--[[
==================================]}
//{Script: Memuto
//{User: Solavenge
==================================]}
//{Controls:
// F - Toggle Memes
==================================]}
--]]
Player=game:GetService("Players").LocalPlayer
Character=[Link]
PlayerGui=[Link]
Backpack=[Link]
Torso=[Link]
Head=[Link]
Humanoid=[Link]
m=[Link]('Model',Character)
LeftArm=Character["Left Arm"]
LeftLeg=Character["Left Leg"]
RightArm=Character["Right Arm"]
RightLeg=Character["Right Leg"]
LS=Torso["Left Shoulder"]
LH=Torso["Left Hip"]
RS=Torso["Right Shoulder"]
RH=Torso["Right Hip"]
Neck=[Link]
it=[Link]
attacktype=1
vt=[Link]
cf=[Link]
euler=[Link]
angles=[Link]
necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
RootPart=[Link]
RootJoint=[Link]
RootCF=euler(-1.57,0,3.14)
attack = false
attackdebounce = false
deb=false
equipped=true
hand=false
MMouse=nil
combo=0
mana=0
cam=[Link]
RocketTarget=nil
Targetting=false
trispeed=.2
attackmode='none'
local idle=0
local Anim="Idle"
local Effects={}
local gun=false
local shoot=false
local issprinting=false
local memeing=false
player=nil
mouse=Player:GetMouse()
--save shoulders
RSH, LSH=nil, nil
--welds
RW, LW=[Link]("Weld"), [Link]("Weld")
[Link]="Right Shoulder" [Link]="Left Shoulder"
LH=Torso["Left Hip"]
RH=Torso["Right Hip"]
TorsoColor=[Link]
function NoOutline(Part)
[Link],[Link],[Link],[Link],[Link]
face,[Link] = 10,10,10,10,10,10
end
player=Player
ch=Character
RSH=[Link]["Right Shoulder"]
LSH=[Link]["Left Shoulder"]
--
[Link]=nil
[Link]=nil
--
[Link]="Right Shoulder"
RW.Part0=[Link]
RW.C0=cf(1.5, 0.5, 0) --* [Link](1.3, 0, -0.5)
RW.C1=cf(0, 0.5, 0)
RW.Part1=ch["Right Arm"]
[Link]=[Link]
--
[Link]="Left Shoulder"
LW.Part0=[Link]
LW.C0=cf(-1.5, 0.5, 0) --* [Link](1.7, 0, 0.8)
LW.C1=cf(0, 0.5, 0)
LW.Part1=ch["Left Arm"]
[Link]=[Link]
if Humanoid:findFirstChild("Animate") then
Humanoid:findFirstChild("Animate"):Destroy()
elseif Character:findFirstChild("Animate") then
Character:findFirstChild("Animate"):Destroy()
end
local WEEB = [Link]("Sound",Torso)
[Link]=0
[Link]=0
[Link]="[Link]
[Link]=true
wait()
WEEB:play()
local Stats=[Link]("BoolValue")
[Link]="Stats"
[Link]=Character
local Atk=[Link]("NumberValue")
[Link]="Damage"
[Link]=Stats
[Link]=1
local Def=[Link]("NumberValue")
[Link]="Defense"
[Link]=Stats
[Link]=1
local Speed=[Link]("NumberValue")
[Link]="Speed"
[Link]=Stats
[Link]=1
local Mvmt=[Link]("NumberValue")
[Link]="Movement"
[Link]=Stats
[Link]=1
local donum=0
function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
local fp=it("Part")
[Link]=formfactor
[Link]=parent
[Link]=reflectance
[Link]=transparency
[Link]=false
[Link]=true
[Link]=brickcolor
[Link]=name
[Link]=size
[Link]=[Link]
NoOutline(fp)
[Link]="SmoothPlastic"
fp:BreakJoints()
return fp
end
function part2(formfactor, parent, material, reflectance, transparency, brickcolor,
name, size)
local fp = [Link]("Part")
[Link] = formfactor
[Link] = parent
[Link] = reflectance
[Link] = transparency
[Link] = false
[Link] = true
[Link] = [Link](tostring(brickcolor))
[Link] = name
[Link] = size
[Link] = [Link]
[Link] = material
NoOutline(fp)
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh=it(Mesh)
[Link]=part
if Mesh=="SpecialMesh" then
[Link]=meshtype
[Link]=meshid
end
[Link]=offset
[Link]=scale
return mesh
end
function weld(parent,part0,part1,c0)
local weld=it("Weld")
[Link]=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
return weld
end
