Fechip
Fechip
local CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name =
"AliP_"..CountSCIFIMOVIELOL
AlignPos.ApplyAtCenterOfMass = true;
AlignPos.MaxForce = 5772000--67752;
AlignPos.MaxVelocity = math.huge/9e110;
AlignPos.ReactionForceEnabled = false;
AlignPos.Responsiveness = 200;
AlignPos.RigidityEnabled = false;
local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name =
"AliO_"..CountSCIFIMOVIELOL
AlignOri.MaxAngularVelocity = math.huge/9e110;
AlignOri.MaxTorque = 5772000
AlignOri.PrimaryAxisOnly = false;
AlignOri.ReactionTorqueEnabled = false;
AlignOri.Responsiveness = 200;
AlignOri.RigidityEnabled = false;
local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name =
"Ath_"..CountSCIFIMOVIELOL
local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name =
"Ath_"..CountSCIFIMOVIELOL
AttachmentA.Orientation = Angle or Vector3.new(0,0,0)
AttachmentA.Position = Position or Vector3.new(0,0,0)
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentA;
AlignOri.Attachment0 = AttachmentB;
CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
return {AlignPos,AlignOri,AttachmentA,AttachmentB}
end
game:FindFirstChildOfClass("Players").LocalPlayer.MaximumSimulationRadius=math.pow(
math.huge,math.huge)
sethiddenproperty(game:FindFirstChildOfClass("Players").LocalPlayer,"SimulationRadi
us",math.huge*math.huge)
end)
end)()
end
game:FindFirstChildOfClass("Players").LocalPlayer["Character"].Archivable = true
local hatnameclone = {}
for _,v in next,
game:FindFirstChildOfClass("Players").LocalPlayer["Character"]:GetChildren() do
if v:IsA("Accessory") then
if hatnameclone[v.Name] then
if hatnameclone[v.Name] == "s" then
hatnameclone[v.Name] = {}
end
table.insert(hatnameclone[v.Name],v)
else
hatnameclone[v.Name] = "s"
end
end
end
for _,v in pairs(hatnameclone) do
if type(v) == "table" then
local num = 1
for _,w in pairs(v) do
w.Name = w.Name..num
num = num + 1
end
end
end
hatnameclone = nil
local fldr =
Instance.new("Folder",game:FindFirstChildOfClass("Players").LocalPlayer["Character"
])
fldr.Name = "DMYF"
local CloneChar = DeadChar:Clone()
local ANIMATIONHERE
if CloneChar:FindFirstChild("Animate") then
ANIMATIONHERE = CloneChar:FindFirstChild("Animate"):Clone()
CloneChar:FindFirstChild("Animate"):Destroy()
end
if CloneChar:FindFirstChildOfClass("Folder") then
CloneChar:FindFirstChildOfClass("Folder"):Destroy() end
if CloneChar.Torso:FindFirstChild("Neck") then
local Clonessss = CloneChar.Torso:FindFirstChild("Neck"):Clone()
Clonessss.Part0 = nil
Clonessss.Part1 = DeadChar.Head
Clonessss.Parent = DeadChar.Torso
end
CloneChar.Parent = fldr
CloneChar.HumanoidRootPart.CFrame = DeadChar.HumanoidRootPart.CFrame
CloneChar.Humanoid.BreakJointsOnDeath = false
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,
0))
end
end)()
end
end
local a = DeadChar.Torso
local b = DeadChar.HumanoidRootPart
local c = DeadChar.Humanoid
a.Parent = game:FindFirstChildOfClass("Workspace")
c.Parent = game:FindFirstChildOfClass("Workspace")
local told = a:Clone()
local told1 = c:Clone()
b["RootJoint"].Part0 = told
b["RootJoint"].Part1 = DeadChar.Head
a.Name = "torso"
a.Neck:Destroy()
c.Name = "Mizt Hub Best"
told.Parent = DeadChar
told1.Parent = DeadChar
DeadChar.PrimaryPart = told
told1.Health = 0
b:Destroy()
a.Parent = DeadChar
c.Parent = DeadChar
told:Destroy()
told1:Destroy()
a.Name = "Torso"
if CloneChar.Head:FindFirstChildOfClass("Decal") then
CloneChar.Head:FindFirstChildOfClass("Decal").Transparency = 1 end
if DeadChar:FindFirstChild("Animate") then
DeadChar:FindFirstChild("Animate"):Destroy() end
local Collider
function UnCollide()
if HumanDied then Collider:Disconnect(); return end
--[[for _,Parts in next, CloneChar:GetChildren() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end]]
for _,Parts in next, DeadChar:GetChildren() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
Collider = game:GetService("RunService").Stepped:Connect(UnCollide)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or not
CloneChar:FindFirstChildOfClass("Humanoid") or
CloneChar:FindFirstChildOfClass("Humanoid").Health <= 0 and not DeadChar or not
DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChildOfClass("Humanoid")
or DeadChar:FindFirstChildOfClass("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
game:FindFirstChildOfClass("Players").LocalPlayer.Character
= DeadChar
DeadChar.Head:Destroy()
DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
game:FindFirstChildOfClass("Players").LocalPlayer.Character
= CloneChar
if DeadChar:FindFirstChildOfClass("Folder") then
DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
end)
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
break
end
end
end)()
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"])
SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"])
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"])
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"])
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"])
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"])
-----------------------
--[[ Name : Chips ]]--
--[[ Description : I think I found my specialty in scripts ]]--
--[[ \ None / ]]--
-------------------------------------------------------
--A script By Creterisk/makhail07
--Discord Creterisk#2958
-------------------------------------------------------
--Everything is Meaningless.....
