Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- --this is a fucking old ass version of viridis
- --once again i decompiled this in early august -chromium
- --its obviously broken
- --[[
- @Name: Viridis
- @Author: iKrypto
- @Sword Builder: Golden_God
- @Date: 8/2/16
- @Engine: Lua 5.1
- --]]
- local plrs = game:GetService("Players")
- local plr = plrs.LocalPlayer
- local char = plr.Character
- local bp = plr.Backpack
- local hum = char.Humanoid
- local T = char.Torso
- local Character = char
- local Humanoid = hum
- local torso = char.Torso
- local Char = Player.Character
- local char = Char
- local mouse = Player:GetMouse()
- local Backpack = Player.Backpack
- local PlayerGui = Player.PlayerGui
- local Camera = workspace.CurrentCamera
- local Humanoid = Char:WaitForChild("Humanoid")
- local Torso = Char:WaitForChild("Torso")
- local Head = Char:WaitForChild("Head")
- local ra = Char:WaitForChild("Right Arm")
- local la = Char:WaitForChild("Left Arm")
- local rl = Char:WaitForChild("Right Leg")
- local ll = Char:WaitForChild("Left Leg")
- local rs = Torso:WaitForChild("Right Shoulder")
- local ls = Torso:WaitForChild("Left Shoulder")
- local rh = Torso:WaitForChild("Right Hip")
- local lh = Torso:WaitForChild("Left Hip")
- local neck = Torso:WaitForChild("Neck")
- local rootpart = Char:WaitForChild("HumanoidRootPart")
- local rj = rootpart:WaitForChild("RootJoint")
- local anim = Char:WaitForChild("Animate")
- local RunService = game:GetService("RunService")
- local UIA = game:GetService("UserInputService")
- local CF = CFrame.new
- local CA = CFrame.Angles
- local FEA = CFrame.fromEulerAnglesXYZ
- local FAA = CFrame.fromAxisAngle
- local V3 = Vector3.new
- local CN = Color3.new
- local Ice = Instance.new
- local BC = BrickColor.new
- local UD2 = UDim2.new
- local C3 = Color3.new
- local MR = math.rad
- local MP = math.pi
- local MD = math.deg
- local MH = math.huge
- local MS = math.sin
- local MC = math.cos
- local MT = math.tan
- local MAS = math.asin
- local MAC = math.acos
- local MAT = math.atan
- local components = CF().components
- local State = "Calm"
- local Slash = false
- local Sheathed = false
- local combocounter = 0
- humanoid = char:findFirstChild("Humanoid")
- hum = humanoid
- torso = char:findFirstChild("Torso")
- head = char.Head
- ra = char:findFirstChild("Right Arm")
- ra.CanCollide = true
- la = char:findFirstChild("Left Arm")
- la.CanCollide = true
- rl = char:findFirstChild("Right Leg")
- rl.CanCollide = true
- ll = char:findFirstChild("Left Leg")
- ll.CanCollide = true
- rs = torso:findFirstChild("Right Shoulder")
- ls = torso:findFirstChild("Left Shoulder")
- rh = torso:findFirstChild("Right Hip")
- lh = torso:findFirstChild("Left Hip")
- neck = torso:findFirstChild("Neck")
- rootpart = char:findFirstChild("HumanoidRootPart")
- rj = rootpart:findFirstChild("RootJoint")
- anim = char:findFirstChild("Animate")
- camera = workspace.CurrentCamera
- plr.CameraMaxZoomDistance = math.huge
- pcall(function()
- anim:Destroy()
- end
- )
- pcall(function()
- char.Health.Disabled = true
- end
- )
- pcall(function()
- humanoid.Animator:Destroy()
- end
- )
- local rjo = rootpart.RootJoint:Clone()
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- return wld
- end
- for k,v in pairs(char:children("")) do
- if v:isA("BasePart") then
- v.BrickColor = BrickColor.new("Really black")
- end
- end
- pcall(function()
- char["Body Colors"].HeadColor = BrickColor.new("Really black")
- char["Body Colors"].TorsoColor = BrickColor.new("Really black")
- char["Body Colors"].LeftArmColor = BrickColor.new("Really black")
- char["Body Colors"].RightArmColor = BrickColor.new("Really black")
- char["Body Colors"].LeftLegColor = BrickColor.new("Really black")
- char["Body Colors"].RightLegColor = BrickColor.new("Really black")
- end
- )
- local mult = 1
- la.Size = la.Size * mult
- ra.Size = ra.Size * mult
- ll.Size = ll.Size * mult
- rl.Size = rl.Size * mult
- torso.Size = torso.Size * mult
- head.Size = head.Size * mult
