52 Z2 BR 10
52 Z2 BR 10
wait(0.2)
Player = game:GetService("Players").LocalPlayer
PlayerGui = Player.PlayerGui
Cam = workspace.CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:GetMouse()
RootPart = Character["HumanoidRootPart"]
Torso = Character["Torso"]
Head = Character["Head"]
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = RootPart["RootJoint"]
Neck = Torso["Neck"]
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]
IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor
--//=================================\\
--|| USEFUL VALUES
--\\=================================//
Animation_Speed = 3
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
local Speed = 16
local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
local DAMAGEMULTIPLIER = 1
local ANIM = "Idle"
local ATTACK = false
local EQUIPPED = false
local HOLD = false
local COMBO = 1
local Rooted = false
local SINE = 0
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local VALUE1 = false
local VALUE2 = false
local ROBLOXIDLEANIMATION = IT("Animation")
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
--ROBLOXIDLEANIMATION.Parent = Humanoid
local WEAPONGUI = IT("ScreenGui", PlayerGui)
WEAPONGUI.Name = "Weapon GUI"
local Weapon = IT("Model")
Weapon.Name = "Adds"
local Effects = IT("Folder", Weapon)
Effects.Name = "Effects"
local ANIMATOR = Humanoid.Animator
local ANIMATE = Character.Animate
local UNANCHOR = true
--//=================================\\
--\\=================================//
--//=================================\\
--|| SAZERENOS' ARTIFICIAL HEARTBEAT
--\\=================================//
script:WaitForChild("ArtificialHB")
frame = Frame_Speed
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.ArtificialHB:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.ArtificialHB:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.ArtificialHB:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
--//=================================\\
--\\=================================//
--//=================================\\
--|| SOME FUNCTIONS
--\\=================================//
function PositiveAngle(NUMBER)
if NUMBER >= 0 then
NUMBER = 0
end
return NUMBER
end
function NegativeAngle(NUMBER)
if NUMBER <= 0 then
NUMBER = 0
end
return NUMBER
end
function Swait(NUMBER)
if NUMBER == 0 or NUMBER == nil then
ArtificialHB.Event:wait()
else
for i = 1, NUMBER do
ArtificialHB.Event:wait()
end
end
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 =
cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5 / s
return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s
* 0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00 - m11 - m22 + 1)
local recip = 0.5 / s
return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 -
m12) * recip
elseif i == 1 then
local s = math.sqrt(m11 - m22 - m00 + 1)
local recip = 0.5 / s
return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 -
m20) * recip
elseif i == 2 then
local s = math.sqrt(m22 - m00 - m11 + 1)
local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) *
recip, 0.5 * s, (m10 - m01) * recip
end
end
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = ACOS(cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((1 - t) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = 1 - t
finishInterp = t
end
else
if (1 + cosTheta) > 0.0001 then
local theta = ACOS(-cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((t - 1) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = t - 1
finishInterp = t
end
end
return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] *
finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] *
finishInterp
end
function Clerp(a, b, t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1 - t
return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t *
bz, QuaternionSlerp(qa, qb, t))
end
function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR,
BORDERCOLOR, NAME)
local frame = IT("Frame")
frame.BackgroundTransparency = TRANSPARENCY
frame.BorderSizePixel = BORDERSIZEPIXEL
frame.Position = POSITION
frame.Size = SIZE
frame.BackgroundColor3 = COLOR
frame.BorderColor3 = BORDERCOLOR
frame.Name = NAME
frame.Parent = PARENT
return frame
end
function NoOutlines(PART)
PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface,
PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
end
local S = IT("Sound")
function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
local NEWSOUND = nil
coroutine.resume(coroutine.create(function()
