delete = delete or _G.delete local function breakJoints(instance) for i,v in pairs(instance:GetDescendants()) do if not (v:IsA("Weld") or v:IsA("WeldConstraint") or v:IsA("JointInstance")) then continue end delete(v) end end 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 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" local WEAPONGUI = IT("ScreenGui", PlayerGui) WEAPONGUI.Name = "Weapon GUI" local ANIMATOR = Humanoid.Animator local ANIMATE = Character.Animate local UNANCHOR = true local SC = false ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" 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 ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS) return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS) end 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 CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET) local NEWMESH = IT(MESH) if MESH == "SpecialMesh" then NEWMESH.MeshType = MESHTYPE if MESHID ~= "nil" and MESHID ~= "" then NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID end if TEXTUREID ~= "nil" and TEXTUREID ~= "" then NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID end end NEWMESH.Offset = OFFSET or VT(0, 0, 0) NEWMESH.Scale = SCALE NEWMESH.Parent = PARENT return NEWMESH end function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR) local NEWPART = IT("Part") NEWPART.formFactor = FORMFACTOR NEWPART.Reflectance = REFLECTANCE NEWPART.Transparency = TRANSPARENCY NEWPART.CanCollide = false NEWPART.Locked = true NEWPART.Anchored = true if ANCHOR == false then NEWPART.Anchored = false end NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR)) NEWPART.Name = NAME NEWPART.Size = SIZE NEWPART.Position = Torso.Position NEWPART.Material = MATERIAL NEWPART:BreakJoints() NEWPART.Parent = PARENT return NEWPART end local function weldBetween(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd 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 QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w * xs, w * ys, w * zs local xx = x * xs local xy = x * ys local xz = x * zs local yy = y * ys local yz = y * zs local zz = z * zs return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy)) 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 CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME) local label = IT("TextLabel") label.BackgroundTransparency = 1 label.Size = UD2(1, 0, 1, 0) label.Position = UD2(0, 0, 0, 0) label.TextColor3 = TEXTCOLOR label.TextStrokeTransparency = STROKETRANSPARENCY label.TextTransparency = TRANSPARENCY label.FontSize = TEXTFONTSIZE label.Font = TEXTFONT label.BorderSizePixel = BORDERSIZEPIXEL label.TextScaled = false label.Text = TEXT label.Name = NAME label.Parent = PARENT return label end function NoOutlines(PART) PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10 end function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1) local NEWWELD = IT(TYPE) NEWWELD.Part0 = PART0 NEWWELD.Part1 = PART1 NEWWELD.C0 = C0 NEWWELD.C1 = C1 NEWWELD.Parent = PARENT return NEWWELD 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 = "rbxassetid://"..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 CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end function WACKYEFFECT(Table) local TYPE = (Table.EffectType or "Sphere") local SIZE = (Table.Size or VT(1,1,1)) local ENDSIZE = (Table.Size2 or VT(0,0,0)) local TRANSPARENCY = (Table.Transparency or 0) local ENDTRANSPARENCY = (Table.Transparency2 or 1) local CFRAME = (Table.CFrame or Torso.CFrame) local MOVEDIRECTION = (Table.MoveToPos or nil) local ROTATION1 = (Table.RotationX or 0) local ROTATION2 = (Table.RotationY or 0) local ROTATION3 = (Table.RotationZ or 0) local MATERIAL = (Table.Material or "Neon") local COLOR = (Table.Color or C3(1,1,1)) local TIME = (Table.Time or 45) local SOUNDID = (Table.SoundID or nil) local SOUNDPITCH = (Table.SoundPitch