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- --[[
- // Kiroki
- // Kiroki#7043
- ~~------Script Name------~~
- i was bored shut up
- ~~------Script Pack------~~
- Releases
- ~~-----------------------~~
- --]]
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- local rp = RealPlayer
- script.Parent = rp.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = owner
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"owner",owner)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- --[[
- // Kiroki
- // Kiroki#7043
- ~~------Script Name------~~
- i was bored shut up
- ~~------Script Pack------~~
- Releases
- ~~-----------------------~~
- --]]
- local asin = math.asin
- local atan2 = math.atan2
- local rad = math.rad
- local sin = math.sin
- local abs = math.abs
- local ceil = math.ceil
- local pi = math.pi
- local normanim = true
- local doingsomething = false
- local plr = game:GetService("Players").LocalPlayer
- local chara = plr.Character
- local mouse = plr:GetMouse()
- local torso=chara.Torso
- local hum = chara.Humanoid
- local normanim = true
- local doingsomething = false
- local help = Instance.new("Sound", game:GetService("Players").LocalPlayer.Character.Head)
- help.SoundId = "rbxassetid://2129114308"
- help.Looped = true
- help.Volume = 10
- help:Play()
- local g = Instance.new("ScreenGui", plr.PlayerGui)
- local F = Instance.new("TextLabel", g)
- F.BackgroundColor3 = Color3.new(0,0,0)
- F.Size = UDim2.new(1, 0, 1, 0)
- F.TextColor3 = Color3.new(1,1,1)
- F.TextScaled = true
- F.Text = "God"
- wait(0.7)
- F.Text = "Help"
- wait(0.5)
- F.Text = "My"
- wait(0.4)
- F.Text = "Soul"
- wait(0.5)
- F.Text = "For"
- wait(0.3)
- F.Text = "Creating"
- wait(0.4)
- F.Text = "This"
- wait(0.4)
- F.Text = "MonstrocitE"
- wait(1)
- wait()
- F.Text = "MonstrocitE".."E"
- wait()
- F.Text = "MonstrocitE".."E"
- wait()
- F.TextColor3 = Color3.new(F.TextColor3.r, F.TextColor3.g- 0.1 , F.TextColor3.b- 0.1)
- F.Text = F.Text.."E"
- wait()
- F.TextColor3 = Color3.new(F.TextColor3.r, F.TextColor3.g- 0.1 , F.TextColor3.b- 0.1)
- F.Text = F.Text.."E"
- wait()
- F.TextColor3 = Color3.new(F.TextColor3.r, F.TextColor3.g- 0.1 , F.TextColor3.b- 0.1)
- F.Text = F.Text.."E"
- wait()
- F.TextColor3 = Color3.new(F.TextColor3.r, F.TextColor3.g- 0.1 , F.TextColor3.b- 0.1)
- F.Text = F.Text.."E"
- wait()
- F.TextColor3 = Color3.new(F.TextColor3.r, F.TextColor3.g- 0.1 , F.TextColor3.b- 0.1)
- F.Text = F.Text.."E"
- wait()
- F.TextColor3 = Color3.new(F.TextColor3.r, F.TextColor3.g- 0.1 , F.TextColor3.b- 0.1)
- F.Text = F.Text.."E"
- wait()
- F.TextColor3 = Color3.new(F.TextColor3.r, F.TextColor3.g- 0.1 , F.TextColor3.b- 0.1)
- F.Text = F.Text.."E"
- wait()
- F.TextColor3 = Color3.new(F.TextColor3.r, F.TextColor3.g- 0.1 , F.TextColor3.b- 0.1)
- F.Text = F.Text.."E"
- wait(0.35)
- g:Remove()
- help:Remove()
- chara.Head.face.Texture = "rbxassetid://8560915"
- hum.HipHeight = 0.35
- print[[
- say !play ID to play something motherfucker
- ]]
- for i,v in pairs(chara:GetDescendants()) do
- if v:IsA("Accessory") then
- v:Remove()
- end
- end
- angle = 0
- anglespeed = 1
- Weld = function(p0,p1,x,y,z,rx,ry,rz,par)
- p0.Position = p1.Position
- local w = Instance.new('Motor',par or p0)
- w.Part0 = p0