wait(1 / 60)
loadstring(game:GetObjects("rbxassetid://5425999987")[1].Source)()
-------------------------------------------------------
--Start Damage Function--
-------------------------------------------------------
function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay,
HitSound, HitPitch)
return true
end
-------------------------------------------------------
--End Damage Function--
-------------------------------------------------------
-------------------------------------------------------
--Start Damage Function Customization--
-------------------------------------------------------
function ShowDamage(Pos, Text, Time, Color)
local Rate = (1 / 30)
local Pos = (Pos or Vector3.new(0, 0, 0))
local Text = (Text or "")
local Time = (Time or 2)
local Color = (Color or Color3.new(1, 0, 1))
local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1,
BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
EffectPart.Anchored = true
local BillboardGui = Create("BillboardGui"){
Size = UDim2.new(3, 0, 3, 0),
Adornee = EffectPart,
Parent = EffectPart,
}
local TextLabel = Create("TextLabel"){
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
Text = Text,
Font = "Bodoni",
TextColor3 = Color,
TextScaled = true,
TextStrokeColor3 = Color3.fromRGB(0,0,0),
Parent = BillboardGui,
}
game.Debris:AddItem(EffectPart, (Time))
EffectPart.Parent = game:GetService("Workspace")
delay(0, function()
local Frames = (Time / Rate)
for Frame = 1, Frames do
wait(Rate)
local Percent = (Frame / Frames)
EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
TextLabel.TextTransparency = Percent
end
if EffectPart and EffectPart.Parent then
EffectPart:Destroy()
end
end)
end
-------------------------------------------------------
--End Damage Function Customization--
-------------------------------------------------------
CFuncs = {
Part = {
Create = function(Parent, Material, Reflectance, Transparency, BColor,
Name, Size)
local Part = Create("Part")({
Parent = Parent,
Reflectance = Reflectance,
Transparency = Transparency,
CanCollide = false,
Locked = true,
BrickColor = BrickColor.new(tostring(BColor)),
Name = Name,
Size = Size,
Material = Material
})
RemoveOutlines(Part)
return Part
end
},
Mesh = {
Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
},
Mesh = {
Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
},
Weld = {
Create = function(Parent, Part0, Part1, C0, C1)
local Weld = Create("Weld")({
Parent = Parent,
Part0 = Part0,
Part1 = Part1,
C0 = C0,
C1 = C1
})
return Weld
end
},
Sound = {
Create = function(id, par, vol, pit)
coroutine.resume(coroutine.create(function()
local S = Create("Sound")({
Volume = vol,
Pitch = pit or 1,
SoundId = id,
Parent = par or workspace
})
wait()
S:play()
game:GetService("Debris"):AddItem(S, 6)
end))
end
},
ParticleEmitter = {
Create = function(Parent, Color1, Color2, LightEmission, Size, Texture,
Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance,
EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed,
VelocitySpread)
local fp = Create("ParticleEmitter")({
Parent = Parent,
Color = ColorSequence.new(Color1, Color2),
LightEmission = LightEmission,
Size = Size,
Texture = Texture,
Transparency = Transparency,
ZOffset = ZOffset,
Acceleration = Accel,
Drag = Drag,
LockedToPart = LockedToPart,
VelocityInheritance = VelocityInheritance,
EmissionDirection = EmissionDirection,
Enabled = Enabled,
Lifetime = LifeTime,
Rate = Rate,
Rotation = Rotation,
RotSpeed = RotSpeed,
Speed = Speed,
VelocitySpread = VelocitySpread
})
return fp
end
}
}
function RemoveOutlines(part)
part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface,
part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
end
function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency,
BColor, Name, Size)
local Part = Create("Part")({
formFactor = FormFactor,
Parent = Parent,
Reflectance = Reflectance,
Transparency = Transparency,
CanCollide = false,
Locked = true,
BrickColor = BrickColor.new(tostring(BColor)),
Name = Name,
Size = Size,
Material = Material
})
RemoveOutlines(Part)
return Part
end
function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
function CreateWeld(Parent, Part0, Part1, C0, C1)
local Weld = Create("Weld")({
Parent = Parent,
Part0 = Part0,
Part1 = Part1,
C0 = C0,
C1 = C1
})
return Weld
end
-------------------------------------------------------
--Start Effect Function--
-------------------------------------------------------
EffectModel = Instance.new("Model", char)
Effects = {
Block = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0,
0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
if Type == 1 or Type == nil then
table.insert(Effects, {
prt,
"Block1",
delay,
x3,
y3,
z3,
msh
})
elseif Type == 2 then
table.insert(Effects, {
prt,
"Block2",
delay,
x3,
y3,
z3,
msh
})
else
table.insert(Effects, {
prt,
"Block3",
delay,
x3,
y3,
z3,
msh
})
end
end
},
Sphere = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor,
"Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "",
Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Cylinder = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0,
0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Wave = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor,
"Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh",
"rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 /
60))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3 / 60,