NEWSOUND = S:Clone()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
NEWSOUND:play()
if DOESLOOP == true then
NEWSOUND.Looped = true
else
repeat wait(1) until NEWSOUND.Playing == false
NEWSOUND:remove()
end
end))
return NEWSOUND
end
function MakeForm(PART,TYPE)
if TYPE == "Cyl" then
local MSH = IT("CylinderMesh",PART)
elseif TYPE == "Ball" then
local MSH = IT("SpecialMesh",PART)
MSH.MeshType = "Sphere"
elseif TYPE == "Wedge" then
local MSH = IT("SpecialMesh",PART)
MSH.MeshType = "Wedge"
end
end
Debris = game:GetService("Debris")
function CharacterFade(COLOR,TIMER)
coroutine.resume(coroutine.create(function()
local FADE = IT("Model",Effects)
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" and c ~= RootPart then
local FADER = c:Clone()
FADER.Color = COLOR
FADER.CFrame = c.CFrame
FADER.Parent = FADE
FADER.Anchored = true
FADER.Transparency = 0.25
FADER:BreakJoints()
FADER.Material = "Glass"
FADER:ClearAllChildren()
if FADER.Name == "Head" then
FADER.Size = VT(1,1,1)
end
end
end
local TRANS = 0.75/TIMER
for i = 1, TIMER do
Swait()
for _, c in pairs(FADE:GetChildren()) do
if c.ClassName == "Part" then
c.Transparency = c.Transparency + TRANS
end
end
end
FADE:remove()
end))
end
local PE=Instance.new("ParticleEmitter")
PE.LightEmission=0.3
PE.Size=NumberSequence.new(0)
PE.Transparency=NumberSequence.new(0,1)
PE.Rotation=NumberRange.new(0,360)
PE.LockedToPart = false
PE.Speed = NumberRange.new(0,0,0)
PE.ZOffset = 0.3
PE.Rate = 999
PE.VelocitySpread = 25
PE.Name = "Particles"
function
CreateParticles(art,accel,drag,lifetime,type,isenabledbydefault,locked,size,speed)
local particle = nil
coroutine.resume(coroutine.create(function(PART)
particle = PE:Clone()
Swait()
particle.Rate = 999
particle.Parent = art
particle.Acceleration = accel
if type == "Fire" then
local EyeSizes={
NumberSequenceKeypoint.new(0,size,size/2),
NumberSequenceKeypoint.new(1,size/4,size/8)
}
particle.Size = NumberSequence.new(EyeSizes)
elseif type == "Smoke" then
local EyeSizes={
NumberSequenceKeypoint.new(0,size/5,0),
NumberSequenceKeypoint.new(1,size*2,0.5)
}
particle.Size = NumberSequence.new(EyeSizes)
elseif type == "Solid" then
local EyeSizes={
NumberSequenceKeypoint.new(0,size,0),
NumberSequenceKeypoint.new(1,size,0)
}
particle.Size = NumberSequence.new(EyeSizes)
end
particle.Lifetime=NumberRange.new(lifetime)
particle.Drag = drag
if locked == true then
particle.LockedToPart = true
end
particle.Speed = NumberRange.new(speed*0.8,speed)
particle.Texture = "http://www.roblox.com/asset/?id=1179557490"
particle.Enabled = isenabledbydefault
particle.Color = ColorSequence.new(Color3.new(255/255, 176/255, 0))
end))
return particle
end
--//=================================\\
--|| RAGDOLL STUFF
--\\=================================//
function recurse(root,callback,i)
i= i or 0
for _,v in pairs(root:GetChildren()) do
i = i + 1
callback(i,v)
return i
end
constraint.Parent = character
end
function ArtificialHitbox(Part)
local HITBOX = CreatePart(3, Part, "Metal", 0, 1, "Really black", "Hitbox",
Part.Size/2, false)
HITBOX.CanCollide = true
HITBOX.CFrame = Part.CFrame
weldBetween(Part,HITBOX)
end
function R15Ragdoll(character,KeepArms)
character:BreakJoints()
coroutine.resume(coroutine.create(function()
recurse(character, function(_,v)
if v:IsA("Attachment") then
v.Axis = Vector3.new(0, 1, 0)
v.SecondaryAxis = Vector3.new(0, 0, 1)
v.Rotation = Vector3.new(0, 0, 0)
end
end)
for _,child in next,character:GetChildren() do
if child:IsA("Accoutrement") then
for _,part in next,child:GetChildren() do
if part:IsA("BasePart") and part.Name ~=
"HumanoidRootPart" then
local attachment1 =
part:FindFirstChildOfClass("Attachment")
local attachment0 =
getAttachment0(character,attachment1.Name)
if attachment0 and attachment1 then
local constraint =
Instance.new("HingeConstraint")
constraint.Attachment0 = attachment0
constraint.Attachment1 = attachment1
constraint.LimitsEnabled = true
constraint.UpperAngle = 0
constraint.LowerAngle = 0
constraint.Parent = character
end
ArtificialHitbox(part)
elseif part.Name == "HumanoidRootPart" then
part:remove()
end
end
end
end
ragdollJoint(character,character.LowerTorso, character.UpperTorso,
"Waist", "BallSocket", {
{"LimitsEnabled",true};
{"UpperAngle",5};
})
if character:FindFirstChild("Head") then
ragdollJoint(character,character.UpperTorso, character.Head,
"Neck", "BallSocket", {
{"LimitsEnabled",true};
{"UpperAngle",15};
})
end
local handProperties = {
{"LimitsEnabled", true};