- w.Part1 = p1
- w.C1 = CFrame.new(x,y,z)*CFrame.Angles(rx,ry,rz)
- return w
- end
- Mesh = function(par,num,x,y,z)
- local msh = nil
- if num == 1 then
- msh = Instance.new("CylinderMesh",par)
- elseif num == 2 then
- msh = Instance.new("SpecialMesh",par)
- msh.MeshType = 3
- elseif num == 3 then
- msh = Instance.new("BlockMesh",par)
- elseif type(num) == 'string' then
- msh = Instance.new("SpecialMesh",par)
- msh.MeshId = num
- end
- msh.Scale = Vector3.new(x,y,z)
- return msh
- end
- local helpme = Instance.new("Sound", chara.Head)
- helpme.Volume = 10
- helpme.Looped = true
- helpme.SoundId = "rbxassetid://316014309"
- helpme:Play()
- ROW = function(x, pa, out, col, trans, s, wt, t, ang, plus)
- for i = 1, 360, 360/t do wait()
- local c = Instance.new("Part", pa)
- c.FormFactor = 3
- c.TopSurface = 0
- c.BottomSurface = 0
- c.Size = s
- c.Anchored = true
- c.CanCollide = wt
- c.Transparency = trans
- c.BrickColor = BrickColor.new(col)
- c.CFrame = x * CFrame.Angles(0, math.rad(i + plus), 0) * CFrame.new(0, 0, out) * ang
- end
- end
- local function getAngles(cf)
- local sx,sy,sz,m00,m01,m02,m10,m11,m12,m20,m21,m22 = cf:components()
- return atan2(-m12,m22),asin(m02),atan2(-m01,m00)
- end
- Lerp = {
- Number = function(C1,C2,inc)
- return C1 + (C2 - C1) * inc
- end;
- CFrame = function(a,b,m)
- local c,d={a:components()},{b:components()}
- table.foreach(c,function(a,b)c[a]=c[a]+(d[a]-c[a])*m end)
- return CFrame.new(unpack(c))
- end;
- }
- local function genWeld(a,b)
- local w = Instance.new("Weld",a)
- w.Part0 = a
- w.Part1 = b
- w.Name = "The_Weldy-Weld-Weld_of_the_Weld_land."
- return w
- end
- local Neck = genWeld(chara.Torso,chara.Head)
- Neck.C0 = CFrame.new(0,1,0)
- Neck.C1 = CFrame.new(0,-0.5,0)
- local LeftShoulder = genWeld(chara.Torso,chara['Left Arm'])
- LeftShoulder.C0 = CFrame.new(-1,0.5,0)
- LeftShoulder.C1 = CFrame.new(0.5,0.5,0)
- RightShoulder = genWeld(chara.Torso,chara['Right Arm'])
- RightShoulder.C0 = CFrame.new(1,0.5,0)
- RightShoulder.C1 = CFrame.new(-0.5,0.5,0)
- local LeftHip = genWeld(chara.Torso,chara['Left Leg'])
- LeftHip.C0 = CFrame.new(-1,-1,0)
- LeftHip.C1 = CFrame.new(-0.5,1,0)
- local RightHip = genWeld(chara.Torso,chara['Right Leg'])
- RightHip.C0 = CFrame.new(1,-1,0)
- RightHip.C1 = CFrame.new(0.5,1,0)
- local RootJoint = genWeld(chara.HumanoidRootPart,chara.Torso)
- RootJoint.C0 = CFrame.new(0,0,0) * CFrame.Angles(-math.pi/2,0,math.pi)
- RootJoint.C1 = CFrame.new(0,0,0) * CFrame.Angles(-math.pi/2,0,math.pi)
- local function newLerpTo(weld)
- return {
- Weld = weld;
- To = weld.C0;
- Cache = weld.C0;
- Speed = 0.1;
- }
- end
- function swait(t)
- if t then
- for i = 0, t do
- game:GetService('RunService').Stepped:wait(0)
- end
- else
- game:GetService('RunService').Stepped:wait(0)
- end
- return true
- end
- REEEEEEEEEEEEE = plr
- LerpTo = {
- Neck = newLerpTo(Neck);
- LeftArm = newLerpTo(LeftShoulder);
- RightArm = newLerpTo(RightShoulder);
- LeftLeg = newLerpTo(LeftHip);
- RightLeg = newLerpTo(RightHip);
- RootJoint = newLerpTo(RootJoint);
- }
- function normidle()
- anglespeed = 1/2/2
- LerpTo.Neck.Speed = (helpme.PlaybackLoudness / 2000)
- LerpTo.RightArm.Speed = (helpme.PlaybackLoudness / 2000)
- LerpTo.RightLeg.Speed = (helpme.PlaybackLoudness / 2000)