y3 / 60,
z3 / 60,
msh
})
end
},
Ring = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh",
"rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Break = {
Create = function(brickcolor, cframe, x1, y1, z1)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor,
"Effect", Vector3.new(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50),
math.random(-50, 50), math.random(-50, 50))
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "",
Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
local num = math.random(10, 50) / 1000
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Shatter",
num,
prt.CFrame,
math.random() - math.random(),
0,
math.random(50, 100) / 100
})
end
},
Spiral = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh",
"rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Push = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh",
"rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
}
}
function part(formfactor ,parent, reflectance, transparency, brickcolor, name,
size)
local fp = IT("Part")
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide = false
fp.Locked = true
fp.BrickColor = brickcolor
fp.Name = name
fp.Size = size
fp.Position = tors.Position
RemoveOutlines(fp)
fp.Material = "SmoothPlastic"
fp:BreakJoints()
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh = IT(Mesh)
mesh.Parent = part
if Mesh == "SpecialMesh" then
mesh.MeshType = meshtype
if meshid ~= "nil" then
mesh.MeshId = "http://www.roblox.com/asset/?id="..meshid
end
end
mesh.Offset = offset
mesh.Scale = scale
return mesh
end
function Eviscerate(dude)
if dude.Name ~= char then
local bgf = IT("BodyGyro", dude.Head)
bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
local val = IT("BoolValue", dude)
val.Name = "IsHit"
local ds = coroutine.wrap(function()
dude:WaitForChild("Head"):BreakJoints()
wait(0.5)
target = nil
coroutine.resume(coroutine.create(function()
for i, v in pairs(dude:GetChildren()) do
if v:IsA("Accessory") then
v:Destroy()
end
if v:IsA("Humanoid") then
v:Destroy()
end
if v:IsA("CharacterMesh") then
v:Destroy()
end
if v:IsA("Model") then
v:Destroy()
end
if v:IsA("Part") or v:IsA("MeshPart") then
for x, o in pairs(v:GetChildren()) do
if o:IsA("Decal") then
o:Destroy()
end
end
coroutine.resume(coroutine.create(function()
v.Material = "Neon"
v.CanCollide = false
local PartEmmit1 = IT("ParticleEmitter",
v)
PartEmmit1.LightEmission = 1
PartEmmit1.Texture =
"rbxassetid://284205403"
PartEmmit1.Color =
ColorSequence.new(maincolor.Color)
PartEmmit1.Rate = 150
PartEmmit1.Lifetime = NumberRange.new(1)
PartEmmit1.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0.75,
0),
NumberSequenceKeypoint.new(1, 0, 0)
})
PartEmmit1.Transparency =
NumberSequence.new({
NumberSequenceKeypoint.new(0, 0,
0),
NumberSequenceKeypoint.new(1, 1, 0)
})
PartEmmit1.Speed = NumberRange.new(0, 0)
PartEmmit1.VelocitySpread = 30000
PartEmmit1.Rotation = NumberRange.new(-
500, 500)
PartEmmit1.RotSpeed = NumberRange.new(-
500, 500)
local BodPoss = IT("BodyPosition", v)
BodPoss.P = 3000
BodPoss.D = 1000
BodPoss.maxForce =
Vector3.new(50000000000, 50000000000, 50000000000)
BodPoss.position = v.Position +
Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
v.Color = maincolor.Color
coroutine.resume(coroutine.create(function()
for i = 0, 49 do
swait(1)
v.Transparency =
v.Transparency + 0.08
end
wait(0.5)
PartEmmit1.Enabled = false
wait(3)
v:Destroy()
dude:Destroy()
end))
end))
end
end
end))
end)
ds()
end
end
function Aura(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos,
MType)
local type = type
local rng = Instance.new("Part", char)
rng.Anchored = true
rng.BrickColor = color
rng.CanCollide = false
rng.FormFactor = 3
rng.Name = "Ring"
rng.Material = "Neon"
rng.Size = Vector3.new(1, 1, 1)
rng.Transparency = 0
rng.TopSurface = 0
rng.BottomSurface = 0
rng.CFrame = pos
rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos
local rngm = Instance.new("SpecialMesh", rng)
rngm.MeshType = MType
rngm.Scale = Vector3.new(x1, y1, z1)
local scaler2 = 1
local speeder = FastSpeed
if type == "Add" then
scaler2 = 1 * value
elseif type == "Divide" then
scaler2 = 1 / value
end
coroutine.resume(coroutine.create(function()
for i = 0, 10 / bonuspeed, 0.1 do
swait()
if type == "Add" then
scaler2 = scaler2 - 0.01 * value / bonuspeed
elseif type == "Divide" then
scaler2 = scaler2 - 0.01 / value * bonuspeed
end
speeder = speeder - 0.01 * FastSpeed * bonuspeed
rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder *
bonuspeed
rng.Transparency = rng.Transparency + 0.01 * bonuspeed
rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed,
scaler2 * bonuspeed, 0)
end
rng:Destroy()
end))
end
function SoulSteal(dude)
if dude.Name ~= char then
local bgf = IT("BodyGyro", dude.Head)
bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
local val = IT("BoolValue", dude)
val.Name = "IsHit"
local torso = (dude:FindFirstChild'Head' or dude:FindFirstChild'Torso' or
dude:FindFirstChild'UpperTorso' or dude:FindFirstChild'LowerTorso' or
dude:FindFirstChild'HumanoidRootPart')
local soulst = coroutine.wrap(function()
local soul = Instance.new("Part",dude)
soul.Size = Vector3.new(1,1,1)
soul.CanCollide = false
soul.Anchored = false
soul.Position = torso.Position
soul.Transparency = 1
local PartEmmit1 = IT("ParticleEmitter", soul)
PartEmmit1.LightEmission = 1
PartEmmit1.Texture = "rbxassetid://569507414"
PartEmmit1.Color = ColorSequence.new(maincolor.Color)