or nil) local SOUNDVOLUME = (Table.SoundVolume or nil) local USEBOOMERANGMATH = (Table.UseBoomerangMath or false) local BOOMERANG = (Table.Boomerang or 0) local SIZEBOOMERANG = (Table.SizeBoomerang or 0) coroutine.resume(coroutine.create(function() local PLAYSSOUND = false local SOUND = nil if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then PLAYSSOUND = true SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false) end EFFECT.Color = COLOR local MSH = nil if TYPE == "Sphere" then MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0,0,0)) elseif TYPE == "Block" or TYPE == "Box" then MSH = IT("BlockMesh",EFFECT) MSH.Scale = SIZE elseif TYPE == "Wave" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8)) elseif TYPE == "Ring" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT(SIZE.X,SIZE.X,0.1), VT(0,0,0)) elseif TYPE == "Slash" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0)) elseif TYPE == "Round Slash" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0)) elseif TYPE == "Swirl" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "168892432", "", SIZE, VT(0,0,0)) elseif TYPE == "Skull" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT(0,0,0)) elseif TYPE == "Crystal" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT(0,0,0)) end if MSH ~= nil then local BOOMR1 = 1+BOOMERANG/50 local BOOMR2 = 1+SIZEBOOMERANG/50 local MOVESPEED = nil if MOVEDIRECTION ~= nil then if USEBOOMERANGMATH == true then MOVESPEED = ((CFRAME.p - MOVEDIRECTION).Magnitude/TIME)*BOOMR1 else MOVESPEED = ((CFRAME.p - MOVEDIRECTION).Magnitude/TIME) end end local GROWTH = nil if USEBOOMERANGMATH == true then GROWTH = (SIZE - ENDSIZE)*(BOOMR2+1) else GROWTH = (SIZE - ENDSIZE) end local TRANS = TRANSPARENCY - ENDTRANSPARENCY if TYPE == "Block" then EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) else EFFECT.CFrame = CFRAME end if USEBOOMERANGMATH == true then for LOOP = 1, TIME+1 do Swait() MSH.Scale = MSH.Scale - (VT((GROWTH.X)*((1 - (LOOP/TIME)*BOOMR2)),(GROWTH.Y)*((1 - (LOOP/TIME)*BOOMR2)),(GROWTH.Z)*((1 - (LOOP/TIME)*BOOMR2)))*BOOMR2)/TIME if TYPE == "Wave" then MSH.Offset = VT(0,0,-MSH.Scale.Z/8) end EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME if TYPE == "Block" then EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) else EFFECT.CFrame = EFFECT.CFrame*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3)) end if MOVEDIRECTION ~= nil then local ORI = EFFECT.Orientation EFFECT.CFrame = CF(EFFECT.Position,MOVEDIRECTION)*CF(0,0,-(MOVESPEED)*((1 - (LOOP/TIME)*BOOMR1))) EFFECT.CFrame = CF(EFFECT.Position)*ANGLES(RAD(ORI.X),RAD(ORI.Y),RAD(ORI.Z)) end end else for LOOP = 1, TIME+1 do Swait() MSH.Scale = MSH.Scale - GROWTH/TIME if TYPE == "Wave" then MSH.Offset = VT(0,0,-MSH.Scale.Z/8) end EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME if TYPE == "Block" then EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) else EFFECT.CFrame = EFFECT.CFrame*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3)) end if MOVEDIRECTION ~= nil then local ORI = EFFECT.Orientation EFFECT.CFrame = CF(EFFECT.Position,MOVEDIRECTION)*CF(0,0,-MOVESPEED) EFFECT.CFrame = CF(EFFECT.Position)*ANGLES(RAD(ORI.X),RAD(ORI.Y),RAD(ORI.Z)) end end end EFFECT.Transparency = 1 if PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until EFFECT:FindFirstChildOfClass("Sound") == nil EFFECT:remove() end else if PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until EFFECT:FindFirstChildOfClass("Sound") == nil EFFECT:remove() end end end)) 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 CastProperRay(StartPos, EndPos, Distance, Ignore) local DIRECTION = CF(StartPos,EndPos).lookVector local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, DIRECTION * Distance), Ignore) end function Debree(Table) local KindOf = (Table.Variant or "Ring") local Position = (Table.Location or Torso.Position) local