Fe Slasher
Fe Slasher
com/catalog/7548993875/Slasher
--i actually made a free script yippee
clickfling = false
function rmesh(a)
if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh')
or workspace[game.Players.LocalPlayer.Name]
[a].Handle:FindFirstChild('SpecialMesh')) then return end
old=game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
for i,v in next,
workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants()
do
if v:IsA('Mesh') or v:IsA('SpecialMesh') then
v:Remove()
end
end
for i = 1 , 2 do
game.Players.LocalPlayer.Character=old
end
end
speed = 1
sine = 1
srv = game:GetService('RunService')
reanim = workspace.Camera.CameraSubject.Parent
function hat(h,p,c1,c0,m)
reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or
CFrame.new(),1)
if m == true then
rmesh(h)
end
end
m=game.Players.LocalPlayer:GetMouse()
RJ = reanim.HumanoidRootPart.RootJoint
RS = reanim.Torso['Right Shoulder']
LS = reanim.Torso['Left Shoulder']
RH = reanim.Torso['Right Hip']
LH = reanim.Torso['Left Hip']
Root = reanim.HumanoidRootPart
NECK = reanim.Torso.Neck
NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
Mode='1'
attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
Mode='Attack1'
wait(0.05) -- time of attack u can edit this
Mode='Attack2'
wait(0.05)
Mode='Attack3'
wait(0.2)
Mode ='1' -- change this mode to whatever u want the mode to be after attacking
end)
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
coroutine.wrap(function()
while true do -- anim changer
if HumanDied then break end
sine = sine + speed
local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity *
Root.CFrame.rightVector).Z
local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity *
Root.CFrame.lookVector).Z
if lookvector > reanim.Humanoid.WalkSpeed then
lookvector = reanim.Humanoid.WalkSpeed
end
if lookvector < -reanim.Humanoid.WalkSpeed then
lookvector = -reanim.Humanoid.WalkSpeed
end
if rightvector > reanim.Humanoid.WalkSpeed then
rightvector = reanim.Humanoid.WalkSpeed
end
if rightvector < -reanim.Humanoid.WalkSpeed then
rightvector = -reanim.Humanoid.WalkSpeed
end
local lookvel = lookvector / reanim.Humanoid.WalkSpeed
local rightvel = rightvector / reanim.Humanoid.WalkSpeed
if Mode == '1' then
reanim.Humanoid.WalkSpeed = 35
if Root.Velocity.y > 1 then -- jump
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+0*math.cos(sine/
5)),math.rad(0+5*math.cos(sine/5)),math.rad(0+0*math.cos(sine/5))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),-1+0.1*math.sin(sine/
5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-15+2*math.cos(sine/
5)),math.rad(0+0*math.cos(sine/5)),math.rad(0+5*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.25+0*math.cos(sine/5),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(75+-5*math.cos(sine/
5)),math.rad(15+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),0+-0.05*math.cos(sine/5),-
0.75+0*math.cos(sine/10))*CFrame.Angles(math.rad(88.4+-5*math.cos(sine/
5)),math.rad(22.6+0*math.cos(sine/10)),math.rad(38.3+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.3*math.sin(sine/10),0+-
0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+60*math.cos(sine/10)),math.rad(0+-
5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0.3*math.sin(sine/
10),0+0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+-60*math.cos(sine/
10)),math.rad(0+5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
elseif Root.Velocity.y < -1 then -- fall
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+0*math.cos(sine/
5)),math.rad(0+5*math.cos(sine/5)),math.rad(0+0*math.cos(sine/5))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),-1+0.1*math.sin(sine/
5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-15+2*math.cos(sine/
5)),math.rad(0+0*math.cos(sine/5)),math.rad(0+5*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.25+0*math.cos(sine/5),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(75+-5*math.cos(sine/
5)),math.rad(15+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),0+-0.05*math.cos(sine/5),-
0.75+0*math.cos(sine/10))*CFrame.Angles(math.rad(88.4+-5*math.cos(sine/
5)),math.rad(22.6+0*math.cos(sine/10)),math.rad(38.3+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.3*math.sin(sine/10),0+-
0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+60*math.cos(sine/10)),math.rad(0+-
5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0.3*math.sin(sine/
10),0+0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+-60*math.cos(sine/
10)),math.rad(0+5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
elseif Root.Velocity.Magnitude < 2
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.05*math.sin(sine/
50),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+0*math.cos(sine/
50)),math.rad(0+-1*math.cos(sine/50)),math.rad(0+-1*math.cos(sine/50))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0.1*math.cos(sine/50),0+0.05*math.sin(sine/
50),0.25+0*math.cos(sine/10))*CFrame.Angles(math.rad(-121.4+0*math.cos(sine/
50)),math.rad(90+-4*math.cos(sine/50)),math.rad(-30+0*math.cos(sine/50))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.05*math.sin(sine/
50),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
50)),math.rad(-15+1*math.cos(sine/10)),math.rad(0+1*math.cos(sine/50))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.05*math.sin(sine/
50),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
50)),math.rad(15+1*math.cos(sine/10)),math.rad(0+1*math.cos(sine/50))),0.5)> 20
then -- run
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+0*math.cos(sine/
5)),math.rad(0+5*math.cos(sine/5)),math.rad(0+0*math.cos(sine/5))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),-1+0.1*math.sin(sine/
5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-15+2*math.cos(sine/
5)),math.rad(0+0*math.cos(sine/5)),math.rad(0+5*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.25+0*math.cos(sine/5),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(75+-5*math.cos(sine/
5)),math.rad(15+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),0+-0.05*math.cos(sine/5),-
0.75+0*math.cos(sine/10))*CFrame.Angles(math.rad(88.4+-5*math.cos(sine/
5)),math.rad(22.6+0*math.cos(sine/10)),math.rad(38.3+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.3*math.sin(sine/10),0+-
0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+60*math.cos(sine/10)),math.rad(0+-
5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0.3*math.sin(sine/
10),0+0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+-60*math.cos(sine/
10)),math.rad(0+5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
elseif Root.Velocity.Magnitude < 20 then -- walk
end
----
elseif Mode == 'Attack1' then --attack clerp
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),-0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+0*math.cos(sine/
10)),math.rad(-35+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0.25+0*math.cos(sine/10),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(90+0*math.cos(sine/10)),math.rad(-
15+0*math.cos(sine/10)),math.rad(45+0*math.cos(sine/10))),.2)
elseif Mode == 'Attack2' then --attack clerp
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),-0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+0*math.cos(sine/
10)),math.rad(-90+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0.25+0*math.cos(sine/10),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(90+0*math.cos(sine/10)),math.rad(-
2.06+0*math.cos(sine/10)),math.rad(45+0*math.cos(sine/10))),.2)
elseif Mode == 'Attack3' then --attack clerp
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
10)),math.rad(20+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0+0*math.cos(sine/10),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(188.99+0*math.cos(sine/
10)),math.rad(-193.1+0*math.cos(sine/10)),math.rad(97.29+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),0+0*math.cos(sine/
10),0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(89.64+0*math.cos(sine/
10)),math.rad(13.23+0*math.cos(sine/10)),math.rad(-32.62+0*math.cos(sine/10))),.2)
end
srv.RenderStepped:Wait()
end
end)()