- LerpTo.LeftArm.Speed = (helpme.PlaybackLoudness / 2000)
- LerpTo.LeftLeg.Speed = (helpme.PlaybackLoudness / 2000)
- LerpTo.Neck.To = (LerpTo.Neck.Cache + Vector3.new(0, -math.sin(angle)*(helpme.PlaybackLoudness / 1000), -math.sin(angle)*(helpme.PlaybackLoudness / 1000))) * CFrame.Angles(-math.sin(angle)*(helpme.PlaybackLoudness / 1000),-math.sin(angle)*(helpme.PlaybackLoudness / 1000),-math.sin(angle)*(helpme.PlaybackLoudness / 1000))
- LerpTo.RightLeg.To = (LerpTo.RightLeg.Cache + Vector3.new(0, -(helpme.PlaybackLoudness / 1000), 0)) * CFrame.Angles(-math.sin(angle)*(helpme.PlaybackLoudness / 1000),rad(0),(helpme.PlaybackLoudness / 1000))
- LerpTo.LeftLeg.To = (LerpTo.LeftLeg.Cache + Vector3.new(0, -(helpme.PlaybackLoudness / 1000), 0)) * CFrame.Angles(math.sin(angle)*(helpme.PlaybackLoudness / 1000),rad(0),-(helpme.PlaybackLoudness / 1000))
- LerpTo.RootJoint.To = (LerpTo.RootJoint.Cache + Vector3.new(0, math.sin(angle)*(helpme.PlaybackLoudness / 2000), 0)) * CFrame.Angles(rad(0),rad(0),rad(0))
- LerpTo.RightArm.To = (LerpTo.RightArm.Cache + Vector3.new(0.5+(helpme.PlaybackLoudness / 1000), 0, -0.5)) * CFrame.Angles(rad(90),rad(0),rad(90))
- LerpTo.LeftArm.To = (LerpTo.LeftArm.Cache + Vector3.new(-0.5-(helpme.PlaybackLoudness / 1000), 0, 0.5)) * CFrame.Angles(rad(-90),rad(0),rad(-90))
- end
- function walkanim()
- anglespeed = 1/2
- LerpTo.Neck.Speed = (helpme.PlaybackLoudness / 1000)
- LerpTo.RightArm.Speed = (helpme.PlaybackLoudness / 1000)
- LerpTo.RightLeg.Speed = (helpme.PlaybackLoudness / 1000)
- LerpTo.LeftArm.Speed = (helpme.PlaybackLoudness / 1000)
- LerpTo.LeftLeg.Speed = (helpme.PlaybackLoudness / 1000)
- LerpTo.Neck.To = (LerpTo.Neck.Cache + Vector3.new(0, 0, 0)) * CFrame.Angles(math.sin(angle)*0.2,0,math.sin(angle)*-0.2)
- LerpTo.RightLeg.To = (LerpTo.RightLeg.Cache + Vector3.new(0, math.sin(angle)*-0.2, 0)) * CFrame.Angles(-math.sin(angle)*-1,-math.sin(angle)*1,rad(0))
- LerpTo.LeftLeg.To = (LerpTo.LeftLeg.Cache + Vector3.new(0, -math.sin(angle)*-0.2, 0)) * CFrame.Angles(-math.sin(angle)*1,-math.sin(angle)*-1,rad(0))
- LerpTo.RootJoint.To = (LerpTo.RootJoint.Cache + Vector3.new(math.sin(angle)*-2, 0, 0)) * CFrame.Angles(rad(0),rad(0),rad(0))
- LerpTo.RightArm.To = (LerpTo.RightArm.Cache + Vector3.new(0, 0.5, 0)) * CFrame.Angles(-math.sin(angle)*3.5,rad(0),rad(0))
- LerpTo.LeftArm.To = (LerpTo.LeftArm.Cache + Vector3.new(0, 0.5+-math.sin(angle)*-0.102, 0)) * CFrame.Angles(-math.sin(angle)*-3.5,rad(0),rad(0))
- end
- game:GetService("RunService"):BindToRenderStep("Player",Enum.RenderPriority.Character.Value,function()
- angle = (angle % 100) + anglespeed/10
- if normanim==true then
- if Vector3.new(torso.Velocity.x, torso.Velocity.y, torso.Velocity.z).magnitude < 2 then
- normidle()
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude > 2 then
- walkanim()
- end
- end
- for _,v in pairs(LerpTo) do
- v.Weld.C0 = Lerp.CFrame(v.Weld.C0,v.To,v.Speed)
- end
- hum.MaxHealth = math.huge
- hum.Health = math.huge
- end)
- REEEEEEEEEEEEE.Chatted:connect(function(autism)
- if autism:lower():sub(1,6)=='!play ' then
- helpme.SoundId = "rbxassetid://"..autism:sub(7)
- helpme.TimePosition = 0
- end
- end)
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