Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
if game:GetService("RunService"):IsClient() then error("Please run as a server script. Use h/ instead of hl/.") end print("FE Compatibility: by WaverlyCole & Mokiros") InternalData = {} do script.Parent = owner.Character local Event = Instance.new("RemoteEvent") Event.Name = "UserInput" local function NewFakeEvent() local Fake = {fakeEvent=true,Connect=function(self,Func)self.Function=Func end}Fake.connect = Fake.Connect return Fake end local Mouse = {Target=nil,Hit=CFrame.new(),KeyUp=NewFakeEvent(),KeyDown=NewFakeEvent(),Button1Up=NewFakeEvent(),Button1Down=NewFakeEvent()} local UserInputService = {InputBegan=NewFakeEvent(),InputEnded=NewFakeEvent()} local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...) self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil end};ContextActionService.UnBindAction = ContextActionService.BindAction local function TriggerEvent(self,Event,...) local Trigger = Mouse[Event] if Trigger and Trigger.fakeEvent and Trigger.Function then Trigger.Function(...) end end Mouse.TrigEvent = TriggerEvent UserInputService.TrigEvent = TriggerEvent Event.OnServerEvent:Connect(function(FiredBy,Input) if FiredBy.Name ~= owner.Name then end if Input.MouseEvent then Mouse.Target = Input.Target Mouse.Hit = Input.Hit else local Begin = Input.UserInputState == Enum.UserInputState.Begin if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TrigEvent(Begin and "Button1Down" or "Button1Up") end for _,Action in pairs(ContextActionService.Actions) do for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end end Mouse:TrigEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower()) UserInputService:TrigEvent(Begin and "InputBegan" or "InputEnded",Input,false) end end) InternalData["Mouse"] = Mouse InternalData["ContextActionService"] = ContextActionService InternalData["UserInputService"] = UserInputService Event.Parent = NLS([[ local Player = owner local Event = script:WaitForChild("UserInput") local UserInputService = game:GetService("UserInputService") local Mouse = Player:GetMouse() local Input = function(Input,gameProcessedEvent) if gameProcessedEvent then return end Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState}) end UserInputService.InputBegan:Connect(Input) UserInputService.InputEnded:Connect(Input) local Hit,Target while wait(1/30) do if Hit ~= Mouse.Hit or Target ~= Mouse.Target then Hit,Target = Mouse.Hit,Mouse.Target Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit}) end end ]],owner.Character) end RealGame = game;game = setmetatable({},{ __index = function (self,Index) local Sandbox = function (Thing) if Thing:IsA("Player") then local RealPlayer = Thing return setmetatable({},{ __index = function (self,Index) local Type = type(RealPlayer[Index]) if Type == "function" then if Index:lower() == "getmouse" or Index:lower() == "mouse" then return function (self) return InternalData["Mouse"] end end return function (self,...) return RealPlayer[Index](RealPlayer,...) end else return RealPlayer[Index] end end; __tostring = function(self) return RealPlayer.Name end }) end end if RealGame[Index] then local Type = type(RealGame[Index]) if Type == "function" then if Index:lower() == "getservice" or Index:lower() == "service" then return function (self,Service) if Service:lower() == "players" then return setmetatable({},{ __index = function (self2,Index2) local RealService = RealGame:GetService(Service) local Type2 = type(Index2) if Type2 == "function" then return function (self,...) return RealService[Index2](RealService,...) end else if Index2:lower() == "localplayer" then return Sandbox(owner) end return RealService[Index2] end end; __tostring = function(self) return RealGame:GetService(Service).Name end }) elseif Service:lower() == "contextactionservice" then return InternalData["ContextActionService"] elseif Service:lower() == "contextactionservice" then return InternalData["UserInputService"] elseif Service:lower() == "runservice" then return setmetatable({},{ __index = function(self2,Index2) local RealService = RealGame:GetService(Service) local Type2 = type(Index2) if Type2 == "function" then return function (self,...) return RealService[Index2](RealService,...) end else if Index2:lower() == "bindtorenderstep" then return function (self,Name,Priority,Function) return RealGame:GetService("RunService").Stepped:Connect(Function) end end if Index2:lower() == "renderstepped" then return RealService["Stepped"] end return RealService[Index2] end end }) else return RealGame:GetService(Service) end end end return function (self,...) return RealGame[Index](RealGame,...) end else if game:GetService(Index) then return game:GetService(Index) end return RealGame[Index] end else return nil end end });Game = game;owner = game:GetService("Players").LocalPlayer print("Complete! Running...") --//====================================================\\-- --|| CREATED BY SHACKLUSTER --\\====================================================//-- wait(0.2) Player = game:GetService("Players").LocalPlayer PlayerGui = Player.PlayerGui Cam = workspace.CurrentCamera Backpack = Player.Backpack Character = Player.Character Humanoid = Character.Humanoid Mouse = Player:GetMouse() RootPart = Character["HumanoidRootPart"] Torso = Character["Torso"] Head = Character["Head"] RightArm = Character["Right Arm"] LeftArm = Character["Left Arm"] RightLeg = Character["Right Leg"] LeftLeg = Character["Left Leg"] RootJoint = RootPart["RootJoint"] Neck = Torso["Neck"] RightShoulder = Torso["Right Shoulder"] LeftShoulder = Torso["Left Shoulder"] RightHip = Torso["Right Hip"] LeftHip = Torso["Left Hip"] 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 SIN = math.sin ASIN = math.asin ABS = math.abs MRANDOM = math.random FLOOR = math.floor --//=================================\\ --|| USEFUL VALUES --\\=================================// Animation_Speed = 3 Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60) local Speed = 45 local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local NECKC0 = 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)) local DAMAGEMULTIPLIER = 1 local ANIM = "Idle" local ATTACK = false local EQUIPPED = false local HOLD = false local COMBO = 1 local Rooted = false local SINE = 0 local KEYHOLD = false local CHANGE = 2 / Animation_Speed local WALKINGANIM = false local VALUE1 = false local VALUE2 = false local ROBLOXIDLEANIMATION = IT("Animation") ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation" ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571" --ROBLOXIDLEANIMATION.Parent = Humanoid local WEAPONGUI = IT("ScreenGui", PlayerGui) WEAPONGUI.Name = "Weapon GUI" local Weapon = IT("Model") Weapon.Name = "Adds" local Effects = IT("Folder", Weapon) Effects.Name = "Effects" local ANIMATOR = Humanoid.Animator local ANIMATE = Character.Animate local UNANCHOR = true local HITFLOOR = nil local HITPOS = nil local FireSound = "904051531" local AMMO = 16 local SONG = nil local READYTODOUBLE = false local DOUBLEJUMP = false local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"} --//=================================\\ --\\=================================// --//=================================\\ --|| SAZERENOS' ARTIFICIAL HEARTBEAT --\\=================================// 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() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) --//=================================\\ --\\=================================// --//=================================\\ --|| SOME FUNCTIONS --\\=================================// function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS) return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS) end function PositiveAngle(NUMBER) if NUMBER >= 0 then NUMBER = 0 end return NUMBER end function NegativeAngle(NUMBER) if NUMBER <= 0 then NUMBER = 0 end return NUMBER end function Swait(NUMBER) if NUMBER == 0 or NUMBER == nil then ArtificialHB.Event:wait() else for i = 1, NUMBER do ArtificialHB.Event:wait() end end end function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET) local NEWMESH = IT(MESH) if MESH == "SpecialMesh" then NEWMESH.MeshType = MESHTYPE if MESHID ~= "nil" and MESHID ~= "" then NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID end if TEXTUREID ~= "nil" and TEXTUREID ~= "" then NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID end end NEWMESH.Offset = OFFSET or VT(0, 0, 0) NEWMESH.Scale = SCALE NEWMESH.Parent = PARENT return NEWMESH end function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR) local NEWPART = IT("Part") NEWPART.formFactor = FORMFACTOR NEWPART.Reflectance = REFLECTANCE NEWPART.Transparency = TRANSPARENCY NEWPART.CanCollide = false NEWPART.Locked = true NEWPART.Anchored = true if ANCHOR == false then NEWPART.Anchored = false end NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR)) NEWPART.Name = NAME NEWPART.Size = SIZE NEWPART.Position = Torso.Position NEWPART.Material = MATERIAL NEWPART:BreakJoints() NEWPART.Parent = PARENT return NEWPART end local function weldBetween(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5 / s return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00 - m11 - m22 + 1) local recip = 0.5 / s return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip elseif i == 1 then local s = math.sqrt(m11 - m22 - m00 + 1) local recip = 0.5 / s return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip elseif i == 2 then local s = math.sqrt(m22 - m00 - m11 + 1) local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w * xs, w * ys, w * zs local xx = x * xs local xy = x * ys local xz = x * zs local yy = y * ys local yz = y * zs local zz = z * zs return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = ACOS(cosTheta) local invSinTheta = 1 / SIN(theta) startInterp = SIN((1 - t) * theta) * invSinTheta finishInterp = SIN(t * theta) * invSinTheta else startInterp = 1 - t finishInterp = t end else if (1 + cosTheta) > 0.0001 then local theta = ACOS(-cosTheta) local invSinTheta = 1 / SIN(theta) startInterp = SIN((t - 1) * theta) * invSinTheta finishInterp = SIN(t * theta) * invSinTheta else startInterp = t - 1 finishInterp = t end end return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp end function Clerp(a, b, t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1 - t return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t)) end function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME) local frame = IT("Frame") frame.BackgroundTransparency = TRANSPARENCY frame.BorderSizePixel = BORDERSIZEPIXEL frame.Position = POSITION frame.Size = SIZE frame.BackgroundColor3 = COLOR frame.BorderColor3 = BORDERCOLOR frame.Name = NAME frame.Parent = PARENT return frame end function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME) local label = 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 = NAME label.Parent = PARENT return label end function NoOutlines(PART) PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10 end function 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 return NEWWELD end local S = IT("Sound") function 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() if DOESLOOP == true then NEWSOUND.Looped = true else repeat Swait() until NEWSOUND.Playing == false NEWSOUND:remove() end end)) return NEWSOUND end function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return 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) end --WACKYEFFECT({EffectType = "", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency = 0, Transparency2 = 1, CFrame = CF(), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) function WACKYEFFECT(Table) local TYPE = (Table.EffectType or "Sphere") local SIZE = (Table.Size or VT(1,1,1)) local ENDSIZE = (Table.Size2 or VT(0,0,0)) local TRANSPARENCY = (Table.Transparency or 0) local ENDTRANSPARENCY = (Table.Transparency2 or 1) local CFRAME = (Table.CFrame or Torso.CFrame) local MOVEDIRECTION = (Table.MoveToPos or nil) local ROTATION1 = (Table.RotationX or 0) local ROTATION2 = (Table.RotationY or 0) local ROTATION3 = (Table.RotationZ or 0) local MATERIAL = (Table.Material or "Neon") local COLOR = (Table.Color or C3(1,1,1)) local TIME = (Table.Time or 45) local SOUNDID = (Table.SoundID or nil) local SOUNDPITCH = (Table.SoundPitch or nil) local SOUNDVOLUME = (Table.SoundVolume or nil) coroutine.resume(coroutine.create(function() local PLAYSSOUND = false local SOUND = nil local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY, BRICKC("Pearl"), "Effect", VT(1,1,1), true) if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then PLAYSSOUND = true SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false) end EFFECT.Color = COLOR local MSH = nil if TYPE == "Sphere" then MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0,0,0)) elseif TYPE == "Block" then MSH = IT("BlockMesh",EFFECT) MSH.Scale = VT(SIZE.X,SIZE.X,SIZE.X) elseif TYPE == "Wave" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8)) elseif TYPE == "Ring" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT(SIZE.X,SIZE.X,0.1), VT(0,0,0)) elseif TYPE == "Slash" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0)) elseif TYPE == "Round Slash" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0)) elseif TYPE == "Swirl" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "1051557", "", SIZE, VT(0,0,0)) elseif TYPE == "Skull" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT(0,0,0)) elseif TYPE == "Crystal" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT(0,0,0)) end if MSH ~= nil then local MOVESPEED = nil if MOVEDIRECTION ~= nil then MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME end local GROWTH = SIZE - ENDSIZE local TRANS = TRANSPARENCY - ENDTRANSPARENCY if TYPE == "Block" then EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) else EFFECT.CFrame = CFRAME end for LOOP = 1, TIME do Swait() MSH.Scale = MSH.Scale - GROWTH/TIME if TYPE == "Wave" then MSH.Offset = VT(0,0,-MSH.Scale.X/8) end EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME if TYPE == "Block" then EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) else EFFECT.CFrame = EFFECT.CFrame*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3)) end if MOVEDIRECTION ~= nil then local ORI = EFFECT.Orientation EFFECT.CFrame = CF(EFFECT.Position,MOVEDIRECTION)*CF(0,0,-MOVESPEED) EFFECT.Orientation = ORI end end if PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until SOUND.Playing == false EFFECT:remove() end else if PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until SOUND.Playing == false EFFECT:remove() end end end)) end function SpawnTrail(FROM,TO) local TRAIL = CreatePart(3, Effects, "Neon", 0, 0.5, "Pearl", "Arrow", VT(0,0,0)) MakeForm(TRAIL,"Cyl") local DIST = (FROM - TO).Magnitude TRAIL.Size = VT(0.1,DIST,0.1) TRAIL.CFrame = CF(FROM, TO) * CF(0, 0, -DIST/2) * ANGLES(RAD(90),RAD(0),RAD(0)) coroutine.resume(coroutine.create(function() for i = 1, 5 do Swait() TRAIL.Transparency = TRAIL.Transparency + 0.1 end TRAIL:remove() end)) end function MakeForm(PART,TYPE) if TYPE == "Cyl" then local MSH = IT("CylinderMesh",PART) elseif TYPE == "Ball" then local MSH = IT("SpecialMesh",PART) MSH.MeshType = "Sphere" elseif TYPE == "Wedge" then local MSH = IT("SpecialMesh",PART) MSH.MeshType = "Wedge" end end Debris = game:GetService("Debris") function CastProperRay(StartPos, EndPos, Distance, Ignore) local DIRECTION = CF(StartPos,EndPos).lookVector return Raycast(StartPos, DIRECTION, Distance, Ignore) end function turnto(position) RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0) end function CreateDebreeRing(FLOOR,POSITION,SIZE,BLOCKSIZE,SWAIT) if FLOOR ~= nil then coroutine.resume(coroutine.create(function() local PART = CreatePart(3, Effects, "Plastic", 0, 1, "Pearl", "DebreeCenter", VT(0,0,0)) PART.CFrame = CF(POSITION) for i = 1, 45 do local RingPiece = CreatePart(3, Effects, "Plastic", 0, 0, "Pearl", "DebreePart", BLOCKSIZE) RingPiece.Material = FLOOR.Material RingPiece.Color = FLOOR.Color RingPiece.CFrame = PART.CFrame * ANGLES(RAD(0), RAD(i*8), RAD(0)) * CF(SIZE*4, 0, 0) * ANGLES(RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360))) Debris:AddItem(RingPiece,SWAIT) end PART:remove() end)) end end function CreateFlyingDebree(FLOOR,POSITION,AMOUNT,BLOCKSIZE,SWAIT,STRENGTH,DOES360) if FLOOR ~= nil then for i = 1, AMOUNT do local DEBREE = CreatePart(3, Effects, "Neon", 0, 0, "Peal", "Debree", BLOCKSIZE, false) DEBREE.Material = FLOOR.Material DEBREE.Color = FLOOR.Color DEBREE.CFrame = POSITION * ANGLES(RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360))) if DOES360 == true then DEBREE.Velocity = VT(MRANDOM(-STRENGTH,STRENGTH),MRANDOM(-STRENGTH,STRENGTH),MRANDOM(-STRENGTH,STRENGTH)) else DEBREE.Velocity = VT(MRANDOM(-STRENGTH,STRENGTH),STRENGTH,MRANDOM(-STRENGTH,STRENGTH)) end coroutine.resume(coroutine.create(function() Swait(15) DEBREE.Parent = workspace DEBREE.CanCollide = true Debris:AddItem(DEBREE,SWAIT) end)) end end end local Decal = IT("Decal") function SpawnBulletHole(POSITION) local O1 = CreatePart(3, Effects, "Neon", 0, 1, "Really red", "Bullet hole", VT(0.2,0,0.2)) local decal = Decal:Clone() decal.Parent = O1 decal.Face = "Top" decal.Texture = "http://www.roblox.com/asset/?id=130624105" local decal2 = Decal:Clone() decal2.Parent = O1 decal2.Face = "Bottom" decal2.Texture = "http://www.roblox.com/asset/?id=130624105" O1.CFrame = POSITION*ANGLES(RAD(0),RAD(MRANDOM(-180,180)),RAD(0)) Debris:AddItem(O1,5) end local asd = Instance.new("ParticleEmitter") asd.Color = ColorSequence.new(Color3.new(1, 0, 0), Color3.new(.5, 0, 0)) asd.LightEmission = .1 asd.Texture = "http://www.roblox.com/asset/?ID=291880914" aaa = NumberSequence.new({NumberSequenceKeypoint.new(0, 0.2),NumberSequenceKeypoint.new(1, 2)}) bbb = NumberSequence.new({NumberSequenceKeypoint.new(0, 