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Fe Killbot V2

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0% found this document useful (0 votes)
191 views41 pages

Fe Killbot V2

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 41

--https://github.

com/Mokiros/roblox-FE-compatibility
if game:GetService("RunService"):IsClient() then error("Script must be server-side
in order to work; use h/ and not hl/") end
local Player,game,owner = owner,game
local RealPlayer = Player
do
print("FE Compatibility code V2 by Mokiros")
local RealPlayer = RealPlayer
script.Parent = RealPlayer.Character

--Fake event to make stuff like Mouse.KeyDown work


local Disconnect_Function = function(this)
this[1].Functions[this[2]] = nil
end
local Disconnect_Metatable =
{__index={disconnect=Disconnect_Function,Disconnect=Disconnect_Function}}
local FakeEvent_Metatable = {__index={
Connect = function(this,f)
local i = tostring(math.random(0,10000))
while this.Functions[i] do
i = tostring(math.random(0,10000))
end
this.Functions[i] = f
return setmetatable({this,i},Disconnect_Metatable)
end
}}
FakeEvent_Metatable.__index.connect = FakeEvent_Metatable.__index.Connect
local function fakeEvent()
return setmetatable({Functions={}},FakeEvent_Metatable)
end

--Creating fake input objects with fake variables


local FakeMouse =
{Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Butto
n1Down=fakeEvent(),Button2Up=fakeEvent(),Button2Down=fakeEvent()}
FakeMouse.keyUp = FakeMouse.KeyUp
FakeMouse.keyDown = FakeMouse.KeyDown
local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
end}
--Merged 2 functions into one by checking amount of arguments
CAS.UnbindAction = CAS.BindAction

--This function will trigger the events that have been :Connect()'ed
local function TriggerEvent(self,ev,...)
for _,f in pairs(self[ev].Functions) do
f(...)
end
end
FakeMouse.TriggerEvent = TriggerEvent
UIS.TriggerEvent = TriggerEvent

--Client communication
local Event = Instance.new("RemoteEvent")
Event.Name = "UserInput_Event"
Event.OnServerEvent:Connect(function(plr,io)
if plr~=RealPlayer then return end
FakeMouse.Target = io.Target
FakeMouse.Hit = io.Hit
if not io.isMouse then
local b = io.UserInputState == Enum.UserInputState.Begin
if io.UserInputType == Enum.UserInputType.MouseButton1 then
return FakeMouse:TriggerEvent(b and "Button1Down" or
"Button1Up")
end
if io.UserInputType == Enum.UserInputType.MouseButton2 then
return FakeMouse:TriggerEvent(b and "Button2Down" or
"Button2Up")
end
for _,t in pairs(CAS.Actions) do
for _,k in pairs(t.Keys) do
if k==io.KeyCode then
t.Function(t.Name,io.UserInputState,io)
end
end
end
FakeMouse:TriggerEvent(b and "KeyDown" or
"KeyUp",io.KeyCode.Name:lower())
UIS:TriggerEvent(b and "InputBegan" or "InputEnded",io,false)
end
end)
Event.Parent = NLS([==[local Event = script:WaitForChild("UserInput_Event")
local Mouse = owner:GetMouse()
local UIS = game:GetService("UserInputService")
local input = function(io,RobloxHandled)
if RobloxHandled then return end
--Since InputObject is a client-side instance, we create and pass table
instead

Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=
io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
end
UIS.InputBegan:Connect(input)
UIS.InputEnded:Connect(input)

local h,t
--Give the server mouse data every second frame, but only if the values
changed
--If player is not moving their mouse, client won't fire events
local HB = game:GetService("RunService").Heartbeat
while true do
if h~=Mouse.Hit or t~=Mouse.Target then
h,t=Mouse.Hit,Mouse.Target
Event:FireServer({isMouse=true,Target=t,Hit=h})
end
--Wait 2 frames
for i=1,2 do
HB:Wait()
end
end]==],script)

----Sandboxed game object that allows the usage of client-side methods and
services
--Real game object
local RealGame = game
--Metatable for fake service
local FakeService_Metatable = {
__index = function(self,k)
local s = rawget(self,"_RealService")
if s then
return typeof(s[k])=="function"
and function(_,...)return s[k](s,...)end or s[k]
end
end,
__newindex = function(self,k,v)
local s = rawget(self,"_RealService")
if s then s[k]=v end
end
}
local function FakeService(t,RealService)
t._RealService = typeof(RealService)=="string" and
RealGame:GetService(RealService) or RealService
return setmetatable(t,FakeService_Metatable)
end

--Fake game object


local FakeGame = {
GetService = function(self,s)
return rawget(self,s) or RealGame:GetService(s)
end,
Players = FakeService({
LocalPlayer = FakeService({GetMouse=function(self)return
FakeMouse end},Player)
},"Players"),
UserInputService = FakeService(UIS,"UserInputService"),
ContextActionService = FakeService(CAS,"ContextActionService"),
RunService = FakeService({
_btrs = {},
RenderStepped = RealGame:GetService("RunService").Heartbeat,
BindToRenderStep = function(self,name,_,fun)
self._btrs[name] = self.Heartbeat:Connect(fun)
end,
UnbindFromRenderStep = function(self,name)
self._btrs[name]:Disconnect()
end,
},"RunService")
}
rawset(FakeGame.Players,"localPlayer",FakeGame.Players.LocalPlayer)
FakeGame.service = FakeGame.GetService
FakeService(FakeGame,game)
--Changing owner to fake player object to support owner:GetMouse()
game,owner = FakeGame,FakeGame.Players.LocalPlayer
end
--//====================================================\\--
--|| CREATED BY SHACKLUSTER
--\\====================================================//--

wait(0.2)