Coloration = (Table.Color or C3(1,1,1)) local Texture = (Table.Material or "Slate") local Fling = (Table.Scatter or 1) local Number = (Table.Amount or 1) local Rocks = (Table.DebreeCount or 1) local Range = (Table.Distance or 1) local Scale = (Table.Size or 1) local Timer = (Table.Delay or 1.5) coroutine.resume(coroutine.create(function() local ScaleVector = VT(Scale,Scale,Scale) local Boulders = {} Position = CF(Position) if KindOf == "Ring" or KindOf == "Both" then for RockValue = 1, Number do local LOCATION = Position * ANGLES(RAD(0), RAD((360/Number)*RockValue), RAD(0))*CF(0,MRANDOM(-math.ceil(Scale/4),math.ceil(Scale/4)),Range) local BOULDER = CreatePart(3, workspace, Texture, 0, 0, BRICKC("Pearl"), "Debree", ScaleVector, true) BOULDER.CanCollide = true BOULDER.CFrame = LOCATION*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) BOULDER.Color = Coloration table.insert(Boulders,BOULDER) end end if KindOf == "Loose" or KindOf == "Both" then for RockValue = 1, Rocks do local LOCATION = Position * ANGLES(RAD(0), RAD((360/Number)*RockValue), RAD(0))*CF(0,MRANDOM(-math.ceil(Scale-(Scale/2)),math.ceil(Scale-(Scale/2))),0.7) local BOULDER = CreatePart(3, workspace, Texture, 0, 0, BRICKC("Pearl"), "Debree", ScaleVector, false) BOULDER.CanCollide = true BOULDER.CFrame = LOCATION*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) BOULDER.Velocity = CF(BOULDER.Position-VT(0,4,0),BOULDER.CFrame*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,5,0).p).lookVector*MRANDOM(Fling-(Fling/1.5),Fling+(Fling/1.5)) BOULDER.Color = Coloration table.insert(Boulders,BOULDER) end end if KindOf == "Random" then for RockValue = 1, Number do local LOCATION = Position * ANGLES(RAD(0), RAD((360/Number)*RockValue), RAD(0))*CF(0,MRANDOM(-math.ceil(Scale/4),math.ceil(Scale/4)),MRANDOM(0,Range)) local BOULDER = CreatePart(3, workspace, Texture, 0, 0, BRICKC("Pearl"), "Debree", ScaleVector, true) BOULDER.CanCollide = true BOULDER.CFrame = LOCATION*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) BOULDER.Color = Coloration table.insert(Boulders,BOULDER) end end wait(Timer) for E = 1, 45 do Swait() for A = 1, #Boulders do Boulders[A].Transparency = Boulders[A].Transparency + 1/45 end end for A = 1, #Boulders do Boulders[A]:Destroy() end end)) end local BASECOLOR = C3(0,0,0) local BMUSIC = IT("Sound",RootPart) local VOLUME = 1 local PITCH = 1 local SONGID = 1442022177 local PLAYING = false local INTRO = false local SCREENS = {} local SCREENWELDS = {} local GUISTEXT = {} function ApplyDamage(Humanoid,Damage) if Damage > 0 then Damage = Damage * DAMAGEMULTIPLIER if Humanoid.Health < 2000 then if Humanoid.Health - Damage > 0 then Humanoid.Health = Humanoid.Health - Damage else breakJoints(Humanoid.Parent) end else breakJoints(Humanoid.Parent) end end end function ApplyAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL) for index, CHILD in pairs(workspace:GetDescendants()) do if CHILD.ClassName == "Model" and CHILD ~= Character then local HUM = CHILD:FindFirstChildOfClass("Humanoid") if HUM then local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso") if TORSO then if (TORSO.Position - POSITION).Magnitude <= RANGE then if INSTAKILL == true then breakJoints(CHILD) else local DMG = MRANDOM(MINDMG,MAXDMG) ApplyDamage(HUM,DMG) end if FLING > 0 then for _, c in pairs(CHILD:GetChildren()) do if c:IsA("BasePart") then local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(POSITION,TORSO.Position).lookVector*FLING bv.Parent = c Debris:AddItem(bv,0.05) end end end end end end end end end function IntroThing() ATTACK = true Rooted = true RootJoint.C0 = CF(0,250,0) CONNECT = Mouse.KeyDown:connect(function(NEWKEY) local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character) if HITFLOOR then CONNECT:Disconnect() coroutine.resume(coroutine.create(function() PLAYING = true end)) for i=0, 