Roblox Animation Script Functions
Roblox Animation Script Functions
delete
wait(0.2)
Player = game:GetService("Players").LocalPlayer
PlayerGui = [Link]
Cam = [Link]
Backpack = [Link]
Character = [Link]
Humanoid = [Link]
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 = [Link]
CF = [Link]
VT = [Link]
RAD = [Link]
C3 = [Link]
UD2 = [Link]
BRICKC = [Link]
ANGLES = [Link]
EULER = [Link]
COS = [Link]
ACOS = [Link]
SIN = [Link]
ASIN = [Link]
ABS = [Link]
MRANDOM = [Link]
FLOOR = [Link]
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")
[Link] = "Roblox Idle Animation"
[Link] = "[Link]
local WEAPONGUI = IT("ScreenGui", PlayerGui)
[Link] = "Weapon GUI"
local ANIMATOR = [Link]
local ANIMATE = [Link]
local UNANCHOR = true
local SC = false
script:WaitForChild("ArtificialHB")
frame = Frame_Speed
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
[Link]:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
ArtificialHB:Fire()
lastframe = tick()
else
for i = 1, [Link](tf / frame) do
ArtificialHB:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * [Link](tf / frame)
end
end
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
[Link]:wait()
else
for i = 1, NUMBER do
[Link]:wait()
end
end
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 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 NoOutlines(PART)
[Link], [Link], [Link], [Link],
[Link], [Link] = 10, 10, 10, 10, 10, 10
end
local S = IT("Sound")
function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
local NEWSOUND = nil
[Link]([Link](function()
NEWSOUND = S:Clone()
[Link] = PARENT
[Link] = VOLUME
[Link] = PITCH
[Link] = "rbxassetid://"..ID
NEWSOUND:play()
if DOESLOOP == true then
[Link] = true
else
repeat wait(1) until [Link] == false
NEWSOUND:remove()
end
end))
return NEWSOUND
end
function WACKYEFFECT(Table)
local TYPE = ([Link] or "Sphere")
local SIZE = ([Link] or VT(1,1,1))
local ENDSIZE = (Table.Size2 or VT(0,0,0))
local TRANSPARENCY = ([Link] or 0)
local ENDTRANSPARENCY = (Table.Transparency2 or 1)
local CFRAME = ([Link] or [Link])
local MOVEDIRECTION = ([Link] or nil)
local ROTATION1 = ([Link] or 0)
local ROTATION2 = ([Link] or 0)
local ROTATION3 = ([Link] or 0)
local MATERIAL = ([Link] or "Neon")
local COLOR = ([Link] or C3(1,1,1))
local TIME = ([Link] or 45)
local SOUNDID = ([Link] or nil)
local SOUNDPITCH = ([Link] or nil)
local SOUNDVOLUME = ([Link] or nil)
local USEBOOMERANGMATH = ([Link] or false)
local BOOMERANG = ([Link] or 0)
local SIZEBOOMERANG = ([Link] or 0)
[Link]([Link](function()
local PLAYSSOUND = false
local SOUND = nil
if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then
PLAYSSOUND = true
SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH,
false)
end
[Link] = COLOR
local MSH = nil
if TYPE == "Sphere" then
MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE,
VT(0,0,0))
elseif TYPE == "Block" or TYPE == "Box" then
MSH = IT("BlockMesh",EFFECT)
[Link] = SIZE
elseif TYPE == "Wave" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976",
"", SIZE, VT(0,0,-SIZE.X/8))
elseif TYPE == "Ring" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844",
"", VT(SIZE.X,SIZE.X,0.1), VT(0,0,0))
elseif TYPE == "Slash" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858",
"", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0))
elseif TYPE == "Round Slash" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058",
"", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0))
elseif TYPE == "Swirl" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "168892432",
"", SIZE, VT(0,0,0))
elseif TYPE == "Skull" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583",