PartEmmit1.Rate = 250
PartEmmit1.Lifetime = NumberRange.new(1.6)
PartEmmit1.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 1, 0),
NumberSequenceKeypoint.new(1, 0, 0)
})
PartEmmit1.Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0, 0),
NumberSequenceKeypoint.new(1, 1, 0)
})
PartEmmit1.Speed = NumberRange.new(0, 0)
PartEmmit1.VelocitySpread = 30000
PartEmmit1.Rotation = NumberRange.new(-360, 360)
PartEmmit1.RotSpeed = NumberRange.new(-360, 360)
local BodPoss = IT("BodyPosition", soul)
BodPoss.P = 3000
BodPoss.D = 1000
BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
BodPoss.position = torso.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15),
Mrandom(-15, 15))
wait(1.6)
soul.Touched:connect(function(hit)
if hit.Parent == char then
soul:Destroy()
end
end)
wait(1.2)
while soul do
swait()
PartEmmit1.Color = ColorSequence.new(maincolor.Color)
BodPoss.Position = tors.Position
end
end)
soulst()
end
end
function FaceMouse()
local Cam = workspace.CurrentCamera
return {
CFrame.new(char.Torso.Position, Vector3.new(mouse.Hit.p.x,
char.Torso.Position.y, mouse.Hit.p.z)),
Vector3.new(mouse.Hit.p.x, mouse.Hit.p.y, mouse.Hit.p.z)
}
end
Effects = {
Block =
function(cf,partsize,meshstart,meshadd,matr,colour,spin,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = partsize
p.Anchored = true
p.CanCollide = false
p.Material = matr
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("BlockMesh",p)
m.Scale = meshstart
coroutine.wrap(function()
for i = 0, 1, factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
if spin == true then
p.CFrame = p.CFrame * CFrame.Angles(math.random(-
50,50),math.random(-50,50),math.random(-50,50))
end
end
p:Destroy()
end)()
return p
end,
Sphere = function(cf,partsize,meshstart,meshadd,matr,colour,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = partsize
p.Anchored = true
p.CanCollide = false
p.Material = matr
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshType = "Sphere"
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
end
p:Destroy()
end)()
return p
end,
Cylinder = function(cf,partsize,meshstart,meshadd,matr,colour,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = partsize
p.Anchored = true
p.CanCollide = false
p.Material = matr
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("CylinderMesh",p)
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
end
p:Destroy()
end)()
return p
end,
Wave = function(cf,meshstart,meshadd,colour,spin,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = Vector3.new()
p.Anchored = true
p.CanCollide = false
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshId = "rbxassetid://20329976"
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * CFrame.Angles(0,math.rad(spin),0)
end
p:Destroy()
end)()
return p
end,
Ring = function(cf,meshstart,meshadd,colour,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = Vector3.new()
p.Anchored = true
p.CanCollide = false
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshId = "rbxassetid://3270017"
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
end
p:Destroy()
end)()
return p
end,
Meshed = function(cf,meshstart,meshadd,colour,meshid,textid,spin,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = Vector3.new()
p.Anchored = true
p.CanCollide = false
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshId = meshid
m.TextureId = textid
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * CFrame.Angles(0,math.rad(spin),0)
end
p:Destroy()
end)()
return p
end,
Explode = function(cf,partsize,meshstart,meshadd,matr,colour,move,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = partsize
p.Anchored = true
p.CanCollide = false
p.Material = matr
p.CFrame = cf * CFrame.Angles(math.rad(math.random(-
360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360)))
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshType = "Sphere"
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * CFrame.new(0,move,0)
end
p:Destroy()
end)()
return p
end,
}
-------------------------------------------------------
--End Effect Function--
-------------------------------------------------------
function Cso(ID, PARENT, VOLUME, PITCH)
local NSound = nil
coroutine.resume(coroutine.create(function()
NSound = IT("Sound", PARENT)
NSound.Volume = VOLUME
NSound.Pitch = PITCH
NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
swait()
NSound:play()
game:GetService("Debris"):AddItem(NSound, 10)
end))
return NSound
end
function CamShake(Length, Intensity)
coroutine.resume(coroutine.create(function()
local intensity = 1 * Intensity
local rotM = 0.01 * Intensity
for i = 0, Length, 0.1 do
swait()
intensity = intensity - 0.05 * Intensity / Length
rotM = rotM - 5.0E-4 * Intensity / Length
hum.CameraOffset = Vector3.new(Rad(Mrandom(-intensity,
intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity,
intensity)))
cam.CFrame = cam.CFrame * CF(Rad(Mrandom(-intensity, intensity)),
Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) *
Euler(Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity,
intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM)
end
hum.CameraOffset = Vector3.new(0, 0, 0)
end))
end
NewInstance = function(instance,parent,properties)
local inst = Instance.new(instance)
inst.Parent = parent
if(properties)then
for i,v in next, properties do
pcall(function() inst[i] = v end)
end
end
return inst;
end
hum.MaxHealth = 1.0E298
hum.Health = 1.0E298