0.4, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, -0.31, -0.65 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(60), RAD(0), RAD(0)), 1 / 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)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -1.4) * ANGLES(RAD(65), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(5), RAD(-35)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3 - 0.05 * COS(SINE / 12), -0.4) * ANGLES(RAD(20), RAD(90), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.1 - 0.05 * COS(SINE / 12), -0.4) * ANGLES(RAD(60), RAD(-90), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed) end for i = 1, 3 do WACKYEFFECT({EffectType = "Wave", Size = VT(0,5,0), Size2 = VT(i*12,5,i*12), Transparency = 0.6, Transparency2 = 1, CFrame = CF(HITPOS) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(MRANDOM(-5,5))), MoveToPos = nil, RotationX = 0.1, RotationY = 1, RotationZ = -0.1, Material = "Neon", Color = C3(1,1,1), SoundID = 765590102, SoundPitch = MRANDOM(5,15)/10, SoundVolume = 5, UseBoomerangMath = false, Boomerang = 0, SizeBoomerang = 0}) end Debree({Delay = 4,Variant = "Ring",Location = HITPOS,Color = HITFLOOR.Color,Size = 3,Distance = 15,Material = HITFLOOR.Material,Scatter = 1,Amount = 30,DebreeCount = 8}) for i=0, 0.85, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, -0.31, -0.65 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(60), RAD(0), RAD(0)), 1 / 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)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -1.4) * ANGLES(RAD(65), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(5), RAD(-35)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3 - 0.05 * COS(SINE / 12), -0.4) * ANGLES(RAD(20), RAD(90), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.1 - 0.05 * COS(SINE / 12), -0.4) * ANGLES(RAD(60), RAD(-90), RAD(0)) * ANGLES(RAD(-15), 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, -0.31, -0.65 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(60), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-50 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -1.4) * ANGLES(RAD(65), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(5), RAD(-35)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3 - 0.05 * COS(SINE / 12), -0.4) * ANGLES(RAD(20), RAD(90), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.1 - 0.05 * COS(SINE / 12), -0.4) * ANGLES(RAD(60), RAD(-90), RAD(0)) * ANGLES(RAD(-15), 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(45), RAD(0), RAD(-45)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, 0.7) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(5), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) end for i=0, 0.25, 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(45), RAD(0), RAD(-35)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.45, -0.1) * ANGLES(RAD(30), RAD(-5), RAD(35)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(5), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) end 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(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.2, -0.8) * ANGLES(RAD(160), RAD(-5), RAD(-46)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.15, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) end for i = 1, 3 do 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(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.2, -0.3) * ANGLES(RAD(160), RAD(-5), RAD(-12)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.1, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) end 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(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.1, -0.3) * ANGLES(RAD(160), RAD(-5), RAD(-12)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.2, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) end end for i = 1, 4 do Swait() local SCREENWELD = CreateWeldOrSnapOrMotor("Weld", RootPart, RootPart, SCREEN, CF(0,0,0) * ANGLES(RAD(0),RAD((360/6)*i),RAD(0)) * CF(0,0,3+(i/1.5)), CF(0,0,0)) table.insert(SCREENS,SCREEN) table.insert(SCREENWELDS,SCREENWELD) local GUI = IT("SurfaceGui",SCREEN) for i = 1, 5 do local SCREENFRAME = CreateFrame(GUI, 1, 2, UD2(0, 0, ((1/5)*i)-1/5, 0), UD2(1, 0, 1/5, 0), C3(0,0,0), C3(0,0,0), "TESTING.exe") local TEXT = CreateLabel(SCREENFRAME, "[BOOTING UP...]", C3(1,1,1), Enum.FontSize.Size48, "Code", 0.5, 1, 1, "RunningTests") TEXT.TextXAlignment = "Left" TEXT.TextWrapped = true table.insert(GUISTEXT,TEXT) end 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(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.15, -0.25) * ANGLES(RAD(160), RAD(-5), RAD(12)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.35, 0.15, -0.25) * ANGLES(RAD(160), RAD(5), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), 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, 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(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(-5), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(5), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) end ATTACK = false Rooted = false end end) end function Screening(Text,FinishesMoveEnd,WaitTillFinished) local SCREENWELD = CreateWeldOrSnapOrMotor("Weld", RootPart, RootPart, SCREEN, CF(0,0,0) * ANGLES(RAD(-12),RAD(180),RAD(0)) * CF(0,0,1.5), CF(0,0,0)) local GUI = IT("SurfaceGui",SCREEN) local SCREENFRAME = CreateFrame(GUI, 1, 2, UD2(0, 0, 0, 0), UD2(1, 0, 1, 0), C3(0,0,0), C3(0,0,0), "TESTING.exe") local TEXT = CreateLabel(SCREENFRAME, Text, C3(1,1,1), Enum.FontSize.Size48, "Code", 0.5, 1, 1, "RunningTests") TEXT.TextScaled = true coroutine.resume(coroutine.create(function() coroutine.resume(coroutine.create(function() for i = 1, 5 do Swait() SCREEN.Transparency = SCREEN.Transparency - 0.1/5 end end)) if WaitTillFinished == false then for i=0, 1.7, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15 - 7 * COS(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.3, 0.45 + 0.1 * COS(SINE / 12), -0.2) * ANGLES(RAD(45), RAD(0), RAD(-15)) * ANGLES(RAD(0), RAD(15), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-44 - 1.5 * COS(SINE / 12)), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif WaitTillFinished == true then repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15 - 7 * COS(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.3, 0.45 + 0.1 * COS(SINE / 12), -0.2) * ANGLES(RAD(45), RAD(0), RAD(-15)) * ANGLES(RAD(0), RAD(15), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-44 - 1.5 * COS(SINE / 12)), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false end coroutine.resume(coroutine.create(function() SCREENWELD:Remove() SCREEN.Anchored = true for i = 1, 5 do Swait() SCREEN.Transparency = SCREEN.Transparency + 0.1/5 end SCREEN:Remove() end)) if FinishesMoveEnd == true then ATTACK = false Rooted = false end end)) return SCREEN,TEXT end local TpTo = function() ATTACK = true Rooted = true local SCR, TEXT = Screening("",false,true) for i = 1, 35 do Swait() local TPSPOT = "TPTO: ["..math.ceil(Mouse.Hit.p.X).."."..math.ceil(Mouse.Hit.p.Y+3.15).."."..math.ceil(Mouse.Hit.p.Z).."]" TEXT.Text = TPSPOT end RightShoulder.C0 = RightShoulder.C0 * CF(0,-0.12,0) CreateSound(138204323, RightArm, 2, 1.3, false) CreateSound(1127492102, Torso, 2, 1, false) RootPart.CFrame = CF(Mouse.Hit.p+VT(0,3.15,0)) * ANGLES(RAD(0), RAD(RootPart.Orientation.Y), RAD(0)) wait(0.1) ATTACK = false Rooted = false end local Kill = function() local TARGET = Mouse.Target if TARGET ~= nil then if TARGET.Parent:FindFirstChildOfClass("Humanoid") then local HUM = TARGET.Parent:FindFirstChildOfClass("Humanoid") local ROOT = HUM.Parent:FindFirstChild("HumanoidRootPart") or HUM.Parent:FindFirstChild("Torso") if ROOT and HUM.Health > 0 then local FOE = ROOT.Parent ATTACK = true Rooted = false Screening(";Kill",true,false) wait(0.25) RightShoulder.C0 = RightShoulder.C0 * CF(0,-0.12,0) CreateSound(138204323, RightArm, 2, 1.3, false) for index, CHILD in pairs(FOE:GetChildren()) do if CHILD:IsA("BasePart") then if CHILD.Name == "Head" then WACKYEFFECT({Time = MRANDOM(10,30), EffectType = "Box", Size = VT(CHILD.Size.Z,CHILD.Size.Y,CHILD.Size.Z), Size2 = VT(CHILD.Size.Z,CHILD.Size.Y,CHILD.Size.Z)*2, Transparency = CHILD.Transparency, Transparency2 = 1, CFrame = CHILD.