"", SIZE, VT(0,0,0))
elseif TYPE == "Crystal" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362",
"", SIZE, VT(0,0,0))
end
if MSH ~= nil then
local BOOMR1 = 1+BOOMERANG/50
local BOOMR2 = 1+SIZEBOOMERANG/50
local MOVESPEED = nil
if MOVEDIRECTION ~= nil then
if USEBOOMERANGMATH == true then
MOVESPEED = ((CFRAME.p -
MOVEDIRECTION).Magnitude/TIME)*BOOMR1
else
MOVESPEED = ((CFRAME.p -
MOVEDIRECTION).Magnitude/TIME)
end
end
local GROWTH = nil
if USEBOOMERANGMATH == true then
GROWTH = (SIZE - ENDSIZE)*(BOOMR2+1)
else
GROWTH = (SIZE - ENDSIZE)
end
local TRANS = TRANSPARENCY - ENDTRANSPARENCY
if TYPE == "Block" then
[Link] =
CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
else
[Link] = CFRAME
end
if USEBOOMERANGMATH == true then
for LOOP = 1, TIME+1 do
Swait()
[Link] = [Link] - (VT((GROWTH.X)*((1 -
(LOOP/TIME)*BOOMR2)),(GROWTH.Y)*((1 - (LOOP/TIME)*BOOMR2)),(GROWTH.Z)*((1 -
(LOOP/TIME)*BOOMR2)))*BOOMR2)/TIME
if TYPE == "Wave" then
[Link] = VT(0,0,-[Link].Z/8)
end
[Link] = [Link] -
TRANS/TIME
if TYPE == "Block" then
[Link] =
CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
else
[Link] =
[Link]*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3))
end
if MOVEDIRECTION ~= nil then
local ORI = [Link]
[Link] =
CF([Link],MOVEDIRECTION)*CF(0,0,-(MOVESPEED)*((1 - (LOOP/TIME)*BOOMR1)))
[Link] =
CF([Link])*ANGLES(RAD(ORI.X),RAD(ORI.Y),RAD(ORI.Z))
end
end
else
for LOOP = 1, TIME+1 do
Swait()
[Link] = [Link] - GROWTH/TIME
if TYPE == "Wave" then
[Link] = VT(0,0,-[Link].Z/8)
end
[Link] = [Link] -
TRANS/TIME
if TYPE == "Block" then
[Link] =
CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
else
[Link] =
[Link]*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3))
end
if MOVEDIRECTION ~= nil then
local ORI = [Link]
[Link] =
CF([Link],MOVEDIRECTION)*CF(0,0,-MOVESPEED)
[Link] =
CF([Link])*ANGLES(RAD(ORI.X),RAD(ORI.Y),RAD(ORI.Z))
end
end
end
[Link] = 1
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until EFFECT:FindFirstChildOfClass("Sound")
== nil
EFFECT:remove()
end
else
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until EFFECT:FindFirstChildOfClass("Sound")
== nil
EFFECT:remove()
end
end
end))
end
function MakeForm(PART,TYPE)
if TYPE == "Cyl" then
local MSH = IT("CylinderMesh",PART)
elseif TYPE == "Ball" then
local MSH = IT("SpecialMesh",PART)
[Link] = "Sphere"
elseif TYPE == "Wedge" then
local MSH = IT("SpecialMesh",PART)
[Link] = "Wedge"
end
end
Debris = game:GetService("Debris")
function Debree(Table)
local KindOf = ([Link] or "Ring")
local Position = ([Link] or [Link])
local Coloration = ([Link] or C3(1,1,1))
local Texture = ([Link] or "Slate")
local Fling = ([Link] or 1)
local Number = ([Link] or 1)
local Rocks = ([Link] or 1)
local Range = ([Link] or 1)
local Scale = ([Link] or 1)
local Timer = ([Link] or 1.5)
[Link]([Link](function()
local ScaleVector = VT(Scale,Scale,Scale)
local Boulders = {}
Position = CF(Position)
if KindOf == "Ring" or KindOf == "Both" then
for RockValue = 1, Number do
local LOCATION = Position * ANGLES(RAD(0),
RAD((360/Number)*RockValue),
RAD(0))*CF(0,MRANDOM(-[Link](Scale/4),[Link](Scale/4)),Range)
local BOULDER = CreatePart(3, workspace, Texture, 0, 0,
BRICKC("Pearl"), "Debree", ScaleVector, true)
[Link] = true
[Link] =
LOCATION*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
[Link] = Coloration
[Link](Boulders,BOULDER)
end
end
if KindOf == "Loose" or KindOf == "Both" then
for RockValue = 1, Rocks do
local LOCATION = Position * ANGLES(RAD(0),
RAD((360/Number)*RockValue),
RAD(0))*CF(0,MRANDOM(-[Link](Scale-(Scale/2)),[Link](Scale-(Scale/2))),0.7)
local BOULDER = CreatePart(3, workspace, Texture, 0, 0,