function weld2(parent, part0, part1, c0, c1)
local Weld = [Link]("Weld")
[Link] = parent
Weld.Part0 = part0
Weld.Part1 = part1
Weld.C0 = c0
Weld.C1 = c1
return Weld
end
local Color1=[Link]
local bodvel=[Link]("BodyVelocity")
local bg=[Link]("BodyGyro")
ArtificialHB = [Link]("BindableEvent", script)
[Link] = "Heartbeat"
script:WaitForChild("Heartbeat")
frame = 1 / 60
tf = 0
allowframeloss = true
tossremainder = false
lastframe = tick()
[Link]:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
[Link]:Fire()
lastframe = tick()
else
for i = 1, [Link](tf / frame) do
[Link]:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * [Link](tf / frame)
end
end
end)
function swait(num)
if num == 0 or num == nil then
[Link]:wait()
else
for i = 0, num do
[Link]:wait()
end
end
end
so = function(id,par,vol,pit)
[Link]([Link](function()
local sou = [Link]("Sound",par or workspace)
[Link]=vol
[Link]=pit or 1
[Link]=id
swait()
sou:play()
game:GetService("Debris"):AddItem(sou,6)
end))
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 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 = [Link](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 = [Link](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 = [Link](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 = [Link](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 [Link](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 = [Link](cosTheta)
local invSinTheta = 1/[Link](theta)
startInterp = [Link]((1-t)*theta)*invSinTheta
finishInterp = [Link](t*theta)*invSinTheta
else
startInterp = 1-t
finishInterp = t
end
else
if (1+cosTheta) > 0.0001 then
local theta = [Link](-cosTheta)
local invSinTheta = 1/[Link](theta)
startInterp = [Link]((t-1)*theta)*invSinTheta
finishInterp = [Link](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 rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction,
MaxDistance , IgnoreDescendants
return game:service("Workspace"):FindPartOnRay([Link](Pos, [Link] * (Max or
999.999)), Ignore)
end
Damagefunc = function(Part, hit, minim, maxim, knockback, Type, Property, Delay,
HitSound, HitPitch) --bm1
if [Link] == nil then
return
end
local h = [Link]:FindFirstChild("Humanoid")
for _, v in pairs([Link]:children()) do
if v:IsA("Humanoid") then
h = v
end
end
if h ~= nil and [Link] ~= [Link] and
[Link]:FindFirstChild("Torso") ~= nil then
if [Link]:findFirstChild("DebounceHit") ~= nil then
if [Link] == true then
return
end
end
if [Link] >= [Link] then
hit:BreakJoints()
end
--[[ if [Link]:GetPlayerFromCharacter([Link])~=nil
then
return
end]]
-- hs(hit,1.2)
local c = [Link]("ObjectValue")
[Link] = "creator"
[Link] = game:service("Players").LocalPlayer
[Link] = h
game:GetService("Debris"):AddItem(c, .5)
if HitSound ~= nil and HitPitch ~= nil then
so(HitSound, hit, 1, HitPitch)
end
local Damage = [Link](minim, maxim)
-- h:TakeDamage(Damage)
local blocked = false
local block = [Link]:findFirstChild("Block")
if block ~= nil then
if [Link] == "IntValue" then
if [Link] > 0 then
blocked = true
[Link] = [Link] - 1
print([Link])
end
end
end
if blocked == false then
-- h:TakeDamage(Damage)
[Link] = [Link] - Damage
if Damage ~= 0 then
ShowDamage2(([Link] * [Link](0, 0, ([Link].Z / 2)).p
+ [Link](0, 1.5, 0)), -Damage, 1.5, [Link]("Institutional
white").Color)
end
else
[Link] = [Link] - (Damage / 2)
if Damage ~=0 then
ShowDamage2(([Link] * [Link](0, 0, ([Link].Z / 2)).p
+ [Link](0, 1.5, 0)), -Damage, 1.5, [Link]("Institutional