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, SizeBoomerang = 0, Boomerang = 50}) elseif CHILD.Name ~= "HumanoidRootPart" then WACKYEFFECT({Time = MRANDOM(10,30), EffectType = "Box", Size = CHILD.Size, Size2 = CHILD.Size*2, Transparency = CHILD.Transparency, Transparency2 = 1, CFrame = CHILD.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, SizeBoomerang = 0, Boomerang = 35}) end end end breakJoints(FOE) end end end end local ATTAC = function() ATTACK = true Rooted = false 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(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(-5), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(5), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(85), 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(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) end ATTACK = false Rooted = false end local LITTLEIDLE = false function UniqueIdleAnimation() coroutine.resume(coroutine.create(function() for i=0, 0.1, 0.1 / Animation_Speed do Swait() if ATTACK == true or ANIM ~= "Idle" then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.1, -0.3) * ANGLES(RAD(80), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) end for i=0, 0.4, 0.1 / Animation_Speed do Swait() if ATTACK == true or ANIM ~= "Idle" then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.1, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) end for i=0, 1.3, 0.1 / Animation_Speed do Swait() if ATTACK == true or ANIM ~= "Idle" then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.15, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) end for i=0, 0.3, 0.1 / Animation_Speed do Swait() if ATTACK == true or ANIM ~= "Idle" then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.05, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) end for i=0, 0.1, 0.1 / Animation_Speed do Swait() if ATTACK == true or ANIM ~= "Idle" then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.1, -0.3) * ANGLES(RAD(80), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) end LITTLEIDLE = false end)) end local COLOR = C3(1,1,1) local SKILLFONT = "Legacy" local SIZE = 2.5 local MOUSE = 2097542191 local MELEE = 2097543015 local BODY = 2097543382 local PROJECTILE = 2097544084 local AOE = 2097544884 local ULTIMATE = 2097545381 local ATTACKS = {{";TpTo","x",BODY,TpTo},{";Kill","v",MOUSE,Kill}} local GUIS = {} for i = 1, #ATTACKS do local SKILLFRAME = CreateFrame(WEAPONGUI, 0.8, 2, UD2(1-(0.3*(SIZE/5)), 0, 1-((0.08*(SIZE/5))*i), 0), UD2(0.3*(SIZE/5), 0, 0.06*(SIZE/4), 0), C3(0,0,0), COLOR, "Skill Frame") local SKILLTEXT = CreateLabel(SKILLFRAME, "["..ATTACKS[i][1].."]", COLOR, SIZE, SKILLFONT, 0, 2, 0, "Skill text") SKILLTEXT.TextXAlignment = "Right" local BUTTONDISPLAY = CreateLabel(SKILLFRAME, "["..string.upper(ATTACKS[i][2]).."]", COLOR, SIZE-1, SKILLFONT, 0, 2, 0, "Skill text") BUTTONDISPLAY.TextXAlignment = "Left" if ATTACKS[i][3] then local IMAGETODISPLAY = IT("ImageLabel",SKILLFRAME) IMAGETODISPLAY.Image = "rbxassetid://"..ATTACKS[i][3] IMAGETODISPLAY.Size = UD2(0.2,0,1,0) IMAGETODISPLAY.Position = UD2(0.065,0,0,0) IMAGETODISPLAY.BackgroundTransparency = 1 IMAGETODISPLAY.ZIndex = 0 end table.insert(GUIS,SKILLTEXT) end Mouse.Button1Down:connect(function(NEWKEY) end) Mouse.Button1Up:connect(function(NEWKEY) end) Mouse.KeyDown:connect(function(NEWKEY) KEYHOLD = true if NEWKEY == "m" then