1),NumberSequenceKeypoint.new(0.0636, 0), NumberSequenceKeypoint.new(1, 1)}) asd.Transparency = bbb asd.Size = aaa asd.ZOffset = .9 asd.Acceleration = Vector3.new(0, -15, 0) asd.LockedToPart = false asd.EmissionDirection = "Back" asd.Lifetime = NumberRange.new(1, 2) asd.Rotation = NumberRange.new(-100, 100) asd.RotSpeed = NumberRange.new(-100, 100) asd.Speed = NumberRange.new(10) asd.Enabled = false asd.VelocitySpread = 999 function getbloody(victim,amount) local PART = IT("Part",Effects) PART.Transparency = 1 PART.Size = victim.Size PART.Anchored = true PART.CanCollide = false PART.CFrame = CF(victim.Position) local HITPLAYERSOUNDS = {"356551938","264486467"} Debris:AddItem(PART,5) CreateSound(HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], PART, 1, (math.random(8,12)/10)) CreateSound(HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], PART, 1, (math.random(8,12)/10)) CreateSound(HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], PART, 1, (math.random(8,12)/10)) local prtcl = asd:Clone() prtcl.Parent = PART prtcl:Emit(amount*10) end function BulletDetection(FROM,TO) local AIMHIT,AIMPOS,NORMAL = CastProperRay(FROM,TO,2000,Character) if AIMHIT ~= nil then if AIMHIT.Parent ~= Character and AIMHIT.Parent ~= Weapon and AIMHIT.Parent ~= Weapon then if AIMHIT.Parent:FindFirstChildOfClass("Humanoid") or AIMHIT.Parent.Parent:FindFirstChildOfClass("Humanoid") then if AIMHIT.Name ~= "Head" and AIMHIT.Parent.ClassName ~= "Accessory" then ApplyDamage(AIMHIT.Parent:FindFirstChildOfClass("Humanoid"),MRANDOM(15,25),AIMHIT) elseif AIMHIT.Name == "Head" or AIMHIT.Parent.ClassName == "Accessory" then if AIMHIT.Parent.ClassName == "Accessory" then if AIMHIT:FindFirstChild("HatAttachment") or AIMHIT:FindFirstChild("FaceFrontAttachment") or AIMHIT:FindFirstChild("HairAttachment") then AIMHIT.Parent.Parent:BreakJoints() if AIMHIT.Parent.Parent:FindFirstChild("Head") then getbloody(AIMHIT.Parent.Parent.Head,15) AIMHIT.Parent.Parent.Head:remove() StatLabel(AIMHIT.CFrame * CF(0, 0 + (AIMHIT.Size.z - 1), 0), "Headshot!", C3(1,0,0)) end else ApplyDamage(AIMHIT.Parent.Parent:FindFirstChildOfClass("Humanoid"),MRANDOM(15,25),AIMHIT) end elseif AIMHIT.Name == "Head" then getbloody(AIMHIT,15) AIMHIT.Parent:BreakJoints() AIMHIT:remove() StatLabel(AIMHIT.CFrame * CF(0, 0 + (AIMHIT.Size.z - 1), 0), "Headshot!", C3(1,0,0)) end end else CreateFlyingDebree(AIMHIT,CF(AIMPOS),7,VT(0.1,0.1,0.1),5,35,true) SpawnBulletHole(CF(AIMPOS,AIMPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))) end end end return AIMHIT,AIMPOS,NORMAL end --//=================================\\ --|| WEAPON CREATION --\\=================================// local Hair = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Hair", VT(1,1,1),false) local HairWeld1 = CreateWeldOrSnapOrMotor("Weld", Hair, Head, Hair, CF(0,0.15,0.2) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0)) CreateMesh("SpecialMesh", Hair, "FileMesh", "375815502", "", VT(1,1,1)*1.02, VT(0,0,0)) Hair.Color = C3(0,0,0) local Hair = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Hair", VT(1,1,1),false) local HairWeld2 = CreateWeldOrSnapOrMotor("Weld", Hair, Head, Hair, CF(0,0.15,0.1) * ANGLES(RAD(-20), RAD(0), RAD(70)), CF(0, 0, 0)) CreateMesh("SpecialMesh", Hair, "FileMesh", "375815502", "", VT(1,1,1)*1.02, VT(0,0,0)) Hair.Color = C3(0,0,0) for i = 1, 6 do local Hair = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Hair", VT(1,1,1),false) local HairWeld = CreateWeldOrSnapOrMotor("Weld", Hair, Head, Hair, CF(0,0.15,0.1) * ANGLES(RAD(-20), RAD(-125+(15*i)), RAD(70)), CF(0, i/(3+i/8), 0) * ANGLES(RAD(0), RAD(90),RAD(0))) CreateMesh("SpecialMesh", Hair, "FileMesh", "12212520", "", VT(1,2,1)*(1.02-(i/10)), VT(0,0,0)) Hair.Color = C3(0,0,0) end local Gun1 = CreatePart(3, Weapon, "Marble", 0, 0, "Mid gray", "Right Gun", VT(2.05, 1.05, 0.2),false) local Gun1Weld = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, Gun1, CF(0, -1.9, -0.3) * ANGLES(RAD(0), RAD(90), RAD(-90)), CF(0, 0, 0)) CreateMesh("SpecialMesh", Gun1, "FileMesh", "430286482", "", VT(1,1,1)/20, VT(0,0,0)) local Gun2 = CreatePart(3, Weapon, "Marble", 0, 0, "Mid gray", "Left Gun", VT(2.05, 1.05, 0.2),false) local Gun2Weld = CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, Gun2, CF(0, -1.9, -0.3) * ANGLES(RAD(0), RAD(90), RAD(-90)), CF(0, 0, 0)) CreateMesh("SpecialMesh", Gun2, "FileMesh", "430286482", "", VT(1,1,1)/20, VT(0,0,0)) local Eye = CreatePart(3, Weapon, "Neon", 0, 0, "New Yeller", "Eye", VT(0.3,0.5,0.3)/2.5,false) MakeForm(Eye,"Ball") CreateWeldOrSnapOrMotor("Weld", Eye, Head, Eye, CF(0,0.05,0) * ANGLES(RAD(0), RAD(-18), RAD(0)), CF(0, 0, 0.575) * ANGLES(RAD(0), RAD(0), RAD(45))) local top = Instance.new("Shirt") top.ShirtTemplate = "rbxassetid://764933308" top.Parent = Character top.Name = "Cloth" local bottom = Instance.new("Pants") bottom.PantsTemplate = "rbxassetid://238651628" bottom.Parent = Character bottom.Name = "Cloth" local Radio = CreatePart(3, Weapon, "Marble", 0, 0, "Pearl", "RAD-io", VT(1.01,0.2,1.01),false) CreateWeldOrSnapOrMotor("Weld", Radio, RightLeg, Radio, CF(0.5, 0.75, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)), CF(0, 0, 0)) local RADIOMESH = CreateMesh("SpecialMesh", Radio, "FileMesh", "212302951", "212303049", VT(0.5,0.5,0.5), VT(0,0,0)) for _, c in pairs(Weapon:GetChildren()) do if c.ClassName == "Part" then c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0) end end local SKILLTEXTCOLOR = C3(1,1,1) local SKILLFONT = "SciFi" local SKILLTEXTSIZE = 7 Weapon.Parent = Character Humanoid.Died:connect(function() ATTACK = true end) local SKILL1FRAME = CreateFrame(WEAPONGUI, 0.75, 2, UD2(0.18, 0, 0.80, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 1 Frame") local SKILL2FRAME = CreateFrame(WEAPONGUI, 0.75, 2, UD2(0.55, 0, 0.80, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 2 Frame") local SKILL3FRAME = CreateFrame(WEAPONGUI, 0.75, 2, UD2(0.18, 0, 0.90, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 