white").Color)
end
end
if Type == "Knockdown" then
local hum = [Link]
[Link] = true
[Link]([Link](function(HHumanoid)
swait(1)
[Link] = false
end), hum)
local angle = ([Link] - ([Link] + [Link](0,
0, 0))).unit
local bodvol = [Link]("BodyVelocity")
[Link] = angle * knockback
bodvol.P = 5000
[Link] = [Link](8e+003, 8e+003, 8e+003)
[Link] = hit
local rl = [Link]("BodyAngularVelocity")
rl.P = 3000
[Link] = [Link](500000, 500000, 500000) *
50000000000000
[Link] = [Link]([Link](-10, 10),
[Link](-10, 10), [Link](-10, 10))
[Link] = hit
game:GetService("Debris"):AddItem(bodvol, .5)
game:GetService("Debris"):AddItem(rl, .5)
elseif Type == "Plat" then
local hum = [Link]
[Link] = true
[Link]([Link](function(HHumanoid)
swait(2)
[Link] = false
end), hum)
local rl = [Link]("BodyAngularVelocity")
rl.P = 3000
[Link] = [Link](100, 100, 100) * 500
[Link] = [Link]([Link](-10, 10),
[Link](-10, 10), [Link](-10, 10))
[Link] = hit
game:GetService("Debris"):AddItem(rl, .5)
elseif Type == "Normal" then
local vp = [Link]("BodyVelocity")
vp.P = 500
[Link] = [Link]([Link], 0, [Link])
[Link] = [Link] * knockback +
[Link] / 1.05
if knockback > 0 then
[Link] = [Link]
end
game:GetService("Debris"):AddItem(vp, .5)
elseif Type == "Up" then
local bodyVelocity = [Link]("BodyVelocity")
[Link] = vt(0, 20, 0)
bodyVelocity.P = 5000
[Link] = [Link](8e+003, 8e+003, 8e+003)
[Link] = hit
game:GetService("Debris"):AddItem(bodyVelocity, .5)
elseif Type == "Snare" then
local bp = [Link]("BodyPosition")
bp.P = 2000
bp.D = 100
[Link] = [Link]([Link], [Link], [Link])
[Link] = [Link]
[Link] = [Link]
game:GetService("Debris"):AddItem(bp, 1)
elseif Type == "Freeze" then
local BodPos = [Link]("BodyPosition")
BodPos.P = 50000
BodPos.D = 1000
[Link] = [Link]([Link], [Link],
[Link])
[Link] = [Link]
[Link] = [Link]
local BodGy = [Link]("BodyGyro")
[Link] = [Link](4e+005, 4e+005, 4e+005) *
[Link]
BodGy.P = 20e+003
[Link] = [Link]
[Link] = [Link]
[Link] = true
[Link]([Link](function(Part)
swait(1.5)
[Link] = false
end), [Link])
game:GetService("Debris"):AddItem(BodPos, 3)
game:GetService("Debris"):AddItem(BodGy, 3)
elseif Type=="Target" then
if Targetting==false then
ZTarget=[Link]
[Link]([Link](function(Part)
so("[Link]
swait(5)
so("[Link]
end),ZTarget)
TargHum=[Link]:findFirstChild("Humanoid")
targetgui=[Link]("BillboardGui")
[Link]=ZTarget
[Link]=[Link](10,100,10,100)
targ=[Link]("ImageLabel")
[Link]=targetgui
[Link]=1
[Link]="rbxassetid://4834067"
[Link]=[Link](1,0,1,0)
[Link]="Scriptable"
[Link]=[Link]([Link].p,[Link])
dir=[Link]([Link].x,0,[Link].z
)
[Link]=[Link]([Link].p,[Link])
Targetting=true
RocketTarget=ZTarget
for i=1,Property do
if [Link]>0 and [Link]~=nil and [Link]>0
and [Link]~=nil and Targetting==true then
swait()
end
[Link]=[Link]([Link].p,[Link])
dir=[Link]([Link].x,0,[Link].z
)
[Link]=[Link]([Link].p,[Link])*cf(0,5,10)*euler(-
0.3,0,0)
end
Targetting=false
RocketTarget=nil
[Link]=nil
[Link]="Custom"
end
end
local debounce = [Link]("BoolValue")
[Link] = "DebounceHit"
[Link] = [Link]
[Link] = true
game:GetService("Debris"):AddItem(debounce, Delay)
c = [Link]("ObjectValue")
[Link] = "creator"
[Link] = Player
[Link] = h
game:GetService("Debris"):AddItem(c, .5)
end
end
function ShowDamage2(Pos, Text, Time, Color)
local Rate = (1 / 30)
local Pos = (Pos or [Link](0, 0, 0))
local Text = (Text or "")
local Time = (Time or 2)
local Color = (Color or [Link](1, 0, 0))
local EffectPart = part2("Custom", workspace, "Neon", 0, 1,
[Link](Color), "Effect", vt(0, 0, 0))
[Link] = true
local BillboardGui = [Link]("BillboardGui")
[Link] = [Link](3, 0, 3, 0)
[Link] = EffectPart
[Link] = EffectPart
local TextLabel = [Link]("TextLabel")
[Link] = 1
[Link] = [Link](1, 0, 1, 0)
[Link] = Text
TextLabel.TextColor3 = Color
[Link] = true
[Link] = [Link]
[Link] = BillboardGui
[Link]:AddItem(EffectPart, (Time + 0.1))
[Link] = game:GetService("Workspace")
delay(0, function()
local Frames = (Time / Rate)
for Frame = 1, Frames do
wait(Rate)
local Percent = (Frame / Frames)
[Link] = [Link](Pos) + [Link](0, Percent, 0)
[Link] = Percent
end
if EffectPart and [Link] then
EffectPart:Destroy()
end
end)
end
function BlastEffect(brickcolor, cframe, x1, y1, z1, x2, y2, z2)
local prt = part2(3, workspace, "Neon", 0, 0, brickcolor, "Effect", vt(0.5,
0.5, 0.5))
[Link] = true
[Link] = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh",
"[Link] vt(0, 0, 0), vt(x1, y1, z1))
[Link]([Link](function()
for i = 0, 1, 0.05 do
wait()
[Link] = i
[Link] = [Link] + vt(x2, y2, z2)
end
[Link] = nil
end))
end
function weld(parent, part0, part1, c0, c1)
local Weld = [Link]("Weld")
[Link] = parent
Weld.Part0 = part0
Weld.Part1 = part1
Weld.C0 = c0
Weld.C1 = c1
return Weld
end
function MagniDamage(Hit, Part, magni, mindam, maxdam, knock, Type)
for _, c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = c:findFirstChild("Torso")
if head ~= nil then
local targ = [Link] - [Link]
local mag = [Link]
if mag <= magni and [Link] ~= [Link] then
Damagefunc(head, head, mindam, maxdam, knock, Type,
RootPart, .2, 1, 3)
end
end
end
end
end
function MagicCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part2(3, workspace, "Neon", 0, 0, brickcolor, "Effect", vt(0.5,
0.5, 0.5))
[Link] = true
[Link] = cframe
local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1,
z1))
game:GetService("Debris"):AddItem(prt, 2)
[Link]([Link](function(Part, Mesh)
for i = 0, 1, delay do
swait()
[Link] = [Link]
[Link] = i
[Link] = [Link] + vt(x3, y3, z3)
end
[Link] = nil
end), prt, msh)
end
function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,"SmoothPlastic",0,0,brickcolor,"Effect",vt())
[Link]=true
[Link]=cframe
local msh = mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh)
for i=0,1,delay do
swait()
[Link]=[Link]*euler([Link](-50,50),[Link](-
50,50),[Link](-50,50))
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
user=game:service'Players'.localPlayer
char=[Link]
mouse=user:GetMouse()
local function weldBetween(a, b, name)
local weld = [Link]("ManualWeld")
weld.Part0 = a
weld.Part1 = b
weld.C0 = [Link]()
weld.C1 = [Link]:inverse() * [Link]
[Link] = a
[Link]=name or 'weldb1'
[Link]=m
return weld;
end
player=[Link]
char=[Link]
Effects={}
vt=[Link]
cf=[Link]
euler=[Link]
m=[Link]("Model",char)
mouse.Button1Down:connect(function()
print("NEIN")
end)
local mdel = false
[Link]:connect(function(k)
k=k:lower()
if k=='f' then
if attack==false then
ToggleMemes()
end
end
end)
function ToggleMemes()
if memeing == true and mdel == false then
memeing = false
issprinting=false
[Link] = 16
mdel = true
for i = 1,0,-0.1 do
wait(0.05)
[Link] = i
end
[Link] = 0
mdel = false
elseif memeing == false and mdel == false then
memeing = true
issprinting=true
[Link]=35
[Link] = 1
mdel = true
for i = 0,1,.1 do
wait(0.05)
[Link] = i
end
mdel = false
end
end
local function CFrameFromTopBack(at, top, back)
local right = top:Cross(back)
return [Link](at.x, at.y, at.z,
right.x, top.x, back.x,
right.y, top.y, back.y,
right.z, top.z, back.z)
end
function Triangle(a, b, c)
local edg1 = (c-a):Dot((b-a).unit)
local edg2 = (a-b):Dot((c-b).unit)
local edg3 = (b-c):Dot((a-c).unit)
if edg1 <= (b-a).magnitude and edg1 >= 0 then
a, b, c = a, b, c
elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
a, b, c = b, c, a
elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
a, b, c = c, a, b
else
assert(false, "unreachable")
end
local len1 = (c-a):Dot((b-a).unit)
local len2 = (b-a).magnitude - len1
local width = (a + (b-a).unit*len1 - c).magnitude
local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
local list = {}
if len1 > 0.01 then
local w1 = [Link]('WedgePart', m)
game:GetService("Debris"):AddItem(w1,5)
[Link] = "SmoothPlastic"
[Link] = 'Custom'
[Link] = TorsoColor
[Link] = 0
[Link] = 0
[Link] = "SmoothPlastic"
[Link] = false
NoOutline(w1)
local sz = [Link](0.2, width, len1)
[Link] = sz
local sp = [Link]("SpecialMesh",w1)
[Link] = "Wedge"
[Link] = [Link](0,1,1) * sz/[Link]
w1:BreakJoints()
[Link] = true
[Link] = workspace
[Link] = 0.7
[Link](Effects,{w1,"Disappear",.01})
[Link] = maincf*[Link]([Link],0,[Link]/2)*[Link](0,width/2,len1/2)
[Link](list,w1)
end
if len2 > 0.01 then
local w2 = [Link]('WedgePart', m)
game:GetService("Debris"):AddItem(w2,5)
[Link] = "SmoothPlastic"
[Link] = 'Custom'
[Link] = TorsoColor
[Link] = 0
[Link] = 0
[Link] = "SmoothPlastic"
[Link] = false
NoOutline(w2)
local sz = [Link](0.2, width, len2)
[Link] = sz
local sp = [Link]("SpecialMesh",w2)
[Link] = "Wedge"
[Link] = [Link](0,1,1) * sz/[Link]
w2:BreakJoints()
[Link] = true
[Link] = workspace
[Link] = 0.7
[Link](Effects,{w2,"Disappear",.01})
[Link] = maincf*[Link]([Link],[Link],-[Link]/2)*[Link](0,width/2,-
len1 - len2/2)
[Link](list,w2)
end
return unpack(list)
end
function NoOutline(Part)
[Link],[Link],[Link],[Link],[Link]
face,[Link] = 10,10,10,10,10,10
end
local sine = 0
local change = 1
local val = 0
if #Effects>0 then
--[Link](Effects,{prt,"Block1",delay})
for e=1,#Effects do
if Effects[e]~=nil then
--for j=1,#Effects[e] do
local Thing=Effects[e]
if Thing~=nil then
local Part=Thing[1]
local Mode=Thing[2]
local Delay=Thing[3]
local IncX=Thing[4]
local IncY=Thing[5]
local IncZ=Thing[6]
if Thing[1].Transparency<=1 then
if Thing[2]=="Block1" then
Thing[1].CFrame=Thing[1].CFrame*euler([Link](-50,50),[Link](-
50,50),[Link](-50,50))
Mesh=Thing[1].Mesh
[Link]=[Link]+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Cylinder" then
Mesh=Thing[1].Mesh
[Link]=[Link]+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Blood" then
Mesh=Thing[1].Mesh
Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
[Link]=[Link]+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Elec" then
Mesh=Thing[1].Mesh
[Link]=[Link]+vt(Thing[7],Thing[8],Thing[9])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Disappear" then
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
end
else
[Link]=nil
[Link](Effects,e)
end
end
--end
end
end
end
cn = [Link]
local NeckCF = cn(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
local RootCF = [Link](-1.57, 0, 3.14)
local RHCF = [Link](0, 1.6, 0)
local LHCF = [Link](0, -1.6, 0)
local mananum=0
while true do
swait()
sine = sine + change
local torvel=([Link]*[Link](1,0,1)).magnitude
local velderp=[Link].y
hitfloor,posfloor=rayCast([Link],
([Link]([Link],[Link] -
[Link](0,1,0))).lookVector,4,Character)
if equipped==true or equipped==false then
if attack==false then
idle=idle+1
else
idle=0
end
if idle>=500 then
if attack==false then
--Sheath()
end
end
if [Link].y > 1 and hitfloor==nil then
Anim="Jump"
if attack==false then
Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,0.5),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.5,0,-0.5),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.3)
end
elseif [Link].y < -1 and hitfloor==nil then
Anim="Fall"
if attack==false then
Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0.3,0,0.2),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.3,0,-0.2),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.3)
end
elseif torvel<1 and hitfloor~=nil then
Anim="Idle"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.1 + 0.1 * [Link](sine /
25)) * angles([Link](0), [Link](0), [Link](5)), .3)
[Link].C0 = clerp([Link].C0, NeckCF * angles([Link](5 - 2 * [Link](sine
/ 25)), [Link](0), [Link](-5)), .3)
RW.C0 = clerp(RW.C0, [Link](1.5, 0.5, 0) * angles([Link](0), [Link](0),
[Link](5 + 3 * [Link](sine / 25))), 0.3)
LW.C0 = clerp(LW.C0, [Link](-1.5, 0.5, 0) * angles([Link](0), [Link](0),
[Link](-5 - 3 * [Link](sine / 25))), 0.3)
RH.C0 = clerp(RH.C0, cn(1, -.9 - 0.1 * [Link](sine / 25), 0) * RHCF *
angles([Link](-2 + 2 * [Link](sine / 25)), [Link](-5), [Link](0 + 2 *
[Link](sine / 25))), .3)
LH.C0 = clerp(LH.C0, cn(-1, -.9 - 0.1 * [Link](sine / 25), 0) * LHCF *
angles([Link](-2 + 2 * [Link](sine / 25)), [Link](-5), [Link](0 + 2 *
[Link](sine / 25))), .3)
end
elseif torvel>2 and torvel<22 and hitfloor~=nil then
Anim="Walk"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * [Link](sine /
5)) * angles([Link](5), [Link](0) + [Link].Y / 30, [Link](5 *
[Link](sine / 10))), .2)
[Link].C0 = clerp([Link].C0, NeckCF * angles([Link](-3), [Link](0),
[Link](-5 * [Link](sine / 10)) + [Link].Y / 15), .2)
RW.C0 = clerp(RW.C0, [Link](1.5, 0.5, 0) * angles([Link](-10 *
[Link](sine / 13)), [Link](0), [Link](4 * [Link](sine / 13))), .2)
LW.C0 = clerp(LW.C0, [Link](-1.5, 0.5, 0) * angles([Link](10 *
[Link](sine / 13)), [Link](0), [Link](4 * [Link](sine / 13))), .2)
RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * [Link](sine / 5), 0) * RHCF *
angles([Link](-2), [Link](0), [Link](30 * [Link](sine / 7))), .3)
LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * [Link](sine / 5), 0) * LHCF *
angles([Link](-2), [Link](0), [Link](30 * [Link](sine / 7))), .3)
end
elseif torvel>=22 and issprinting==true and hitfloor~=nil then
Anim="Run"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0.5, -0.05 + .1 * 2.5 *
[Link](sine / 2)) * angles([Link](50), [Link](2) + [Link].Y /
30, [Link](5 * [Link](sine / 2))), .2)
[Link].C0 = clerp([Link].C0, cn(0, 1.1, -0.2, -1, -0, -0, 0, 0, 1, 0, 1, 0)
* angles([Link](-50), [Link](0), [Link](-5 * [Link](sine / 10)) +
[Link].Y / 15), .2)
RW.C0 = clerp(RW.C0, [Link](1.5, 0.5, 0.4) * angles([Link](75 * [Link](6 /
2)), [Link](-5), [Link](25 * [Link](sine / 3))), .2)
LW.C0 = clerp(LW.C0, [Link](-1.5, 0.5, 0.4) * angles([Link](75 * [Link](6 /
2)), [Link](5), [Link](25 * [Link](sine / 3))), .2)
RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * [Link](sine / 5), 0) * RHCF *
angles([Link](-2), [Link](0), [Link](55 * [Link](sine / 3))), .3)
LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * [Link](sine / 5), 0) * LHCF *
angles([Link](-2), [Link](0), [Link](55 * [Link](sine / 3))), .3)
end
end
end
end