game:GetService("RunService"):BindToRenderStep("HOT", 0, function()
if hum.Health > 0.1 and hum.Health < 1.0E298 then
hum.MaxHealth = 1.0E298
hum.Health = 1.0E298
end
end)
-------------------------------------------------------
--End Important Functions--
-------------------------------------------------------
-------------------------------------------------------
--Start Customization--
-------------------------------------------------------
local Player_Size = 1
if Player_Size ~= 1 then
root.Size = root.Size * Player_Size
tors.Size = tors.Size * Player_Size
hed.Size = hed.Size * Player_Size
ra.Size = ra.Size * Player_Size
la.Size = la.Size * Player_Size
rl.Size = rl.Size * Player_Size
ll.Size = ll.Size * Player_Size
----------------------------------------------------------------------------------
rootj.Parent = root
neck.Parent = tors
RW.Parent = tors
LW.Parent = tors
RH.Parent = tors
LH.Parent = tors
----------------------------------------------------------------------------------
rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) *
angles(Rad(0), Rad(0), Rad(0))
rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) *
angles(Rad(0), Rad(0), Rad(0))
neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1))
* angles(Rad(0), Rad(0), Rad(0))
neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-
90), Rad(0), Rad(180))
RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(0), Rad(0)) --* RIGHTSHOULDERC0
LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(0), Rad(0)) --* LEFTSHOULDERC0
----------------------------------------------------------------------------------
RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
RH.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
LH.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
--hat.Parent = Character
end
----------------------------------------------------------------------------------
local SONG = 525565668
local SONG2 = 0
local Music = Instance.new("Sound",tors)
Music.Volume = 2.5
Music.Looped = true
Music.Pitch = 1 --Pitcher
----------------------------------------------------------------------------------
local equipped = false
local idle = 0
local change = 1
local val = 0
local toim = 0
local idleanim = 0.4
local sine = 0
local Sit = 1
local WasAir = false
local InAir = false
local LandTick = 0
local movelegs = false
local FF = Instance.new("ForceField",char)
FF.Visible = false
local Speed = 56
local Chips = "onebearnakedwoman"
----------------------------------------------------------------------------------
hum.JumpPower = 55
hum.Animator.Parent = nil
----------------------------------------------------------------------------------
Chips = IT("Model")
Chips.Parent = char
Chips.Name = "Chips"
RHe = IT("Part")
RHe.Parent = Chips
RHe.BrickColor = BrickColor.new("Really black")
RHe.Locked = true
RHe.CanCollide = false
RHe.Transparency = 0
PMesh = IT("SpecialMesh")
RHe.formFactor = "Symmetric"
PMesh.MeshType = "FileMesh"
PMesh.MeshId = "rbxassetid://19106014"
PMesh.TextureId = "rbxassetid://342435650"
PMesh.Scale = Vector3.new(1, 1.4, 0.8)
PMesh.Parent = RHe
local RWeld = IT("Weld")
RWeld.Parent = RHe
RWeld.Part0 = RHe
RWeld.Part1 = ra
RWeld.C0 = CF(-1.2, -0.5, 0) * angles(Rad(90), Rad(0), Rad(90))
-------------------------------------------------------
--End Customization--
-------------------------------------------------------
-------------------------------------------------------
--Start Attacks N Stuff--
-------------------------------------------------------
function AttackTemplate()
attack = true
for i = 0, 2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)), Rad(10 +
5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 - 5 * Sin(sine / 20)), Rad(-10
- 5 * Sin(sine / 20))), 0.1)
end
attack = false
end
function HitboxFunction(Pose, lifetime, siz1, siz2, siz3, Radie, Min, Max, kb,
atype)
local Hitboxpart = Instance.new("Part", EffectModel)
RemoveOutlines(Hitboxpart)
Hitboxpart.Size = Vector3.new(siz1, siz2, siz3)
Hitboxpart.CanCollide = false
Hitboxpart.Transparency = 1
Hitboxpart.Anchored = true
Hitboxpart.CFrame = Pose
game:GetService("Debris"):AddItem(Hitboxpart, lifetime)
MagniDamage(Hitboxpart, Radie, Min, Max, kb, atype)
end
wait2 = false
combo = 1
mouse.Button1Down:connect(function(key)
if attack == false then
attack = true
Speed = 3.01
if combo == 1 and wait2 == false then
wait2 = true
for i = 0, 1.6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0),
Rad(-45)), 0.2)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(45)), 0.2)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-45), Rad(0)) *
angles(Rad(0), Rad(0), Rad(15)), 0.2)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-15)), 0.2)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(180), Rad(0 + 5 * Sin(sine / 20)),
Rad(25 + 5 * Sin(sine / 20))), 0.2)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0 - 5 * Sin(sine / 20)),
Rad(-10 - 5 * Sin(sine / 20))), 0.2)
end
Cso("138097048", ra, 1.2, 0.8)
HitboxFunction(ra.CFrame, 0.01, 1, 1, 1, 7, 6, 9, 3, "Normal")
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(20), Rad(0), Rad(45)), 0.3)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(-45)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(15)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(45), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-15)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(85), Rad(0 + 5 * Sin(sine / 20)),