- rootpart.Size = rootpart.Size * mult
- local lm = newWeld(torso, la, -1.7 * mult, 0.5 * mult, 0)
- lm.C1 = CFrame.new(0, 0.5 * mult, 0)
- local rm = newWeld(torso, ra, 1.7 * mult, 0.5 * mult, 0)
- rm.C1 = CFrame.new(0, 0.5 * mult, 0)
- local neck = newWeld(torso, head, 0, mult, 0)
- local llegm = newWeld(torso, ll, -0.5 * mult, -1 * mult, 0)
- llegm.C1 = CFrame.new(0, mult, 0)
- local rlegm = newWeld(torso, rl, 0.5 * mult, -1 * mult, 0)
- rlegm.C1 = CFrame.new(0, mult, 0)
- local rj = rjo:Clone()
- rj.Part0 = rootpart
- rj.Part1 = torso
- rj.Parent = rootpart
- neck.C1 = CFrame.new(0, -(mult / 2), 0)
- neckc0 = neck.C0
- rsc0 = rm.C0
- lsc0 = lm.C0
- llc0 = llegm.C0
- rlc0 = rlegm.C0
- rootc0 = rj.C0
- rootc1 = rj.C1
- wait()
- Create = function(Instanc, prop)
- local p = Instance.new(Instanc)
- for i,v in pairs(prop) do
- p[i] = v
- end
- return p
- end
- rwait = function(num)
- if num == 0 or num == nil then
- game:service("RunService").RenderStepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").RenderStepped:wait(0)
- end
- end
- do
- return true
- end
- end
- local pony = Instance.new("PointLight", Torso)
- pony.Name = "LePontyPontz"
- pony.Brightness = 1
- pony.Color = Color3.new(0, 1, 0)
- coroutine.wrap(function()
- game:service("RunService").RenderStepped:connect(function()
- pony.Range = 5 + math.abs(math.sin(tick() / 2)) * 6
- end
- )
- end
- )()
- local setupPart = function(part)
- part.Anchored = true
- part.FormFactor = "Custom"
- part.CanCollide = false
- part.BrickColor = BrickColor.new("Sea green")
- part.Material = "Neon"
- part.TopSurface = "SmoothNoOutlines"
- part.BottomSurface = "SmoothNoOutlines"
- part.FrontSurface = "SmoothNoOutlines"
- part.BackSurface = "SmoothNoOutlines"
- part.LeftSurface = "SmoothNoOutlines"
- part.RightSurface = "SmoothNoOutlines"
- end
- CFrameFromTopBack = function(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(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
- CreateTriangle = function(parent, a, b, c)
- local this = {}
- local mPart1 = Instance.new("WedgePart")
- setupPart(mPart1)
- local mPart2 = Instance.new("WedgePart")
- setupPart(mPart2)
- this.Set = function(self, a, b, c)
- local ab, bc, ca = b - a, c - b, a - c
- local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude
- local edg1 = math.abs(0.5 + ca:Dot(ab) / (abm * abm))
- local edg2 = math.abs(0.5 + ab:Dot(bc) / (bcm * bcm))
- local edg3 = math.abs(0.5 + bc:Dot(ca) / (cam * cam))
- if edg1 < edg2 then
- if edg1 < edg3 then
- a = c
- ab = ca
- abm = cam
- -- DECOMPILER ERROR at PC54: Overwrote pending register: R3 in 'AssignReg'
- -- DECOMPILER ERROR at PC55: Overwrote pending register: R2 in 'AssignReg'
- if edg2 < edg3 then
- a = b
- -- DECOMPILER ERROR at PC59: Overwrote pending register: R6 in 'AssignReg'
- -- DECOMPILER ERROR at PC60: Overwrote pending register: R5 in 'AssignReg'
- ab = bc
- abm = bcm
- else
- -- DECOMPILER ERROR at PC66: Overwrote pending register: R3 in 'AssignReg'
- -- DECOMPILER ERROR at PC67: Overwrote pending register: R2 in 'AssignReg'
- a = c
- -- DECOMPILER ERROR at PC71: Overwrote pending register: R6 in 'AssignReg'
- -- DECOMPILER ERROR at PC72: Overwrote pending register: R5 in 'AssignReg'
- ab = ca
- abm = cam
- end
- local len1 = -ca:Dot(ab) / abm
- local len2 = abm - len1
- local width = ca + ab.unit * len1.magnitude
- local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit)
- mPart1.Parent = parent
- mPart1.Size = Vector3.new(1, 1, 1)
- mPart1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- local Mesh = Instance.new("SpecialMesh", mPart1)
- Mesh.MeshType = "Wedge"
- Mesh.Scale = Vector3.new(0.005, width, len1)
- mPart2.Parent = parent
- mPart2.Size = Vector3.new(1, 1, 1)
- mPart2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- local Mesh = Instance.new("SpecialMesh", mPart2)
- Mesh.MeshType = "Wedge"
- Mesh.Scale = Vector3.new(0.005, width, len2)
- end
- end
- end
- this.SetProperty = function(self, prop, value)
- mPart1[prop] = value