{"UpperAngle",0};
{"LowerAngle",0};
}
ragdollJoint(character,character.LeftLowerArm, character.LeftHand,
"LeftWrist", "Hinge", handProperties)
ragdollJoint(character,character.RightLowerArm, character.RightHand,
"RightWrist", "Hinge", handProperties)
local shinProperties = {
{"LimitsEnabled", true};
{"UpperAngle", 0};
{"LowerAngle", -75};
}
ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg,
"LeftKnee", "Hinge", shinProperties)
ragdollJoint(character,character.RightUpperLeg,
character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
local footProperties = {
{"LimitsEnabled", true};
{"UpperAngle", 15};
{"LowerAngle", -45};
}
ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot,
"LeftAnkle", "Hinge", footProperties)
ragdollJoint(character,character.RightLowerLeg, character.RightFoot,
"RightAnkle", "Hinge", footProperties)
if KeepArms == true then
ragdollJoint(character,character.UpperTorso,
character.RightUpperArm, "RightShoulder", "BallSocket")
ragdollJoint(character,character.RightUpperArm,
character.RightLowerArm, "RightElbow", "BallSocket")
ragdollJoint(character,character.UpperTorso,
character.LeftUpperArm, "LeftShoulder", "BallSocket")
ragdollJoint(character,character.LeftUpperArm,
character.LeftLowerArm, "LeftElbow", "BallSocket")
end
ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg,
"LeftHip", "BallSocket")
ragdollJoint(character,character.LowerTorso, character.RightUpperLeg,
"RightHip", "BallSocket")
Debris:AddItem(character,5)
end))
end
function Ragdoll(Character2,CharTorso,KeepArms)
coroutine.resume(coroutine.create(function()
Character2:BreakJoints()
local hum = Character2:findFirstChild("Humanoid")
hum:remove()
local function Scan(ch)
local e
for e = 1,#ch do
Scan(ch[e]:GetChildren())
if ch[e].ClassName == "Weld" or ch[e].ClassName ==
"Motor6D" then
ch[e]:remove()
end
end
end
local NEWHUM = IT("Humanoid")
NEWHUM.Name = "Corpse"
NEWHUM.Health = 0
NEWHUM.MaxHealth = 0
NEWHUM.PlatformStand = true
NEWHUM.Parent = Character2
NEWHUM.DisplayDistanceType = "None"
local ch = Character2:GetChildren()
local i
for i = 1,#ch do
if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
ch[i]:remove()
end
end
if Torso2 then
movevector =
CFrame.new(CharTorso.Position,Torso2.Position).lookVector
local Head = Character2:FindFirstChild("Head")
if Head then
local Neck = Instance.new("Weld")
Neck.Name = "Neck"
Neck.Part0 = Torso2
Neck.Part1 = Head
Neck.C0 = CFrame.new(0, 1.5, 0)
Neck.C1 = CFrame.new()
Neck.Parent = Torso2
end
local Limb = Character2:FindFirstChild("Right Arm")
if Limb and KeepArms == true then
local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
local Limb = Character2:FindFirstChild("Left Arm")
if Limb and KeepArms == true then
local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
local Limb = Character2:FindFirstChild("Right Leg")
if Limb then
local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
local Limb = Character2:FindFirstChild("Left Leg")
if Limb then
local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
--[
local Bar = Instance.new("Part")
Bar.TopSurface = 0
Bar.BottomSurface = 0
Bar.formFactor = "Symmetric"
Bar.Size = Vector3.new(1, 1, 1)
Bar.Transparency = 1
Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
Bar.Parent = Character2
local Weld = Instance.new("Weld")
Weld.Part0 = Torso2
Weld.Part1 = Bar
Weld.C0 = CFrame.new(0, 0.5, 0)
Weld.Parent = Torso2
--]]
end
Character2.Parent = workspace
Debris:AddItem(Character2,5)
return Character2,Torso2
end))
end
--//=================================\\
--|| WEAPON CREATION
--\\=================================//
for _, c in pairs(Weapon:GetChildren()) do
if c.ClassName == "Part" then
c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
end
end
Humanoid.Died:connect(function()
ATTACK = true
end)
--//=================================\\
--|| ATTACK FUNCTIONS AND STUFF
--\\=================================//
function Warp()
local HITFLOOR,HITPOS = Raycast(Mouse.Hit.p+VT(0,1,0), (CF(RootPart.Position,
RootPart.Position + VT(0, -1, 0))).lookVector, 100, Character)
if HITFLOOR then
CharacterFade(C3(0.5,0,0),50)
HITPOS = HITPOS + VT(0,3.5,0)
local POS = RootPart.Position
RootPart.CFrame = CF(HITPOS,CF(POS,HITPOS)*CF(0,0,-100000).p)
CreateSound(289556450,Torso,2,MRANDOM(8,13)/10,false)
end
end
function Dash()
ATTACK = true
Rooted = true
local SOUND = CreateSound(1165167610, Torso, 1, 1, true)
local LOOP = 0
repeat
LOOP = LOOP + 1
Swait()
local RAY,RAYPOS = Raycast(RootPart.Position, (CF(RootPart.Position,