Rad(45 + 5 * Sin(sine / 20))), 0.3)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(-45), Rad(0 - 5 * Sin(sine / 20)),
Rad(-25 - 5 * Sin(sine / 20))), 0.3)
end
combo = 1
end
Speed = 56
wait2 = false
attack = false
end
end)
function Taunt()
attack = true
Speed = 3
if Chips == "onebearnakedwoman" then
local Munch = Cso("1575472350", hed, 5, 1)
swait(2)
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.2 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0),
Rad(0)), 0.3)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-35 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.3)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.1 + 0.1 * Sin(sine /
20)* Player_Size, -0.6* Player_Size) * angles(Rad(160), Rad(0), Rad(-35)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0 - 5 * Sin(sine / 20)),
Rad(-10 - 5 * Sin(sine / 20))), 0.3)
until Munch.Playing == false
elseif Chips == "layonme" then
for i = 0, 6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(0), Rad(0), Rad(0 - 255.45 * i)), 0.15)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(30 + 5 * Sin(sine / 20)),
Rad(45 + 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(-30 - 5 * Sin(sine / 20)),
Rad(-45 - 5 * Sin(sine / 20))), 0.1)
end
elseif Chips == "howitfeelstochew5gum" then
local Munch = Cso("1575472350", hed, 5, 1)
swait(2)
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.2 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0),
Rad(0)), 0.3)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-35 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.3)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.1 + 0.1 * Sin(sine /
20)* Player_Size, -0.6* Player_Size) * angles(Rad(160), Rad(0), Rad(-35)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0 - 5 * Sin(sine / 20)),
Rad(-10 - 5 * Sin(sine / 20))), 0.3)
until Munch.Playing == false
Cso("172324194", hed, 5, 1)
for i = 0, 5, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.2 * Player_Size) * angles(Rad(-20), Rad(0), Rad(0)), 0.3)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-35), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 *
Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(-10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(5)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 *
Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(-5)), 0.3)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.1* Player_Size, -0.6*
Player_Size) * angles(Rad(160), Rad(0), Rad(-35)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(-20), Rad(0), Rad(-10)), 0.3)
end
local RUN = Cso("957655044", hed, 5, 1)
swait(2)
repeat
swait()
Speed = 56
local WALKSPEEDVALUE = 6 / (hum.WalkSpeed / 16)
root.Velocity = root.CFrame.lookVector * 75
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.3 - 0.65 * Cos(sine / ( WALKSPEEDVALUE / 2 ))) * angles(Rad(-25),
Rad(0), Rad(0 - 1.75 * Cos(sine / ( WALKSPEEDVALUE / 2))) + root.RotVelocity.Y /
75), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-20 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))), Rad(0), Rad(0) +
root.RotVelocity.Y / 13), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 - 0.5 *
Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE) / 2*
Player_Size) * angles(Rad(-15 - 95 * Cos(sine / WALKSPEEDVALUE)) -
root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 *
Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2*
Player_Size) * angles(Rad(-15 + 95 * Cos(sine / WALKSPEEDVALUE)) +
root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
WALKSPEEDVALUE)* Player_Size, 0* Player_Size) * angles(Rad(215), Rad(0), Rad(45)),
0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
WALKSPEEDVALUE)* Player_Size, 0* Player_Size) * angles(Rad(215), Rad(0), Rad(-45)),
0.1)
until RUN.Playing == false
elseif Chips == "5gumdowngrade" then
Cso("1826625760", hed, 5, 1)
for i = 0, 5, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)),
Rad(10 + 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 - 5 * Sin(sine / 20)),
Rad(-10 - 5 * Sin(sine / 20))), 0.1)
end
end
Speed = 56
movelegs = false
attack = false
end
function Gum()
attack = true
Speed = 0
local Senses = Cso("605297168", hed, 6, 1)
swait(2)
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(20)), 0.2)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(-20)), 0.2)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.2)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.2)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)), Rad(10 +
5 * Sin(sine / 20))), 0.2)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0), Rad(-90)), 0.2)
until Senses.TimePosition > 2.7
for i = 0, 3, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size) * angles(Rad(-30), Rad(0), Rad(0)), 0.5)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(0), Rad(0), Rad(0)), 0.5)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9* Player_Size,
0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0),
Rad(5)), 0.5)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9* Player_Size,
0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-
5)), 0.5)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(10)), 0.5)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(-90)), 0.5)
end
root.Anchored = true
