wait(1) --remove if you're using it in-game local function lerp(weld,beglerp,endlerp,speed) weld.C0 = beglerp:lerp(endlerp,speed) return weld.C0 end local speed = 0.2 local angle = 0 local anglespeed = 2 local armspeed = 0.2 local armangle = 0 local armanglespeed = 2 local legspeed = 0.2 local legangle = 0 local leganglespeed = 2 local idle = 0 local on = true local damen = false local enabled = true local buff = false local zenabled = 0 local xenabled = 0 local cenabled = 0 local venabled = 0 local eenabled = 0 local Debounce = {} local TakeDamage = false local combo = 1 local Player = game.Players.LocalPlayer local mouse = Player:GetMouse() local Char = Player.Character if Char:FindFirstChild("Shirt") ~= nil then Char.Shirt:Destroy() Instance.new("Shirt",Char).ShirtTemplate = "http://www.roblox.com/asset/?id=503644360" end if Char:FindFirstChild("Pants") ~= nil then Char.Pants:Destroy() Instance.new("Pants",Char).PantsTemplate = "http://www.roblox.com/asset/?id=233965953" end local Human = Char.Humanoid Human.MaxHealth = 99999999999999999999999999999999999999999999999999999999 wait(0.1) Human.Health = Human.MaxHealth local Sounds = {"rbxassetid://588693156","rbxassetid://588693579","rbxassetid://588735023","rbxassetid://588737825","rbxassetid://163619849","rbxassetid://240517975","rbxassetid://233856154","rbxassetid://401057781","rbxassetid://401057825","rbxassetid://401057895","rbxassetid://199149186","rbxassetid://199149269"} local Head = Char.Head local LA = Char:findFirstChild("Left Arm") local RA = Char:findFirstChild("Right Arm") local LL = Char:findFirstChild("Left Leg") local RL = Char:findFirstChild("Right Leg") local T = Char:findFirstChild("Torso") local LS = T:findFirstChild("Left Shoulder") local RS = T:findFirstChild("Right Shoulder") local LH = T:findFirstChild("Left Hip") local RH = T:findFirstChild("Right Hip") local Neck = T:findFirstChild("Neck") local HM = Char:findFirstChild("HumanoidRootPart") local RJ = Char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint") local WLS = Instance.new("Motor", T) WLS.C0 = CFrame.new(-1.5, 0.5, 0) WLS.C1 = CFrame.new(0, 0.5, 0) WLS.Part0 = T WLS.Part1 = LA local WRS = Instance.new("Motor", T) WRS.Part0 = T WRS.Part1 = RA WRS.C0 = CFrame.new(1.5, 0.5, 0) WRS.C1 = CFrame.new(0, 0.5, 0) local WLH = LH local WRH = RH local LSC0 = WLS.C0 local RSC0 = WRS.C0 local LHC0 = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) local LHC1 = CFrame.new(-0.5, 1 ,0, -0, -0, -1, 0, 1, 0, 1, 0, 0) local RHC0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) local RHC1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) local WRJ = RJ local RJC0 = WRJ.C0 local RJC1 = WRJ.C1 local NC0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) local Run = game:GetService("RunService") local noweightprop = PhysicalProperties.new(0,0.3,0.5,0,0) --apply to parts you add by doing part.CustomPhysicalProperties = noweightprop local Machete = Instance.new("Part",Char) Machete.CanCollide = false Machete.Locked = true Machete.TopSurface = 10 Machete.BottomSurface = 10 Machete.CustomPhysicalProperties = noweightprop Machete.FormFactor = 3 Machete.Size = Vector3.new(0.5,2,0.5) local MacheteMesh = Instance.new("SpecialMesh",Machete) MacheteMesh.Scale = Vector3.new(1,0.5,0.4) MacheteMesh.MeshId = "http://www.roblox.com/asset/?id=432556097" MacheteMesh.TextureId = "http://www.roblox.com/asset/?id=845031569" local MacheteWeld = Instance.new("Motor",Machete) MacheteWeld.Part0 = RA MacheteWeld.Part1 = Machete MacheteWeld.C0 = CFrame.new(0,-1.15,-1.8) *CFrame.Angles(-math.pi/2,0,0) local HW = MacheteWeld local hc0 = HW.C0 local Mask = Instance.new("Part",Char) Mask.CanCollide = false Mask.Locked = true Mask.TopSurface = 10 