3 Frame") local SKILL4FRAME = CreateFrame(WEAPONGUI, 0.75, 2, UD2(0.55, 0, 0.90, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 4 Frame") local AMMOFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.85, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Ammo Frame") local RELOADFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.1, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Reload Frame") local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Bullet Shot", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.5, "Text 1") local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B] Nexus Barrage", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.5, "Text 2") local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Heartstroke", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.5, "Text 3") local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[X] Blind Star", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.5, "Text 4") local AMMOTEXT = CreateLabel(AMMOFRAME, "[16]", SKILLTEXTCOLOR, 12, SKILLFONT, 0, 2, 0.5, "Ammo") local RELOAD = CreateLabel(RELOADFRAME, "[R] Reload", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.5, "How2ReloadForDummies") --//=================================\\ --|| DAMAGE FUNCTIONS --\\=================================// function StatLabel(CFRAME, TEXT, COLOR) local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT()) STATPART.CFrame = CF(CFRAME.p,CFRAME.p+VT(MRANDOM(-5,5),MRANDOM(0,5),MRANDOM(-5,5))) local BODYGYRO = IT("BodyGyro", STATPART) game:GetService("Debris"):AddItem(STATPART ,5) local BILLBOARDGUI = Instance.new("BillboardGui", STATPART) BILLBOARDGUI.Adornee = STATPART BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0) BILLBOARDGUI.StudsOffset = VT(-2, 2, 0) BILLBOARDGUI.AlwaysOnTop = false local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI) TEXTLABEL.BackgroundTransparency = 1 TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0) TEXTLABEL.Text = TEXT TEXTLABEL.Font = SKILLFONT TEXTLABEL.FontSize="Size42" TEXTLABEL.TextColor3 = COLOR TEXTLABEL.TextStrokeTransparency = 0 TEXTLABEL.TextScaled = true TEXTLABEL.TextWrapped = true coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL) for i = 1, 50 do Swait() STATPART.CFrame = STATPART.CFrame * CF(0,0,-0.2) TEXTLABEL.TextTransparency = TEXTLABEL.TextTransparency + (1/50) TEXTLABEL.TextStrokeTransparency = TEXTLABEL.TextStrokeTransparency + (1/50) end THEPART.Parent = nil end),STATPART, TEXTLABEL) end --//=================================\\ --|| DAMAGING --\\=================================// function ApplyDamage(Humanoid,Damage,TorsoPart) if Humanoid ~= nil then Damage = Damage * DAMAGEMULTIPLIER if Humanoid.Health ~= 0 then local CritChance = MRANDOM(1,100) if Damage > Humanoid.Health then Damage = math.ceil(Humanoid.Health) if Damage == 0 then Damage = 0.1 end end CreateSound(HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], TorsoPart, 10, (math.random(8,12)/10),false) Humanoid.Health = Humanoid.Health - Damage StatLabel(TorsoPart.CFrame * CF(0, 0 + (TorsoPart.Size.z - 1), 0), Damage, C3(1,1,1)) end end end function ApplyAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL) local CHILDREN = workspace:GetDescendants() for index, CHILD in pairs(CHILDREN) do if CHILD.ClassName == "Model" and CHILD ~= Character then local HUM = CHILD:FindFirstChildOfClass("Humanoid") if HUM then local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso") if TORSO then if (TORSO.Position - POSITION).Magnitude <= RANGE then if INSTAKILL == true then CHILD:BreakJoints() else local DMG = MRANDOM(MINDMG,MAXDMG) ApplyDamage(HUM,DMG,TORSO) end if FLING > 0 then for _, c in pairs(CHILD:GetChildren()) do if c:IsA("BasePart") then local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(POSITION,TORSO.Position).lookVector*FLING bv.Parent = c Debris:AddItem(bv,0.05) end end end end end end end end end --//=================================\\ --|| ATTACK FUNCTIONS AND STUFF --\\=================================// function BULLET_SHOT() ATTACK = true Rooted = false local STOP = false repeat if AMMO > 0 then if COMBO == 1 then COMBO = 2 for i=0, 0.3, 0.1 / Animation_Speed do Swait() turnto(Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(86)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-86)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(86)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR == true then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(25), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == false then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 / 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) end end AMMO = AMMO - 1 local AIMHIT,AIMPOS,NORMAL = BulletDetection(Gun1.Position,Mouse.Hit.p) SpawnTrail(Gun1.CFrame*CF(1.25,0.2,0).p,AIMPOS) CreateSound(FireSound, Gun1, 5, 1, false) for i=0, 0.1, 0.1 / Animation_Speed do Swait() turnto(AIMPOS) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(86)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-86)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(86)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR == true then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(25), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == false then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 / 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) end end elseif COMBO == 2 then COMBO = 1 for i=0, 0.3, 0.1 / Animation_Speed do Swait() turnto(Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR == true then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == false then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 / 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) end end AMMO = AMMO - 1 local AIMHIT,AIMPOS,NORMAL = BulletDetection(Gun2.Position,Mouse.Hit.p) CreateSound(FireSound, Gun2, 5, 1, false) SpawnTrail(Gun2.CFrame*CF(1.25,0.2,0).p,AIMPOS) for i=0, 0.1, 0.1 / Animation_Speed do Swait() turnto(AIMPOS) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR == true then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == false then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 / 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) end end end else Reload() STOP = true end until KEYHOLD == false or STOP == true ATTACK = false Rooted = false end function NEXUS_BARRAGE() ATTACK = true Rooted = true local BULLETS = {} for FIRE = 1, 3 do for i=0, 0.2, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(55+15*FIRE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-55-15*FIRE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end CreateSound(FireSound, Gun1, 5, 1, false) CreateSound(FireSound, Gun2, 5, 1, false) local BULLET = CreatePart(3, Effects, "Metal", 0, 0, "Mid gray", "Bullet", VT(0.3,0,0)) BULLET.CFrame = Gun1.CFrame*CF(3,0.2,0) SpawnTrail(Gun1.CFrame*CF(1.25,0.2,0).p,BULLET.Position) table.insert(BULLETS,BULLET) local BULLET = CreatePart(3, Effects, "Metal", 0, 0, "Mid gray", "Bullet", VT(0.3,0,0)) BULLET.CFrame = Gun2.CFrame*CF(3,0.2,0) SpawnTrail(Gun2.CFrame*CF(1.25,0.2,0).p,BULLET.Position) table.insert(BULLETS,BULLET) AMMO = AMMO - 2 for i=0, 0.1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(35*FIRE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-35*FIRE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end end Rooted = false for i=0, 0.2, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0.5) * ANGLES(RAD(90), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0.5) * ANGLES(RAD(90), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end coroutine.resume(coroutine.create(function() for BULLET = 1, #BULLETS do if BULLETS[BULLET] ~= nil then Swait(5) local FIRE = BULLETS[BULLET] local AIMHIT,AIMPOS,NORMAL = BulletDetection(FIRE.Position,Mouse.Hit.p) SpawnTrail(FIRE.Position,AIMPOS) FIRE:remove() end end end)) for i=0, 0.2, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.2) * ANGLES(RAD(90), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.2) * ANGLES(RAD(90), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end ATTACK = false Rooted = false end function HEARTSTROKE() ATTACK = true Rooted = false CreateSound(1112042117, Torso, 5, 1, false) WACKYEFFECT({EffectType = "Wave", Size = VT(0,1,0), Size2 = VT(8,0.3,8), Transparency = 0, Transparency2 = 1, CFrame = RootPart.CFrame*CF(0,0,1)*ANGLES(RAD(90),RAD(0),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = -5, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) WACKYEFFECT({EffectType = "Wave", Size = VT(0,1,0), Size2 = VT(8,0.3,8), Transparency = 0, Transparency2 = 1, CFrame = RootPart.CFrame*CF(0,0,1)*ANGLES(RAD(90),RAD(0),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) for i = 1, 50 do local DASHTHROUGH = Raycast(RootPart.Position, RootPart.CFrame.lookVector, 4, Character) RootPart.CFrame = RootPart.CFrame*CF(0,0,-2) if DASHTHROUGH ~= nil then if DASHTHROUGH.Parent:FindFirstChildOfClass("Humanoid") then local HUM = DASHTHROUGH.Parent:FindFirstChildOfClass("Humanoid") local TORSO = DASHTHROUGH.Parent:FindFirstChild("Torso") or DASHTHROUGH.Parent:FindFirstChild("UpperTorso") if TORSO ~= nil and DASHTHROUGH.Parent:FindFirstChildOfClass("Humanoid").Health > 0 then Rooted = true local SOUND = CreateSound("147758746", TORSO, 10, 1,false) RootPart.CFrame = RootPart.CFrame*CF(0,0,-12) RootPart.CFrame = CF(RootPart.Position,TORSO.Position)*ANGLES(RAD(0),RAD(180),RAD(0)) for i=0, 0.5, 0.1 / Animation_Speed do Swait() TORSO.Anchored = true RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.2) * ANGLES(RAD(65), RAD(0), RAD(0)), 3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, 0.5) * ANGLES(RAD(-35), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.5, 0.5) * ANGLES(RAD(-40), RAD(0), RAD(15)) * LEFTSHOULDERC0, 3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -1) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.3, -1) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 3 / Animation_Speed) end TORSO.Anchored = false TORSO.Parent:BreakJoints() if TORSO.Parent:FindFirstChild("Head") then getbloody(TORSO.Parent:FindFirstChild("Head"),15) SpawnTrail(Gun1.CFrame*CF(1.25,0.2,0).p,TORSO.Parent:FindFirstChild("Head").Position) TORSO.Parent:FindFirstChild("Head"):remove() CreateSound(FireSound, Gun1, 5, 1, false) AMMO = AMMO - 1 end SOUND:remove() SpawnTrail(Gun2.CFrame*CF(1.25,0.2,0).p,TORSO.Position) CreateSound(FireSound, Gun2, 5, 1, false) StatLabel(TORSO.CFrame * CF(0, 0 + (TORSO.Size.z - 1), 0), "Heartstruck!", C3(1,0,0)) AMMO = AMMO - 1 for i=0, 0.1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.2) * ANGLES(RAD(65), RAD(0), RAD(0)), 3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, 0.5) * ANGLES(RAD(-35), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.5, 0.5) * ANGLES(RAD(-40), RAD(0), RAD(15)) * LEFTSHOULDERC0, 3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -1) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.3, -1) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 3 / Animation_Speed) end end end break end end ATTACK = false Rooted = false end function BLIND_STAR() ATTACK = true Rooted = true for i=0, 0.3, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * 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 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-180)) * ANGLES(RAD(0), RAD(-45), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end for i = 1, 8 do for i=0, 0.2, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * 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 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.15, 0) * ANGLES(RAD(0), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-180)) * ANGLES(RAD(0), RAD(-45), RAD(0)) * LEFTSHOULDERC0, 0.7 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end AMMO = AMMO - 1 SpawnTrail(Gun1.CFrame*CF(1.25,0.2,0).p,Gun1.CFrame*CF(2000,0.2,0).p) CreateSound(FireSound, Gun1, 