BRICKC("Pearl"), "Debree", ScaleVector, false)
[Link] = true
[Link] =
LOCATION*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
[Link] = CF([Link]-
VT(0,4,0),[Link]*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM
(0,360)))*CF(0,5,0).p).lookVector*MRANDOM(Fling-(Fling/1.5),Fling+(Fling/1.5))
[Link] = Coloration
[Link](Boulders,BOULDER)
end
end
if KindOf == "Random" then
for RockValue = 1, Number do
local LOCATION = Position * ANGLES(RAD(0),
RAD((360/Number)*RockValue),
RAD(0))*CF(0,MRANDOM(-[Link](Scale/4),[Link](Scale/4)),MRANDOM(0,Range))
local BOULDER = CreatePart(3, workspace, Texture, 0, 0,
BRICKC("Pearl"), "Debree", ScaleVector, true)
[Link] = true
[Link] =
LOCATION*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
[Link] = Coloration
[Link](Boulders,BOULDER)
end
end
wait(Timer)
for E = 1, 45 do
Swait()
for A = 1, #Boulders do
Boulders[A].Transparency = Boulders[A].Transparency + 1/45
end
end
for A = 1, #Boulders do
Boulders[A]:Destroy()
end
end))
end
function ApplyDamage(Humanoid,Damage)
if Damage > 0 then
Damage = Damage * DAMAGEMULTIPLIER
if [Link] < 2000 then
if [Link] - Damage > 0 then
[Link] = [Link] - Damage
else
breakJoints([Link])
end
else
breakJoints([Link])
end
end
end
function ApplyAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL)
for index, CHILD in pairs(workspace:GetDescendants()) do
if [Link] == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
if TORSO then
if ([Link] - POSITION).Magnitude <= RANGE
then
if INSTAKILL == true then
breakJoints(CHILD)
else
local DMG = MRANDOM(MINDMG,MAXDMG)
ApplyDamage(HUM,DMG)
end
if FLING > 0 then
for _, c in pairs(CHILD:GetChildren()) do
if c:IsA("BasePart") then
local bv =
[Link]("BodyVelocity")
[Link] =
[Link](1e9, 1e9, 1e9)
[Link] =
CF(POSITION,[Link]).lookVector*FLING
[Link] = c
Debris:AddItem(bv,0.05)
end
end
end
end
end
end
end
end
end
function IntroThing()
ATTACK = true
Rooted = true
RootJoint.C0 = CF(0,250,0)
CONNECT = [Link]:connect(function(NEWKEY)
local HITFLOOR,HITPOS = Raycast([Link],
(CF([Link], [Link] + VT(0, -1, 0))).lookVector, 4, Character)
if HITFLOOR then
CONNECT:Disconnect()
[Link]([Link](function()
PLAYING = true
end))
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, -0.31, -
0.65 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(60), RAD(0), RAD(0)), 1 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -
1.4) * ANGLES(RAD(65), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(5), RAD(-35)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3 - 0.05 *
COS(SINE / 12), -0.4) * ANGLES(RAD(20), RAD(90), RAD(0)) * ANGLES(RAD(-15), RAD(0),
RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.1 - 0.05 *
COS(SINE / 12), -0.4) * ANGLES(RAD(60), RAD(-90), RAD(0)) * ANGLES(RAD(-15),
RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i = 1, 3 do
WACKYEFFECT({EffectType = "Wave", Size = VT(0,5,0), Size2 =
VT(i*12,5,i*12), Transparency = 0.6, Transparency2 = 1, CFrame = CF(HITPOS) *
ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(MRANDOM(-5,5))), MoveToPos = nil, RotationX
= 0.1, RotationY = 1, RotationZ = -0.1, Material = "Neon", Color = C3(1,1,1),
SoundID = 765590102, SoundPitch = MRANDOM(5,15)/10, SoundVolume = 5,
UseBoomerangMath = false, Boomerang = 0, SizeBoomerang = 0})
end
Debree({Delay = 4,Variant = "Ring",Location = HITPOS,Color =
[Link],Size = 3,Distance = 15,Material = [Link],Scatter =
1,Amount = 30,DebreeCount = 8})
for i=0, 0.85, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, -0.31, -
0.65 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(60), RAD(0), RAD(0)), 1 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -
1.4) * ANGLES(RAD(65), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(5), RAD(-35)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3 - 0.05 *
COS(SINE / 12), -0.4) * ANGLES(RAD(20), RAD(90), RAD(0)) * ANGLES(RAD(-15), RAD(0),
RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.1 - 0.05 *
COS(SINE / 12), -0.4) * ANGLES(RAD(60), RAD(-90), RAD(0)) * ANGLES(RAD(-15),
RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, -0.31, -
0.65 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(60), RAD(0), RAD(0)), 1 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(-50 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -
1.4) * ANGLES(RAD(65), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(5), RAD(-35)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3 - 0.05 *
COS(SINE / 12), -0.4) * ANGLES(RAD(20), RAD(90), RAD(0)) * ANGLES(RAD(-15), RAD(0),
RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.1 - 0.05 *
COS(SINE / 12), -0.4) * ANGLES(RAD(60), RAD(-90), RAD(0)) * ANGLES(RAD(-15),
RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(45), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5,
0.7) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(5), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.25, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(45), RAD(0), RAD(-35)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.45, -
0.1) * ANGLES(RAD(30), RAD(-5), RAD(35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(5), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.2, -
0.8) * ANGLES(RAD(160), RAD(-5), RAD(-46)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.15, -
0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i = 1, 3 do
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25,
0.2, -0.3) * ANGLES(RAD(160), RAD(-5), RAD(-12)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25,
0.1, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0,
0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25,
0.1, -0.3) * ANGLES(RAD(160), RAD(-5), RAD(-12)) * RIGHTSHOULDERC0, 1 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25,
0.2, -0.3) * ANGLES(RAD(160), RAD(5), RAD(12)) * LEFTSHOULDERC0, 1 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
end
for i = 1, 4 do
Swait()
local SCREENWELD = CreateWeldOrSnapOrMotor("Weld",
RootPart, RootPart, SCREEN, CF(0,0,0) * ANGLES(RAD(0),RAD((360/6)*i),RAD(0)) *
CF(0,0,3+(i/1.5)), CF(0,0,0))
[Link](SCREENS,SCREEN)
[Link](SCREENWELDS,SCREENWELD)
local GUI = IT("SurfaceGui",SCREEN)
for i = 1, 5 do
local SCREENFRAME = CreateFrame(GUI, 1, 2, UD2(0, 0,
((1/5)*i)-1/5, 0), UD2(1, 0, 1/5, 0), C3(0,0,0), C3(0,0,0), "[Link]")
local TEXT = CreateLabel(SCREENFRAME, "[BOOTING
UP...]", C3(1,1,1), [Link].Size48, "Code", 0.5, 1, 1, "RunningTests")
[Link] = "Left"
[Link] = true
[Link](GUISTEXT,TEXT)
end
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.15, -
0.25) * ANGLES(RAD(160), RAD(-5), RAD(12)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.35, 0.15, -
0.25) * ANGLES(RAD(160), RAD(5), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0)
* ANGLES(RAD(0), RAD(-5), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(5), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
ATTACK = false
Rooted = false
end
end)
end
function Screening(Text,FinishesMoveEnd,WaitTillFinished)
local SCREENWELD = CreateWeldOrSnapOrMotor("Weld", RootPart, RootPart,
SCREEN, CF(0,0,0) * ANGLES(RAD(-12),RAD(180),RAD(0)) * CF(0,0,1.5), CF(0,0,0))
local GUI = IT("SurfaceGui",SCREEN)
local SCREENFRAME = CreateFrame(GUI, 1, 2, UD2(0, 0, 0, 0), UD2(1, 0, 1, 0),
C3(0,0,0), C3(0,0,0), "[Link]")