Mask.BottomSurface = 10 Mask.FormFactor = 3 Mask.Size = Vector3.new(1,1,1) local MaskMesh = Instance.new("SpecialMesh",Mask) MaskMesh.Scale = Vector3.new(0.125,0.125,0.125) MaskMesh.MeshId = "http://www.roblox.com/asset/?id=1286103" MaskMesh.TextureId = "http://www.roblox.com/asset/?id=572926490" local MaskWeld = Instance.new("Weld",Head) MaskWeld.Part0 = Head MaskWeld.Part1 = Mask MaskWeld.C0 = CFrame.new(0,0.075,-0.65) *CFrame.Angles(-math.pi/2,0,0) Anim = Char:FindFirstChild("Animate") if Anim ~= nil then Anim.Parent = nil end Animate = Human:FindFirstChild("Animator") if Animate ~= nil then Animate.Parent = nil end local gui = Instance.new("ScreenGui",Player.PlayerGui) local skill1 = Instance.new("TextLabel",gui) skill1.Size = UDim2.new(0,150,0,50) skill1.Position = UDim2.new(0.75,0,0.75,0) skill1.Text = "" skill1.TextWrapped = true skill1.BackgroundColor3 = BrickColor.new("Medium stone grey").Color local skill1text = Instance.new("TextLabel",gui) skill1text.Size = UDim2.new(0,150,0,50) skill1text.Position = UDim2.new(0.75,0,0.75,0) skill1text.TextColor3 = Color3.new(1,1,1) skill1text.BackgroundTransparency = 1 skill1text.Text = "[Z] \n Just playing with knifes Like a boomerang" skill1text.TextWrapped = true skill1text.TextScaled = true skill1text.Font = "Antique" skill1text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color skill1img = Instance.new("ImageLabel",skill1) skill1img.Size = UDim2.new(0,0,1,0) skill1img.Image = "rbxassetid://48965808" skill1img.BackgroundColor3 = BrickColor.new("Crimson").Color local skill2 = Instance.new("TextLabel",gui) skill2.Size = UDim2.new(0,150,0,50) skill2.Position = UDim2.new(0.875,0,0.75,0) skill2.Text = "" skill2.TextWrapped = true skill2.BackgroundColor3 = BrickColor.new("Medium stone grey").Color local skill2text = Instance.new("TextLabel",gui) skill2text.Size = UDim2.new(0,150,0,50) skill2text.Position = UDim2.new(0.875,0,0.75,0) skill2text.TextColor3 = Color3.new(1,1,1) skill2text.BackgroundTransparency = 1 skill2text.Text = "[X] \n Machete Combo" skill2text.TextWrapped = true skill2text.TextScaled = true skill2text.Font = "Antique" skill2text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color skill2img = Instance.new("ImageLabel",skill2) skill2img.Size = UDim2.new(0,0,1,0) skill2img.Image = "rbxassetid://48965808" skill2img.BackgroundColor3 = BrickColor.new("Crimson").Color local skill3 = Instance.new("TextLabel",gui) skill3.Size = UDim2.new(0,150,0,50) skill3.Position = UDim2.new(0.75,0,0.85,0) skill3.Text = "" skill3.TextWrapped = true skill3.BackgroundColor3 = BrickColor.new("Medium stone grey").Color local skill3text = Instance.new("TextLabel",gui) skill3text.Size = UDim2.new(0,150,0,50) skill3text.Position = UDim2.new(0.75,0,0.85,0) skill3text.TextColor3 = Color3.new(1,1,1) skill3text.BackgroundTransparency = 1 skill3text.Text = "[C] \n Choke" skill3text.TextWrapped = true skill3text.TextScaled = true skill3text.Font = "Antique" skill3text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color skill3img = Instance.new("ImageLabel",skill3) skill3img.Size = UDim2.new(0,0,1,0) skill3img.Image = "rbxassetid://48965808" skill3img.BackgroundColor3 = BrickColor.new("Crimson").Color local skill4 = Instance.new("TextLabel",gui) skill4.Size = UDim2.new(0,150,0,50) skill4.Position = UDim2.new(0.875,0,0.85,0) skill4.Text = "" skill4.TextWrapped = true skill4.BackgroundColor3 = BrickColor.new("Medium stone grey").Color local skill4text = Instance.new("TextLabel",gui) skill4text.Size = UDim2.new(0,150,0,50) skill4text.Position = UDim2.new(0.875,0,0.85,0) skill4text.TextColor3 = Color3.new(1,1,1) skill4text.BackgroundTransparency = 1 skill4text.Text = "[V] \n ReCkEr" skill4text.TextWrapped = true skill4text.TextScaled = true skill4text.Font = "Antique" skill4text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color skill4img = Instance.new("ImageLabel",skill4) skill4img.Size = UDim2.new(0,0,1,0) skill4img.Image = "rbxassetid://48965808" skill4img.BackgroundColor3 = BrickColor.new("Crimson").Color local skill5 = Instance.new("TextLabel",gui) skill5.Size = UDim2.new(0,150,0,50) skill5.Position = UDim2.new(0.8125,0,0.65,0) skill5.Text = "" skill5.TextWrapped = true skill5.BackgroundColor3 = BrickColor.new("Medium stone grey").Color local skill5text = Instance.new("TextLabel",gui) skill5text.Size = UDim2.new(0,150,0,50) skill5text.Position = UDim2.new(0.8125,0,0.65,0) skill5text.TextColor3 = Color3.new(1,1,1) skill5text.BackgroundTransparency = 1 skill5text.Text = "[E] \n DIY bucket" skill5text.TextWrapped = true skill5text.TextScaled = true skill5text.Font = "Antique" skill5text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color skill5img = Instance.new("ImageLabel",skill5) skill5img.Size = UDim2.new(0,0,1,0) skill5img.Image = "rbxassetid://48965808" skill5img.BackgroundColor3 = BrickColor.new("Crimson").Color local Meshes={ Blast="20329976", Crown="1323306", Ring="3270017", Claw="10681506", Crystal="9756362", Coil="9753878", Cloud="1095708", Skull="4770583", SpinyShell="1080954", } local function nooutlines(part) part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10 end local function getmesh(mesh) return "rbxassetid://"..mesh end --[[ Might look confusing, but it isn't really. Example: effect(part,brickcolor,size,cframe,trans,transincrement,scaleby,loopwait,meshid,meshtype) --]] ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 60 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) local function Rwait(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end local function effect(part,brickcolor,size,cframe,trans,transincrement,scaleby,loopwait,meshid,meshtype) local p = Instance.new("Part", part or workspace) p.Anchored = true p.CanCollide = false p.FormFactor = Enum.FormFactor.Custom p.Material = "SmoothPlastic" p.CFrame = cframe p.BrickColor = brickcolor p.Size = Vector3.new(1,1,1) p.Transparency = trans nooutlines(p) local m = Instance.new("SpecialMesh",p) if meshtype ~= nil and meshid == nil then m.MeshType = meshtype end if meshtype == nil and meshid ~= nil then m.MeshId = getmesh(meshid) end m.Scale = size coroutine.wrap(function() for i = 0,loopwait,0.1 do p.CFrame = p.CFrame p.Transparency = p.Transparency +transincrement m.Scale = m.Scale + scaleby Rwait() end p:Destroy() end)() return p end local PlaySound = function(part,volume,pitch,id,looped) local Sound = Instance.new("Sound", part) Sound.SoundId = id Sound.Pitch = pitch Sound.Volume = volume coroutine.wrap(function() wait() Sound:Play() if looped == nil then game.Debris:AddItem(Sound,10) end end)() if looped == true then Sound.Looped = true end return Sound end local ShowDmg = function(totake) local modl = Instance.new("Model", workspace) modl.Name = tostring(totake) local prt = Instance.new("Part", modl) prt.CanCollide = false prt.BrickColor = BrickColor.Red() prt.Name = "Head" prt.CFrame = HM.CFrame *CFrame.new(0, 1.5, 0) prt.TopSurface = 0 prt.BottomSurface = 0 prt.FormFactor = 3 prt.Size = Vector3.new(1, 0.2, 1) local bm = Instance.new("BlockMesh", prt) local hum = Instance.new("Humanoid", modl) hum.Health = 0 hum.MaxHealth = 0 hum.WalkSpeed = 0 bodypos = Instance.new("BodyPosition", prt) bodypos.position = Head.Position +Vector3.new(0, 1, 0) bodypos.maxForce = Vector3.new(math.huge, math.huge, math.huge) game.Debris:AddItem(modl, 1) coroutine.resume(coroutine.create(function() for i = 1, 3 do bodypos.position = bodypos.position +Vector3.new(0, 0.5, 0) Rwait() end end)) end