Mouse.Hit.p)).lookVector, 5, workspace)
local HITFLOOR,HITPOS,NORMAL = Raycast(RAYPOS+VT(0,1,0), (CF(RAYPOS,
RAYPOS + VT(0, -1, 0))).lookVector, 100, Character)
if HITFLOOR then
CharacterFade(C3(0.5,0,0),35)
HITPOS = HITPOS + VT(0,3.5,0)
local POS = RootPart.Position
RootPart.CFrame = CF(HITPOS,CF(POS,HITPOS)*CF(0,0,-100000).p)
RootPart.Velocity = VT(0,0,0)
RootPart.RotVelocity = VT(0,0,0)
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(75), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(-45), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-15), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-15), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-15),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-15), RAD(-
80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
until KEYHOLD == false
coroutine.resume(coroutine.create(function()
for i = 1, 20 do
Swait()
SOUND.Volume = SOUND.Volume - 1/20
end
SOUND:remove()
end))
if LOOP > 50 then
CreateSound(772085046,Torso,5,MRANDOM(8,13)/10,false)
for i = 1, 100 do
Swait()
RootPart.CFrame = RootPart.CFrame * CF(0,0,-(1-(i/100))/3)
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size =
VT(1,0.5,1), Size2 = VT(2,0,2), Transparency = 0.7, Transparency2 = 1, CFrame =
CF(RightLeg.CFrame*CF(0,-1,0).p), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(0.3,0.3,0.3), SoundID = nil,
SoundPitch = nil, SoundVolume = nil})
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size =
VT(1,0.5,1), Size2 = VT(2,0,2), Transparency = 0.7, Transparency2 = 1, CFrame =
CF(LeftLeg.CFrame*CF(0,-1,0).p), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(0.3,0.3,0.3), SoundID = nil,
SoundPitch = nil, SoundVolume = nil})
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(35), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-45), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-45), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
ATTACK = false
Rooted = false
end
function LimbRip()
ATTACK = true
Rooted = false
local TARGET = nil
local ROOT = nil
local HUMAN = nil
local DIST = 4
Speed = 12
for i=0, 1, 0.1 / Animation_Speed do
Swait()
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO =
CHILD:FindFirstChild("HumanoidRootPart") or CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
if TORSO and HUM.Health > 0 then
if (TORSO.Position -
RightArm.Position).Magnitude <= DIST then
DIST = (TORSO.Position -
RightArm.Position).Magnitude
ROOT = TORSO
HUMAN = HUM
TARGET = CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
end
end
end
end
end
if ROOT then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(10), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-25), RAD(0), RAD(15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
Speed = 16
if ROOT then
CreateSound(305685800,Torso,5,1.3,false)
Rooted = true
local GORED = false
coroutine.resume(coroutine.create(function()
repeat
Swait()
ROOT.Anchored = true
until GORED == true
ROOT.Anchored = false
end))
RootPart.CFrame = ROOT.CFrame*CF(0,0,2.25)
if TARGET.Name == "Torso" then
local RARM = TARGET.Parent:FindFirstChild("Right Arm")
local LARM = TARGET.Parent:FindFirstChild("Left Arm")
if RARM and LARM then
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for _, c in pairs(TARGET.Parent:GetDescendants()) do
if c:IsA("JointInstance") then
if c.Part1 == RARM or c.Part1 == LARM or
c.Part0 == RARM or c.Part0 == LARM then
c:remove()
end
end
end
CreateSound(363808674, TARGET, 3, MRANDOM(7,9)/10, false)
CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, RARM,
CF(0,-1.35,0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, LARM,
CF(0,-1.35,0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0.25) * ANGLES(RAD(-25), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,1.5,0), 1
/ Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.2,
0.25) * ANGLES(RAD(-35), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,-0.3,0),
1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
GORED = true
Ragdoll(TARGET.Parent,Torso)
if ROOT.Name ~= "Torso" then
ROOT:remove()
end
local RGRAB = CreateWeldOrSnapOrMotor("Weld", RightArm,
RightArm, RARM, CF(0,-1.35,0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
local LGRAB = CreateWeldOrSnapOrMotor("Weld", LeftArm,
LeftArm, LARM, CF(0,-1.35,0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
local bv = Instance.new("BodyVelocity",TARGET)
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = TARGET.CFrame.lookVector*75