Player = game:GetService("Players").LocalPlayer
PlayerGui = Player.PlayerGui
Cam = workspace.CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:GetMouse()
RootPart = Character["HumanoidRootPart"]
Torso = Character["Torso"]
Head = Character["Head"]
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = RootPart["RootJoint"]
Neck = Torso["Neck"]
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]

IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor

--//=================================\\
--|| USEFUL VALUES
--\\=================================//

Animation_Speed = 3
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
local Speed = 16
local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
local DAMAGEMULTIPLIER = 1
local ANIM = "Idle"
local ATTACK = false
local EQUIPPED = false
local HOLD = false
local COMBO = 1
local Rooted = false
local SINE = 0
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local VALUE1 = false
local VALUE2 = false
local ROBLOXIDLEANIMATION = IT("Animation")
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
--ROBLOXIDLEANIMATION.Parent = Humanoid
local WEAPONGUI = IT("ScreenGui", PlayerGui)
WEAPONGUI.Name = "Weapon GUI"
local Weapon = IT("Model")
Weapon.Name = "Adds"
local Effects = IT("Folder", Weapon)
Effects.Name = "Effects"
local ANIMATOR = Humanoid.Animator
local ANIMATE = Character.Animate
local UNANCHOR = true

--//=================================\\
--\\=================================//

--//=================================\\
--|| SAZERENOS' ARTIFICIAL HEARTBEAT
--\\=================================//

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
script.ArtificialHB:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.ArtificialHB:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)

--//=================================\\
--\\=================================//

--//=================================\\
--|| SOME FUNCTIONS
--\\=================================//
function 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 = "http://www.roblox.com/asset/?id="..ID
NEWSOUND:play()
if DOESLOOP == true then
NEWSOUND.Looped = true
else
repeat wait(1) until NEWSOUND.Playing == false
NEWSOUND:remove()
end
end))
return NEWSOUND
end

function 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

--WACKYEFFECT({EffectType = "", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency =


0, Transparency2 = 1, CFrame = CF(), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch =
nil, SoundVolume = nil})
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)
coroutine.resume(coroutine.create(function()
local PLAYSSOUND = false
local SOUND = nil
local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY,
BRICKC("Pearl"), "Effect", VT(1,1,1), true)
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" then
MSH = IT("BlockMesh",EFFECT)
MSH.Scale = VT(SIZE.X,SIZE.X,SIZE.X)
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", "1051557",
"", 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 MOVESPEED = nil
if MOVEDIRECTION ~= nil then
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
end
local GROWTH = SIZE - ENDSIZE
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
for LOOP = 1, TIME+1 do
Swait()
MSH.Scale = MSH.Scale - GROWTH/TIME
if TYPE == "Wave" then
MSH.Offset = VT(0,0,-MSH.Scale.X/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.Orientation = ORI
end
end
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until SOUND.Playing == false
EFFECT:remove()
end
else
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until SOUND.Playing == false
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
return Raycast(StartPos, DIRECTION, Distance, Ignore)
end

function CharacterFade(COLOR,TIMER)
coroutine.resume(coroutine.create(function()
local FADE = IT("Model",Effects)
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" and c ~= RootPart then
local FADER = c:Clone()
FADER.Color = COLOR
FADER.CFrame = c.CFrame
FADER.Parent = FADE
FADER.Anchored = true
FADER.Transparency = 0.25
FADER:BreakJoints()
FADER.Material = "Glass"
FADER:ClearAllChildren()
if FADER.Name == "Head" then
FADER.Size = VT(1,1,1)
end
end
end
local TRANS = 0.75/TIMER
for i = 1, TIMER do
Swait()
for _, c in pairs(FADE:GetChildren()) do
if c.ClassName == "Part" then
c.Transparency = c.Transparency + TRANS
end
end
end
FADE:remove()
end))
end

local PE=Instance.new("ParticleEmitter")
PE.LightEmission=0.3
PE.Size=NumberSequence.new(0)
PE.Transparency=NumberSequence.new(0,1)
PE.Rotation=NumberRange.new(0,360)
PE.LockedToPart = false
PE.Speed = NumberRange.new(0,0,0)
PE.ZOffset = 0.3
PE.Rate = 999
PE.VelocitySpread = 25
PE.Name = "Particles"

function
CreateParticles(art,accel,drag,lifetime,type,isenabledbydefault,locked,size,speed)
local particle = nil
coroutine.resume(coroutine.create(function(PART)
particle = PE:Clone()
Swait()
particle.Rate = 999
particle.Parent = art
particle.Acceleration = accel
if type == "Fire" then
local EyeSizes={
NumberSequenceKeypoint.new(0,size,size/2),
NumberSequenceKeypoint.new(1,size/4,size/8)
}
particle.Size = NumberSequence.new(EyeSizes)
elseif type == "Smoke" then
local EyeSizes={
NumberSequenceKeypoint.new(0,size/5,0),
NumberSequenceKeypoint.new(1,size*2,0.5)
}
particle.Size = NumberSequence.new(EyeSizes)
elseif type == "Solid" then
local EyeSizes={
NumberSequenceKeypoint.new(0,size,0),
NumberSequenceKeypoint.new(1,size,0)
}
particle.Size = NumberSequence.new(EyeSizes)
end
particle.Lifetime=NumberRange.new(lifetime)
particle.Drag = drag
if locked == true then
particle.LockedToPart = true
end
particle.Speed = NumberRange.new(speed*0.8,speed)
particle.Texture = "http://www.roblox.com/asset/?id=1179557490"
particle.Enabled = isenabledbydefault
particle.Color = ColorSequence.new(Color3.new(255/255, 176/255, 0))
end))
return particle
end