- mPart2[prop] = value
- end
- this.GetProperty = function(self, prop)
- return mPart1[prop]
- end
- this:Set(a, b, c)
- this.Destroy = function(self)
- mPart1:Destroy()
- mPart2:Destroy()
- end
- return this
- end
- local ttt = nil
- local lastdps = tick()
- local ohp = hum.Health
- local berserk = false
- hum.Changed:connect(function(val)
- if val == "Health_XML" then
- if hum.Health < ohp then
- lastdps = tick()
- end
- ohp = hum.Health
- if not berserk and hum.Health < hum.MaxHealth * 0.15 then
- ttt = true
- hum.WalkSpeed = 0
- hum.MaxHealth = 1 / 0
- otheranims = true
- local rs = game:service("RunService").RenderStepped
- do
- GW = function()
- local wave = Instance.new("Part", Torso)
- wave.BrickColor = BrickColor.new("Really black")
- wave.Anchored = true
- wave.CanCollide = false
- wave.Locked = true
- wave.Size = Vector3.new(1, 1, 1)
- wave.TopSurface = "Smooth"
- wave.BottomSurface = "Smooth"
- wave.Material = "Neon"
- wave.Transparency = 0.35
- wave.CFrame = Torso.CFrame
- wm = Instance.new("SpecialMesh", wave)
- wm.MeshType = "Sphere"
- wm.Scale = Vector3.new(1, 1, 1)
- coroutine.wrap(function()
- for i = 0, 15 do
- wave.Size = wave.Size + Vector3.new(1, 1, 1)
- wave.CFrame = Torso.CFrame
- wave.Transparency = i / 14
- wait()
- end
- wait()
- wave:Destroy()
- end
- )()
- end
- Spawn(function()
- while ttt do
- GW()
- wait(math.random(1, 4))
- end
- end
- )
- local prtz = {la, Head, Torso}
- local pes = {}
- for i,v in pairs(prtz) do
- do
- coroutine.wrap(function()
- local dsa = Instance.new("ParticleEmitter", v)
- local color1 = Color3.new(0.5, 1, 0.5)
- local color2 = Color3.new(0, 0.33333333333333, 0)
- local sequence = ColorSequence.new(color1, color2)
- dsa.Color = sequence
- dsa.LightEmission = 0.8
- dsa.Texture = "http://www.roblox.com/asset/?id=242102147"
- dsa.LockedToPart = true
- dsa.EmissionDirection = "Top"
- dsa.Lifetime = NumberRange.new(1)
- dsa.VelocitySpread = 10
- dsa.Size = NumberSequence.new(1)
- table.insert(pes, dsa)
- end
- )()
- end
- end
- Mode = "Kneeling"
- berserk = true
- wait(2)
- hum.MaxHealth = 5000
- for i = 100, 3750, 15 do
- hum.Health = i
- game:service("RunService").RenderStepped:wait()
- end
- ttt = false
- for q,e in pairs(pes) do
- game.Destroy(e)
- end
- hum.WalkSpeed = 8
- otheranims = false
- end
- end
- else
- do
- if val == "PlatformStand" then
- hum.PlatformStand = false
- else
- if val == "Sit" then
- hum.Sit = false
- else
- end
- end
- if val == "WalkSpeed" then
- end
- end
- end
- end
- )
- regening = false
- lastdps = tick()
- regenHealth = function()
- if regening then
- return
- end
- if tick() - lastdps < 25 then
- return
- end
- regening = true
- local s = wait(1)
- local health = hum.Health
- do
- if health > 0 and health < hum.MaxHealth then
- local newHealthDelta = hum.MaxHealth * 0.03
- health = health + newHealthDelta
- hum.Health = math.min(health, hum.MaxHealth)
- end
- regening = false
- end
- end
- local LastTrail = nil
- local Trails = {}
- asd = function(parent, string)
- repeat
- wait()
- until parent:FindFirstChild(string)
- wait()
- return parent:FindFirstChild(string)
- end
- local Model = asd(game.ReplicatedStorage, "mdl"):Clone()
- Model.Parent = Char
- local shm, swm, shem = Model:WaitForChild("Sheath"), Model:WaitForChild("Sword"), Model:WaitForChild("Shield")
- local LAH, RAH, TH = shem:WaitForChild("LeftArmHandle"), swm:WaitForChild("RightArmHandle"), shm:WaitForChild("TorsoHandle")
- LAH.Transparency = 1
- local law = Create("Weld", {Parent = la, Part0 = la, Part1 = LAH, C0 = CFrame.new(0, 0, 0)})
- local raw = Create("Weld", {Parent = ra, Part0 = ra, Part1 = RAH, C0 = CFrame.new(0, 0, 0)})
- local rawc0 = raw.C0
- LAH.Anchored = false
- local torw = Create("Weld", {Parent = Torso, Part0 = Torso, Part1 = TH, C0 = CFrame.new(0, 0, 0)})
- TrailPart = Create("Part", {Parent = Char, Anchored = false, CanCollide = false, Size = V3(0, 5, 0), Transparency = 1})
- TrailPartMesh = Create("Snap", {Parent = TrailPart, Part0 = RAH, Part1 = TrailPart, C0 = CFrame.new(0, -1, -4.2) * CFrame.Angles(MR(90), 0, 0)})