Debris:AddItem(bv,0.05)
CreateSound(621557962, RightLeg, 1, MRANDOM(7,9)/10, false)
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.2,
0.25) * ANGLES(RAD(-35), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,-0.3,0),
1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.6 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.6 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
local HITBOX = CreatePart(3, RARM, "Metal", 0, 1, "Really
black", "Part", RARM.Size, false)
HITBOX.CFrame = RARM.CFrame
HITBOX.CanCollide = true
weldBetween(RARM,HITBOX)
local HITBOX = CreatePart(3, LARM, "Metal", 0, 1, "Really
black", "Part", RARM.Size, false)
HITBOX.CFrame = LARM.CFrame
HITBOX.CanCollide = true
weldBetween(LARM,HITBOX)
RGRAB:remove()
LGRAB:remove()
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(110)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(-110)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
end
elseif TARGET.Name == "UpperTorso" then
if TARGET.Parent:FindFirstChild("RightUpperArm") and
TARGET.Parent:FindFirstChild("LeftUpperArm") then
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45,
0.5, -0.5) * ANGLES(RAD(140), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(25), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
local SAWBLADE = CreatePart(3, Weapon, "Neon", 0, 0.5,
"Really red", "Part", VT(0,0,0),false)
local WELD = CreateWeldOrSnapOrMotor("Weld", RightArm,
RightArm, SAWBLADE, CF(0,-1,0) * ANGLES(RAD(0), RAD(90), RAD(0)), CF(0, 0, 0))
local BLADE = true
CreateMesh("SpecialMesh", SAWBLADE, "FileMesh", "74322089",
"", VT(1,1,1), VT(0,0,0))
coroutine.resume(coroutine.create(function()
repeat
Swait()
WELD.C1 = WELD.C1 * ANGLES(RAD(0), RAD(0),
RAD(25))
until BLADE == false
SAWBLADE:remove()
end))
CreateSound(1165167936, SAWBLADE, 2, 1, true)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45,
0.5, -0.5) * ANGLES(RAD(140), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(25), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45,
0.5, -0.5) * ANGLES(RAD(15), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-25), RAD(0)) *
RIGHTSHOULDERC0, 0.1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
CreateSound(363808674, TARGET, 3, MRANDOM(7,9)/10, false)
TARGET.Parent:FindFirstChild("RightUpperArm").RightShoulder:remove()
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(1, 0,
0.3) * ANGLES(RAD(0), RAD(0), RAD(90)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-80)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45,
0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(90)) * ANGLES(RAD(0), RAD(45), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(1, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(90)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-80)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(-45), RAD(0)) *
RIGHTSHOULDERC0, 0.1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
CreateSound(363808674, TARGET, 3, MRANDOM(7,9)/10, false)
TARGET.Parent:FindFirstChild("LeftUpperArm").LeftShoulder:remove()
BLADE = false
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0.25) * ANGLES(RAD(-25), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(45), RAD(0)) * ANGLES(RAD(-25), RAD(0), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(-15), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,1.5,0), 1
/ Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.2,
0.25) * ANGLES(RAD(-35), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(45), RAD(0)) * ANGLES(RAD(-32), RAD(0), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(-20), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,-0.3,0),
1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
GORED = true
TARGET.Parent:BreakJoints()
R15Ragdoll(TARGET.Parent)
if ROOT.Name ~= "Torso" then
ROOT:remove()
end
local bv = Instance.new("BodyVelocity",TARGET)
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = TARGET.CFrame.lookVector*75
Debris:AddItem(bv,0.05)
CreateSound(621557962, RightLeg, 1, MRANDOM(7,9)/10, false)
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.2,
0.25) * ANGLES(RAD(-35), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(45), RAD(0)) * ANGLES(RAD(-32), RAD(0), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(-20), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,-0.3,0),
1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
end
end
end
ATTACK = false
Rooted = false
end
