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player = game:GetService("Players").LocalPlayer char = player.Character mouse = player:GetMouse() idleq = false local skl = false parts = {} poses = {} local obj3 local TARG10 local TARG11 stun = Instance.new("BoolValue",char) stun.Name = "Stunned" stun.Value = false atk = Instance.new("NumberValue",char) atk.Name = "Attack" atk.Value = 1 def = Instance.new("NumberValue",char) def.Name = "Defense" def.Value = 1 spd = Instance.new("NumberValue",char) spd.Name = "Speed" spd.Value = 1 deft = Instance.new("NumberValue",char) deft.Name = "DefenseTime" deft.Value = 0 atkt = Instance.new("NumberValue",char) atkt.Name = "AttackTime" atkt.Value = 0 spdt = Instance.new("NumberValue",char) spdt.Name = "SpeedTime" spdt.Value = 0 --POISION VARS posd = Instance.new("BoolValue",char) posd.Name = "Posioned" posd.Value = false pt = Instance.new("NumberValue",char) pt.Name = "PoisonTime" pt.Value = 0 bl = Instance.new("BoolValue",char) bl.Name = "Blocking" bl.Value = false bll = Instance.new("BoolValue",char) bll.Name = "BlockingLabel" bll.Value = false blt = Instance.new("NumberValue",char) blt.Name = "BlockingLeft" blt.Value = 50 pb = Instance.new("BoolValue",char) pb.Name = "PauseBlock" pb.Value = false blm = 100 gd = Instance.new("BoolValue",char) gd.Name = "Ground" local TARG7 local obj local TARG8 local obj2 for i,v in pairs (char:GetChildren())do if v.ClassName == "Weld" then v:destroy() end end ----OPEN local tr = char:WaitForChild("Torso") local lr = char:WaitForChild("Left Arm") local ra = char:WaitForChild("Right Arm") local s1 = Instance.new("Sound",char.Head) s1.Volume = 1 s1.SoundId = "rbxassetid://419372077" s1.Pitch = 1.0 local s2 = Instance.new("Sound",char.Head) s2.Volume = 1 s2.SoundId = "rbxassetid://419378177" local s3 = Instance.new("Sound",char.Head) s3.Volume = 1 s3.SoundId = "rbxassetid://" local s4 = Instance.new("Sound",char.Head) s4.Volume = 1 s4.SoundId = "rbxassetid://" local s5 = Instance.new("Sound",char.Head) s5.Volume = 1 s5.SoundId = "rbxassetid://" --WELDS -- local w3 = Instance.new("Weld",char) run = game:GetService("RunService") w3.Part0 = lr w3.Part1 = tr w3.C0 = CFrame.new(1.5,0,0) local w4= Instance.new("Weld",char) w4.Part0 = ra w4.Part1 = tr w4.C0 = CFrame.new(-1.5,0,0) local nc = Instance.new("Weld",char) nc.Part0 = char.Torso nc.Part1 = char.Head nc.C0 = CFrame.new(0,1.5,0) local ll = Instance.new("Weld",char) ll.Part0 = char.Torso ll.Part1 = char["Left Leg"] ll.C0 = CFrame.new(-.5,-2,0) local rl = Instance.new("Weld",char) rl.Part0 = char.Torso rl.Part1 = char["Right Leg"] rl.C0 = CFrame.new(.5,-2,0) local ts = Instance.new("Weld",char) ts.Part0 = char.HumanoidRootPart ts.Part1 = char.Torso ts.C0 = CFrame.new(0,0,0)* CFrame.Angles(0,0,0) --MAKE AND UNDO WELDS turnonwelds = function() w3.Part1 = tr w4.Part1 = tr nc.Part1 = char.Head ll.Part1 = char["Left Leg"] rl.Part1 = char["Right Leg"] end turnoffwelds = function() w3.Part1 = nil w4.Part1 = nil nc.Part1 = nil ll.Part1 = nil rl.Part1 = nil end turnoffwelds() ----LERP POSES ------- CFRAMES FOR LERP local walk = { --Left ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(0)), -- LEFT LEG rl.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-45),math.rad(0),math.rad(0)), -- RIGHT LEG --Right ll.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-45),math.rad(0),math.rad(0)), -- LEFT LEG rl.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(0)), -- RIGHT LEG ----------------------------------------------------------------------------------------------- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-30),0,0) , -- Torso Tilt nc.C0 * CFrame.Angles(math.rad(20),math.rad(0),0), -- HEAD TILT UP w4.C0 * CFrame.new(0,.2,-.4) * CFrame.Angles(math.rad(60),math.rad(0),math.rad(0)), -- ARM MOVEMENT w3.C0 * CFrame.new(0,.2,-.4) * CFrame.Angles(math.rad(60),math.rad(0),math.rad(0)) -- ARM MOVEMENT } local equip = { nc.C0 * CFrame.Angles(math.rad(-10),math.rad(0),0), -- HEAD BOB EQUIP w3.C0 * CFrame.new(-1.1,-.1,-1.2) * CFrame.Angles(math.rad(-160),0,math.rad(90)), -- LEFT ARM FOLD w4.C0 * CFrame.new(1.1,-.2,-1.2) * CFrame.Angles(math.rad(-160),0,math.rad(-90)) -- RIGHT ARM FOLD } local idle = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(-40),0), -- TORSO TILT nc.C0 * CFrame.Angles(0,math.rad(30),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-5),math.rad(30),math.rad(-10)), -- LEFT LEG idle rl.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(5),math.rad(-30),math.rad(10)), -- RIGHT LEG Idle w3.C0 * CFrame.new(0,.5,0) * CFrame.Angles(math.rad(-90),math.rad(20),math.rad(30)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-120),math.rad(-20),math.rad(-30)), -- RIGHT ARM Idle w4.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(-30),math.rad(-30)) } local PA1 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-30),math.rad(40),math.rad(30)), -- TORSO TILT ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(20),math.rad(30),math.rad(-10)), -- LEFT LEG PUNCH1 rl.C0 * CFrame.new(0,-.05,-.5) * CFrame.Angles(math.rad(20),math.rad(-30),math.rad(10)), -- RIGHT LEG PUNCH nc.C0 * CFrame.Angles(math.rad(-7),math.rad(20),0), -- HEAD BOB PUNCH w3.C0 * CFrame.new(0,.6,0) * CFrame.Angles(math.rad(30),0,math.rad(20)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(-20),math.rad(-30)), -- RIGHT ARM } local PA2 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(-35),0), -- TORSO TILT ll.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-5),math.rad(30),math.rad(-10)), -- LEFT LEG idle rl.