5, 1, false) for i=0, 0.2, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * 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 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.7 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.15, 0) * ANGLES(RAD(0), RAD(0), RAD(-180)) * ANGLES(RAD(0), RAD(-45), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end AMMO = AMMO - 1 SpawnTrail(Gun2.CFrame*CF(1.25,0.2,0).p,Gun2.CFrame*CF(2000,0.2,0).p) CreateSound(FireSound, Gun2, 5, 1, false) end local AIMPOS = Mouse.Hit.p local AIM,AIMPOS = CastProperRay(AIMPOS+VT(0,1,0),AIMPOS,10000,Character) coroutine.resume(coroutine.create(function() local RAYS = {} for i = 1, 4 do local RAY = CreatePart(3, Effects, "Neon", 0, 1, "New Yeller", "Ray", VT(15,2000,15)) MakeForm(RAY,"Cyl") RAY.Mesh.Scale = VT(1,1.1,1) table.insert(RAYS,RAY) end CreateSound(348663022, Effects, 2, 1.2, false) for i = 1, 100 do Swait() for e = 1, #RAYS do if RAYS[e] ~= nil then local RAY = RAYS[e] RAY.CFrame = CF(AIMPOS+VT(0,1000,0))*ANGLES(RAD(0),RAD(90*e),RAD(0))*ANGLES(RAD(0),RAD(0),RAD(50-(i/2)))*CF(0,-1000,0) RAY.Transparency = RAY.Transparency - 0.01 end end end for i = 1, 20 do Swait() for e = 1, #RAYS do if RAYS[e] ~= nil then local RAY = RAYS[e] RAY.Mesh.Scale = RAY.Mesh.Scale - VT(1/20,0,1/20) end end end wait(0.3) for i = 1, 16 do local POS = CF(AIMPOS)*ANGLES(RAD(0),RAD(0,360),RAD(0))*CF(0,0,MRANDOM(0,5)).p SpawnTrail(POS+VT(0,200,0),POS) end for i = 1, 4 do CreateDebreeRing(AIM,AIMPOS-VT(0,3,0),5*i,VT(5,5,5)*i,5) end CreateFlyingDebree(AIM,CF(AIMPOS),7,VT(3,3,3),5,185,false) CreateFlyingDebree(AIM,CF(AIMPOS),7,VT(6,6,6),5,285,false) CreateSound(130972023, Effects, 2, 1, false) ApplyAoE(AIMPOS,25,0,0,100,true) Swait() ApplyAoE(AIMPOS,85,80,99,45,false) end)) ATTACK = false Rooted = false end function Reload() ATTACK = true Rooted = false for i=0, 0.3, 0.1 / Animation_Speed do Swait() if ANIM == "Walk" then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0)), 2 / Animation_Speed) else RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) end Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.15, -1) * ANGLES(RAD(150), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.15, -1) * ANGLES(RAD(140), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end for i=0, 0.1, 0.1 / Animation_Speed do Swait() if ANIM == "Walk" then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0)), 2 / Animation_Speed) else RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) end Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end local FakeGun1 = Gun1:Clone() FakeGun1.Parent = Effects FakeGun1.CanCollide = true Debris:AddItem(FakeGun1,5) local FakeGun2 = Gun2:Clone() FakeGun2.Parent = Effects FakeGun2.CanCollide = true Debris:AddItem(FakeGun2,5) local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(Torso.Position,FakeGun1.Position).lookVector*25 bv.Parent = FakeGun1 Debris:AddItem(bv,0.05) local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(Torso.Position,FakeGun2.Position).lookVector*25 bv.Parent = FakeGun2 Debris:AddItem(bv,0.05) Gun1.Transparency = 1 Gun2.Transparency = 1 CreateSound(1112042117, FakeGun1, 5, 1, false) CreateSound(1112042117, FakeGun2, 5, 1, false) FakeGun1.CustomPhysicalProperties = PhysicalProperties.new(0.7, 0.5, 0.5, 1, 1) FakeGun2.CustomPhysicalProperties = PhysicalProperties.new(0.7, 0.5, 0.5, 1, 1) for i=0, 0.2, 0.1 / Animation_Speed do Swait() if ANIM == "Walk" then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0)), 2 / Animation_Speed) else RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) end Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end for i=0, 0.2, 0.1 / Animation_Speed do Swait() if ANIM == "Walk" then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0)), 2 / Animation_Speed) else RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) end Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, 0.5) * ANGLES(RAD(-25), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.5, 0.5) * ANGLES(RAD(-25), RAD(0), RAD(20)) * LEFTSHOULDERC0, 2 / Animation_Speed) if HITFLOOR then RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed) elseif HITFLOOR == nil then RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 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)), 2 / Animation_Speed) end end Gun1.Transparency = 0 Gun2.Transparency = 0 AMMO = 16 ATTACK = false Rooted = false end --//=================================\\ --|| ASSIGN THINGS TO KEYS --\\=================================// function MouseDown(Mouse) if ATTACK == false then end end function MouseUp(Mouse) HOLD = false end function KeyDown(Key) KEYHOLD = true if Key ~= "w" and Key ~= "a" and Key ~= "s" and Key ~= "d" then if AMMO > 0 then if Key == "z" and ATTACK == false then BULLET_SHOT() end if Key == "b" and AMMO >= 6 and ATTACK == false then NEXUS_BARRAGE() end if Key == "c" and AMMO > 1 and ATTACK == false then HEARTSTROKE() end if Key == "x" and AMMO == 16 and ATTACK == false then BLIND_STAR() end if Key == "r" and ATTACK == false then Reload() end elseif ATTACK == false then Reload() end end if Key == "q" then if Radio:FindFirstChild("EdgySong") == nil then local SONGS = {188988878,214614192,343137910,590071128} SONG = CreateSound(SONGS[MRANDOM(1,#SONGS)], Radio, 3, 1, true) SONG.Name = "EdgySong" else Radio.EdgySong:remove() SONG = nil end end if string.byte(Key) == 32 and READYTODOUBLE == true and ATTACK == false and Humanoid.Jump == true and DOUBLEJUMP == false then DOUBLEJUMP = true Torso.Velocity = Vector3.new(0,125,0) CreateSound(159882477, Head, 4, 1, false) CreateSound(1112042117, Torso, 2, 1, false) end end Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (Disable_Jump == false) then wait(0.1) READYTODOUBLE = true end end) function KeyUp(Key) if Key ~= "w" and Key ~= "a" and Key ~= "s" and Key ~= "d" then KEYHOLD = false end end