--//=================================\\
--|| RAGDOLL STUFF
--\\=================================//

function recurse(root,callback,i)
i= i or 0
for _,v in pairs(root:GetChildren()) do
i = i + 1
callback(i,v)

if #v:GetChildren() > 0 then


i = recurse(v,callback,i)
end
end

return i
end

function ragdollJoint(character, part0, part1, attachmentName, className,


properties)
attachmentName = attachmentName.."RigAttachment"
local constraint = Instance.new(className.."Constraint")
constraint.Attachment0 = part0:FindFirstChild(attachmentName)
constraint.Attachment1 = part1:FindFirstChild(attachmentName)
constraint.Name = "RagdollConstraint"..part1.Name

for _,propertyData in next,properties or {} do


constraint[propertyData[1]] = propertyData[2]
end

constraint.Parent = character
end

function getAttachment0(character, attachmentName)


for _,child in next,character:GetChildren() do
local attachment = child:FindFirstChild(attachmentName)
if attachment then
return attachment
end
end
end

function ArtificialHitbox(Part)
local HITBOX = CreatePart(3, Part, "Metal", 0, 1, "Really black", "Hitbox",
Part.Size/2, false)
HITBOX.CanCollide = true
HITBOX.CFrame = Part.CFrame
weldBetween(Part,HITBOX)
end

function R15Ragdoll(character,KeepArms)
character:BreakJoints()
coroutine.resume(coroutine.create(function()
recurse(character, function(_,v)
if v:IsA("Attachment") then
v.Axis = Vector3.new(0, 1, 0)
v.SecondaryAxis = Vector3.new(0, 0, 1)
v.Rotation = Vector3.new(0, 0, 0)
end
end)
for _,child in next,character:GetChildren() do
if child:IsA("Accoutrement") then
for _,part in next,child:GetChildren() do
if part:IsA("BasePart") and part.Name ~=
"HumanoidRootPart" then
local attachment1 =
part:FindFirstChildOfClass("Attachment")
local attachment0 =
getAttachment0(character,attachment1.Name)
if attachment0 and attachment1 then
local constraint =
Instance.new("HingeConstraint")
constraint.Attachment0 = attachment0
constraint.Attachment1 = attachment1
constraint.LimitsEnabled = true
constraint.UpperAngle = 0
constraint.LowerAngle = 0
constraint.Parent = character
end
ArtificialHitbox(part)
elseif part.Name == "HumanoidRootPart" then
part:remove()
end
end
end
end

ragdollJoint(character,character.LowerTorso, character.UpperTorso,
"Waist", "BallSocket", {
{"LimitsEnabled",true};
{"UpperAngle",5};
})
if character:FindFirstChild("Head") then
ragdollJoint(character,character.UpperTorso, character.Head,
"Neck", "BallSocket", {
{"LimitsEnabled",true};
{"UpperAngle",15};
})
end

local handProperties = {
{"LimitsEnabled", true};
{"UpperAngle",0};
{"LowerAngle",0};
}
ragdollJoint(character,character.LeftLowerArm, character.LeftHand,
"LeftWrist", "Hinge", handProperties)
ragdollJoint(character,character.RightLowerArm, character.RightHand,
"RightWrist", "Hinge", handProperties)

local shinProperties = {
{"LimitsEnabled", true};
{"UpperAngle", 0};
{"LowerAngle", -75};
}
ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg,
"LeftKnee", "Hinge", shinProperties)
ragdollJoint(character,character.RightUpperLeg,
character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)

local footProperties = {
{"LimitsEnabled", true};
{"UpperAngle", 15};
{"LowerAngle", -45};
}
ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot,
"LeftAnkle", "Hinge", footProperties)
ragdollJoint(character,character.RightLowerLeg, character.RightFoot,
"RightAnkle", "Hinge", footProperties)
if KeepArms == true then
ragdollJoint(character,character.UpperTorso,
character.RightUpperArm, "RightShoulder", "BallSocket")
ragdollJoint(character,character.RightUpperArm,
character.RightLowerArm, "RightElbow", "BallSocket")
ragdollJoint(character,character.UpperTorso,
character.LeftUpperArm, "LeftShoulder", "BallSocket")
ragdollJoint(character,character.LeftUpperArm,
character.LeftLowerArm, "LeftElbow", "BallSocket")
end
ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg,
"LeftHip", "BallSocket")
ragdollJoint(character,character.LowerTorso, character.RightUpperLeg,
"RightHip", "BallSocket")
Debris:AddItem(character,5)
end))
end

function Ragdoll(Character2,CharTorso,KeepArms)
coroutine.resume(coroutine.create(function()
Character2:BreakJoints()
local hum = Character2:findFirstChild("Humanoid")
hum:remove()
local function Scan(ch)
local e
for e = 1,#ch do
Scan(ch[e]:GetChildren())
if ch[e].ClassName == "Weld" or ch[e].ClassName ==
"Motor6D" then
ch[e]:remove()
end
end
end
local NEWHUM = IT("Humanoid")
NEWHUM.Name = "Corpse"
NEWHUM.Health = 0
NEWHUM.MaxHealth = 0
NEWHUM.PlatformStand = true
NEWHUM.Parent = Character2
NEWHUM.DisplayDistanceType = "None"

local ch = Character2:GetChildren()
local i
for i = 1,#ch do
if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
ch[i]:remove()
end
end

local Torso2 = Character2.Torso


local movevector = Vector3.new()

if Torso2 then
movevector =
CFrame.new(CharTorso.Position,Torso2.Position).lookVector
local Head = Character2:FindFirstChild("Head")
if Head then
local Neck = Instance.new("Weld")
Neck.Name = "Neck"
Neck.Part0 = Torso2
Neck.Part1 = Head
Neck.C0 = CFrame.new(0, 1.5, 0)
Neck.C1 = CFrame.new()
Neck.Parent = Torso2
end
local Limb = Character2:FindFirstChild("Right Arm")
if Limb and KeepArms == true then

Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)


local Joint = Instance.new("Glue")
Joint.Name = "RightShoulder"
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -
0, -0)
Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0,
-0)
Joint.Parent = Torso2

local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb

end
local Limb = Character2:FindFirstChild("Left Arm")
if Limb and KeepArms == true then

Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)


local Joint = Instance.new("Glue")
Joint.Name = "LeftShoulder"
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1,
0, 0)
Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0,
0)
Joint.Parent = Torso2

local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
local Limb = Character2:FindFirstChild("Right Leg")
if Limb then

Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)


local Joint = Instance.new("Glue")
Joint.Name = "RightHip"
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0,
-0)
Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -
0)
Joint.Parent = Torso2

local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb

end
local Limb = Character2:FindFirstChild("Left Leg")
if Limb then

Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)


local Joint = Instance.new("Glue")
Joint.Name = "LeftHip"
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1,
0, 0)
Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0,
0)
Joint.Parent = Torso2

local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb

end
--[
local Bar = Instance.new("Part")
Bar.TopSurface = 0
Bar.BottomSurface = 0
Bar.formFactor = "Symmetric"
Bar.Size = Vector3.new(1, 1, 1)
Bar.Transparency = 1
Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
Bar.Parent = Character2
local Weld = Instance.new("Weld")
Weld.Part0 = Torso2
Weld.Part1 = Bar
Weld.C0 = CFrame.new(0, 0.5, 0)
Weld.Parent = Torso2
--]]
end
Character2.Parent = workspace
Debris:AddItem(Character2,5)

return Character2,Torso2
end))
end

--//=================================\\
--|| WEAPON CREATION
--\\=================================//

local DUST = CreateParticles(RightArm,VT(0,0,0),5,2,"Smoke",false,false,5,0)


DUST.ZOffset = 1
RightArm.Transparency = 1
local BasePart = CreatePart(3, Weapon, "Metal", 0, 0, "Really black", "Part",
VT(1,2,1),false)
CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, BasePart, CF(0,0,0) *
ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Sphere = CreatePart(3, Weapon, "Metal", 0, 0, "Really black", "Part",
VT(1.4,1.4,1.4),false)
MakeForm(Sphere,"Ball")
CreateWeldOrSnapOrMotor("Weld", BasePart, BasePart, Sphere, CF(0.2,0.8,0.1) *
ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local LaserPart = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0.3,0.3,0.1),false)
MakeForm(LaserPart,"Ball")
CreateWeldOrSnapOrMotor("Weld", Sphere, Sphere, LaserPart, CF(0,0,-0.65) *
ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Bump = CreatePart(3, Weapon, "Metal", 0, 0, "Really black", "Part",
VT(0.3,0.3,0.2),false)
MakeForm(Bump,"Ball")
CreateWeldOrSnapOrMotor("Weld", Sphere, Sphere, Bump, CF(0,0,0.65) * ANGLES(RAD(0),
RAD(0), RAD(0)), CF(0, 0, 0))
local BottomLaser = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0.4,0,0.4),false)
MakeForm(BottomLaser,"Cyl")
CreateWeldOrSnapOrMotor("Weld", BasePart, BasePart, BottomLaser, CF(0,-1,0) *
ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Part1 = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0,0.5,0.5),false)
CreateWeldOrSnapOrMotor("Weld", BasePart, BasePart, Part1, CF(0,-0.76,-0.26) *
ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Part2 = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0,0.5,0.5),false)
CreateWeldOrSnapOrMotor("Weld", BasePart, Part1, Part2, CF(0,0.25,0) *
ANGLES(RAD(0), RAD(0), RAD(-25)), CF(0, -0.25, 0))
local Part3 = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0,0.5,0.5),false)
CreateWeldOrSnapOrMotor("Weld", BasePart, Part1, Part3, CF(0,0.25,0) *
ANGLES(RAD(0), RAD(0), RAD(-90)), CF(0, -0.26, 0))
local Part4 = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0,0.56,0.5),false)
CreateWeldOrSnapOrMotor("Weld", BasePart, Part2, Part4, CF(0,0.25,0) *
ANGLES(RAD(0), RAD(0), RAD(90)), CF(0, -0.26, 0))
local Part5 = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0,0.56,0.5),false)
CreateWeldOrSnapOrMotor("Weld", BasePart, Part4, Part5, CF(0,0.25,0) *
ANGLES(RAD(0), RAD(0), RAD(-125)), CF(0, -0.26, 0))
local Part = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0,0.25,0.5),false)
CreateWeldOrSnapOrMotor("Weld", BasePart, Part4, Part, CF(0,0.25,0) *
ANGLES(RAD(0), RAD(0), RAD(25)), CF(0, -0.26/2, 0))
local Part = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(0,0.3,0.5),false)
CreateWeldOrSnapOrMotor("Weld", BasePart, Part2, Part, CF(0,0.25,0) *
ANGLES(RAD(0), RAD(0), RAD(-65)), CF(0, -0.31/2, 0))
local Part = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(1.4,0,1.4),false)
MakeForm(Part,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Sphere, Sphere, Part, CF(0.035,0,0) *
ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Part = CreatePart(3, Weapon, "Neon", 0, 0, "Really red", "Part",
VT(1.4,0,1.4),false)
MakeForm(Part,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Sphere, Sphere, Part, CF(0,-0.035,0) *
ANGLES(RAD(0), RAD(0), RAD(90)), CF(0, 0, 0))
local Sphere = CreatePart(3, Weapon, "Metal", 0, 0, "Really black", "Part",
VT(0.3,1.6,0.7),false)
MakeForm(Sphere,"Ball")
CreateWeldOrSnapOrMotor("Weld", BasePart, BasePart, Sphere, CF(0.45,0.5,0) *
ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))

for _, c in pairs(Weapon:GetChildren()) do
if c.ClassName == "Part" then
c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
end
end

local SKILLTEXTCOLOR = C3(1,0,0)


local SKILLFONT = "SciFi"
local SKILLTEXTSIZE = 5

Weapon.Parent = Character

Humanoid.Died:connect(function()
ATTACK = true
end)

local SKILL1FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.90, 0), UD2(0.26, 0,


0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 1 Frame")
local SKILL2FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.86, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 2 Frame")
local SKILL3FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.82, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 3 Frame")
local SKILL4FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.78, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 4 Frame")
local SKILL5FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.74, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 5 Frame")
local SKILL6FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.70, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 6 Frame")

local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z]", SKILLTEXTCOLOR, SKILLTEXTSIZE,


SKILLFONT, 0, 2, 0.5, "Text 1")
local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 0.5, "Text 2")
local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 0.5, "Text 3")
local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 0.5, "Text 4")
local SKILL5TEXT = CreateLabel(SKILL5FRAME, "[E]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 0.5, "Text 5")
local SKILL6TEXT = CreateLabel(SKILL6FRAME, "[X]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 0.5, "Text 6")

--//=================================\\
--|| ATTACK FUNCTIONS AND STUFF
--\\=================================//

function Warp()
local HITFLOOR,HITPOS = Raycast(Mouse.Hit.p+VT(0,1,0), (CF(RootPart.Position,
RootPart.Position + VT(0, -1, 0))).lookVector, 100, Character)
if HITFLOOR then
CharacterFade(C3(0.5,0,0),50)
HITPOS = HITPOS + VT(0,3.5,0)
local POS = RootPart.Position
RootPart.CFrame = CF(HITPOS,CF(POS,HITPOS)*CF(0,0,-100000).p)
CreateSound(289556450,Torso,2,MRANDOM(8,13)/10,false)
end
end

function Dash()
ATTACK = true
Rooted = true
local SOUND = CreateSound(1165167610, Torso, 1, 1, true)
local LOOP = 0
repeat
LOOP = LOOP + 1
Swait()
local RAY,RAYPOS = Raycast(RootPart.Position, (CF(RootPart.Position,
Mouse.Hit.p)).lookVector, 5, workspace)
local HITFLOOR,HITPOS,NORMAL = Raycast(RAYPOS+VT(0,1,0), (CF(RAYPOS,
RAYPOS + VT(0, -1, 0))).lookVector, 100, Character)
if HITFLOOR then
CharacterFade(C3(0.5,0,0),35)
HITPOS = HITPOS + VT(0,3.5,0)
local POS = RootPart.Position
RootPart.CFrame = CF(HITPOS,CF(POS,HITPOS)*CF(0,0,-100000).p)
RootPart.Velocity = VT(0,0,0)
RootPart.RotVelocity = VT(0,0,0)
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(75), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(-45), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-15), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-15), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-15),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-15), RAD(-
80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
until KEYHOLD == false
coroutine.resume(coroutine.create(function()
for i = 1, 20 do
Swait()
SOUND.Volume = SOUND.Volume - 1/20
end
SOUND:remove()
end))
if LOOP > 50 then
CreateSound(772085046,Torso,5,MRANDOM(8,13)/10,false)
for i = 1, 100 do
Swait()
RootPart.CFrame = RootPart.CFrame * CF(0,0,-(1-(i/100))/3)
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size =
VT(1,0.5,1), Size2 = VT(2,0,2), Transparency = 0.7, Transparency2 = 1, CFrame =
CF(RightLeg.CFrame*CF(0,-1,0).p), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(0.3,0.3,0.3), SoundID = nil,
SoundPitch = nil, SoundVolume = nil})
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size =
VT(1,0.5,1), Size2 = VT(2,0,2), Transparency = 0.7, Transparency2 = 1, CFrame =
CF(LeftLeg.CFrame*CF(0,-1,0).p), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(0.3,0.3,0.3), SoundID = nil,
SoundPitch = nil, SoundVolume = nil})
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(35), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-45), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-45), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
ATTACK = false
Rooted = false
end

function LimbRip()
ATTACK = true
Rooted = false
local TARGET = nil
local ROOT = nil
local HUMAN = nil
local DIST = 4
Speed = 12
for i=0, 1, 0.1 / Animation_Speed do
Swait()
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO =
CHILD:FindFirstChild("HumanoidRootPart") or CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
if TORSO and HUM.Health > 0 then
if (TORSO.Position -
RightArm.Position).Magnitude <= DIST then
DIST = (TORSO.Position -
RightArm.Position).Magnitude
ROOT = TORSO
HUMAN = HUM
TARGET = CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
end
end
end
end
end
if ROOT then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(10), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-25), RAD(0), RAD(15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
Speed = 16
if ROOT then
CreateSound(305685800,Torso,5,1.3,false)
Rooted = true
local GORED = false
coroutine.resume(coroutine.create(function()
repeat
Swait()
ROOT.Anchored = true
until GORED == true
ROOT.Anchored = false
end))
RootPart.CFrame = ROOT.CFrame*CF(0,0,2.25)
if TARGET.Name == "Torso" then
local RARM = TARGET.Parent:FindFirstChild("Right Arm")
local LARM = TARGET.Parent:FindFirstChild("Left Arm")
if RARM and LARM then
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for _, c in pairs(TARGET.Parent:GetDescendants()) do
if c:IsA("JointInstance") then
if c.Part1 == RARM or c.Part1 == LARM or
c.Part0 == RARM or c.Part0 == LARM then
c:remove()
end
end
end
CreateSound(363808674, TARGET, 3, MRANDOM(7,9)/10, false)
CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, RARM,
CF(0,-1.35,0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, LARM,
CF(0,-1.35,0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0.25) * ANGLES(RAD(-25), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,1.5,0), 1
/ Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.2,
0.25) * ANGLES(RAD(-35), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,-0.3,0),
1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
GORED = true
Ragdoll(TARGET.Parent,Torso)
if ROOT.Name ~= "Torso" then
ROOT:remove()
end
local RGRAB = CreateWeldOrSnapOrMotor("Weld", RightArm,
RightArm, RARM, CF(0,-1.35,0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
local LGRAB = CreateWeldOrSnapOrMotor("Weld", LeftArm,
LeftArm, LARM, CF(0,-1.35,0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
local bv = Instance.new("BodyVelocity",TARGET)
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = TARGET.CFrame.lookVector*75
Debris:AddItem(bv,0.05)
CreateSound(621557962, RightLeg, 1, MRANDOM(7,9)/10, false)
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.2,
0.25) * ANGLES(RAD(-35), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,-0.3,0),
1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.6 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.6 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
local HITBOX = CreatePart(3, RARM, "Metal", 0, 1, "Really
black", "Part", RARM.Size, false)
HITBOX.CFrame = RARM.CFrame
HITBOX.CanCollide = true
weldBetween(RARM,HITBOX)
local HITBOX = CreatePart(3, LARM, "Metal", 0, 1, "Really
black", "Part", RARM.Size, false)
HITBOX.CFrame = LARM.CFrame
HITBOX.CanCollide = true
weldBetween(LARM,HITBOX)
RGRAB:remove()
LGRAB:remove()
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(110)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(-110)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
end
elseif TARGET.Name == "UpperTorso" then
if TARGET.Parent:FindFirstChild("RightUpperArm") and
TARGET.Parent:FindFirstChild("LeftUpperArm") then
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45,
0.5, -0.5) * ANGLES(RAD(140), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(25), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
local SAWBLADE = CreatePart(3, Weapon, "Neon", 0, 0.5,
"Really red", "Part", VT(0,0,0),false)
local WELD = CreateWeldOrSnapOrMotor("Weld", RightArm,
RightArm, SAWBLADE, CF(0,-1,0) * ANGLES(RAD(0), RAD(90), RAD(0)), CF(0, 0, 0))
local BLADE = true
CreateMesh("SpecialMesh", SAWBLADE, "FileMesh", "74322089",
"", VT(1,1,1), VT(0,0,0))
coroutine.resume(coroutine.create(function()
repeat
Swait()
WELD.C1 = WELD.C1 * ANGLES(RAD(0), RAD(0),
RAD(25))
until BLADE == false
SAWBLADE:remove()
end))
CreateSound(1165167936, SAWBLADE, 2, 1, true)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45,
0.5, -0.5) * ANGLES(RAD(140), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(25), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45,
0.5, -0.5) * ANGLES(RAD(15), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-25), RAD(0)) *
RIGHTSHOULDERC0, 0.1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
CreateSound(363808674, TARGET, 3, MRANDOM(7,9)/10, false)

TARGET.Parent:FindFirstChild("RightUpperArm").RightShoulder:remove()
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(1, 0,
0.3) * ANGLES(RAD(0), RAD(0), RAD(90)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-80)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45,
0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(90)) * ANGLES(RAD(0), RAD(45), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(1, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(90)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(-80)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(-45), RAD(0)) *
RIGHTSHOULDERC0, 0.1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
CreateSound(363808674, TARGET, 3, MRANDOM(7,9)/10, false)

TARGET.Parent:FindFirstChild("LeftUpperArm").LeftShoulder:remove()
BLADE = false
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0.25) * ANGLES(RAD(-25), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(45), RAD(0)) * ANGLES(RAD(-25), RAD(0), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(-15), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,1.5,0), 1
/ Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.2,
0.25) * ANGLES(RAD(-35), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(45), RAD(0)) * ANGLES(RAD(-32), RAD(0), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(-20), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,-0.3,0),
1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
GORED = true
TARGET.Parent:BreakJoints()
R15Ragdoll(TARGET.Parent)
if ROOT.Name ~= "Torso" then
ROOT:remove()
end
local bv = Instance.new("BodyVelocity",TARGET)
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = TARGET.CFrame.lookVector*75
Debris:AddItem(bv,0.05)
CreateSound(621557962, RightLeg, 1, MRANDOM(7,9)/10, false)
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.2,
0.25) * ANGLES(RAD(-35), RAD(0), RAD(80)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(15), RAD(0), RAD(-30)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(45), RAD(0)) * ANGLES(RAD(-32), RAD(0), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(-20), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.6) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-65), RAD(0), RAD(0)) * CF(0,-0.3,0),
1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
end
end
end
ATTACK = false
Rooted = false
end