- local get = game.ReplicatedStorage:FindFirstChild("GoldSuit"):Clone()
- get.Parent = Char
- local torso = get:WaitForChild("Torso")
- local head = get:WaitForChild("Head")
- local rightarm = get:WaitForChild("RightArm")
- local leftarm = get:WaitForChild("LeftArm")
- local rightleg = get:WaitForChild("RightLeg")
- local leftleg = get:WaitForChild("LeftLeg")
- Create("Weld", {Parent = torso.Handle, Part0 = Torso, Part1 = torso.Handle, C0 = CFrame.new(0, 0, 0)})
- Create("Weld", {Parent = head.Handle, Part0 = Head, Part1 = head.Handle, C0 = CFrame.new(0, 0, 0)})
- Create("Weld", {Parent = rightarm.Handle, Part0 = ra, Part1 = rightarm.Handle, C0 = CFrame.new(0, 0, 0)})
- Create("Weld", {Parent = leftarm.Handle, Part0 = la, Part1 = leftarm.Handle, C0 = CFrame.new(0, 0, 0)})
- Create("Weld", {Parent = leftleg.Handle, Part0 = ll, Part1 = leftleg.Handle, C0 = CFrame.new(0, 0, 0)})
- Create("Weld", {Parent = rightleg.Handle, Part0 = rl, Part1 = rightleg.Handle, C0 = CFrame.new(0, 0, 0)})
- recurse = function(c)
- for i,v in pairs(c:children()) do
- if v:IsA("BasePart") then
- v.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
- end
- recurse(v)
- end
- end
- recurse(get)
- recurse(Model)
- ra.Transparency = 1
- la.Transparency = 1
- ll.Transparency = 1
- rl.Transparency = 1
- hum.WalkSpeed = 8
- hum.MaxHealth = 5000
- hum.Health = 5000
- lerp = function(weld, beglerp, endlerp, speed)
- if weld.ClassName == "Weld" or weld.ClassName == "Motor6D" then
- weld.C0 = beglerp:lerp(endlerp, speed)
- else
- weld.CFrame = beglerp:lerp(endlerp, speed)
- end
- do return weld.ClassName ~= "Weld" and ((weld.ClassName ~= "Motor6D" or not weld.C0) and weld.CFrame) end
- -- DECOMPILER ERROR: 2 unprocessed JMP targets
- end
- Ctrl = false
- local lastclick = tick()
- mouse.Button1Down:connect(function()
- if tick() - lastclick > 0.4 then
- combocounter = 0
- end
- if otheranims then
- return
- end
- if Sheathed then
- otheranims = true
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = char:findFirstChild("Right Arm")
- raw.C0 = rawc0
- Sheathed = false
- otheranims = false
- return
- end
- Slash = true
- local p0 = rootpart.CFrame * CF(0, 0, -7)
- local p1 = rootpart.CFrame * CF(0, 0, -15)
- if combocounter == 0 and not otheranims then
- otheranims = true
- Mode = "Slash11"
- wait(0.3)
- Mode = "Slash12"
- rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
- wait(0.3)
- Mode = "Slash21"
- rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
- wait(0.5)
- otheranims = false
- combocounter = 2
- else
- if combocounter == 2 and not otheranims then
- otheranims = true
- Mode = "Slash31"
- wait(0.3)
- Mode = "Slash32"
- rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
- wait(0.5)
- otheranims = false
- combocounter = 3
- else
- if combocounter == 3 and not otheranims then
- otheranims = true
- sDps = Damage(LAH)
- Mode = "Bash11"
- wait(0.3)
- rootpart.CFrame = rootpart.CFrame:lerp(p1, 0.6)
- wait(1)
- sDps:disconnect()
- otheranims = false
- combocounter = 0
- end
- end
- end
- Slash = false
- lastclick = tick()
- end
- )
- MediumParticleEmit = function(Object, Color)
- coroutine.wrap(function()
- while Wait(3.1) do
- if not Object then
- break
- end
- local p = Instance.new("Part", Object.Parent)
- do
- p.Name = "Trail"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Anchored = true
- p.Material = "Neon"
- p.CanCollide = false
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.01, 0.01, 0.01)
- if type(Color) ~= "userdata" or not Color then
- p.BrickColor = BrickColor.new(Color)
- p.CFrame = Object.CFrame * CFrame.new(math.random(-1, 1), math.random(-1, 1) - 3, math.random(-1, 1))
- do
- local m = Instance.new("BlockMesh", p)
- m.Scale = Vector3.new(2, 2, 2)
- coroutine.wrap(function()
- for i = 1, 15 do
- p.Transparency = i / 15
- m.Scale = m.Scale + Vector3.new(0.1, 0.1, 0.1)