if SC == false then SC = true else SC = false end end if ATTACK == false then for E = 1, #ATTACKS do if ATTACKS[E][4] ~= nil then if NEWKEY == ATTACKS[E][2] then ATTACKS[E][4]() end end end end end) Mouse.KeyUp:connect(function(NEWKEY) KEYHOLD = false end) function unanchor() for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") and c ~= RootPart then c.Anchored = false end end if UNANCHOR == true then RootPart.Anchored = false else RootPart.Anchored = true end end Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (Disable_Jump == true) then Humanoid.Jump = false end end) local MOVINGSCREENS = false local TIMESTAMP = 0 while true do Swait() script.Parent = WEAPONGUI ANIMATE.Parent = nil ANIMATOR.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 = 8 / (Humanoid.WalkSpeed / 16) if ANIM == "Walk" and TORSOVELOCITY > 1 then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0.1 * COS(SINE / (WALKSPEEDVALUE/2))) * ANGLES(RAD(0), RAD(0), 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(0), 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), 0.25 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10+50 * COS(SINE / WALKSPEEDVALUE))), 0.6 / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.25 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-10+50 * COS(SINE / WALKSPEEDVALUE))), 0.6 / 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)), 0.7 / 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)), 0.7 / Animation_Speed) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then ANIM = "Jump" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(-5), 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) * ANGLES(RAD(-35), RAD(0), RAD(25 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-35), RAD(0), RAD(-25 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then ANIM = "Fall" if ATTACK == false then 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(15), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then ANIM = "Idle" if ATTACK == false then if MRANDOM(1,650) == 1 and LITTLEIDLE == false then LITTLEIDLE = true UniqueIdleAnimation() end if LITTLEIDLE == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 * COS(SINE / 24)), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(3 - 7 * COS(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-45 - 1.5 * COS(SINE / 12)), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.1, 0.35 + 0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-44 - 1.5 * COS(SINE / 12)), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed) end end elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then ANIM = "Walk" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.05) * ANGLES(RAD(5), RAD(0), RAD(-7 * COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 1 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(7 * COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(60 * COS(SINE / WALKSPEEDVALUE)), RAD(-5), RAD(5)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) end end for _, c in pairs(Character:GetChildren()) do if c:IsA("Accessory") then if c.Name == "Nerd Glasses" then c:Destroy() end end end unanchor() Humanoid.MaxHealth = 1e3 Humanoid.Health = 1e3 if Rooted == false then Disable_Jump = false Humanoid.WalkSpeed = Speed elseif Rooted == true then Disable_Jump = true Humanoid.WalkSpeed = 0 end BMUSIC.SoundId = "rbxassetid://"..SONGID BMUSIC.Looped = true BMUSIC.Pitch = PITCH BMUSIC.Volume = VOLUME BMUSIC.Playing = PLAYING BMUSIC.EmitterSize = 50 if BMUSIC.Parent ~= RootPart then print("Fixing music") BMUSIC = IT("Sound",RootPart) BMUSIC.SoundId = "rbxassetid://"..SONGID BMUSIC.Looped = true BMUSIC.Pitch = PITCH BMUSIC.Volume = VOLUME BMUSIC.Playing = true BMUSIC.EmitterSize = 50 BMUSIC.TimePosition = TIMESTAMP FIXING = true else if FIXING == false then TIMESTAMP = BMUSIC.TimePosition else FIXING = false end end