local function ChargeAt(Strength) local BV = Instance.new("BodyVelocity",HM) BV.maxForce = Vector3.new(1e5,0,1e5) BV.velocity = HM.CFrame.lookVector *Strength game.Debris:AddItem(BV,0.1) end local function Damage(hit,mm,knockback,knockbackvelocity) if hit ~= nil and damen == true and hit.Parent ~= Char then local hum = GetHumanoid(hit.Parent) if hum ~= nil then if TakeDamage == true then if buff == false then hum:TakeDamage(mm) spawn(function() ShowDmg(mm) end) elseif buff == true then hum:TakeDamage(mm*2) spawn(function() ShowDmg(mm*2) end) end elseif TakeDamage == false then if buff == false then hum.Health = hum.Health - mm spawn(function() ShowDmg(mm) end) elseif buff == true then hum.Health = hum.Health - mm*2 spawn(function() ShowDmg(mm) end) end end PlaySound(hum.Torso,1,1,Sounds[math.random(8,12)]) if knockback ~= nil and knockback ~= 0 then if knockbackvelocity == nil then local v = Instance.new("BodyVelocity",hum.Torso) v.maxForce = Vector3.new(1e5,1e5,1e5) v.P = 1e20 v.velocity = HM.CFrame.lookVector *knockback game.Debris:AddItem(v,0.3) else local v = Instance.new("BodyVelocity",hum.Torso) v.maxForce = Vector3.new(1e5,1e5,1e5) v.P = 1e20 v.velocity = knockbackvelocity *knockback game.Debris:AddItem(v,0.3) end end end damen = false end end local function GetDistance(Obj,Mag) local Bodies = {} local hum for _,v in pairs(workspace:GetChildren()) do if v ~= Char then hum = GetHumanoid(v) if hum ~= nil and hum.Torso ~= nil then local Mag2 = (hum.Torso.Position - Obj.Position).magnitude if Mag2 < Mag then Bodies[#Bodies + 1] = v end end end end return Bodies,hum end --darkus stuff function GetHumanoid(Character) assert(Character, 'bad argument #1 to Character (Model expected, got nil)') local hum if Character == Char then return end if Character.ClassName == "Hat" or Character.ClassName == "Accessory" then for q,e in next, Character.Parent:children() do if e:isA'Humanoid' then hum = e end if e:isA'ForceField' then return end end else for q,e in next, Character:children() do if e:isA'Humanoid' then hum = e end if e:isA'ForceField' then return end end end return hum end function GetNear(Object, Distance) assert(Object, 'bad argument #1 to Object (Model expected, got nil)') local Distance = (Distance and Distance or 25) local rtn = {} for q,e in next, workspace:children() do local Hum = e:FindFirstChild'Humanoid' if Hum ~= nil then Tor = Hum.Torso end if Tor ~= nil then local dist = (Object.Position-Tor.Position).magnitude if dist <= Distance then rtn[#rtn+1] = e end end end return rtn end local function DamageNear(Distance, Part, Damage, Knockback, DebounceTime, KnockbackVelocity) if damen == false then return end assert(Part, 'bad argument #2 to Part (Part expected, got nil)') assert(Part:isA'BasePart', ('bad argument #2 to Part (Part expected, got %s)'):format(Part.ClassName)) if DebounceTime == 0 or DebounceTime == nil then DebounceTime = 0.5 end local Distance = (Distance and Distance or 25) local Noobs = GetNear(Part, Distance) for nild, Character in next, Noobs do local Human = GetHumanoid(Character) if Human and not Debounce[Character] then -- no clue why they were using spawn but ok... Debounce[Character] = true if TakeDamage then if buff == false then Human:TakeDamage(mm) spawn(function() ShowDmg(mm) end) elseif buff == true then Human:TakeDamage(Damage) spawn(function() ShowDmg(Damage*2) end) end else if buff == false then Human.Health = Human.Health - Damage spawn(function() ShowDmg(Damage) end) elseif buff == true then Human:TakeDamage(Damage*2) spawn(function() ShowDmg(Damage*2) end) end end PlaySound(Human.Torso,1,1,Sounds[math.random(8,12)]) if Knockback then if KnockbackVelocity == nil then local v = Instance.new("BodyVelocity", Human.Torso) v.maxForce = Vector3.new(1e5,1e5,1e5) v.P = 1e20 v.velocity = HM.CFrame.lookVector * Knockback spawn(function() game:service'Debris':AddItem(v,0.3) end) else local v = Instance.new("BodyVelocity", Human.Torso) v.maxForce = Vector3.new(1e5,1e5,1e5) v.P = 1e20 v.velocity = KnockbackVelocity * Knockback spawn(function() game:service'Debris':AddItem(v,0.3) end) end end coroutine.wrap(function()--spawn(function() wait(DebounceTime) Debounce[Character] = nil end)()--end) end end return end -- local function Slash1() for i = 1,11 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,math.pi/10),armspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed) lerp(HW,HW.C0,hc0,speed) if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed) end Rwait() end damen = true PlaySound(Machete,1,0.6,Sounds[1]) for i = 1,14 do DamageNear(4,Machete,math.random(7,14),5) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/20,0,-math.pi/10),armspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/5),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/5),speed) lerp(HW,HW.C0,hc0,speed) if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed) end Rwait() end damen = false end local function Kick2() local walkspeed = Human.WalkSpeed Human.WalkSpeed = 0 for i = 1,11 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(-math.pi/10,0,0),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.3,0.5,0) *CFrame.Angles(0,0,math.pi/10),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(-math.pi/8,0,0),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(HW,HW.C0,hc0,speed) Rwait() end damen = true PlaySound(Machete,1,0.6,"rbxassetid://200632211") ChargeAt(50) for i = 1,10 do DamageNear(3,RL,math.random(7,14),15) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(-math.pi/10,0,0),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.3,0,0) *CFrame.Angles(0,0,math.pi/2),legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0,speed) lerp(HW,HW.C0,hc0,speed) Rwait() end Human.WalkSpeed = walkspeed damen = false end local function BackSlash3() local walkspeed = Human.WalkSpeed for i = 1,11 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/5,math.pi/2),armspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/1.005),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed) lerp(HW,HW.C0,hc0,speed) if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed) end Rwait() end damen = true PlaySound(Machete,1,0.8,Sounds[1]) ChargeAt(45) Human.WalkSpeed = 0 for i = 1,14 do DamageNear(4,Machete,math.random(7,14),5) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,0),armspeed*1.5) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed*1.5) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/8),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.3,0,0),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/5),speed*1.5) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/5),speed*1.5) lerp(HW,HW.C0,hc0,speed*1.5) Rwait() end Human.WalkSpeed = walkspeed damen = false end local function MacheteToss() damen = true local walkspeed = Human.WalkSpeed Human.WalkSpeed = 0 for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,-1) *CFrame.Angles(math.pi/1.4,0,math.pi/4),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.5,0,-1) *CFrame.Angles(math.pi/1.4,0,-math.pi/4),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(-math.pi/7.5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/10,0,0),speed) lerp(HW,HW.C0,hc0,speed) Rwait() end HW.Part0 = HM HW.C0 = CFrame.new() for i = 1,40 do DamageNear(4,Machete,math.random(7,14),15) if i % 4 == 0 then PlaySound(Machete,1,0.75,Sounds[2]) end lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,-1) *CFrame.Angles(math.pi/2,0,math.pi/4),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.5,0,-1) *CFrame.Angles(math.pi/2,0,-math.pi/4),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(math.pi/7.5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/10,0,0),speed) lerp(HW,HW.C0,hc0 *CFrame.new(0,1+i,0) *CFrame.Angles(-i,0,0),speed) Rwait() end for i = 40,0,-1 do DamageNear(4,Machete,math.random(7,14),15) if i % 4 == 0 then PlaySound(Machete,1,0.75,Sounds[2]) end lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,-1) *CFrame.Angles(math.pi/2,0,math.pi/4),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.5,0,-1) *CFrame.Angles(math.pi/2,0,-math.pi/4),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(math.pi/7.5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/10,0,0),speed) lerp(HW,HW.C0,hc0 *CFrame.new(0,1+i,0) *CFrame.Angles(-i,0,0),speed) Rwait() end HW.Part0 = RA HW.C0 = hc0 Human.WalkSpeed = walkspeed damen = false end local function KillingMachine() PlaySound(Head,1,0.8,Sounds[3]) local walkspeed = Human.WalkSpeed Human.WalkSpeed = 0 buff = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,0,-math.pi/2),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,0,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/8,0,0),speed) lerp(HW,HW.C0,hc0,speed) Rwait() end local bufffire = Instance.new("Fire",HM) bufffire.Color = BrickColor.new("New Yeller").Color bufffire.Size = 10 Human.WalkSpeed = walkspeed spawn(function() Rwait(1000) buff = false bufffire:Destroy() effect(HM,BrickColor.new("Black"),Vector3.new(4,4,4),HM.CFrame,0,0.1,Vector3.new(-0.1,-0.1,-0.1),3,nil,"Sphere") PlaySound(Head,1,0.7,Sounds[4]) end) end local choking = false local function Choke(hit) choking = true local beforeprop = hit.Parent.Humanoid.Torso.CustomPhysicalProperties for i = 1,40 do for i,v in pairs(hit.Parent:GetChildren()) do if v.ClassName == "Part" then v.CustomPhysicalProperties = noweightprop end end hit.Parent.Humanoid.PlatformStand = true hit.Parent.Humanoid:ChangeState(1) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/1.1,0,-math.pi/3),armspeed/2) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/5),armspeed/2) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/2),speed/2) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/2),speed/2) if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed) end Rwait() end for i = 1,30 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2.4,0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/5),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/2.4),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/2.4),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.6) *CFrame.Angles(math.pi/2.4,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed) if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed) end Rwait() end Human:ChangeState(2) for i,v in pairs(hit.Parent:GetChildren()) do if v.ClassName == "Part" then v.CustomPhysicalProperties = beforeprop end end Damage(hit,math.random(18,28)) hit.Parent.Humanoid.PlatformStand = false grabweld:Destroy() local ok = effect(hit.Parent.Torso,BrickColor.White(),Vector3.new(),hit.Parent.Torso.CFrame *CFrame.Angles(-math.pi/2,0,0),0,0.1,Vector3.new(1,1,1),3,Meshes.Blast,nil) PlaySound(ok,1,0.6,"rbxassetid://174295284") choking = false damen = false enabled = true end local function GrabChoke() damen = true PlaySound(Claw,1,0.7,Sounds[2]) local dmgbx = LA.Touched:connect(function(hit) if choking == false and hit.Parent ~= nil and hit.Parent:FindFirstChild("Humanoid").Health >= 0 and hit.Parent:FindFirstChild("HumanoidRootPart") ~= nil then grabweld = Instance.new("Weld",T) grabweld.Part0 = LA grabweld.Part1 = hit.Parent.Torso grabweld.C0 = CFrame.new(0,-1.5,0) grabweld.C0 = grabweld.C0 *CFrame.Angles(-math.pi/2,math.pi,0) choking = true print(hit,grabweld,damen) Choke(hit) end end) for i = 1,100 do if choking == true then break end lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,0,-math.pi/5),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/5),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed) if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.3*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.3*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed) end Rwait() end if choking == false then damen = false enabled = true end dmgbx:disconnect() end local click = mouse.Button1Down:connect(function() if on == false then return end if enabled == false then return end if combo == 1 and enabled == true then enabled = false Slash1() enabled = true combo = 2 coroutine.wrap(function() Rwait(400) if combo ~= 1 and enabled == true then combo = 1 end end)() elseif combo == 2 and enabled == true then enabled = false Kick2() enabled = true combo = 3 coroutine.wrap(function() Rwait(400) if combo ~= 1 and enabled == true then combo = 1 end end)() elseif combo == 3 and enabled == true then enabled = false BackSlash3() enabled = true combo = 1 end end) local canlaugh = true local keys = mouse.KeyDown:connect(function(key) key = key:lower() if enabled == false then return end if key == "q" and on == true and enabled == true then idle = 500 end if key == "h" and on == true and enabled == true then if canlaugh == true then canlaugh = false PlaySound(Head,3,0.85,"rbxassetid://138223429") Rwait(300) canlaugh = true end end if key == "z" and on == true and enabled == true and zenabled == 1 then zenabled = 0 enabled = false MacheteToss() enabled = true elseif key == "x" and on == true and enabled == true and xenabled == 1 then xenabled = 0 enabled = false --MacheteCombo() enabled = true elseif key == "c" and on == true and enabled == true and cenabled == 1 then cenabled = 0 enabled = false GrabChoke() elseif key == "v" and on == true and enabled == true and venabled == 1 then venabled = 0 enabled = false --GutsSpill() enabled = true elseif key == "e" and on == true and enabled == true and eenabled == 1 then eenabled = 0 enabled = false buff = true KillingMachine() enabled = true elseif key == string.char(50) and enabled == true then Human.WalkSpeed = 32 end end) local keys = mouse.KeyUp:connect(function(key) if key == string.char(50) and enabled == true then Human.WalkSpeed = 16 end end) local function Cast(Pos,Dir,Amp,IgnoreList) return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit*Amp), IgnoreList) end while true do local surface = Cast(HM.Position,(CFrame.new(HM.Position,HM.Position - Vector3.new(0,1,0))).lookVector,4,Char) if zenabled < 1 then zenabled = zenabled +0.01 *0.25 else zenabled = 1 end if xenabled < 1 then xenabled = xenabled +0.01 *0.2 else xenabled = 1 end if cenabled < 1 then cenabled = cenabled +0.01 *0.15 else cenabled = 1 end if eenabled < 1 then eenabled = eenabled +0.01 *0.1 else eenabled = 1 end if venabled < 1 then venabled = venabled +0.01 *0.15 else venabled = 1 end if enabled == false then idle = 0 end idle = idle +1 skill1img:TweenSize(UDim2.new(zenabled,0,1,0), "Out","Quad",0.1,false,nil) skill2img:TweenSize(UDim2.new(xenabled,0,1,0), "Out","Quad",0.1,false,nil) skill3img:TweenSize(UDim2.new(cenabled,0,1,0), "Out","Quad",0.1,false,nil) skill4img:TweenSize(UDim2.new(venabled,0,1,0), "Out","Quad",0.1,false,nil) skill5img:TweenSize(UDim2.new(eenabled,0,1,0), "Out","Quad",0.1,false,nil) if on == true then angle = (angle % 100) +anglespeed/10 armangle = (armangle % 100) +armanglespeed/10 legangle = (legangle % 100) +leganglespeed/10 if action == "Idle" and enabled == true and surface ~= nil then if idle < 500 then lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/10,0,-math.pi/10),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/8,math.pi/25),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2,0) *CFrame.Angles(-math.pi/30,0,math.pi/15),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.25,0.2,0),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(0,0,-math.pi/10),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/10+math.sin(angle*0.25)*0.025,0,math.pi/10),speed) lerp(HW,HW.C0,hc0,speed) elseif idle >= 500 then lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/4,0,-math.pi/7),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/6,0,math.pi/7),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,0.2,0) *CFrame.Angles(-math.pi/30,0,math.pi/15),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.25,0.2,0),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.cos(angle*0.125/2)*0.25,0,math.sin(angle*0.125/2)),speed) lerp(HW,HW.C0,hc0 *CFrame.new(0,-0.9,1.7) *CFrame.Angles(math.pi/2.5,0,0),speed) end end if action == "Walk" and enabled == true and surface ~= nil then idle = 0 lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.sin(armangle),0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/3,math.pi/9),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.new(0.1,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1,0.2-math.cos(legangle)*0.05,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*0.75))),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/10+math.sin(angle*0.25)*0.1,0,0),speed) lerp(HW,HW.C0,hc0,speed) end if action == "Run" and enabled == true and surface ~= nil then idle = 0 lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/4+math.sin(armangle)*1.25,0,0),armspeed*1.25) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/2.3,math.pi/9),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.05+math.cos(legangle)*0.5,-0.05*math.cos(legangle),0) *CFrame.Angles(0,0,math.rad(10)+math.sin(legangle)),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.05+math.cos(legangle)*0.5,0.05*math.cos(legangle),0) *CFrame.Angles(0,0,-math.rad(10)+math.sin(legangle)),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.1) *CFrame.Angles(math.pi/5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5+math.sin(angle*0.25)*0.1,0,0),speed) lerp(HW,HW.C0,hc0,speed) end if HM.Velocity.Y >= 5 and enabled == true and surface == nil then action = "Jump" idle = 0 lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/10,0,-math.pi/10),armspeed*1.5) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/8,math.pi/25),armspeed*1.5) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed*1.5) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.5,0.5,0) *CFrame.Angles(0,0,-math.pi/8),legspeed*1.5) lerp(WRJ,WRJ.C0,RJC0,speed*1.5) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5,0,0),speed*1.5) lerp(HW,HW.C0,hc0,speed*1.5) Rwait() elseif HM.Velocity.Y <= -5 and enabled == true and surface == nil then action = "Fall" idle = 0 lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/10,0,-math.pi/10),armspeed*1.5) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/8,math.pi/25),armspeed*1.5) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed*1.5) lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.15,0) *CFrame.Angles(0,0,-math.pi/8),legspeed*1.5) lerp(WRJ,WRJ.C0,RJC0,speed*1.5) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed*1.5) lerp(HW,HW.C0,hc0,speed*1.5) Rwait() end if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude <= 2 then action = "Idle" elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 20 then action = "Walk" elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 20 then action = "Run" end end Rwait() end