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(5),math.rad(-30),math.rad(10)), -- RIGHT LEG Idle CFrame.new(0,1.5,0)* CFrame.Angles(math.rad(20),math.rad(20),0), -- HEAD BOB PUNCH w4.C0 * CFrame.new(0,1,0) * CFrame.Angles(math.rad(30),0,math.rad(-40)), -- LEFT ARM Idle w3.C0 * CFrame.new(-.5,1.5,-.3) * CFrame.Angles(math.rad(-150),0,math.rad(-10)), -- RIGHT ARM Idle } local PA3 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(10),math.rad(15),0), -- TORSO TILT nc.C0 * CFrame.Angles(math.rad(-15),math.rad(-5),0), -- HEAD BOB PUNCH w4.C0 * CFrame.new(.4,1,.7) * CFrame.Angles(math.rad(40),math.rad(20),math.rad(-50)), -- LEFT ARM PUNCH 3 w3.C0 * CFrame.new(-.3,1.5,0) * CFrame.Angles(math.rad(40),math.rad(20),math.rad(50)), -- RIGHT ARM PUNCH 3 ll.C0 * CFrame.new(-.3,0,.3) * CFrame.Angles(math.rad(-20),math.rad(30),math.rad(-10)), -- LEFT LEG rl.C0 * CFrame.new(0,1,-.5) * CFrame.Angles(math.rad(-40),0,math.rad(0)), -- RIGHT LEG Idle } local PA4 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(60),math.rad(-60),0), -- TORSO TILT nc.C0 * CFrame.Angles(math.rad(-25),math.rad(50),0), -- HEAD BOB PUNCH w4.C0 * CFrame.new(.4,1,.7) * CFrame.Angles(math.rad(50),0,math.rad(-70)), -- LEFT ARM PUNCH 3 w3.C0 * CFrame.new(-1.2,-.2,1) * CFrame.Angles(math.rad(-40),math.rad(20),math.rad(-50)), -- RIGHT ARM PUNCH 3 ll.C0 * CFrame.new(-1.0,.5,0) * CFrame.Angles(0,math.rad(0),math.rad(-30)), -- LEFT LEG rl.C0 * CFrame.new(1,.5,.5) * CFrame.Angles(0,math.rad(-20),math.rad(40)), -- RIGHT LEG Idle } local jump = { nc.C0 * CFrame.Angles(math.rad(20),0,0), -- HEAD BOB EQUIP w4.C0 * CFrame.new(0,.5,0) * CFrame.Angles(0,0,math.rad(-30)), -- LEFT ARM Idle w3.C0 * CFrame.new(0,.5,0) * CFrame.Angles(0,0,math.rad(30)), -- RIGHT ARM Idle ll.C0 * CFrame.new(-.3,0,0) * CFrame.Angles(0,0,math.rad(-20)), -- LEFT LEG idle rl.C0 * CFrame.new(.3,0,0) * CFrame.Angles(0,0,math.rad(20)), -- RIGHT LEG Idle } local stunned = { nc.C0 * CFrame.Angles(0,math.rad(90),0), -- HEAD BOB EQUIP w4.C0 * CFrame.new(0,1,0) * CFrame.Angles(0,0,math.rad(-50)), -- LEFT ARM Idle w3.C0 * CFrame.new(0,1,0) * CFrame.Angles(0,0,math.rad(50)), -- RIGHT ARM Idle ll.C0 * CFrame.new(-.3,0,0) * CFrame.Angles(0,0,math.rad(-20)), -- LEFT LEG idle rl.C0 * CFrame.new(.3,0,0) * CFrame.Angles(0,0,math.rad(20)), -- RIGHT LEG Idle ts.C0 * CFrame.new(0,-2.5,0) * CFrame.Angles(math.rad(90),0,0), -- TORSO TILT } local PA1C = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-30),math.rad(-40),math.rad(-30)), -- TORSO TILT ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(20),math.rad(30),math.rad(-10)), -- LEFT LEG PUNCH1 rl.C0 * CFrame.new(0,-.05,-.5) * CFrame.Angles(math.rad(20),math.rad(-30),math.rad(10)), -- RIGHT LEG PUNCH nc.C0 * CFrame.Angles(math.rad(-7),math.rad(-20),0), -- HEAD BOB PUNCH w3.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(40),math.rad(30)), -- RIGHT ARM w4.C0 * CFrame.new(0,.6,0) * CFrame.Angles(math.rad(30),0,math.rad(-20)), -- LEFT ARM Idle } local Stomp = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0), -- TORSO TILT ~ NONE REQUIRED nc.C0 * CFrame.Angles(math.rad(-13),math.rad(-20),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(-.05,0,0) * CFrame.new(math.rad(0),math.rad(0),math.rad(00)), -- LEFT LEG rl.C0 * CFrame.new(0,.6,-.6) * CFrame.Angles(math.rad(-0),0,math.rad(0)), -- RIGHT LEG Idle w3.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(30)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(-30)), -- RIGHT ARM Idle } local Stomp2 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0), -- TORSO TILT ~ NONE REQUIRED nc.C0 * CFrame.Angles(math.rad(-25),math.rad(-20),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(-.05,0,0) * CFrame.new(math.rad(0),math.rad(0),math.rad(00)), -- LEFT LEG rl.C0 * CFrame.new(0,0,-.6) * CFrame.Angles(math.rad(-0),0,math.rad(0)), -- RIGHT LEG Idle w3.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(35)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(-35)), -- RIGHT ARM Idle } local dropkick = { ts.C0 * CFrame.new(0,.8,0) * CFrame.Angles(math.rad(90),math.rad(45),0), -- TORSO TILT ~ NONE REQUIRED nc.C0 * CFrame.new(0,0,-.2) * CFrame.Angles(math.rad(-30),math.rad(-20),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(-.2,0,-.3) * CFrame.Angles(math.rad(-20),math.rad(0),math.rad(0)), -- LEFT LEG rl.C0 * CFrame.new(-.05,0,0) * CFrame.Angles(math.rad(00),math.rad(20),math.rad(0)), -- RIGHT LEG Idle w3.C0 * CFrame.new(-2.7,1.5,0) * CFrame.Angles(math.rad(0),0,math.rad(170)), -- LEFT ARM Idle w4.C0 * CFrame.new(2.7,1.5,0) * CFrame.Angles(math.rad(0),0,math.rad(-160)), -- RIGHT ARM Idle } local block = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0), -- TORSO TILT ~ NONE REQUIRED nc.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-9),math.rad(-0),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0), -- LEFT LEG idle rl.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0), -- RIGHT LEG Idle w3.C0 * CFrame.new(-.8,1.3,-.6) * CFrame.Angles(math.rad(-160),math.rad(0),math.rad(0)), -- LEFT ARM Idle w4.C0 * CFrame.new(.8,1.3,-.6) * CFrame.Angles(math.rad(-160),math.rad(0),math.rad(0)), -- RIGHT ARM Idle } local sjump = { ts.C0 * CFrame.new(0,-1,0) * CFrame.Angles(math.rad(-10),0,0), -- TORSO TILT ~ NONE REQUIRED nc.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-15),math.rad(-0),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(0,.4,.8) * CFrame.Angles(math.rad(-70),0,0), -- LEFT LEG idle rl.C0 * CFrame.new(0,.8,-.5) * CFrame.Angles(math.rad(-10),0,0), -- RIGHT LEG Idle w3.C0 * CFrame.new(0,.5,.5) * CFrame.Angles(math.rad(-50),math.rad(0),math.rad(0)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(0)), -- RIGHT ARM Idle } local UpSideDownPunch = { ts.C0 * CFrame.new(0,-.5,0) * CFrame.Angles(math.rad(180),0,0), -- TORSO TILT ~ NONE REQUIRED nc.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(-.4,0,0) * CFrame.Angles(0,0,math.rad(-20)), -- LEFT LEG idle rl.C0 * CFrame.new(.4,0,0) * CFrame.Angles(0,0,math.rad(20)), -- RIGHT LEG Idle w3.C0 * CFrame.new(0,1.7,0) * CFrame.Angles(math.rad(180),math.rad(0),math.rad(0)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,1.7,0) * CFrame.Angles(math.rad(180),math.rad(0),math.rad(0)), -- RIGHT ARM Idle } local BackBreaker = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(10),math.rad(15),0), -- TORSO TILT nc.C0 * CFrame.Angles(math.rad(-15),math.rad(-5),0), -- HEAD BOB PUNCH w4.C0 * CFrame.new(0,.1,.3) * CFrame.Angles(math.rad(-90),math.rad(-00),math.rad(0)), -- LEFT ARM PUNCH 3 w3.C0 * CFrame.new(0,.5,.5) * CFrame.Angles(math.rad(-90),math.rad(20),math.rad(0)), -- LEFT ARM PUNCH 3 ll.C0 * CFrame.new(-.3,0,.3) * CFrame.Angles(math.rad(-20),math.rad(30),math.rad(-10)), -- LEFT LEG rl.C0 * CFrame.new(-.2,1,-.5) * CFrame.Angles(math.rad(-40),0,math.rad(0)), -- RIGHT LEG Idle } local FrontFlipKick1 = { ts.C0 * CFrame.new(0,2,0) * CFrame.Angles(math.rad(-8),math.rad(0),0), -- TORSO TILT nc.C0 * CFrame.Angles(math.rad(-15),math.rad(-5),0), -- HEAD BOB PUNCH w4.C0 * CFrame.new(0,1,-.3) * CFrame.Angles(math.rad(140),math.rad(0),math.rad(0)), -- LEFT ARM PUNCH 3 w3.C0 * CFrame.new(0,1,-.3) * CFrame.Angles(math.rad(140),math.rad(0),math.rad(0)), -- LEFT ARM PUNCH 3 ll.C0 * CFrame.new(0,1,1) * CFrame.Angles(math.rad(-110),0,math.rad(0)), -- RIGHT LEG Idle rl.C0 * CFrame.new(0,1,-1) * CFrame.Angles(math.rad(110),0,math.rad(0)), -- RIGHT LEG Idle } --[[for i = 0,1,wait() do wait() ts.C0 = ts.C0:lerp(FrontFlipKick1[1],.4) nc.C0 = nc.C0:lerp(FrontFlipKick1[2],.4) ll.C0 = ll.C0:lerp(FrontFlipKick1[5],.4) rl.C0 = rl.C0:lerp(FrontFlipKick1[6],.4) w3.C0 = w3.C0:lerp(FrontFlipKick1[4],.4) w4.C0 = w4.C0:lerp(FrontFlipKick1[3],.4) end--]] --[[ --END ts.C0 = ts.C0:lerp(UpSideDownPunch[1],.4) nc.C0 = nc.C0:lerp(UpSideDownPunch[2],.4) ll.C0 = ll.C0:lerp(UpSideDownPunch[3],.4) rl.C0 = rl.C0:lerp(UpSideDownPunch[4],.4) w3.C0 = w3.C0:lerp(UpSideDownPunch[5],.4) w4.C0 = w4.C0:lerp(UpSideDownPunch[6],.4) --START ts.C0 = ts.C0:lerp(sjump[1],.4) nc.C0 = nc.C0:lerp(sjump[2],.4) ll.C0 = ll.C0:lerp(sjump[3],.4) rl.C0 = rl.C0:lerp(sjump[4],.4) w3.C0 = w3.C0:lerp(sjump[5],.4) w4.C0 = w4.C0:lerp(sjump[6],.4) --]] -- CFrame.new(-.05,0,0) * CFrame.new(math.rad(0),math.rad(0),math.rad(00)), -- LEFT LEG ------------------------------------CLASS UI ------------------------------------ f = Instance.new("ScreenGui",player.PlayerGui) f.Name = "UI" f1 = Instance.new("Frame",f) f1.BorderSizePixel = 0 f1.BackgroundColor3 = Color3.new(0,0,0) f1.Size = UDim2.new(0.3,0,0.05,0) f1.Position = UDim2.new(0.2,0,0.84,0) f1f = Instance.new("Frame",f1) f1f.BorderSizePixel = 0 f1f.BackgroundColor3 = Color3.new(255,255,255) f1f.Size = UDim2.new(1,0,1,0) f1l = Instance.new("TextLabel",f1) f1l.TextScaled = true f1l.TextStrokeTransparency = 0 f1l.BackgroundTransparency = 1 f1l.TextColor3 = Color3.new(255,255,255) f1l.BorderSizePixel = 0 f1l.Size = UDim2.new(1,0,1,0) f1l.Text = "[Z] Spam Punches" f2 = Instance.new("Frame",f) f2.BorderSizePixel = 0 f2.BackgroundColor3 = Color3.new(0,0,0) f2.Size = UDim2.new(0.3,0,0.05,0) f2.Position = UDim2.new(0.52, 0,0.84, 0) f2f = Instance.new("Frame",f2) f2f.BorderSizePixel = 0 f2f.BackgroundColor3 = Color3.new(255,255,255) f2f.Size = UDim2.new(1,0,1,0) f2l = Instance.new("TextLabel",f2) f2l.TextScaled = true f2l.TextStrokeTransparency = 0 f2l.BackgroundTransparency = 1 f2l.TextColor3 = Color3.new(255,255,255) f2l.BorderSizePixel = 0 f2l.Size = UDim2.new(1,0,1,0) f2l.Text = "[X] Ground Stomp" f3 = Instance.new("Frame",f) f3.BorderSizePixel = 0 f3.BackgroundColor3 = Color3.new(0,0,0) f3.Size = UDim2.new(0.3,0,0.05,0) f3.Position = UDim2.new(0.2,0,0.9,0) f3f = Instance.new("Frame",f3) f3f.BorderSizePixel = 0 f3f.BackgroundColor3 = Color3.new(255,255,255) f3f.Size = UDim2.new(1,0,1,0) f3l = Instance.new("TextLabel",f3) f3l.TextScaled = true f3l.TextStrokeTransparency = 0 f3l.BackgroundTransparency = 1 f3l.TextColor3 = Color3.new(255,255,255) f3l.BorderSizePixel = 0 f3l.Size = UDim2.new(1,0,1,0) f3l.Text = "[C] Drop kick" f4 = Instance.new("Frame",f) f4.BorderSizePixel = 0 f4.BackgroundColor3 = Color3.new(0,0,0) f4.Size = UDim2.new(0.3,0,0.05,0) f4.Position = UDim2.new(.52,0,.9,0) f4f = Instance.new("Frame",f4) f4f.BorderSizePixel = 0 f4f.BackgroundColor3 = Color3.new(255,255,255) f4f.Size = UDim2.new(1,0,1,0) f4l = Instance.new("TextLabel",f4) f4l.TextScaled = true f4l.TextStrokeTransparency = 0 f4l.BackgroundTransparency = 1 f4l.TextColor3 = Color3.new(255,255,255) f4l.BorderSizePixel = 0 f4l.Size = UDim2.new(1,0,1,0) f4l.Text = "[V] Speed Shot " ---HEALTH BAR f5 = Instance.new("Frame",f) f5.BorderSizePixel = 0 f5.BackgroundColor3 = Color3.new(255,255,255) f5.Size = UDim2.new(0.3,0,0.03,0) f5.Position = UDim2.new(.52,0,.8,0) f5f = Instance.new("Frame",f5) f5f.BorderSizePixel = 0 f5f.BackgroundColor3 = Color3.new(0,255,0) f5f.Size = UDim2.new(1,0,1,0) f5l = Instance.new("TextLabel",f5) f5l.TextScaled = true f5l.TextStrokeTransparency = 0 f5l.BackgroundTransparency = 1 f5l.TextColor3 = Color3.new(255,255,255) f5l.BorderSizePixel = 0 f5l.Size = UDim2.new(1,0,1,0) f5l.Text = "Health" ---ENERGY BAR f6 = Instance.new("Frame",f) f6.BorderSizePixel = 0 f6.BackgroundColor3 = Color3.new(255,255,255) f6.Size = UDim2.new(0.3,0,0.03,0) f6.Position = UDim2.new(.2,0,.8,0) f6f = Instance.new("Frame",f6) f6f.BorderSizePixel = 0 f6f.BackgroundColor3 = BrickColor.new("Deep orange").Color f6f.Size = UDim2.new(1,0,1,0) f6l = Instance.new("TextLabel",f6) f6l.TextScaled = true f6l.TextStrokeTransparency = 0 f6l.BackgroundTransparency = 1 f6l.TextColor3 = Color3.new(255,255,255) f6l.BorderSizePixel = 0 f6l.Size = UDim2.new(1,0,1,0) f6l.Text = "Energy" --BLOCK f9 = Instance.new("Frame",f) f9.BorderSizePixel = 0 f9.BackgroundColor3 = Color3.new(255,255,255) f9.Size = UDim2.new(0.62,0,0.03,0) f9.Position = UDim2.new(.2,0,.96,0) f9f = Instance.new("Frame",f9) f9f.BorderSizePixel = 0 f9f.BackgroundColor3 = BrickColor.new("Forest green").Color f9f.Size = UDim2.new(1,0,1,0) f9l = Instance.new("TextLabel",f9) f9l.TextScaled = true f9l.TextStrokeTransparency = 0 f9l.BackgroundTransparency = 1 f9l.TextColor3 = Color3.new(255,255,255) f9l.BorderSizePixel = 0 f9l.Size = UDim2.new(1,0,1,0) f9l.Text = "Block" ------------ATK fa = Instance.new("TextLabel",f) fa.TextScaled = true fa.TextStrokeTransparency = 0 fa.BackgroundTransparency = .5 fa.BackgroundColor3 = Color3.new(0,0,0) fa.TextColor3 = Color3.new(255,0,0) fa.BorderSizePixel = 0 fa.Size = UDim2.new(.2,0,0.05,0) fa.Position = UDim2.new(0.2,0,0.74,0) fa.Text = "Attack : 1" ------------SPD fa2 = Instance.new("TextLabel",f) fa2.TextScaled = true fa2.TextStrokeTransparency = 0 fa2.BackgroundTransparency = .5 fa2.BackgroundColor3 = Color3.new(0,0,0) fa2.TextColor3 = Color3.new(0,255,0) fa2.BorderSizePixel = 0 fa2.Size = UDim2.new(.2,0,0.05,0) fa2.Position = UDim2.new(0.41,0,0.74,0) fa2.Text = "Speed : 1" ------------DEF fa3 = Instance.new("TextLabel",f) fa3.TextScaled = true fa3.TextStrokeTransparency = 0 fa3.BackgroundTransparency = .5 fa3.BackgroundColor3 = Color3.new(0,0,0) fa3.TextColor3 = Color3.new(0,0,255) fa3.BorderSizePixel = 0 fa3.Size = UDim2.new(.2,0,0.05,0) fa3.Position = UDim2.new(0.62,0,0.74,0) fa3.Text = "Defense : 1" -------------------CLASS VARS-------------------------- S1 = true S1T = 0 S1TF = 7 S2 = true S2T = 0 S2TF = 15 S3 = true S3T = 0 S3TF = 12 S4 = true S4T = 0 S4TF = 30 energy = 0 ------------------------------------EXTRA WELDS AREA ------------------------------------ ----EQUIP FUNCTION local Close1 = CFrame.new(1.5,0,0) local Close2 = CFrame.new(-1.5,0,0) local Speed = 0.3 local Open4 = w4.C0 * CFrame.new(0,.5,0) * CFrame.Angles(0,0,math.rad(-30)) local h1 = nc.C0 * CFrame.Angles(math.rad(20),math.rad(-30),0) local h2 = CFrame.new(0,1.5,0) local h3 = nc.C0 * CFrame.Angles(math.rad(-20),math.rad(30),0) --leg anims local opend = false local current = true --------------------------------------------------------------------------------------- ----DAMAGE UI N DMG local DGU = function(p,txt) s2:Play() local par = Instance.new("Part",game.Workspace) par.Transparency = 1 par.Anchored = true par.CFrame = p.CFrame par.CanCollide = false game.Debris:AddItem(par,10) local f = Instance.new("BillboardGui",par) f.Size = UDim2.new(1.2,0,1.2,0) f.AlwaysOnTop = true f.StudsOffset = Vector3.new(0,2,0) local fr = Instance.new("Frame",f) fr.BackgroundTransparency = 1 fr.Size = UDim2.new(1,0,1,0) fr.ClipsDescendants = true local fe = Instance.new("TextLabel",fr) fe.Size = UDim2.new(1,0,1,0) fe.BackgroundTransparency = 1 fe.TextColor3 = BrickColor.new("Bright yellow").Color fe.TextStrokeTransparency = 0 fe.Text = txt fe.TextScaled = true fe.Font = "Legacy" fe.Position = UDim2.new(0,0,1,0) fe:TweenPosition(UDim2.new(0,0,0,0),"In","Linear",.5) wait(2) fe:TweenPosition(UDim2.new(0,0,-1,0),"In","Linear",.4) for i = 0,10 do wait() fe.TextTransparency = fe.TextTransparency + .1 end end makeui = function(color,txt) local par = Instance.new("Part",game.Workspace) par.Transparency = 1 par.Anchored = true par.CFrame = char.Head.CFrame par.CanCollide = false game.Debris:AddItem(par,10) local f = Instance.new("BillboardGui",par) f.Size = UDim2.new(1.2,0,1.2,0) f.AlwaysOnTop = true f.StudsOffset = Vector3.new(0,4,0) local fr = Instance.new("Frame",f) fr.BackgroundTransparency = 1 fr.Size = UDim2.new(2,0,2,0) fr.ClipsDescendants = true local fe = Instance.new("TextLabel",fr) fe.Size = UDim2.new(1,0,1,0) fe.BackgroundTransparency = 1 fe.TextColor3 = Color3.new(255,255,255) fe.TextStrokeTransparency = 0 fe.Text = txt fe.TextScaled = true fe.Font = "SourceSansBold" game.Debris:AddItem(f,4) fe.Position = UDim2.new(0,0,1,0) fe:TweenPosition(UDim2.new(0,0,0,0),"In","Linear",.5) wait(2) fe:TweenPosition(UDim2.new(0,0,-1,0),"In","Linear",.4) for i = 0,10 do wait() fe.TextTransparency = fe.TextTransparency + .1 end end ----TARG local TARG1 local TARG2 local TARG3 local TARG4 local TARG5 local TARG6 local IdleAndWalk = false turnonwelds() opend = true --------------SKILL/KEY EVENTS --------------MOUSE EVENTS , ATTACKS local wpb = true local num = 1 mouse.Button1Down:connect(function() if current == true and idleq == false and opend == true and wpb == true and stun.Value == false and bl.Value == false then local fs if num == 1 then wpb = false current = false fr = true char["Right Arm"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(math.random(5,11) * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() wait() hit.Parent.BlockingLeft.Value = 5 wait() wait() hit.Parent.PauseBlock.Value = false hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end -- end end) s1.Pitch = 1 s1:Play() wait(.1) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.1) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.1) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.1) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.2) current = true fr = false wait(.1) wpb = true num = num +1 return end if num == 2 then wpb = false current = false fr = true char["Left Arm"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(math.random(5,11) * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end end end) s1.Pitch = 1.2 s1:Play() wait(.1) TARG1 = PA2[6] TARG2 = PA2[5] TARG3 = PA2[4] TARG4 = PA2[3] TARG5 = PA2[2] TARG6 = PA2[1] wait(.1) TARG1 = PA2[6] TARG2 = PA2[5] TARG3 = PA2[4] TARG4 = PA2[3] TARG5 = PA2[2] TARG6 = PA2[1] wait(.1) TARG1 = PA2[6] TARG2 = PA2[5] TARG3 = PA2[4] TARG4 = PA2[3] TARG5 = PA2[2] TARG6 = PA2[1] wait(.1) TARG1 = PA2[6] TARG2 = PA2[5] TARG3 = PA2[4] TARG4 = PA2[3] TARG5 = PA2[2] TARG6 = PA2[1] wait(.2) current = true fr = false wait(.1) wpb = true num = num + 1 return end if num == 3 then wpb = false current = false fr = true char["Right Leg"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(math.random(5,11) * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end -- end end) s1.Pitch = 1.35 s1:Play() wait(.1) TARG1 = PA3[3] TARG2 = PA3[4] TARG3 = PA3[2] TARG4 = PA3[6] TARG5 = PA3[5] TARG6 = PA3[1] wait(.1) TARG1 = PA3[3] TARG2 = PA3[4] TARG3 = PA3[2] TARG4 = PA3[6] TARG5 = PA3[5] TARG6 = PA3[1] wait(.1) TARG1 = PA3[3] TARG2 = PA3[4] TARG3 = PA3[2] TARG4 = PA3[6] TARG5 = PA3[5] TARG6 = PA3[1] wait(.1) TARG1 = PA3[3] TARG2 = PA3[4] TARG3 = PA3[2] TARG4 = PA3[6] TARG5 = PA3[5] TARG6 = PA3[1] wait(.2) current = true fr = false wait(.1) wpb = true num = num +1 return end if num == 4 then wpb = false current = false fr = true char["Left Leg"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then fs = math.floor(math.random(7,15) * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(math.random(7,15) * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end -- end end) s1.Pitch = .8 s1:Play() wait(.1) TARG1 = PA4[4] TARG2 = PA4[3] TARG3 = PA4[2] TARG4 = PA4[6] TARG5 = PA4[5] TARG6 = PA4[1] wait(.1) TARG1 = PA4[4] TARG2 = PA4[3] TARG3 = PA4[2] TARG4 = PA4[6] TARG5 = PA4[5] TARG6 = PA4[1] wait(.1) TARG1 = PA4[4] TARG2 = PA4[3] TARG3 = PA4[2] TARG4 = PA4[6] TARG5 = PA4[5] TARG6 = PA4[1] wait(.1) TARG1 = PA4[4] TARG2 = PA4[3] TARG3 = PA4[2] TARG4 = PA4[6] TARG5 = PA4[5] TARG6 = PA4[1] wait(.2) current = true fr = false wait(.1) wpb = true num = 1 return end end end) local rtb = true mouse.KeyDown:connect(function(key)key = key:lower() if key == "e" then if current == true and opend == true and stun.Value == false and blt.Value > 20 and rtb == true then local sub if bl.Value == false then rtb = false bl.Value = true skl = true TARG1 = block[5] TARG2 = block[6] TARG3 = block[2] TARG4 = block[4] TARG5 = block[3] TARG6 = block[1] wait(.05) TARG1 = block[5] TARG2 = block[6] TARG3 = block[2] TARG4 = block[4] TARG5 = block[3] TARG6 = block[1] wait(.05) TARG1 = block[5] TARG2 = block[6] TARG3 = block[2] TARG4 = block[4] TARG5 = block[3] TARG6 = block[1] wait(.05) TARG1 = block[5] TARG2 = block[6] TARG3 = block[2] TARG4 = block[4] TARG5 = block[3] TARG6 = block[1] wait(.05) bl.Value = true skl = true char.Humanoid.WalkSpeed = 5 wait(1) rtb = true else rtb = false skl = false bl.Value = false current = true wait(1) rtb = true end end end end) mouse.KeyDown:connect(function(key)key = key:lower() if key == "z" then if current == true and opend == true and stun.Value == false and energy > 19 and S1 == true then energy = energy - 20 S1T = 0 current = false local num = 0 repeat fr = true local fs s1.Pitch = 1.2 s1:Play() char["Right Arm"].Touched:connect(function(hit) if not fr then return end if hit.Parent.Name == player.Name then return end if hit.Parent:FindFirstChild("Defense") and hit.Parent.Name ~= player.Name then hit.Parent:FindFirstChild("Defense").Value = hit.Parent:FindFirstChild("Defense").Value -.02 fs = math.floor(2 * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(2 * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end -- end end) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.11) fr = false wait(.11) fr = true local fs s1.Pitch = 1.2 s1:Play() char["Left Arm"].Touched:connect(function(hit) if not fr then return end if hit.Parent.Name == player.Name then return end if hit.Parent:FindFirstChild("Defense")and hit.Parent.Name ~= player.Name then hit.Parent:FindFirstChild("Defense").Value = hit.Parent:FindFirstChild("Defense").Value -.02 fs = math.floor(2 * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(2 * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end -- end end) TARG1 = PA1C[5] TARG2 = PA1C[6] TARG3 = PA1C[4] TARG4 = PA1C[3] TARG5 = PA1C[2] TARG6 = PA1C[1] wait(.11) fr = false wait(.11) num = num + 2 until num == 10 current = true wait(3) end end end) --- KEYDOWN 2 mouse.KeyDown:connect(function(key)key = key:lower() if key == "x" then if current == true and opend == true and stun.Value == false and energy > 24 and S2 == true then energy = energy - 25 S2T = 0 skl = true char.Humanoid.WalkSpeed = 0 f = Instance.new("Part",game.Workspace) f.Position = char.Torso.Position + Vector3.new(0, -2, -12) f.CanCollide = false f.Transparency = 1 local asdf local cf f.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") then else cf = f.CFrame asdf = hit.BrickColor end end) current = false TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp2[5] TARG2 = Stomp2[6] TARG3 = Stomp2[2] TARG4 = Stomp2[4] TARG5 = Stomp2[3] TARG6 = Stomp2[1] wait(.05) TARG1 = Stomp2[5] TARG2 = Stomp2[6] TARG3 = Stomp2[2] TARG4 = Stomp2[4] TARG5 = Stomp2[3] TARG6 = Stomp2[1] wait(.05) TARG1 = Stomp2[5] TARG2 = Stomp2[6] TARG3 = Stomp2[2] TARG4 = Stomp2[4] TARG5 = Stomp2[3] TARG6 = Stomp2[1] wait(.05) TARG1 = Stomp2[5] TARG2 = Stomp2[6] TARG3 = Stomp2[2] TARG4 = Stomp2[4] TARG5 = Stomp2[3] TARG6 = Stomp2[1] wait(.05) local fs = Instance.new("Part",char) fs.BrickColor = asdf fs.Size = Vector3.new(1,1,1) fs.CanCollide = false fs.Anchored = true fs.Transparency = 1 fs.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) obj2 = fs TARG8 = Vector3.new(50,5,50) fs.Touched:connect(function(hit) if dmg == true and hit.Parent:FindFirstChild("Humanoid") then if hit.Parent:FindFirstChild("Humanoid").Health ~= 0 and hit.Parent.Name ~= player.Name then if hit.Parent:FindFirstChild("Speed")then hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1 hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1 --- I made it do that so this would stick for 12 Seconds ~ Thats how the stats work local fx = math.floor(12 * atk.Value / hit.Parent:FindFirstChild("Defense").Value) dmg = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else local fx = math.floor(12 * atk.Value) dmg = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end end end end end)--]] wait(.3) game.Debris:AddItem(fr,8) game.Debris:AddItem(fs,8) skl = false current = true for i = 1,10 do wait() fr.Transparency = fr.Transparency + .1 end wait(.4) dmg = false wait(3) end end end) mouse.KeyDown:connect(function(key)key = key:lower() if key == "c" then if current == true and opend == true and stun.Value == false and energy > 34 and S3 == true then energy = energy - 35 S3T = 0 current = false TARG1 = dropkick[5] TARG2 = dropkick[6] TARG3 = dropkick[2] TARG4 = dropkick[4] TARG5 = dropkick[3] TARG6 = dropkick[1] wait(.05) TARG1 = dropkick[5] TARG2 = dropkick[6] TARG3 = dropkick[2] TARG4 = dropkick[4] TARG5 = dropkick[3] TARG6 = dropkick[1] wait(.05) TARG1 = dropkick[5] TARG2 = dropkick[6] TARG3 = dropkick[2] TARG4 = dropkick[4] TARG5 = dropkick[3] TARG6 = dropkick[1] wait(.05) TARG1 = dropkick[5] TARG2 = dropkick[6] TARG3 = dropkick[2] TARG4 = dropkick[4] TARG5 = dropkick[3] TARG6 = dropkick[1] wait(.05) local dmg = true char["Right Leg"].Touched:connect(function(hit) if dmg == true and hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= player.Name then local fn = Instance.new("Part",char) fn.BrickColor = BrickColor.new("Medium stone grey") fn.Size = Vector3.new(1,1,1) fn.CanCollide = false fn.Anchored = true s2.Pitch = .9 s2:Play() game.Debris:AddItem(fn,8) fn.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) local fms = Instance.new("SpecialMesh",fn) fms.MeshId = "http://www.roblox.com/asset/?id=20329976" fms.Scale = Vector3.new(1,1,6) TARG7 = Vector3.new(10,5,10) obj = fms if hit.Parent:FindFirstChild("Humanoid").Health ~= 0 and hit.Parent.Name ~= player.Name then if hit.Parent:FindFirstChild("Stunned")then hit.Parent:FindFirstChild("Stunned").Value = true --- I made it do that so this would stick for 12 Seconds ~ Thats how the stats work local fx = math.floor(13 * atk.Value / hit.Parent:FindFirstChild("Defense").Value) dmg = false --[[ if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end -- end --]] if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else local fx = math.floor(13 * atk.Value) dmg = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end end end for i = 1,10 do wait() fn.Transparency = fn.Transparency + .1 end end end)--]] wait(.1) skl = false current = true wait(.2) dmg = false wait(3) end end end) mouse.KeyDown:connect(function(key)key = key:lower() if key == "v" then if current == true and opend == true and stun.Value == false and energy > 49 and S4 == true then current = false wait(0.05) skl = true local dmg = true S4T = 0 char.Humanoid.WalkSpeed = 22 char.Humanoid.JumpPower = 0 energy = energy - 59 wait() TARG1 = sjump[5] -- LEFT ARM TARG2 = sjump[6]-- RIGHT ARM TARG3 = sjump[2] -- NECK TARG4 = sjump[3] -- RIGHT LEG TARG5 = sjump[4] -- LEFT LEG TARG6 = sjump[1] -- TORSO wait(0.05) TARG1 = sjump[5] -- LEFT ARM TARG2 = sjump[6]-- RIGHT ARM TARG3 = sjump[2] -- NECK TARG4 = sjump[3] -- RIGHT LEG TARG5 = sjump[4] -- LEFT LEG TARG6 = sjump[1] -- TORSO wait(0.05) TARG1 = sjump[5] -- LEFT ARM TARG2 = sjump[6]-- RIGHT ARM TARG3 = sjump[2] -- NECK TARG4 = sjump[3] -- RIGHT LEG TARG5 = sjump[4] -- LEFT LEG TARG6 = sjump[1] -- TORSO wait(0.05) TARG1 = sjump[5] -- LEFT ARM TARG2 = sjump[6]-- RIGHT ARM TARG3 = sjump[2] -- NECK TARG4 = sjump[3] -- RIGHT LEG TARG5 = sjump[4] -- LEFT LEG TARG6 = sjump[1] -- TORSO wait(0.05) wait(.5) char.Humanoid.JumpPower = 200 char.Humanoid.Jump = true TARG1 = jump[3] -- LEFT ARM TARG2 = jump[2]-- RIGHT ARM TARG3 = jump[1] -- NECK TARG4 = jump[5] -- RIGHT LEG TARG5 = jump[4] -- LEFT LEG TARG6 = CFrame.new(0,0,0) wait(0.05) TARG1 = jump[3] -- LEFT ARM TARG2 = jump[2]-- RIGHT ARM TARG3 = jump[1] -- NECK TARG4 = jump[5] -- RIGHT LEG TARG5 = jump[4] -- LEFT LEG TARG6 = CFrame.new(0,0,0) wait(0.05) wait(1) local r = Instance.new("Part",char) r.Size = Vector3.new(2,2,2) game.Debris:AddItem(r,5) r.CanCollide = false r.Transparency = 1 r.Position = char.Torso.CFrame.p local w = Instance.new("Weld",char) w.Part0 = char.Torso w.Part1 = r w.C0 = CFrame.new(0,4,0) r.Anchored = false r.Touched:connect(function(hit) r:remove() local fs = Instance.new("Part",char) fs.BrickColor = hit.BrickColor fs.Size = Vector3.new(1,1,1) fs.CanCollide = false fs.Anchored = true fs.Transparency = 1 fs.CFrame = char.Torso.CFrame * CFrame.new(0,0,0) local fr = Instance.new("Part",char) fr.BrickColor = hit.BrickColor fr.Size = Vector3.new(1,1,1) fr.CanCollide = false fr.Anchored = true fr.CFrame = r.CFrame * CFrame.new(0,-2,0)* CFrame.Angles(math.rad(90),0,0) local fms = Instance.new("SpecialMesh",fr) fms.MeshId = "http://www.roblox.com/asset/?id=3270017" fms.Scale = Vector3.new(1,1,6) TARG7 = Vector3.new(90,90,10) obj = fms obj2 = fs TARG8 = Vector3.new(90,5,90) local dmg = true game.Debris:AddItem(fr,8) game.Debris:AddItem(fs,8) current = true skl = false fs.Touched:connect(function(hit) if dmg == true and hit.Parent:FindFirstChild("Humanoid") then if hit.Parent:FindFirstChild("Humanoid").Health ~= 0 and hit.Parent.Name ~= player.Name then if hit.Parent:FindFirstChild("Speed")then hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.4 spd.Value = spd.Value + .1 --- I made it do that so this would stick for 12 Seconds ~ Thats how the stats work local fx = math.floor(15 * atk.Value / hit.Parent:FindFirstChild("Defense").Value) dmg = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else local fx = math.floor(15 * atk.Value) dmg = false if hit.Parent:FindFirstChild("Blocking")then if hit.Parent:FindFirstChild("Blocking").Value == true then hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true hit.Parent.BlockingLabel.Value = true stun.Value = true else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end else hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,fx) fr = false end end end end end)--]] for i = 1,20 do wait() fr.Transparency = fr.Transparency + .05 end dmg = false end) TARG1 = UpSideDownPunch[5] -- LEFT ARM TARG2 = UpSideDownPunch[6]-- RIGHT ARM TARG3 = UpSideDownPunch[2] -- NECK TARG4 = UpSideDownPunch[3] -- RIGHT LEG TARG5 = UpSideDownPunch[4] -- LEFT LEG TARG6 = UpSideDownPunch[1] -- TORSO wait(1.6) dmg = false current = true skl = false end end end) --[[ --END ts.C0 = ts.C0:lerp(UpSideDownPunch[1],.4) nc.C0 = nc.C0:lerp(UpSideDownPunch[2],.4) ll.C0 = ll.C0:lerp(UpSideDownPunch[3],.4) rl.C0 = rl.C0:lerp(UpSideDownPunch[4],.4) w3.C0 = w3.C0:lerp(UpSideDownPunch[5],.4) w4.C0 = w4.C0:lerp(UpSideDownPunch[6],.4) --START ts.C0 = ts.C0:lerp(sjump[1],.4) nc.C0 = nc.C0:lerp(sjump[2],.4) ll.C0 = ll.C0:lerp(sjump[3],.4) rl.C0 = rl.C0:lerp(sjump[4],.4) w3.C0 = w3.C0:lerp(sjump[5],.4) w4.C0 = w4.C0:lerp(sjump[6],.4) --OTHER TARG1 = walk[8] -- LEFT ARM TARG2 = walk[7]-- RIGHT ARM TARG3 = walk[6] -- NECK TARG4 = walk[] -- RIGHT LEG TARG5 = walk[] -- LEFT LEG TARG6 = walk[5] -- TORSO --]] local Speed = .4 local lspeed = .2 game:GetService("RunService").RenderStepped:connect(function() if Vector3.new(char.Torso.Velocity.X,0,char.Torso.Velocity.Z).magnitude > 2 then IdleAndWalk = true else IdleAndWalk = false end if TARG4 ~= nil then rl.C0 = rl.C0:lerp(TARG4,lspeed) end if TARG5 ~= nil then ll.C0 = ll.C0:lerp(TARG5,lspeed) end if TARG3 ~= nil then nc.C0 = nc.C0:lerp(TARG3,lspeed) end if TARG1 ~= nil then w3.C0 = w3.C0:lerp(TARG1,Speed) end if TARG2 ~= nil then w4.C0 = w4.C0:lerp(TARG2,Speed) end if TARG6 ~= nil then ts.C0 = ts.C0:lerp(TARG6,Speed) end if TARG7 ~= nil and obj ~= nil then obj.Scale = obj.Scale:lerp(TARG7,.05) end if TARG8 ~= nil and obj2 ~= nil then obj2.Size = obj2.Size:lerp(TARG8,.05) obj2.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) end if TARG10 ~= nil and obj3 ~= nil and TARG11 ~= nil then obj3.Size = obj3.Size:lerp(TARG10,.05) obj3.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) * TARG11 end if TARG10 ~= nil and obj3 ~= nil and obj3.Transparency ~= 1 then obj2.Transparency = obj2.Transparency + .05 obj3.Transparency = obj3.Transparency + .05 wait(.1) end if char.Humanoid.Jump == true then gd.Value = true else gd.Value = false end if energy < 100 and current == true then energy = energy + .05 end for i=1,#parts do local Part = parts[i] Part.Size = Part.Size:lerp(Vector3.new(6, 32, 7),.05) for x=1,#poses do Part.CFrame = poses[i] end end if blt.Value < 99 and bl.Value == false and stun.Value == false then blt.Value = blt.Value + 0.03 end if bl.Value == true and blt.Value < 5 then bl.Value = false current = true skl = false end if posd.Value == true and pt.Value > 0 then pt.Value = pt.Value - .02 char.Humanoid.Health = char.Humanoid.Health - .11 end if pt.Value < 1 then posd.Value = false end if bl.Value == true then blt.Value = blt.Value - .5 end if atkt.Value > 0 then atkt.Value = atkt.Value - .02 else atk.Value = 1 end if deft.Value > 0 then deft.Value = deft.Value - .02 else def.Value = 1 end if spdt.Value > 0 then spdt.Value = spdt.Value - .02 else wait() if spdt.Value < 1 then spd.Value = 1 end end --Skill 1 local DV2 = S1T / S1TF local initX6 = f1.Size.X.Scale f1f:TweenSize( UDim2.new( initX6*DV2* 1.665, 0, 1, 0),"In","Linear",1 ) if S1T < 14 then S1T = S1T + .02 S1 = false else S1 = true end if S1T == 14 then S1 = true end --Skill 2 local DV2 = S2T / S2TF local initX6 = f2.Size.X.Scale f2f:TweenSize( UDim2.new( initX6*DV2* 3.566, 0, 1, 0),"In","Linear",1 ) if S2T < 14 then S2T = S2T + .01 S2 = false else S2 = true end if S2T == 15 then S2 = true end --Skill 3 local DV2 = S3T / S3TF local initX6 = f3.Size.X.Scale f3f:TweenSize( UDim2.new( initX6*DV2* 2.855, 0, 1, 0),"In","Linear",1 ) if S3T < 14 then S3T = S3T + .01 S3 = false else S3 = true end if S3T == 15 then S3 = true end --Skill 4 local DV2 = S4T / S4TF local initX6 = f4.Size.X.Scale f4f:TweenSize( UDim2.new( initX6*DV2*3.45, 0, 1, 0),"In","Linear",1 ) if S4T < 29 then S4T = S4T + .015 S4 = false else S4= true end if S4T == 30 then S4 = true end end) --SEC HANDLER --[[ S1 = true S1T = 7 S1TF = 7 S2 = true S2T = 15 S2TF = 15 S3 = true S3T = 12 S3TF = 12 S4 = true S4T = 30 S4TF = 30 energy = 0 --]] --makeui(Color3.new(0,255,0),"+Speed") --makeui(Color3.new(255,0,0),"+Damage") --makeui(Color3.new(0,0,255),"+Defense") ---VALUE CHANGERS satk = atk.Value sdef = def.Value sspd = spd.Value atk.Changed:connect(function() if satk > atk.Value then atkt.Value = atkt.Value + 4 makeui(Color3.new(255,0,0),"-Damage") satk = atk.Value else atkt.Value = atkt.Value + 4 makeui(Color3.new(255,0,0),"+Damage") satk = atk.Value end end) posd.Changed:connect(function() if posd.Value == false then makeui(Color3.new(255,0,0),"-Poison") else makeui(Color3.new(255,0,0),"+Poison") end end) def.Changed:connect(function() if sdef > def.Value then deft.Value = deft.Value + 4 makeui(Color3.new(0,0,255),"-Defense") sdef = def.Value else deft.Value = deft.Value + 4 makeui(Color3.new(0,0,255),"+Defense") sdef = def.Value end end) spd.Changed:connect(function() if sspd > spd.Value then spdt.Value = spdt.Value + 4 makeui(Color3.new(0,255,0),"-Speed") sspd = spd.Value else spdt.Value = spdt.Value + 4 makeui(Color3.new(0,255,0),"+Speed") sspd = spd.Value end end) bll.Changed:connect(function() if bll.Value == true then local c = Instance.new("Part",game.Workspace) c.Anchored = true c.CanCollide = false c.BrickColor = BrickColor.new("Medium stone grey") c.Shape = "Ball" c.Size = Vector3.new(1,1,1) c.CFrame = char.Torso.CFrame c.TopSurface = "Smooth" c.BottomSurface = "Smooth" c.Transparency = .1 local v = Instance.new("Part",game.Workspace) v.Anchored = true v.CanCollide = false v.BrickColor = BrickColor.new("Medium stone grey") v.Size = Vector3.new(1,1,1) v.CFrame = char.Torso.CFrame v.TopSurface = "Smooth" v.BottomSurface = "Smooth" v.Transparency = .1 obj2 = c TARG8 = Vector3.new(30,30,30) obj3 = v TARG10 = Vector3.new(15,21,15) TARG11 = CFrame.new(0,0,0) makeui(BrickColor.new("Bright bluish green").Color,"Blocked!") bll.Value = false end end) stun.Changed:connect(function() if stun.Value == true then makeui(Color3.new(255,255,0),"+Stunned") wait(2) if opend == true then stun.Value = false end end if stun.Value == false then makeui(Color3.new(255,255,0),"-Stunned") end end) ------------------- while wait() do wait() fa.Text = "Attack : "..atk.Value fa2.Text = "Speed : "..spd.Value fa3.Text = "Defense : "..def.Value ----HP local initX5 = f5.Size.X.Scale local maxhp = char.Humanoid.MaxHealth local hp = char.Humanoid.Health local Pie = (hp / maxhp) f5f:TweenSize( UDim2.new( initX5*Pie*3.33, 0, 1, 0),"In","Linear",1 ) ---Energy local DV1 = energy / 100 local initX6 = f6.Size.X.Scale f6f:TweenSize( UDim2.new( initX6*DV1*3.33, 0, 1, 0),"In","Linear",1 ) ---Block local DV1 = blt.Value / blm local initX6 = f9.Size.X.Scale f9f:TweenSize( UDim2.new( initX6*DV1*1.63, 0, 1, 0),"In","Linear",1 ) if opend == true and current == true and idleq == false then if stun.Value == true then TARG1 = stunned[3] -- LEFT ARM TARG2 = stunned[2]-- RIGHT ARM TARG3 = stunned[1] -- NECK TARG4 = stunned[5] -- RIGHT LEG TARG5 = stunned[4] -- LEFT LEG TARG6 = stunned[6] -- TORSO TILT char.Humanoid.WalkSpeed = 0 end if stun.Value == true then char.Humanoid.JumpPower = 0 else char.Humanoid.JumpPower = 50 end if stun.Value == false and skl == false then char.Humanoid.WalkSpeed = 16 * spd.Value end if char.Humanoid.Jump == true and stun.Value == false and bl.Value == false then TARG1 = jump[3] -- LEFT ARM TARG2 = jump[2]-- RIGHT ARM TARG3 = jump[1] -- NECK TARG4 = jump[5] -- RIGHT LEG TARG5 = jump[4] -- LEFT LEG TARG6 = CFrame.new(0,0,0) end --ts.C0 = ts.C0:lerp(stunned[6],.4) --nc.C0 = nc.C0:lerp(stunned[1],.4) --ll.C0 = ll.C0:lerp(stunned[4],.4) --rl.C0 = rl.C0:lerp(stunned[5],.4) --w3.C0 = w3.C0:lerp(stunned[3],.4) --w4.C0 = w4.C0:lerp(stunned[2],.4) local lilwl = ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(30),math.rad(0),math.rad(0)) local lirwl = rl.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-30),math.rad(0),math.rad(0)) --RIGHT local lilwr = ll.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-30),math.rad(0),math.rad(0)) local lirwr = rl.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(30),math.rad(0),math.rad(0)) -- if bl.Value == false then if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then TARG1 = walk[8] -- LEFT ARM TARG2 = walk[7]-- RIGHT ARM TARG3 = walk[6] -- NECK TARG4 = walk[4] -- RIGHT LEG TARG5 = walk[3] -- LEFT LEG TARG6 = walk[5] -- TORSO if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then TARG1 = walk[8] -- LEFT ARM TARG2 = walk[7]-- RIGHT ARM TARG3 = walk[6] -- NECK TARG4 = walk[2] -- RIGHT LEG TARG5 = walk[1] -- LEFT LEG TARG6 = walk[5] -- TORSO end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then wait(.05) end else if IdleAndWalk == false and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then TARG1 = idle[5] TARG2 = idle[6] TARG3 = idle[2] TARG4 = idle[4] TARG5 = idle[3] TARG6 = idle[1] end end end -- end end --[[ ts.C0 = ts.C0:lerp(idle[1],.4) nc.C0 = nc.C0:lerp(idle[2],.4) ll.C0 = ll.C0:lerp(idle[3],.4) rl.C0 = rl.C0:lerp(idle[4],.4) w3.C0 = w3.C0:lerp(idle[5],.4) w4.C0 = w4.C0:lerp(idle[6],.4) TARG1 = idle[5] TARG2 = idle[6] TARG3 = idle[2] TARG4 = idle[5] TARG5 = idle[3] TARG6 = idle[2] if TARG4 ~= nil then rl.C0 = rl.C0:lerp(TARG4,lspeed) end if TARG5 ~= nil then ll.C0 = ll.C0:lerp(TARG5,lspeed) end if TARG3 ~= nil then nc.C0 = nc.C0:lerp(TARG3,lspeed) end if TARG1 ~= nil then w3.C0 = w3.C0:lerp(TARG1,Speed) end if TARG2 ~= nil then w4.C0 = w4.C0:lerp(TARG2,Speed) end ll.C0 = ll.C0:lerp(walk[3],.4) rl.C0 = rl.C0:lerp(walk[4],.4) ---OTHER ANIMS ts.C0 = ts.C0:lerp(walk[5],.4) nc.C0 = nc.C0:lerp(walk[6],.4) w4.C0 = w4.C0:lerp(walk[7],.4) w3.C0 = w3.C0:lerp(walk[8],.4) TARG1 = walk[8] -- LEFT ARM TARG2 = walk[7]-- RIGHT ARM TARG3 = walk[6] -- NECK TARG4 = walk[] -- RIGHT LEG TARG5 = walk[] -- LEFT LEG TARG6 = walk[5] -- TORSO for i = 0,1,wait() do wait() ll.C0 = ll.C0:lerp(walk[3],.4) rl.C0 = rl.C0:lerp(walk[4],.4) ---OTHER ANIMS ts.C0 = ts.C0:lerp(walk[5],.4) nc.C0 = nc.C0:lerp(walk[6],.4) w4.C0 = w4.C0:lerp(walk[7],.4) w3.C0 = w3.C0:lerp(walk[8],.4) end--]]
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