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Roblox Memuto Script Overview

The document contains code for a script that spawns various body parts on a character model and attaches them with welds. It also defines functions for creating parts, meshes, welds, and other common game objects. The script initializes properties for the player character and adds effects, weapons, and basic combat functionality.

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liyunfan
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© © All Rights Reserved
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0% found this document useful (0 votes)
123 views18 pages

Roblox Memuto Script Overview

The document contains code for a script that spawns various body parts on a character model and attaches them with welds. It also defines functions for creating parts, meshes, welds, and other common game objects. The script initializes properties for the player character and adds effects, weapons, and basic combat functionality.

Uploaded by

liyunfan
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

--[[

==================================]}
//{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

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