function Buzzsaw()
ATTACK = true
Rooted = false
local ARMSPEED = 0.1
local TARGET = nil
local ROOT = nil
local HUMAN = nil
local DIST = 4
local SAWBLADE = CreatePart(3, Weapon, "Neon", 0, 0.5, "Really red", "Part",
VT(0,0,0),false)
local WELD = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, SAWBLADE,
CF(0,-1,0) * ANGLES(RAD(0), RAD(90), RAD(0)), CF(0, 0, 0))
local BLADE = true
CreateMesh("SpecialMesh", SAWBLADE, "FileMesh", "74322089", "", VT(2,2,1),
VT(0,0,0))
coroutine.resume(coroutine.create(function()
repeat
Swait()
WELD.C1 = WELD.C1 * ANGLES(RAD(0), RAD(0), RAD(25))
until BLADE == false
SAWBLADE:remove()
end))
CreateSound(1165167936, SAWBLADE, 2, 1, true)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.55, 0.5, -0.5) *
ANGLES(RAD(175), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(70),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 2, 0.1 / Animation_Speed do
Swait()
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO =
CHILD:FindFirstChild("HumanoidRootPart") or CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
if TORSO and HUM.Health > 0 then
if (TORSO.Position -
RightArm.Position).Magnitude <= DIST then
DIST = (TORSO.Position -
RightArm.Position).Magnitude
ROOT = TORSO
HUMAN = HUM
TARGET = CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
end
end
end
end
end
if ROOT then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.55, 0.5, -0.5) *
ANGLES(RAD(15), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-45), RAD(0)) *
RIGHTSHOULDERC0, ARMSPEED / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(70),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
if ROOT then
ARMSPEED = 0.03
Rooted = true
RootPart.CFrame = ROOT.CFrame*CF(0,0,2.5)
repeat
HUMAN.Health = HUMAN.Health - 0.5
Swait()
ROOT.Anchored = true
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(1, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0, 0) *
ANGLES(RAD(15), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(-45), RAD(0)) *
RIGHTSHOULDERC0, ARMSPEED / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
until RightArm.Position.Y < Torso.Position.Y-0.15 or HUMAN.Health == 0
ROOT.Anchored = false
if HUMAN.Health == 0 then
if ROOT.Name ~= "Torso" then
ROOT:remove()
end
if TARGET.Name == "Torso" then
Ragdoll(HUMAN.Parent,Torso,true)
elseif TARGET.Name == "UpperTorso" then
R15Ragdoll(HUMAN.Parent,true)
end
end
end
BLADE = false
ATTACK = false
Rooted = false
end

function ReeeEEEEEE()
ATTACK = true
Rooted = false
Speed = 12
local FX = CreateSound(198165368, Head, 4, 0.5, false)
repeat
Swait()
FX.Parent = Head
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Head")
if TORSO then
if (TORSO.Position - Head.Position).Magnitude
<= 25 then
WACKYEFFECT({Time = 45, EffectType =
"Sphere", Size = VT(1,1,1), Size2 = VT(5,5,5), Transparency = 0, Transparency2 = 1,
CFrame = CF(TORSO.Position), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch =
nil, SoundVolume = nil})
TORSO:remove()
if CHILD:FindFirstChild("Torso") then
Ragdoll(CHILD,Torso,true)
elseif CHILD:FindFirstChild("UpperTorso")
then
R15Ragdoll(CHILD,true)
end
end
end
end
end
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.5, 0) * ANGLES(RAD(-
45), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(-45), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-35), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(15), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-35), RAD(0), RAD(-15)) * ANGLES(RAD(0), RAD(-15), RAD(0)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-45),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-45), RAD(-
80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
until FX.Playing == false
Speed = 16
ATTACK = false
Rooted = false
end
function Needle()
ATTACK = true
Rooted = true
local GYRO = IT("BodyGyro",RootPart)
GYRO.D = 2
GYRO.P = 2000
GYRO.MaxTorque = VT(0,4000000,0)
local NEEDGYRO = true
coroutine.resume(coroutine.create(function()
repeat
Swait()
GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p)
until NEEDGYRO == false
GYRO:Remove()
end))
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) *
ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.5) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.5) *
ANGLES(RAD(25), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, 0) * ANGLES(RAD(-90), RAD(-
90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) *
ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(15), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, -0.5) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.5) *
ANGLES(RAD(25), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, 0) * ANGLES(RAD(-90), RAD(-
90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
local HIT,POS = CastProperRay(RightArm.CFrame*CF(0,-
1,0).p,Mouse.Hit.p,300,Character)
WACKYEFFECT({Time = 45, EffectType = "Wave", Size = VT(1,0,1), Size2 =
VT(5,1,5), Transparency = 0, Transparency2 = 1, CFrame = RightArm.CFrame*CF(0,-1,0)
* ANGLES(RAD(180), RAD(0), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 90655239, SoundPitch
= 1, SoundVolume = 2})
NEEDGYRO = false
if HIT then
local NEEDLE = IT("Model",Effects)
local BASE = CreatePart(3, NEEDLE, "Glass", 0, 0.5, "Pearl", "Part",
VT(0.3,0.6,0.3), false)
MakeForm(BASE,"Cyl")
BASE.CFrame = CF(POS,RightArm.CFrame*CF(0,-1,0).p) * ANGLES(RAD(90),
RAD(0), RAD(0))*CF(0,-0.35,0)
weldBetween(BASE,HIT)
local FLUID = CreatePart(3, NEEDLE, "Neon", 0, 0, "Lime green", "Part",
VT(0.28,0.58,0.28), false)
MakeForm(FLUID,"Cyl")
FLUID.CFrame = BASE.CFrame
weldBetween(BASE,FLUID)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part",
VT(0,0.2,0), false)
PART.CFrame = BASE.CFrame*CF(0,0.4,0)
weldBetween(BASE,PART)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part",
VT(0.1,0.1,0.1), false)
PART.CFrame = BASE.CFrame*CF(0,-0.35,0)
weldBetween(BASE,PART)
local PART = CreatePart(3, NEEDLE, "Metal", 0, 0, "Pearl", "Part",
VT(0.2,0.1,0.2), false)
PART.CFrame = BASE.CFrame*CF(0,-0.4,0)
weldBetween(BASE,PART)
Debris:AddItem(NEEDLE,7)
if HIT.Parent:FindFirstChildOfClass("Humanoid") then
local HUMAN = HIT.Parent:FindFirstChildOfClass("Humanoid")
coroutine.resume(coroutine.create(function()
for i = 1, 500 do
HUMAN.Health = HUMAN.Health - MRANDOM(1,6)/5
if HUMAN.Health == 0 then
break
end
Swait(2)
end
if HUMAN.Health == 0 then
local CHILD = HUMAN.Parent
if CHILD:FindFirstChild("Torso") then
CHILD:FindFirstChild("Torso").CFrame =
CHILD:FindFirstChild("Torso").CFrame * ANGLES(RAD(2), RAD(0), RAD(0))
Ragdoll(CHILD,Torso,true)
elseif CHILD:FindFirstChild("UpperTorso") then
R15Ragdoll(CHILD,true)
end
end
end))
end
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) *
ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(15), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.1, 0.5, 0) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.5) *
ANGLES(RAD(25), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, 0) * ANGLES(RAD(-90), RAD(-
90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
ATTACK = false
Rooted = false
end