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-2.7 + 0.1* Player_Size) * angles(Rad(90), Rad(0), Rad(0)), 0.5)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(0), Rad(0), Rad(0)), 0.5)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9* Player_Size,
0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0),
Rad(5)), 0.5)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9* Player_Size,
0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-
5)), 0.5)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(10)), 0.5)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(-90)), 0.5)
until Senses.Playing == false
Speed = 56
attack = false
root.Anchored = false
end
function OHHHHHHH()
attack = true
Speed = 0
Cso("663306786", tors, 3, 1)
for i = 0, 12, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0 + 1 * i *
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(47), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(75), Rad(0 + 5 * Sin(sine / 20)), Rad(10
+ 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(143), Rad(0 - 5 * Sin(sine / 20)), Rad(-
10 - 5 * Sin(sine / 20))), 0.1)
end
Cso("663307468", tors, 6, 1)
for i = 0, 6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 4500 *
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0),
Rad(0)), 0.15)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(47), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(75), Rad(0 + 5 * Sin(sine / 20)), Rad(10
+ 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(156), Rad(0 - 5 * Sin(sine / 20)), Rad(-
10 - 5 * Sin(sine / 20))), 0.1)
end
Speed = 56
attack = false
end
function WoodyGotWood()
attack = true
Speed = 0
local Woodlenny = Cso("1764642350", hed, 6, 1)
swait(2)
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size * Cos(sine / 5)) * angles(Rad(20), Rad(0), Rad(5)), 0.2)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(20), Rad(0), Rad(-5 - 15 * Sin(sine / 20))), 0.2)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 5)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.2)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 5)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.2)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 5)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0), Rad(10)), 0.2)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 5)*
Player_Size, 0* Player_Size) * angles(Rad(20), Rad(0), Rad(-10)), 0.2)
until Woodlenny.TimePosition > 3.6
root.Anchored = true
repeat
swait()
for i = 0, 2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -2.7 + 0.1* Player_Size) * angles(Rad(-90), Rad(0), Rad(0)), 0.5)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(0), Rad(0), Rad(0)), 0.5)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(5)), 0.5)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(-5)), 0.5)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(90)), 0.5)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(-90)), 0.5)
end
for i = 0, 1.6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -2.4 + 0.1* Player_Size) * angles(Rad(-90), Rad(0), Rad(0)), 0.5)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(0), Rad(0), Rad(0)), 0.5)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(5)), 0.5)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(-5)), 0.5)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(75)), 0.5)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(-75)), 0.5)
end
until Woodlenny.Playing == false
Speed = 56
attack = false
root.Anchored = false
end
-------------------------------------------------------
--End Attacks N Stuff--
-------------------------------------------------------
mouse.KeyDown:connect(function(key)
if attack == false then
if key == "t" then
Taunt()
elseif key == "z" then
Gum()
elseif key == "x" then
OHHHHHHH()
elseif key == "c" then
WoodyGotWood()
elseif key == "f" then
SONG = 690663957
Music.TimePosition = 0
PMesh.TextureId = "rbxassetid://206977326"
Chips = "cheesexd"
-------------------------------------------------------
--Start Animations--
-------------------------------------------------------
while true do
swait()
sine = sine + change
local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
local velderp = root.Velocity.y
hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position,
root.Position - Vector3.new(0, 1, 0)).lookVector, 4* Player_Size,
workspace[plr.Name])
if equipped == true or equipped == false then
if attack == false then
idle = idle + 1
else
idle = 0
end
local Landed = false
if(hitfloor)then
WasAir = false
else
WasAir = true
end
if(WasAir == false)then
if(InAir == true)then
LandTick = time()
Landed = true
end
end
if(time()-LandTick < .3)then
Landed = true
end
if(hitfloor)then
InAir = false
else
InAir = true
end
local WALKSPEEDVALUE = 6 / (hum.WalkSpeed / 16)
local Walking = (math.abs(root.Velocity.x) > 1 or
math.abs(root.Velocity.z) > 1)
local State = (hum.PlatformStand and 'Paralyzed' or hum.Sit and 'Sit'
or Landed and 'Land' or not hitfloor and root.Velocity.y < -1 and "Fall" or not
hitfloor and root.Velocity.y > 1 and "Jump" or hitfloor and Walking and "Walk" or
hitfloor and "Idle")
if(State == 'Jump')then
hum.JumpPower = 55
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(-16), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -.2 -
0.1 * Cos(sine / 20), -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(-2.5), Rad(0), Rad(0)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.9 -