local TEXT = CreateLabel(SCREENFRAME, Text, C3(1,1,1), [Link].Size48,
"Code", 0.5, 1, 1, "RunningTests")
[Link] = true
[Link]([Link](function()
[Link]([Link](function()
for i = 1, 5 do
Swait()
[Link] = [Link] - 0.1/5
end
end))
if WaitTillFinished == false then
for i=0, 1.7, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 *
COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 *
COS(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15 - 7 * COS(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.3, 0.45 +
0.1 * COS(SINE / 12), -0.2) * ANGLES(RAD(45), RAD(0), RAD(-15)) * ANGLES(RAD(0),
RAD(15), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.1, 0.35 +
0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-44 - 1.5 * COS(SINE / 12)), RAD(0),
RAD(45)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 *
COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) *
ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE
/ 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-
2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif WaitTillFinished == true then
repeat
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 *
COS(SINE / 24), 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0 - 2.5 *
COS(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(15 - 7 * COS(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.3, 0.45 +
0.1 * COS(SINE / 12), -0.2) * ANGLES(RAD(45), RAD(0), RAD(-15)) * ANGLES(RAD(0),
RAD(15), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.1, 0.35 +
0.1 * COS(SINE / 12), 0.2) * ANGLES(RAD(-44 - 1.5 * COS(SINE / 12)), RAD(0),
RAD(45)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.035 *
COS(SINE / 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(85), RAD(0)) *
ANGLES(RAD(-2 - 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.035 * COS(SINE
/ 24) - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-
2 + 2.5 * COS(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
until ATTACK == false
end
[Link]([Link](function()
SCREENWELD:Remove()
[Link] = true
for i = 1, 5 do
Swait()
[Link] = [Link] + 0.1/5
end
SCREEN:Remove()
end))
if FinishesMoveEnd == true then
ATTACK = false
Rooted = false
end
end))
return SCREEN,TEXT
end
for i = 1, #ATTACKS do
local SKILLFRAME = CreateFrame(WEAPONGUI, 0.8, 2, UD2(1-(0.3*(SIZE/5)), 0, 1-
((0.08*(SIZE/5))*i), 0), UD2(0.3*(SIZE/5), 0, 0.06*(SIZE/4), 0), C3(0,0,0), COLOR,
"Skill Frame")
local SKILLTEXT = CreateLabel(SKILLFRAME, "["..ATTACKS[i][1].."]", COLOR,
SIZE, SKILLFONT, 0, 2, 0, "Skill text")
[Link] = "Right"
local BUTTONDISPLAY = CreateLabel(SKILLFRAME, "["..[Link](ATTACKS[i]
[2]).."]", COLOR, SIZE-1, SKILLFONT, 0, 2, 0, "Skill text")
[Link] = "Left"
if ATTACKS[i][3] then
local IMAGETODISPLAY = IT("ImageLabel",SKILLFRAME)
[Link] = "rbxassetid://"..ATTACKS[i][3]
[Link] = UD2(0.2,0,1,0)
[Link] = UD2(0.065,0,0,0)
[Link] = 1
[Link] = 0
end
[Link](GUIS,SKILLTEXT)
end
Mouse.Button1Down:connect(function(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
end)
[Link]:connect(function(NEWKEY)
KEYHOLD = true
if NEWKEY == "m" then
if SC == false then
SC = true
else
SC = false
end
end
if ATTACK == false then
for E = 1, #ATTACKS do
if ATTACKS[E][4] ~= nil then
if NEWKEY == ATTACKS[E][2] then
ATTACKS[E][4]()
end
end
end
end
end)
[Link]:connect(function(NEWKEY)
KEYHOLD = false
end)
function unanchor()
for _, c in pairs(Character:GetChildren()) do
if c:IsA("BasePart") and c ~= RootPart then
[Link] = false
end
end
if UNANCHOR == true then
[Link] = false
else
[Link] = true
end
end
[Link]:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
[Link] = false
end
end)