if Head:FindFirstChild("face") then Head.face.Texture = "rbxassetid://62682458" end Humanoid.Name = "ADMIN" if INTRO == false and ATTACK == false then INTRO = true coroutine.resume(coroutine.create(function() IntroThing() end)) end if #SCREENS > 0 then for E = 1, #SCREENS do SCREENS[E].Transparency = MRANDOM(90,99)/100 end end if #SCREENWELDS > 0 then if SC == true then if MRANDOM(1,75) == 1 and MOVINGSCREENS == false then MOVINGSCREENS = true coroutine.resume(coroutine.create(function() wait(1) MOVINGSCREENS = false end)) for E = 1, #SCREENWELDS do coroutine.resume(coroutine.create(function() local MATH1 = MRANDOM(-25,25)/10+1 local MATH2 = MRANDOM(-45,45) for i = 1, 55 do Swait() SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,MATH1,0) * ANGLES(RAD(0), RAD(MATH2+180), RAD(0)) * CF(0,0,3+(E/1.5)),0.1) end end)) end end elseif SC == false then for E = 1, #SCREENWELDS do if E == 1 then SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,-1 + 0.05 * COS(SINE / 12),0) * ANGLES(RAD(0), RAD(-40+180), RAD(0)) * CF(0,0,3.4),0.1) elseif E == 2 then SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,-1 + 0.05 * SIN(SINE / 12),0) * ANGLES(RAD(0), RAD(40+180), RAD(0)) * CF(0,0,3.4),0.1) elseif E == 3 then SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,1.3 + 0.05 * SIN(SINE / 12),0) * ANGLES(RAD(0), RAD(-38+180), RAD(0)) * CF(0,0,3.4),0.1) elseif E == 4 then SCREENWELDS[E].C0 = Clerp(SCREENWELDS[E].C0, CF(0,1.3 + 0.05 * COS(SINE / 12),0) * ANGLES(RAD(0), RAD(38+180), RAD(0)) * CF(0,0,3.4),0.1) end end end end local SECONDS = math.floor(workspace.DistributedGameTime) local MINUTES = math.floor(workspace.DistributedGameTime/60) local HOURS = math.floor(workspace.DistributedGameTime/60/60) local SECONDS = SECONDS - (MINUTES * 60) local MINUTES = MINUTES - (HOURS * 60) if #GUISTEXT > 0 then for E = 1, #GUISTEXT do local TXT = GUISTEXT[E] if E == 1 then TXT.Text = "SERVER STATS;" elseif E == 2 then TXT.Text = "SERVER TIME = ["..SECONDS..":"..MINUTES..":"..HOURS.."]" elseif E == 3 then TXT.Text = "WORKSPACE GRAVITY = ["..workspace.Gravity.."]" elseif E == 4 then TXT.Text = "SERVER JOBID = ["..game.JobId.."]" elseif E == 5 then TXT.Text = "SERVER VERSION = ["..game.PlaceVersion.."]" end end end local SPACEJECTS = {} for index, CHILD in pairs(workspace:GetChildren()) do table.insert(SPACEJECTS,CHILD) end table.insert(SPACEJECTS,game.Lighting) table.insert(SPACEJECTS,game.Workspace) local MALWARE = {"BlurEffect","BloomEffect","Fire","ParticleEmitter","Smoke"} if #GUISTEXT > 0 then if MRANDOM(1,125) == 1 then for E = 1, #GUISTEXT do local TXT = GUISTEXT[E] local TEXT = "" local DOINGS = {"MONITORING","CHECKING"} local OLDTEXT = string.sub(TXT.Text,3) if E > 5 then if E <= 15 then if MRANDOM(1,3) == 1 then repeat local MONITORME = SPACEJECTS[MRANDOM(1,#SPACEJECTS)] if MRANDOM(1,2) == 1 then TEXT = DOINGS[MRANDOM(1,#DOINGS)].."; ["..MONITORME.Name.."]..." for Z = 1, #MALWARE do if MONITORME:FindFirstChildOfClass(MALWARE[Z]) then TEXT = "!FOUND MALICIOUS CONTENT IN ["..MONITORME.Name.."]; FOUND: ["..MALWARE[Z].."]" if TEXT ~= OLDTEXT then CreateSound(136075117, TXT.Parent.Parent, 0.6, MRANDOM(8,12)/10) end TXT.TextColor3 = C3(1,0,0) break else TXT.TextColor3 = C3(1,1,1) end end break end if MRANDOM(1,6) == 1 and TXT.TextColor3 == C3(1,1,1) then local ES = {"SUCCES.","!FAILURE!"} TEXT = "TESTING FILE #"..MRANDOM(100,999).." ["..ES[MRANDOM(1,#ES)].."]" end until TEXT ~= "" local DESIREDTEXT = ">>"..TEXT TXT.Text = DESIREDTEXT end elseif E > 15 then local N = E-15 local POP = 0 repeat for index, CHILD in pairs(game:GetService("Players"):GetChildren()) do POP = POP + 1 if POP == N then TEXT = "MONITORING USER; ".."["..CHILD.Name.."]..." break else TEXT = "NOP" end end until TEXT ~= "" if TEXT ~= "NOP" then local DESIREDTEXT = ">>"..TEXT TXT.Text = DESIREDTEXT else TXT.Text = "" end end end end end end end