0.1 * Cos(sine / 20), -.5* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(-2.5), Rad(0), Rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(13 +
4.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(-13 -
4.5 * Sin(sine / 20))), 0.1)
end
elseif(State == 'Fall')then
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(25), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -1 -
0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10),
Rad(0)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.8 -
0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10),
Rad(0)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(165), Rad(-.6), Rad(45 +
4.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(165), Rad(-.6), Rad(-45 -
4.5 * Sin(sine / 20))), 0.1)
end
elseif(State == 'Land')then
hum.JumpPower = 0
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(10), Rad(0),
Rad(0)), 0.15)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(35 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, 0.1 -
0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10),
Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(5)), 0.15)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, 0.1 -
0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10),
Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(-5)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(0), Rad(25 + 4.5
* Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(0), Rad(-25 -
4.5 * Sin(sine / 20))), 0.1)
end
elseif(State == 'Idle')then
change = 1
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 5 *
Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 -
0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 - 5 * Sin(sine /
20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 -
0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 - 5 * Sin(sine /
20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 15 * Sin(sine / 20)),
Rad(0 + 5 * Sin(sine / 20)), Rad(10 + 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 15 * Sin(sine / 20)),
Rad(0 - 5 * Sin(sine / 20)), Rad(-10 - 5 * Sin(sine / 20))), 0.1)
end
elseif(State == 'Walk')then
change = 0.55
hum.JumpPower = 55
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.3 - 0.65 * Cos(sine / ( WALKSPEEDVALUE / 2 ))) * angles(Rad(-25),
Rad(0), Rad(0 - 1.75 * Cos(sine / ( WALKSPEEDVALUE / 2))) + root.RotVelocity.Y /
75), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(-20 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))),
Rad(0), Rad(0) + root.RotVelocity.Y / 13), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 -
0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE)
/ 2* Player_Size) * angles(Rad(-15 - 95 * Cos(sine / WALKSPEEDVALUE)) -
root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 *
Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2*
Player_Size) * angles(Rad(-15 + 95 * Cos(sine / WALKSPEEDVALUE)) +
root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 *
Sin(sine / WALKSPEEDVALUE)* Player_Size, 0* Player_Size) * angles(Rad(215), Rad(0),
Rad(45)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 *
Sin(sine / WALKSPEEDVALUE)* Player_Size, 0* Player_Size) * angles(Rad(215), Rad(0),
Rad(-45)), 0.1)
elseif attack == true and movelegs == true then
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 -
0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE)
/ 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / WALKSPEEDVALUE)) -
root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 *
Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2*
Player_Size) * angles(Rad(-10 + 25 * Cos(sine / WALKSPEEDVALUE)) +
root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
end
end
end
hum.Name = "HUM"
hum.WalkSpeed = Speed
Music.SoundId = "rbxassetid://"..SONG
Music.Looped = true
Music.Pitch = 1
Music.Volume = 1.5
Music.Parent = tors
Music.Playing = true
if 0 < #Effects then
for e = 1, #Effects do
if Effects[e] ~= nil then
local Thing = Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if 1 >= Thing[1].Transparency then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame *
CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-
50, 50))
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Block2" then
Thing[1].CFrame = Thing[1].CFrame +
Vector3.new(0, 0, 0)
local Mesh = Thing[7]
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Block3" then
Thing[1].CFrame = Thing[1].CFrame *
CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-
50, 50)) + Vector3.new(0, 0.15, 0)
local Mesh = Thing[7]
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Cylinder" then
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Blood" then
local Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame *
Vector3.new(0, 0.5, 0)
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Elec" then
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[7], Thing[8], Thing[9])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Disappear" then
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Shatter" then
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
Thing[4] = Thing[4] * CFrame.new(0,
Thing[7], 0)
Thing[1].CFrame = Thing[4] *
CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
Thing[6] = Thing[6] + Thing[5]
end
else
Part.Parent = nil
table.remove(Effects, e)
end
end
end
end
end
end
-------------------------------------------------------
--End Animations And Script--
-------------------------------------------------------