].h,0,x,ASpeed,v3(0,-1,0),v3(-90,0,0),v3(0,-1.25,0),v3(-180,0,0),1) end
 - wait()
 - end
 - GetCurrent()
 - so.Slash:Play()
 - for x=1,ASpeed do
 - SetWeld(LAW,0,x,ASpeed,cLA,cLA2,OrigLA+v3(0,0,-0.8),v3(0,-30*y,(-90-LookAngle/2)*y),1)
 - SetWeld(RAW,0,x,ASpeed,cRA,cRA2,OrigRA+v3(0,0,-0.8),v3(0,-30*y,(-90-LookAngle/2)*y),1)
 - SetWeld(Root,0,x,ASpeed,cRO,cRO2,OrigRO,v3(0,80*y,0),1)
 - SetWeld(Neck,0,x,ASpeed,cNE,cNE2,OrigNE,v3(0,-80*y/3,0),1)
 - wait()
 - end
 - ReturnAnim()
 - ArmAnim,TorsoAnim='None','None'
 - end
 - end)
 - mouse.Button1Up:connect(function()
 - Button1=false
 - end)
 - LegAnim='None'
 - ArmAnim='None'
 - TorsoAnim='None'
 - WalkSpeed={1,1,1,1,1,1,1,1}
 - ASpeed=8
 - OrigLA=v3(-1.5,0.5,0) OrigLA2=v3(5,0,-30)
 - OrigRA=v3( 1.5,0.5,0) OrigRA2=v3(5,0,30)
 - OrigLL=v3(-0.5,-1,0) OrigLL2=v3(0,0,0)
 - OrigRL=v3( 0.5,-1,0) OrigRL2=v3(0,0,0)
 - OrigRO=v3(0,0,0) OrigRO2=v3(0,0,0)
 - OrigNE=v3(0,1.5,0) OrigNE2=v3(0,0,0)
 - -----
 - --c/local x,y,z=workspace.RobroxMasterDX.Torso["Left Hip"].C0:toEulerAnglesXYZ() print(math.deg(y))
 - rocketfired=false
 - local spi,spix,span=0,0.5,1
 - while Gear.Parent do
 - local headpos,mousepos=Head.Position,mouse.Hit.p
 - XAngle=math.floor(cn(headpos,mousepos).lookVector.y*180)
 - LookAngle=XAngle<-20 and -20 or (XAngle>45 and 45 or XAngle)
 - WalkAnim=WalkAnim+(ArmAnim=='None' and (Walking and 1 or -1) or 0)
 - if WalkAnim<0 then WalkAnim=0 elseif WalkAnim>WalkM then WalkAnim=WalkM end
 - WAPerc=WalkAnim/WalkM
 - spi=spi+spix
 - local adj=spi*8
 - if math.abs(spi)>=span then spix=spix*-1 end
 - Walk1,Walk2,Walk3,Walk4=v3(0,90,-90+25+adj),v3(0,-90,90-25-adj),v3(-18-adj,0,spi*1.5),v3(18+adj,0,-spi*1.5)
 - if ArmAnim=='None' then
 - SetWeld(LAW,0,WalkAnim,WalkM,OrigLA,OrigLA2,OrigLA,Walk1,1)
 - SetWeld(RAW,0,WalkAnim,WalkM,OrigRA,OrigRA2,OrigRA,Walk2,1)
 - end
 - if TorsoAnim=='None' then
 - SetWeld(Root,0,WalkAnim,WalkM,OrigRO,OrigRO2,OrigRO,Walk3,1)
 - SetWeld(Neck,0,WalkAnim,WalkM,OrigNE,OrigNE2,OrigNE,Walk4,1)
 - end
 - local ws=28 for i=1,#WalkSpeed do ws=ws*WalkSpeed[i] end Humanoid.WalkSpeed=ws
 - --DoLoop Package
 - for i,v in pairs(LoopFunctions) do
 - v[2]=v[2]+1
 - v[3](v[2]/v[1])
 - if v[1]<=v[2] then LoopFunctions[i]=nil end
 - end
 - for x=-1,1,2 do
 - if Hooks[x] then Hooks[x].CFrame=HookP[x][1].CFrame*HookP[x][2] end
 - end
 - if Hooks[-1] or Hooks[1] then
 - local hook=(Hooks[1] and Hooks[-1]) and 0 or Hooks[1] or Hooks[-1]
 - HookPos=hook==0 and Hooks[1].Position+(Hooks[-1].Position-Hooks[1].Position)/2 or hook.CFrame.p
 - BP.MaxTorque=v3(0,0,0) BP.MaxSpeed=200 BP.MaxThrust=10*10000
 - rocketprop.CFrame=cn(HookPos+v3(0,4,0))
 - if not rocketfired then BP:Fire() rocketfired=true end
 - else BP.MaxTorque=nov3
 - if rocketfired then BP:Abort() rocketfired=false end
 - end
 - if Humanoid.Sit and not WallWalking then
 - SetWeld(LLW,0,1,1,OrigLL,OrigLL2,OrigLL+v3(0,0.6,-0.7),v3(-30,0,-14,1),1)
 - SetWeld(RLW,0,1,1,OrigRL,OrigRL2,OrigRL+v3(0,0.6,-0.7),v3(-30,0, 14,1),1)
 - if not WallWalking then BG.cframe=cn(Torso.Position,mouse.Hit.p)*cn(0,0,-1) end --TweenCF(3,9,bg.CFrame,cn(Torso.Position,mouse.Hit.p))*cn(0,0,-1)
 - BG.maxTorque=maxv3 --workspace.Camera.CoordinateFrame*cn(0,0,-1000).p
 - else
 - if not WallWalking then BG.maxTorque=nov3 end
 - end
 - wait()
 - end --TweenV3(0.5,1,Hooks[1].Position,Hooks[-1].Position)
 
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