function Buzzsaw()
ATTACK = true
Rooted = false
local ARMSPEED = 0.1
local TARGET = nil
local ROOT = nil
local HUMAN = nil
local DIST = 4
local SAWBLADE = CreatePart(3, Weapon, "Neon", 0, 0.5, "Really red", "Part",
VT(0,0,0),false)
local WELD = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, SAWBLADE,
CF(0,-1,0) * ANGLES(RAD(0), RAD(90), RAD(0)), CF(0, 0, 0))
local BLADE = true
CreateMesh("SpecialMesh", SAWBLADE, "FileMesh", "74322089", "", VT(2,2,1),
VT(0,0,0))
coroutine.resume(coroutine.create(function()
repeat
Swait()
WELD.C1 = WELD.C1 * ANGLES(RAD(0), RAD(0), RAD(25))
until BLADE == false
SAWBLADE:remove()
end))
CreateSound(1165167936, SAWBLADE, 2, 1, true)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.55, 0.5, -0.5) *
ANGLES(RAD(175), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(70),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 2, 0.1 / Animation_Speed do
Swait()
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO =
CHILD:FindFirstChild("HumanoidRootPart") or CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
if TORSO and HUM.Health > 0 then
if (TORSO.Position -
RightArm.Position).Magnitude <= DIST then
DIST = (TORSO.Position -
RightArm.Position).Magnitude
ROOT = TORSO
HUMAN = HUM
TARGET = CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
end
end
end
end
end
if ROOT then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.55, 0.5, -0.5) *
ANGLES(RAD(15), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-45), RAD(0)) *
RIGHTSHOULDERC0, ARMSPEED / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(70),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
if ROOT then
ARMSPEED = 0.03
Rooted = true
RootPart.CFrame = ROOT.CFrame*CF(0,0,2.5)
repeat
HUMAN.Health = HUMAN.Health - 0.5
Swait()
ROOT.Anchored = true
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(1, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0, 0) *
ANGLES(RAD(15), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-45), RAD(0)) *
RIGHTSHOULDERC0, ARMSPEED / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
until RightArm.Position.Y < Torso.Position.Y-0.15 or HUMAN.Health == 0
ROOT.Anchored = false
if HUMAN.Health == 0 then
if ROOT.Name ~= "Torso" then
ROOT:remove()
end
if TARGET.Name == "Torso" then
Ragdoll(HUMAN.Parent,Torso,true)
elseif TARGET.Name == "UpperTorso" then
R15Ragdoll(HUMAN.Parent,true)
end
end
end
BLADE = false
ATTACK = false
Rooted = false
end
function ReeeEEEEEE()
ATTACK = true
Rooted = false
Speed = 12
local FX = CreateSound(198165368, Head, 4, 0.5, false)
repeat
Swait()
FX.Parent = Head
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Head")
if TORSO then
if (TORSO.Position - Head.Position).Magnitude
<= 25 then
WACKYEFFECT({Time = 45, EffectType =
"Sphere", Size = VT(1,1,1), Size2 = VT(5,5,5), Transparency = 0, Transparency2 = 1,
CFrame = CF(TORSO.Position), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch =
nil, SoundVolume = nil})
TORSO:remove()
if CHILD:FindFirstChild("Torso") then
Ragdoll(CHILD,Torso,true)
elseif CHILD:FindFirstChild("UpperTorso")
then
R15Ragdoll(CHILD,true)
end
end
end
end
end
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.5, 0) * ANGLES(RAD(-
45), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(-45), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-35), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(15), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-35), RAD(0), RAD(-15)) * ANGLES(RAD(0), RAD(-15), RAD(0)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-45),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-45), RAD(-
80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
until FX.Playing == false
Speed = 16
ATTACK = false
Rooted = false
end
function Needle()
ATTACK = true
Rooted = true
local GYRO = IT("BodyGyro",RootPart)
GYRO.D = 2
GYRO.P = 2000
GYRO.MaxTorque = VT(0,4000000,0)
local NEEDGYRO = true
coroutine.resume(coroutine.create(function()
repeat
Swait()
GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p)
until NEEDGYRO == false
GYRO:Remove()
end))
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) *
ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.5) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.5) *
ANGLES(RAD(25), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, 0) * ANGLES(RAD(-90), RAD(-
90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) *
ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(15), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, -0.5) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.5) *