Mouse.Button1Down:connect(function(NEWKEY) MouseDown(NEWKEY) end) Mouse.Button1Up:connect(function(NEWKEY) MouseUp(NEWKEY) end) Mouse.KeyDown:connect(function(NEWKEY) KeyDown(NEWKEY) end) Mouse.KeyUp:connect(function(NEWKEY) KeyUp(NEWKEY) end) --//=================================\\ --\\=================================// function unanchor() if UNANCHOR == true then RootPart.Anchored = false end g = Character:GetChildren() for i = 1, #g do if g[i].ClassName == "Part" and g[i] ~= RootPart then g[i].Anchored = false end end g = Weapon:GetChildren() for i = 1, #g do if g[i].ClassName == "Part" then g[i].Anchored = false end end end --//=================================\\ --|| WRAP THE WHOLE SCRIPT UP --\\=================================// Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (Disable_Jump == true) then Humanoid.Jump = false end end) Humanoid.JumpPower = 75 local FF = IT("ForceField",Character) FF.Visible = false local LOOP = 0 while true do Swait() script.Parent = WEAPONGUI Character.Parent = workspace Humanoid.Parent = Character ANIMATE.Parent = nil if Humanoid then local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION) IDLEANIMATION:Play() end SINE = SINE + CHANGE local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude local TORSOVERTICALVELOCITY = RootPart.Velocity.y HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character) local WALKSPEEDVALUE = 3 if ANIM == "Walk" and TORSOVELOCITY > 1 and Rooted == false then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.25 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 * (1) / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (1) / 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(80 * 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 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(80 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) or Rooted == true then 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) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then if ANIM ~= "Jump" then LOOP = 0 end ANIM = "Jump" if DOUBLEJUMP == false then if ATTACK == false then 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(15), RAD(0), RAD(76)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(0), RAD(-76)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 / 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) end elseif DOUBLEJUMP == true then if ATTACK == false then LOOP = LOOP + 1 RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(LOOP*45), RAD(0), RAD(0)), 2.5 / 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(1.25, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(-90)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(90)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -0.5) * 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, 0, -0.5) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed) end end elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then ANIM = "Fall" if ATTACK == false then 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(25), RAD(0), RAD(80)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(-80)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 1 / 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) end elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then ANIM = "Idle" if DOUBLEJUMP == true then DOUBLEJUMP = false end if READYTODOUBLE == true then READYTODOUBLE = false end if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.5 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 0.5 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(45), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed) end elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then ANIM = "Walk" if DOUBLEJUMP == true then DOUBLEJUMP = false end if READYTODOUBLE == true then READYTODOUBLE = false end if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(25), RAD(0), RAD(0)), 0.5 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-15 - 8 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.5 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.35 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.35 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed) end end unanchor() Humanoid.MaxHealth = "inf" Humanoid.Health = "inf" if Rooted == false then Disable_Jump = false Humanoid.WalkSpeed = Speed elseif Rooted == true then Disable_Jump = true Humanoid.WalkSpeed = 0 end for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" and c.Name ~= "Eye" then c.Material = "Neon" if c:FindFirstChildOfClass("ParticleEmitter") then c:FindFirstChildOfClass("ParticleEmitter"):remove() end c.Color = C3(255/255, 230/255, 194/255) if c == Head then if c:FindFirstChild("face") then c.face:remove() end end elseif c.ClassName == "CharacterMesh" or c.ClassName == "Accessory" or c.Name == "Body Colors" then c:remove() elseif (c.ClassName == "Shirt" or c.ClassName == "Pants") and c.Name ~= "Cloth" then c:remove() end end AMMOTEXT.Text = "["..AMMO.."]" Humanoid.Name = "Gunslinger" script.Parent = WEAPONGUI if SONG ~= nil then RADIOMESH.Scale = VT(1,1,1)+(VT(0.3,0.3,0.3)*SONG.PlaybackLoudness/500) else RADIOMESH.Scale = VT(1,1,1) end end --//=================================\\ --\\=================================// --//====================================================\\-- --|| END OF SCRIPT --\\====================================================//--
Optional Paste Settings
Category:
None
Cryptocurrency
Cybersecurity
Fixit
Food
Gaming
Haiku
Help
History
Housing
Jokes
Legal
Money
Movies
Music
Pets
Photo
Science
Software
Source Code
Spirit
Sports
Travel
TV
Writing
Tags:
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
Free Crypto Method
CSS | 56 min ago | 0.72 KB
+12,000$ in 2 days
CSS | 56 min ago | 0.72 KB
Documents
56 min ago | 0.43 KB
Crypto admin access
57 min ago | 0.43 KB
Silk
9 hours ago | 3.74 KB
fleet_agent
18 hours ago | 5.04 KB
Altur Song Lyrics
1 day ago | 13.27 KB
CC:T GPS Beacon
1 day ago | 0.49 KB
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!