function ScrewThis()
ATTACK = true
Rooted = true
local SCREW = CreatePart(3, Weapon, "Neon", 0, 1, "Really red", "Part", VT(2,
0.4, 0.4)/2,false)
SCREW.CanCollide = true
local WELD = CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, SCREW, CF(0,-
1,0.2) * ANGLES(RAD(0), RAD(90), RAD(0)), CF(0, 0, 0))
CreateMesh("SpecialMesh", SCREW, "FileMesh", "70265804", "70265794",
VT(1,1,1)/1.5, VT(0,0,0))
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.5) *
ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-5), RAD(0), RAD(15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
SCREW.Transparency = 0
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.5) *
ANGLES(RAD(60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) *
ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) *
ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80),
RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i = 1, 3 do
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
WELD.C1 = WELD.C1 * ANGLES(RAD(5), RAD(0), RAD(0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) *
ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) *
ANGLES(RAD(120), RAD(0), RAD(78)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) *
ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) *
ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
if MRANDOM(1, 5) == 1 then
DUST:Emit(25)
WELD:remove()
CreateSound(328460122, RightArm, 3, 1, false)
SCREW.Velocity = CF(RightArm.Position,SCREW.Position).lookVector*65
Debris:AddItem(SCREW,6)
for i=0, 3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -0.5) *
ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -0.3) *
ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i = 1, 3 do
for i=0, 0.35, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -
0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -
0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.35, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.15, -
0.5) * ANGLES(RAD(40), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.7, 0.5, -
0.3) * ANGLES(RAD(120), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(15), RAD(-25)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
end
else
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
WELD:remove()
for i=0, 0.15, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-110)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
Debris:AddItem(SCREW,6)
end
ATTACK = false
Rooted = false
end

--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//

function MouseDown(Mouse)
if ATTACK == false then
end
end

function MouseUp(Mouse)
HOLD = false
end

function KeyDown(Key)
KEYHOLD = true
if Key == "z" and ATTACK == false then
Warp()
end

if Key == "b" and ATTACK == false then


Dash()
end

if Key == "c" and ATTACK == false then


LimbRip()
end

if Key == "v" and ATTACK == false then


Buzzsaw()
end

if Key == "e" and ATTACK == false then


ReeeEEEEEE()
end

if Key == "x" and ATTACK == false then


Needle()
end

if Key == "t" and ATTACK == false then


ScrewThis()
end
end
function KeyUp(Key)
KEYHOLD = false
end

Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
Mouse.KeyDown:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
Mouse.KeyUp:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)

--//=================================\\
--\\=================================//

function AntiTimeStop()
for _, c in pairs(Character:GetChildren()) do
if c:IsA("BasePart") then
c.Anchored = false
end
end
for _, c in pairs(Weapon:GetChildren()) do
if c:IsA("BasePart") then
c.Anchored = false
end
end
end

--//=================================\\
--|| WRAP THE WHOLE SCRIPT UP
--\\=================================//

Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
Humanoid.Jump = false
end
end)

local sick = IT("Sound")

while true do
Swait()
script.Parent = WEAPONGUI
ANIMATE.Parent = nil
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
SINE = SINE + CHANGE
local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = RootPart.Velocity.y
local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position,
RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE /
(WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75,
RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0),
RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) -
Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE /
WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE /
WALKSPEEDVALUE) +0.2- 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90),
RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(90 * COS(SINE /
WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE /
WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE /
WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90),
RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(90 * COS(SINE /
WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0),
RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-
90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
end
if HITFLOOR == nil then
ANIM = "Midair"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) *
ANGLES(RAD(20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.75, 0) *
ANGLES(RAD(-15), RAD(0), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.75, 0) *
ANGLES(RAD(-15), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.2, -0.6) *
ANGLES(RAD(15), RAD(70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.2, -0.6) *
ANGLES(RAD(15), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.1 *
COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.35 *
SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(0), RAD(10 - 15 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-15), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.35 *
SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(0), RAD(-10 + 15 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) *
ANGLES(RAD(5), RAD(0), RAD(10 * COS(SINE / WALKSPEEDVALUE))), 0.5 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(5), RAD(0), RAD(-10 * COS(SINE / WALKSPEEDVALUE))), 0.5 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0.5 *
SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(60 * COS(SINE / WALKSPEEDVALUE)), RAD(0),
RAD(5)) * ANGLES(RAD(0), RAD(-15), RAD(0)) * RIGHTSHOULDERC0, 0.8 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5 *
SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(0),
RAD(-5)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.8 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0),
RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
end
end
sick.SoundId = "rbxassetid://1696854181"
sick.Looped = true
sick.Pitch = 1
sick.Volume = 2
sick.Playing = true
sick.Parent = Effects
AntiTimeStop()
if Rooted == false then
Disable_Jump = false
Humanoid.WalkSpeed = Speed
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
end

--//=================================\\
--\\=================================//

--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--

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