ANGLES(RAD(25), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, 0) * ANGLES(RAD(-90), RAD(-
90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
local HIT,POS = CastProperRay(RightArm.CFrame*CF(0,-
1,0).p,Mouse.Hit.p,300,Character)
WACKYEFFECT({Time = 45, EffectType = "Wave", Size = VT(1,0,1), Size2 =
VT(5,1,5), Transparency = 0, Transparency2 = 1, CFrame = RightArm.CFrame*CF(0,-1,0)
* ANGLES(RAD(180), RAD(0), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 90655239, SoundPitch
= 1, SoundVolume = 2})
NEEDGYRO = false
if HIT then
local NEEDLE = IT("Model",Effects)
local BASE = CreatePart(3, NEEDLE, "Glass", 0, 0.5, "Pearl", "Part",
VT(0.3,0.6,0.3), false)
MakeForm(BASE,"Cyl")
BASE.CFrame = CF(POS,RightArm.CFrame*CF(0,-1,0).p) * ANGLES(RAD(90),
RAD(0), RAD(0))*CF(0,-0.35,0)
weldBetween(BASE,HIT)
local FLUID = CreatePart(3, NEEDLE, "Neon", 0, 0, "Lime green", "Part",
VT(0.28,0.58,0.28), false)
MakeForm(FLUID,"Cyl")
FLUID.CFrame = BASE.CFrame
weldBetween(BASE,FLUID)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part",
VT(0,0.2,0), false)
PART.CFrame = BASE.CFrame*CF(0,0.4,0)
weldBetween(BASE,PART)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part",
VT(0.1,0.1,0.1), false)
PART.CFrame = BASE.CFrame*CF(0,-0.35,0)
weldBetween(BASE,PART)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part",
VT(0.2,0.1,0.2), false)
PART.CFrame = BASE.CFrame*CF(0,-0.4,0)
weldBetween(BASE,PART)
Debris:AddItem(NEEDLE,7)
if HIT.Parent:FindFirstChildOfClass("Humanoid") then
local HUMAN = HIT.Parent:FindFirstChildOfClass("Humanoid")
coroutine.resume(coroutine.create(function()
for i = 1, 500 do
HUMAN.Health = HUMAN.Health - MRANDOM(1,6)/5
if HUMAN.Health == 0 then
break
end
Swait(2)
end
if HUMAN.Health == 0 then
local CHILD = HUMAN.Parent
if CHILD:FindFirstChild("Torso") then
CHILD:FindFirstChild("Torso").CFrame =
CHILD:FindFirstChild("Torso").CFrame * ANGLES(RAD(2), RAD(0), RAD(0))
Ragdoll(CHILD,Torso,true)
elseif CHILD:FindFirstChild("UpperTorso") then
R15Ragdoll(CHILD,true)
end
end
end))
end
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) *
ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(15), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.5, 0) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.5) *
ANGLES(RAD(25), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, 0) * ANGLES(RAD(-90), RAD(-
90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
ATTACK = false
Rooted = false
end
function ScrewThis()
ATTACK = true
Rooted = true
local SCREW = CreatePart(3, Weapon, "Neon", 0, 1, "Really red", "Part", VT(2,
0.4, 0.4)/2,false)
SCREW.CanCollide = true
local WELD = CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, SCREW, CF(0,-
1,0.2) * ANGLES(RAD(0), RAD(90), RAD(0)), CF(0, 0, 0))
CreateMesh("SpecialMesh", SCREW, "FileMesh", "70265804", "70265794",
VT(1,1,1)/1.5, VT(0,0,0))
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.5) *
ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-5), RAD(0), RAD(15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
SCREW.Transparency = 0
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.5) *
ANGLES(RAD(60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) *
ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) *
ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i = 1, 3 do
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
WELD.C1 = WELD.C1 * ANGLES(RAD(5), RAD(0), RAD(0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) *
ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) *
ANGLES(RAD(120), RAD(0), RAD(78)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) *
ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) *
ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
if MRANDOM(1, 5) == 1 then
DUST:Emit(25)
WELD:remove()
CreateSound(328460122, RightArm, 3, 1, false)
SCREW.Velocity = CF(RightArm.Position,SCREW.Position).lookVector*65
Debris:AddItem(SCREW,6)
for i=0, 3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) *
ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) *
ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i = 1, 3 do
for i=0, 0.35, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -
0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -
0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.35, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -
0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -
0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
end
else
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
WELD:remove()
for i=0, 0.15, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-110)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
Debris:AddItem(SCREW,6)
end
ATTACK = false
Rooted = false
end
--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
function MouseDown(Mouse)
if ATTACK == false then
end
end
function MouseUp(Mouse)
HOLD = false
end
function KeyDown(Key)
KEYHOLD = true
if Key == "z" and ATTACK == false then
Warp()
end
function KeyUp(Key)
KEYHOLD = false
end
Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
Mouse.KeyDown:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
Mouse.KeyUp:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)
--//=================================\\
--\\=================================//
function AntiTimeStop()
for _, c in pairs(Character:GetChildren()) do
if c:IsA("BasePart") then
c.Anchored = false
end
end
for _, c in pairs(Weapon:GetChildren()) do
if c:IsA("BasePart") then
c.Anchored = false
end
end
end
--//=================================\\
--|| WRAP THE WHOLE SCRIPT UP
--\\=================================//
Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
Humanoid.Jump = false
end
end)
while true do
Swait()
script.Parent = WEAPONGUI
ANIMATE.Parent = nil
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
SINE = SINE + CHANGE
local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = RootPart.Velocity.y
local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position,
RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE /
(WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75,
RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0),
RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) -
Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE /
WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE /
WALKSPEEDVALUE) +0.2- 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90),
RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(90 * COS(SINE /
WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE /
WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE /
WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90),
RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(90 * COS(SINE /
WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0),
RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-
90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
end
if HITFLOOR == nil then
ANIM = "Midair"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) *
ANGLES(RAD(20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.75, 0) *
ANGLES(RAD(-15), RAD(0), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.75, 0) *
ANGLES(RAD(-15), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.2, -0.6) *
ANGLES(RAD(15), RAD(70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.2, -0.6) *
ANGLES(RAD(15), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.1 *
COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.35 *
SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(0), RAD(10 - 15 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-15), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.35 *
SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(0), RAD(-10 + 15 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) *
ANGLES(RAD(5), RAD(0), RAD(10 * COS(SINE / WALKSPEEDVALUE))), 0.5 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(5), RAD(0), RAD(-10 * COS(SINE / WALKSPEEDVALUE))), 0.5 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0.5 *
SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(60 * COS(SINE / WALKSPEEDVALUE)), RAD(0),
RAD(5)) * ANGLES(RAD(0), RAD(-15), RAD(0)) * RIGHTSHOULDERC0, 0.8 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5 *
SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(0),
RAD(-5)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.8 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
end
end
sick.SoundId = "rbxassetid://1696854181"
sick.Looped = true
sick.Pitch = 1
sick.Volume = 2
sick.Playing = true
sick.Parent = Effects
AntiTimeStop()
if Rooted == false then
Disable_Jump = false
Humanoid.WalkSpeed = Speed
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
end
--//=================================\\
--\\=================================//
--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--