- p.CFrame = CFrame.new(p.Position + Vector3.new(math.random(-5, 5) / 20, 0.4, math.random(-5, 5) / 20)) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10) / i, math.random(-10, 10) / i, 0.5)
- Wait()
- end
- p:Destroy()
- end
- )()
- -- DECOMPILER ERROR at PC84: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC84: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- end
- )()
- end
- mouse.KeyDown:connect(function(k)
- if otheranims then
- return
- end
- if k == "q" then
- otheranims = true
- if not Sheathed then
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = Torso
- raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
- Sheathed = true
- else
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = char:findFirstChild("Right Arm")
- raw.C0 = rawc0
- Sheathed = false
- end
- otheranims = false
- else
- if k:byte() == 50 then
- Ctrl = true
- else
- if k:byte() == 48 then
- hum.WalkSpeed = 16
- else
- if k == "f" then
- otheranims = true
- Mode = "Stomp1"
- end
- end
- end
- end
- end
- )
- mouse.KeyUp:connect(function(k)
- if k:byte() == 48 then
- hum.WalkSpeed = 8
- else
- if k:byte() == 50 then
- Ctrl = false
- else
- if k == "f" then
- otheranims = false
- end
- end
- end
- end
- )
- game.Lighting.TimeOfDay = "06:10:00"
- pcall(game.Destroy, game:service("Lighting"):findFirstChild("SunRayz"))
- local sr = Instance.new("SunRaysEffect", game.Lighting)
- sr.Intensity = 0.1
- sr.Name = "SunRayz"
- hum.JumpPower = 10
- Jumping = false
- lastCtrl = tick()
- Character.Humanoid.Jumping:connect(function()
- if Jumping then
- return
- end
- local eCtrl = Ctrl
- if eCtrl then
- if tick() - lastCtrl < 3 then
- eCtrl = false
- end
- lastCtrl = tick()
- end
- Mode = "Jumping"
- Jumping = true
- local vu = Instance.new("BodyVelocity", Torso)
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000, 5e+021, 100000000000)
- vu.velocity = Vector3.new(Head.CFrame.lookVector.X * (eCtrl and 60 or 10), eCtrl and 10 or 20, Head.CFrame.lookVector.Z * (eCtrl and 60 or 10))
- game:GetService("Debris"):AddItem(vu, 0.267)
- wait(0.6)
- Jumping = false
- end
- )
- spawn(function()
- while 1 do
- local Size = Vector3.new(TrailPart.Size.X, TrailPart.Size.Y, TrailPart.Size.Z)
- if Slash == true then
- local P1 = TrailPart.CFrame * CFrame.new(Size / 2).p
- local P2 = TrailPart.CFrame * CFrame.new(Size / -2).p
- if LastTrail then
- local p1 = CreateTriangle(Char, LastTrail[2], LastTrail[1], P2)
- local p2 = CreateTriangle(Char, LastTrail[1], P1, P2)
- Trails[#Trails + 1] = p1
- Trails[#Trails + 1] = p2
- end
- do
- do
- do
- LastTrail = {P1, P2}
- LastTrail = nil
- for i,v in pairs(Trails) do
- v:SetProperty("Transparency", v:GetProperty("Transparency") + 0.1)
- if v:GetProperty("Transparency") >= 1 then
- v:Destroy()
- Trails[i] = nil
- end
- end
- rwait(0.5)
- -- DECOMPILER ERROR at PC92: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC92: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC92: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC92: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- end
- end
- )
- HitDB = {}
- Damage = function(part)
- smthn = part.Touched:connect(function(hit)
- Human = hit.Parent:findFirstChild("Humanoid")
- if Human ~= nil and hit.Parent.Name ~= Player.Name and Slash == true and HitDB[hit.Parent.Humanoid] == nil then
- coroutine.wrap(function()
- HitDB[hit.Parent.Humanoid] = true
- Human.Health = Human.Health - 25
- local vu = Instance.new("BodyVelocity", hit.Parent.Torso)
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000, 5e+021, 100000000000)
- vu.velocity = Head.CFrame.lookVector * 10
- game:GetService("Debris"):AddItem(vu, 0.267)
- wait(0.25)
- HitDB[hit.Parent.Humanoid] = nil
- end
- )()
- end
- end
- )
- return smthn
- end
- SlashDamage = Damage(TrailPart)
- local count = 0
- local t = tick()
- local Smooth = 1
- local sine = 0
- local change = 1
- coroutine.wrap(function()
- game:service("RunService").Heartbeat:connect(function()
- local torso = char:FindFirstChild("Torso")
- local mg = Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude
- if not otheranims then
- if mg < 3 and not Jumping then
- Mode = "Idling"
- else
- if mg > 3 and mg < 10 and not Jumping then
- Mode = "Walking"
- else
- if mg > 10 and not Jumping then
- Mode = "Running"
- else
- if Jumping and Vector3.new(0, torso.Velocity.y, 0).magnitude > 2 and mg > 1 then
- Mode = "Jumping"
- end
- end
- end
- end
- end
- count = count % 100 + 1 * hum.WalkSpeed / 6.5
- angle = math.pi * math.sin(math.pi * 2 / 100 * count)
- t = t + 0.2 * Smooth
- sine = sine + change
- if Mode == "Jumping" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.6, -0.6) * CFrame.Angles(0, -math.rad(10), 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.4, -0.3), 0.4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), 0, 0), 0.4)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(-math.rad(20), 0, -math.rad(30)), 0.4)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(-math.rad(20), 0, math.rad(30)), 0.4)
- lerp(rj, rj.C0, rootc0 * CFrame.Angles(math.rad(20), 0, 0), 0.4)
- else
- if Mode == "Idling" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3)
- if not Sheathed then
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, -math.sin(t / 15) / 15, 0) * CFrame.Angles(-1 * math.cos(t / 15) / 15, -math.rad(15), 0), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.sin(t / 15) / 15, -math.rad(5), -math.rad(20)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5), math.rad(20)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 15) / 15) * CFrame.Angles(0, 0, math.rad(15)), 0.3)
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
- else
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, -math.sin(t / 15) / 20, 0) * CFrame.Angles(-2 * math.cos(t / 15) / 20, -math.rad(5), 0), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(math.sin(t / 15) / 20, -math.rad(5), -math.rad(10)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(math.sin(t / 15) / 20, math.rad(5), math.rad(10)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 15) / 20) * CFrame.Angles(0, 0, math.rad(5)), 0.3)
- end
- else
- if Mode == "Walking" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0.03 * math.cos(sine / 9), -math.sin(sine / 20) / 6) * CFrame.Angles(-math.rad(20 * math.cos(sine / 17)), math.rad(0), -math.rad(12)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.03 * math.cos(sine / 9), math.sin(sine / 20) / 6) * CFrame.Angles(math.rad(20 * math.cos(sine / 17)), math.rad(0), math.rad(12)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.2)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
- end
- else
- if Mode == "Running" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 10) / 2, -0.05 + -math.sin(sine / 10) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 10) / 2, 0, 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 10) / 2, -0.05 + math.sin(sine / 10) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 10) / 2, 0, 0), 0.4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(6 + 6 * math.cos(sine / 10) / 2), math.rad(0), math.rad(0)), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(-10 - 20 * math.cos(sine / 10) / 5), -math.rad(-40 + 10 * math.cos(sine / 10) / 5), -math.rad(50 - 10 * math.cos(sine / 10) / 5)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(-10 - 20 * math.cos(sine / 10) / 5), math.rad(-40 + 10 * math.cos(sine / 10) / 5), math.rad(50 - 10 * math.cos(sine / 10) / 5)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1 + 0.2 * math.cos(sine / 10) / 2, 0) * CFrame.Angles(math.rad(14 + 10 * math.cos(sine / 10) / 2), -math.cos(t / 6) / 30 + math.sin(rootpart.RotVelocity.y / 2) / 6, math.rad(0)), 0.2)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
- end
- else
- if Mode == "Sheath" then
- if mg > 3 and mg < 16 then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.4)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3)
- end
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(-1 * math.cos(t / 25) / 10, -math.rad(15), 0), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.sin(t / 15) / 15, -math.rad(5), -math.rad(20)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.6, -0.2) * CFrame.Angles(math.rad(175), math.rad(0), math.rad(20)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 15) / 15) * CFrame.Angles(0, 0, math.rad(15)), 0.3)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-0.5, -1.6, -0.85) * CFrame.Angles(math.rad(92), math.rad(26), math.rad(90)), 1)
- end
- else
- if Mode == "Slash11" then
- if mg > 3 and mg < 16 then
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.6)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6)
- end
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60), -math.rad(60), math.rad(110)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-math.rad(20), 0, math.rad(90)), 1)
- end
- else
- if Mode == "Slash12" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(60), math.rad(10)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-math.rad(10), math.rad(0), -math.rad(10)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(30), -math.rad(70), math.rad(30)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.rad(50), math.rad(40)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(90)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -0.5) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(60)), 1)
- end
- else
- if Mode == "Slash31" then
- if mg > 3 and mg < 16 then
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.6)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.5, -0.3) * CFrame.Angles(math.rad(10), 0, 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(0), math.rad(5), -math.rad(5)), 0.4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(15), math.rad(15), math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(10), 0, -math.rad(15)), 0.6)
- end
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(10), -math.rad(20)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60), -math.rad(60), math.rad(110)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-math.rad(20), 0, math.rad(90)), 1)
- end
- else
- if Mode == "Slash32" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-math.rad(20), math.rad(0), -math.rad(20)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50), math.rad(20)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(50), math.rad(50), math.rad(50)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(60)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, 0) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(90)), 1)
- end
- else
- if Mode == "Slash21" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(10), math.rad(0), -math.rad(10)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(10), -math.rad(20), math.rad(10)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(20), -math.rad(20)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.rad(10), math.rad(60)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(10), math.rad(0), math.rad(40)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -0.5) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(60)), 1)
- end
- else
- if Mode == "Bash11" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5), math.rad(20)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- end
- else
- if Mode == "Kneeling" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, -0.5, -0.3) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(0)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 1, -0.6) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(30), math.rad(0), -math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(20)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5), math.rad(20)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -1) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- )
- end
- )()
- coroutine.wrap(function()
- for i = 1, 3 do
- MediumParticleEmit(Head, "Bright green")
- wait(0.05)
- MediumParticleEmit(Head, "Really black")
- wait(0.03)
- end
- end
- )()
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement