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Re: Super Advanced Scripting Help. NEEDED! :O
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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| 10 Aug 2014 05:48 PM |
Somewhere in this script I know there is a bug but I cannot find it. This is a morph/animation script. And it works great except for every time a player morphs and is animated they become stuck in the ground and I don't know why.
Please help me identify the problem and I am extremely sorry about the length.
Here it is:
wait(0.1)
Bin = script.Parent Backpack = Bin.Parent Me = Backpack.Parent PlayerGui = Me.PlayerGui Character = Me.Character Humanoid = Character.Humanoid Chakra = PlayerGui.MainGui.Chakra MaxChakra = PlayerGui.MainGui.MaxChakra CharacterHeight = "Short" Costume = script.Parent.Cos CharacterDesign = game.Lighting:findFirstChild(Bin.Name.."Design") Design = CharacterDesign:findFirstChild(Costume.Value) Occupied = Instance.new("BoolValue") Occupied.Value = false Occupied.Name = "Occupied" Occupied.Parent = Character.Torso Special = Instance.new("StringValue") Special.Value = "" Special.Name = "Special" Special.Parent = Character.Torso Body = Instance.new("StringValue") Body.Value = "Short" Body.Name = "Body" Body.Parent = Character PlayerGui.Instructions.Background.Visible = true --
Position = Instance.new("BodyPosition") Position.maxForce = Vector3.new(0, 0, 0) Position.position = Vector3.new(0, 0, 0)
Gyro = Instance.new("BodyGyro") Gyro.maxTorque = Vector3.new(0, 0, 0)
Velocity = Instance.new("BodyVelocity") Velocity.maxForce = Vector3.new(0, 0, 0)
--
for i, v in pairs (Character.Head:GetChildren()) do if v.className == "Sound" or v.className == "Decal" then v:Remove() end end
for i, v in pairs (workspace:GetChildren()) do if v.Name == "Water" then Pie = v:clone() Pie.Parent = workspace.CurrentCamera Pie.CanCollide = true Pie.Transparency = 1 Pie.CFrame = v.CFrame end end
-- Sounds --
FootSteps = Instance.new("Sound") FootSteps.SoundId = "rbxasset://sounds//bfsl-minifigfoots1.mp3" FootSteps.Pitch = -0.9 FootSteps.Volume = 1 FootSteps.Looped = true FootSteps.Parent = Character.Head -- RunSound = Instance.new("Sound") RunSound.SoundId = "rbxasset://sounds/Rocket whoosh 01.wav" RunSound.Pitch = 3 RunSound.Volume = 0.2 RunSound.Looped = true RunSound.Parent = Character.Head -- ChakraSound = Instance.new("Sound") ChakraSound.SoundId = "rbxasset://sounds/Rocket whoosh 01.wav" ChakraSound.Pitch = -3 ChakraSound.Volume = 0.5 ChakraSound.Looped = true ChakraSound.Parent = Character.Head -- HandSign = Instance.new("Sound") HandSign.SoundId = "rbxasset://sounds/swoosh.wav" HandSign.Pitch = 4 HandSign.Volume = 1 HandSign.Looped = false HandSign.Parent = Character.Head -- Jump = Instance.new("Sound") Jump.SoundId = "rbxasset://sounds/swoosh.wav" Jump.Pitch = 0.7 Jump.Volume = 0.8 Jump.Looped = false Jump.Parent = Character.Head -- Throw = Instance.new("Sound") Throw.SoundId = "rbxasset://sounds/swoosh.wav" Throw.Pitch = 1.8 Throw.Volume = 0.7 Throw.Looped = false Throw.Parent = Character.Head -- ShurikenSpin = Instance.new("Sound") ShurikenSpin.SoundId = "http://www.roblox.com/asset/?id=18478970" ShurikenSpin.Pitch = 3 ShurikenSpin.Volume = 0.2 ShurikenSpin.Looped = true -- Poof = Instance.new("Sound") Poof.SoundId = "http://www.roblox.com/asset/?id=2248511" Poof.Pitch = 2.5 Poof.Volume = 0.1 Poof.Looped = false -- FireSound = Instance.new("Sound") FireSound.Name = "FireSound" FireSound.SoundId = "http://www.roblox.com/asset/?id=2101148" FireSound.Pitch = 0.3 FireSound.Volume = 0.75 FireSound.Looped = true -- Zap = Instance.new("Sound") Zap.SoundId = "http://www.roblox.com/asset/?id=10756104" Zap.Pitch = 1 Zap.Volume = 1 Zap.Looped = true ------------
Character.Torso.CFrame = Character.Torso.CFrame * CFrame.new(0, 0.1, 0)
-- Objects --
FlameOBJ = Instance.new("Part") FlameOBJ.Locked = true FlameOBJ.CanCollide = false FlameOBJ.Anchored = false FlameOBJ.Name = "Flames" FlameOBJ.TopSurface = "Smooth" FlameOBJ.BottomSurface = "Smooth" FlameOBJ.formFactor = "Custom" FlameOBJ.Size = Vector3.new(1, 1, 1) FlameOBJ.Transparency = 1 FlameGyro = Instance.new("BodyGyro") FlameGyro.Parent = FlameOBJ FlameGyro.D = 50 FlameGyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge) FlameVelocity = Instance.new("BodyVelocity") FlameVelocity.Parent = FlameOBJ FlameVelocity.maxForce = Vector3.new(math.huge, math.huge, math.huge) FireOBJ = Instance.new("Part") FireOBJ.Name = "Fire" FireOBJ.formFactor = "Custom" FireOBJ.Size = Vector3.new(4, 4, 4) FireOBJ.Transparency = 0.2 FireOBJ.TopSurface = "Smooth" FireOBJ.BottomSurface = "Smooth" FireOBJ.CanCollide = false FireOBJ.Locked = true FireOBJ.Anchored = false FireOBJ.BrickColor = BrickColor.new("Bright red") m = Instance.new("SpecialMesh") m.MeshType = "Brick" m.Parent = FireOBJ m.Scale = Vector3.new(1.2, 1.2, 1.2) p = Instance.new("Fire") p.Name = "FireFX" p.Parent = FireOBJ p.Size = 9 FireOBJ2 = Instance.new("Part") FireOBJ2.Name = "Fire2" FireOBJ2.formFactor = "Custom" FireOBJ2.Size = Vector3.new(1, 1, 1) FireOBJ2.Transparency = 0.5 FireOBJ2.TopSurface = "Smooth" FireOBJ2.BottomSurface = "Smooth" FireOBJ2.CanCollide = false FireOBJ2.Locked = true FireOBJ2.Anchored = false FireOBJ2.BrickColor = BrickColor.new("Neon orange") m = Instance.new("SpecialMesh") m.MeshType = "Brick" m.Parent = FireOBJ2 m.Scale = Vector3.new(4, 4, 4) Owner = Instance.new("ObjectValue") Owner.Parent = FlameOBJ Owner.Name = "Owner" Owner.Value = Me
LogOBJ = game.Lighting.SubLog:clone() Pewf = Poof:clone() Pewf.Volume = 0.2 Pewf.Parent = LogOBJ
KunaiOBJ = Instance.new("Part") KunaiOBJ.Locked = true KunaiOBJ.Name = "Kunai" KunaiOBJ.TopSurface = "Smooth" KunaiOBJ.BottomSurface = "Smooth" KunaiOBJ.formFactor = "Custom" KunaiOBJ.Size = Vector3.new(1, 1, 1) KunaiMesh = Instance.new("SpecialMesh") KunaiMesh.Parent = KunaiOBJ KunaiMesh.MeshType = "FileMesh" KunaiMesh.MeshId = "http://www.roblox.com/asset/?id=45728702" KunaiMesh.TextureId = "http://www.roblox.com/asset/?id=45728877" KunaiMesh.VertexColor = Vector3.new(1, 1, 1) KunaiMesh.Scale = Vector3.new(1.3, 1.3, 1.3) Pie = Throw:clone() Pie.Parent = KunaiOBJ
Shuriken = Instance.new("Part") Shuriken.Locked = true Shuriken.Name = "Shuriken" Shuriken.TopSurface = "Smooth" Shuriken.BottomSurface = "Smooth" Shuriken.formFactor = "Custom" Shuriken.Size = Vector3.new(1, 0.4, 1) Shuriken.Reflectance = 0.1 Shuriken.BrickColor = BrickColor.new("Dark stone grey") ShurikenMesh = Instance.new("SpecialMesh") ShurikenMesh.Parent = Shuriken ShurikenMesh.MeshType = "FileMesh" ShurikenMesh.MeshId = "http://www.roblox.com/asset/?id=11376946" ShurikenMesh.TextureId = "" ShurikenMesh.VertexColor = Vector3.new(1, 1, 1) ShurikenMesh.Scale = Vector3.new(1.5, 2, 1.5) ShurikenGyro = Instance.new("BodyGyro") ShurikenGyro.Parent = Shuriken ShurikenGyro.D = 50 ShurikenGyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge) ShurikenVelocity = Instance.new("BodyVelocity") ShurikenVelocity.Parent = Shuriken ShurikenVelocity.maxForce = Vector3.new(math.huge, math.huge, math.huge) SpinEffect = Instance.new("Part") SpinEffect.Locked = true SpinEffect.Name = "Spin Effect" SpinEffect.TopSurface = "Smooth" SpinEffect.BottomSurface = "Smooth" SpinEffect.formFactor = "Custom" SpinEffect.Size = Vector3.new(0.2, 0.2, 0.2) SpinEffect.BrickColor = BrickColor.new("Dark stone grey") SpinEffect.Transparency = 0.5 SpinEffect.Parent = Shuriken SpinMesh = Instance.new("CylinderMesh") SpinMesh.Parent = SpinEffect SpinMesh.Scale = Vector3.new(4, 0.2, 4) SpinWeld = Instance.new("Weld") SpinWeld.Parent = Shuriken SpinWeld.Part0 = Shuriken SpinWeld.Part1 = SpinEffect SpinWeld.C0 = CFrame.new(0, 0, 0) Owner = Instance.new("ObjectValue") Owner.Parent = Shuriken Owner.Name = "Owner" Owner.Value = Me
local partSource = game.Lighting[CharacterHeight] local function AddPart(name, P0, C0, C1) local p = partSource[name]:clone() p.BrickColor = BrickColor.new("Pastel brown") local w = Instance.new("Motor6D") -- _G[name] = w -- w.Name = name w.Part0 = P0 w.C0 = C0 w.C1 = C1 w.Part1 = p w.Parent = P0 p.Parent = Character return p end
-- Character.Torso.Neck.C0 = Character.Torso.Neck.C0 * CFrame.new(0, 0, 0)
function BodyParts()
for i, v in pairs(Character:GetChildren()) do if v.className == "Part" and v.Name ~= "Head" and v.Name ~= "Torso" and v.Name ~= "Left Leg" and v.Name ~= "Right Leg" and v.Name ~= "Left Arm" and v.Name ~= "Right Arm" then v:Remove() end if v.className == "Model" then v:Remove() end if v.className == "Part" and v.Name ~= "Head" then v.Transparency = 1 end end
Character.Head.Transparency = 0.98 Character.Head.Mesh.Scale = Vector3.new(0, 0, 0)
-- local torso = AddPart("PTorso", Character.Torso, CFrame.new(0, 0.3, 0), CFrame.new(0, -0.3, 0)) local neck = AddPart("PNeck", torso, CFrame.new(0, 0.7, 0), CFrame.new(0, 0, 0)) local head = AddPart("PHead", neck, CFrame.new(0, 0.55, 0), CFrame.new(0, 0, 0.07)) local rightshoulder = AddPart("PRightShoulder", torso, CFrame.new(0.68, 0, 0)*CFrame.Angles(0, 1.57, 0), CFrame.new(0, 0, 0)) local leftshoulder = AddPart("PLeftShoulder", torso, CFrame.new(-0.68, 0, 0)*CFrame.Angles(0, -1.57, 0), CFrame.new(0, 0, 0)) local rightbicep = AddPart("PRightBicep", rightshoulder, CFrame.new(0, -0.45, 0), CFrame.new(0, 0.4, 0)) local leftbicep = AddPart("PLeftBicep", leftshoulder, CFrame.new(0, -0.45, 0), CFrame.new(0, 0.4, 0)) local righthand = AddPart("PRightHand", rightbicep, CFrame.new(0, -0.45, 0), CFrame.new(0, 0, 0)) local lefthand = AddPart("PLeftHand", leftbicep, CFrame.new(0, -0.45, 0), CFrame.new(0, 0, 0)) -- local hips = AddPart("PHips", torso, CFrame.new(0, -0.3, 0), CFrame.new(0, 0.5, 0)) local rightleg = AddPart("PRightLeg", hips, CFrame.new(0.25, -0.25, 0), CFrame.new(0, 0.8, 0)) local leftleg = AddPart("PLeftLeg", hips, CFrame.new(-0.25, -0.25, 0), CFrame.new(0, 0.8, 0)) local rightshin = AddPart("PRightShin", rightleg, CFrame.new(0, -0.45, 0), CFrame.new(0, 0.6, 0)) local leftshin = AddPart("PLeftShin", leftleg, CFrame.new(0, -0.45, 0), CFrame.new(0, 0.6, 0)) local rightfoot = AddPart("PRightFoot", rightshin, CFrame.new(0, -0.15, -0.08), CFrame.new(0, 0.35, 0.15)) local leftfoot = AddPart("PLeftFoot", leftshin, CFrame.new(0, -0.15, -0.08), CFrame.new(0, 0.35, 0.15)) --
-- if Character:FindFirstChild("Animation") ~= nil then Character:FindFirstChild("Animation"):remove() end if Character:FindFirstChild("Animate") ~= nil then Character:FindFirstChild("Animate"):remove() end Character.Torso.roblox.Texture = "" --
end
BodyParts()
xHealth = Bin.Health xWalkSpeed = Bin.WalkSpeed wait(0.1) Health = Character:findFirstChild("Health") if Health ~= nil and Health.className == "Script" then Health:Remove() end HealthGUI = Me.PlayerGui:findFirstChild("HealthGUI") if HealthGUI ~= nil then HealthGUI:Remove() end Humanoid.WalkSpeed = xWalkSpeed.Value Humanoid.MaxHealth = xHealth.Value Humanoid:TakeDamage(1) wait(0.1) Humanoid.Health = Humanoid.MaxHealth
RestoringChakra = false Activated = false FightStance = true HandSeal = false Running = false Running1 = false Running2 = false Running3 = false Running4 = false OnWater = false Sprint = false In = false Out = true TopReached = false BottomReached = true ShinUp = false ShinDown = true Fireball = false Melee = false Sub = false
RunDegree = 0 ShinDegree = 0 BreatheCount = 16 SubPosition = CFrame.new(0, 0, 0) FireCount = 0
local PTorso = Character["PTorso"] local PNeck = Character["PNeck"] local PHead = Character["PHead"] local PRightShoulder = Character["PRightShoulder"] local PLeftShoulder = Character["PLeftShoulder"] local PRightBicep = Character["PRightBicep"] local PLeftBicep = Character["PLeftBicep"] local PHips = Character["PHips"] local PRightLeg = Character["PRightLeg"] local PLeftLeg = Character["PLeftLeg"] local PRightShin = Character["PRightShin"] local PLeftShin = Character["PLeftShin"] local PRightFoot = Character["PRightFoot"] local PLeftFoot = Character["PLeftFoot"] local PRightHand = Character["PRightHand"] local PLeftHand = Character["PLeftHand"]
local Torso = Character.Torso["PTorso"] local Neck = PTorso["PNeck"] local Head = PNeck["PHead"] local RightShoulder = PTorso["PRightShoulder"] local LeftShoulder = PTorso["PLeftShoulder"] local RightBicep = PRightShoulder["PRightBicep"] local LeftBicep = PLeftShoulder["PLeftBicep"] local Hips = PTorso["PHips"] local RightLeg = PHips["PRightLeg"] local LeftLeg = PHips["PLeftLeg"] local RightShin = PRightLeg["PRightShin"] local LeftShin = PLeftLeg["PLeftShin"] local RightFoot = PRightShin["PRightFoot"] local LeftFoot = PLeftShin["PLeftFoot"] local RightHand = PRightBicep["PRightHand"] local LeftHand = PLeftBicep["PLeftHand"] local pose = "Standing"
if Costume.Value == 2 then PLeftShoulder.BrickColor = BrickColor.new(1) PLeftBicep.BrickColor = BrickColor.new(1) end
TorsoC0 = Torso.C0 NeckC0 = Neck.C0 HeadC0 = Head.C0 RightShoulderC0 = RightShoulder.C0 RightBicepC0 = RightBicep.C0 LeftShoulderC0 = LeftShoulder.C0 LeftBicepC0 = LeftBicep.C0 HipsC0 = Hips.C0 RightLegC0 = RightLeg.C0 RightShinC0 = RightShin.C0 RightFootC0 = RightFoot.C0 LeftLegC0 = LeftLeg.C0 LeftShinC0 = LeftShin.C0 LeftFootC0 = LeftFoot.C0 RightHandC0 = RightHand.C0 LeftHandC0 = LeftHand.C0
function GetDesign(Place, Part1, Part2) local g = Part1:clone() g.Name = "Design" g.Parent = Place local C = g:GetChildren() for i=1, #C do if C[i].className == "Part" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = Part2 Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end
local h = g:GetChildren() for i = 1, # h do if h[i].className == "Part" then h[i].Anchored = false h[i].CanCollide = false end end g.Name = "Design" end
function Characterize(Dude) M = Instance.new("Model") M.Parent = Dude M.Name = "CDesign" GetDesign(M, Design.CTorso, Dude.PTorso) GetDesign(M, Design.CHips, Dude.PHips) GetDesign(M, Design.CNeck, Dude.PNeck) GetDesign(M, Design.CHead, Dude.PHead) GetDesign(M, Design.CLeftShoulder, Dude.PLeftShoulder) if Costume.Value ~= 3 then GetDesign(M, Design.CLeftBicep, Dude.PLeftBicep) GetDesign(M, Design.CRightBicep, Dude.PRightBicep) end GetDesign(M, Design.CRightShoulder, Dude.PRightShoulder) GetDesign(M, Design.CLeftLeg, Dude.PLeftLeg) GetDesign(M, Design.CLeftShin, Dude.PLeftShin) GetDesign(M, Design.CLeftFoot, Dude.PLeftFoot) GetDesign(M, Design.CRightLeg, Dude.PRightLeg) GetDesign(M, Design.CRightShin, Dude.PRightShin) GetDesign(M, Design.CRightFoot, Dude.PRightFoot) if Costume.Value == 2 then GetDesign(M, Design.CLeftHand, Dude.PLeftHand) end end
function RefreshWelds() for i, v in pairs (Character.Head:GetChildren()) do if v.className == "Sound" then v:stop() end end HandSeal = false In = false Out = true TopReached = false BottomReached = true ShinUp = false ShinDown = true RunDegree = 0 ShinDegree = 0 BreatheCount = 16 if Occupied.Value == false then RightShoulder.CurrentAngle = 0 LeftShoulder.CurrentAngle = 0 RightBicep.CurrentAngle = 0 LeftBicep.CurrentAngle = 0 RightLeg.CurrentAngle = 0 LeftLeg.CurrentAngle = 0 RightShoulder.MaxVelocity = 0 LeftShoulder.MaxVelocity = 0 RightBicep.MaxVelocity = 0 LeftBicep.MaxVelocity = 0 RightLeg.MaxVelocity = 0 LeftLeg.MaxVelocity = 0 Torso.C0 = TorsoC0 Neck.C0 = NeckC0 Head.C0 = HeadC0 RightShoulder.C0 = RightShoulderC0 RightBicep.C0 = RightBicepC0 LeftShoulder.C0 = LeftShoulderC0 LeftBicep.C0 = LeftBicepC0 Hips.C0 = HipsC0 RightLeg.C0 = RightLegC0 RightShin.C0 = RightShinC0 RightFoot.C0 = RightFootC0 LeftLeg.C0 = LeftLegC0 LeftShin.C0 = LeftShinC0 LeftFoot.C0 = LeftFootC0 RightHand.C0 = RightHandC0 LeftHand.C0 = LeftHandC0 end end
function ChakraWelds() HandSeal = true Head.C0 = HeadC0 * CFrame.Angles(0.2, 0, 0) -- Torso.C0 = TorsoC0 * CFrame.Angles(-0.3, 0, 0) * CFrame.new(0, -0.45, 0) Hips.C0 = HipsC0 * CFrame.Angles(0.4, 0, 0) * CFrame.new(0, -0.05, 0.1) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(0.4, 0.2, 0) * CFrame.Angles(-0.8, 0, 1.2) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0.2, 0, 0) * CFrame.Angles(-0.6, 0, 0.5) RightHand.C0 = RightHandC0 * CFrame.Angles(-1, 0, 1.57)*CFrame.new(0, -0.1, 0) -- RightBicep.C0 = RightBicepC0* CFrame.Angles(0.8, 0, 1) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -0.9) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(0.5, 0.3, 0.5) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0.7, 0.3, -0.75) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1.2, 0, -0.1) LeftShin.C0 = LeftShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1, 0, -0.25) -- RightFoot.C0 = RightFootC0 * CFrame.Angles(0.2, 0, 0) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(0.2, -0.1, 0.5)*CFrame.new(-0.1, 0, 0) end
function Stance() Head.C0 = HeadC0 * CFrame.Angles(0.2, 0, 0) -- Torso.C0 = TorsoC0 * CFrame.Angles(-0.3, 0, 0) * CFrame.new(0, -0.45, 0) Hips.C0 = HipsC0 * CFrame.Angles(0.4, 0, 0) * CFrame.new(0, -0.05, 0.1) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(0.1, 0.1, 0) * CFrame.Angles(-0.8, 0, 0.2) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0.2, 0, 0) * CFrame.Angles(-0.6, 0, 0.5) -- RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 0.3) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -0.9) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(0.5, 0.3, 0.5) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0.7, 0.3, -0.75) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1.2, 0, -0.1) LeftShin.C0 = LeftShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1, 0, -0.25) -- RightFoot.C0 = RightFootC0 * CFrame.Angles(0.2, 0, 0) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(0.2, -0.1, 0.5)*CFrame.new(-0.1, 0, 0) end
function onRunning(speed) if pose ~= "Occupied" and pose ~= "Attacking" then if speed>0 then RefreshWelds() if FootSteps.IsPaused == true then FootSteps:play() end if FightStance then FootSteps.Pitch = -0.9 Torso.C0 = TorsoC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, -0.15, -0.1) Hips.C0 = HipsC0 * CFrame.Angles(0.6, 0, 0)*CFrame.new(0, -0.15, 0.1) Neck.C0 = NeckC0 * CFrame.Angles(0.2, 0, 0) Head.C0 = HeadC0 * CFrame.Angles(0.55, 0, 0) RightShoulder.C0 = RightShoulderC0 * CFrame.Angles(-0.2, 0, 0)*CFrame.new(-0.2, 0, 0) LeftShoulder.C0 = LeftShoulderC0 * CFrame.Angles(-0.2, 0, 0)*CFrame.new(0.2, 0, 0) else FootSteps.Pitch = -0.6 end pose = "Running" else if FightStance then RefreshWelds() Stance() pose = "Stance" else RefreshWelds() pose = "Standing" end end end end
function onJumping() if (pose == "Running" or pose == "Standing" or pose == "Stance") then RefreshWelds() if Jump.IsPaused == true then Jump:play() end pose = "Jumping" end end
function moveJump() Torso.C0 = TorsoC0 * CFrame.Angles(-1, 0, 0) Hips.C0 = HipsC0 * CFrame.Angles(0.9, 0, 0) -- Head.C0 = HeadC0 * CFrame.Angles(0.25, 0, 0) Neck.C0 = NeckC0 * CFrame.Angles(0.075, 0, 0) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(0, 0.5, 0.3) * CFrame.Angles(-1.8, 0, 0) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0, 0.5, 0.3) * CFrame.Angles(-1.8, 0, 0) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(1.2, 0, 0.5) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0.4, 0, -0.1) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.3, 0) * CFrame.Angles(-2, 0, 0) LeftShin.C0 = LeftShinC0*CFrame.new(0, -0.3, 0) * CFrame.Angles(-0.75, 0, 0)*CFrame.new(0, 0.2, 0)
RightFoot.C0 = RightFootC0 * CFrame.Angles(-0.7, 0, 0) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(-0.7, 0, 0)
end
function move(time) local amplitude local frequency if (pose ~= "Attacking") then if (pose == "Jumping") then --Humanoid.WalkSpeed = 0 moveJump() return end if (pose == "Running") then if FightStance then Torso.C0 = TorsoC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, 0, -0.1) Hips.C0 = HipsC0 * CFrame.Angles(0.6, 0, 0)*CFrame.new(0, 0, 0.1) Neck.C0 = NeckC0 * CFrame.Angles(0.2, 0, 0) Head.C0 = HeadC0 * CFrame.Angles(0.55, 0, 0) RightShoulder.C0 = RightShoulderC0 * CFrame.Angles(-0.2, 0, 0)*CFrame.new(-0.2, 0, 0) LeftShoulder.C0 = LeftShoulderC0 * CFrame.Angles(-0.2, 0, 0)*CFrame.new(0.2, 0, 0) if BottomReached then RightLeg.C0 = RightLegC0 * CFrame.Angles(RunDegree-0.2, 0, 0) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(-RunDegree+0.3, 0, 0) RunDegree = RunDegree + 0.6 end if TopReached then RightLeg.C0 = RightLegC0 * CFrame.Angles(RunDegree+0.3, 0, 0) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(-RunDegree-0.2, 0, 0) RunDegree = RunDegree - 0.6 end if RunDegree > 0.8 then TopReached = true BottomReached = false end if RunDegree < -0.8 then TopReached = false BottomReached = true end
if ShinDown then RightShin.C0 = RightShinC0 * CFrame.Angles(ShinDegree, 0, 0) LeftShin.C0 = LeftShinC0 * CFrame.Angles(ShinDegree, 0, 0) ShinDegree = ShinDegree + 0.3 end if ShinUp then RightShin.C0 = RightShinC0 * CFrame.Angles(ShinDegree, 0, 0) LeftShin.C0 = LeftShinC0 * CFrame.Angles(ShinDegree, 0, 0) ShinDegree = ShinDegree - 0.3 end if ShinDegree > 0 then ShinUp = true ShinDown = false end if ShinDegree < -1.1 then ShinUp = false ShinDown = true end
RightShoulder.CurrentAngle = -0.5 LeftShoulder.CurrentAngle = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightBicep.DesiredAngle = 0 LeftBicep.DesiredAngle = 0 RightLeg.DesiredAngle = 0 LeftLeg.DesiredAngle = 0 RightShoulder.MaxVelocity = 0.005 LeftShoulder.MaxVelocity = 0.005 RightBicep.MaxVelocity = 0.015 LeftBicep.MaxVelocity = 0.015 RightLeg.MaxVelocity = 0 LeftLeg.MaxVelocity = 0 amplitude = 1 frequency = 9 else if BottomReached then --[[RightShoulder.DesiredAngle = 0.05 LeftShoulder.DesiredAngle = 0.05 RightBicep.DesiredAngle = 0.08 LeftBicep.DesiredAngle = 0.08]] RightLeg.C0 = RightLegC0 * CFrame.Angles(RunDegree-0.2, 0, 0) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(-RunDegree+0.2, 0, 0) RightShoulder.C0 = RightShoulderC0 * CFrame.Angles(0, 0, -RunDegree-0.01)--*CFrame.new(-RunDegree+0.05, 0, 0) LeftShoulder.C0 = LeftShoulderC0 * CFrame.Angles(0, 0, -RunDegree-0.01)--*CFrame.new(-RunDegree+0.05, 0, 0) RunDegree = RunDegree + 0.15 end if TopReached then --[[RightShoulder.DesiredAngle = 0.05 LeftShoulder.DesiredAngle = 0.05 RightBicep.DesiredAngle = 0 LeftBicep.DesiredAngle = 0]] RightLeg.C0 = RightLegC0 * CFrame.Angles(RunDegree+0.2, 0, 0) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(-RunDegree-0.2, 0, 0) RightShoulder.C0 = RightShoulderC0 * CFrame.Angles(0, 0, -RunDegree+0.01)--*CFrame.new(-RunDegree-0.05, 0, 0) LeftShoulder.C0 = LeftShoulderC0 * CFrame.Angles(0, 0, -RunDegree+0.01)--*CFrame.new(-RunDegree-0.05, 0, 0) RunDegree = RunDegree - 0.15 end if RunDegree > 0.4 then TopReached = true BottomReached = false end if RunDegree < -0.4 then TopReached = false BottomReached = true end
if ShinDown then RightShin.C0 = RightShinC0 * CFrame.Angles(ShinDegree+0.1, 0, 0) LeftShin.C0 = LeftShinC0 * CFrame.Angles(ShinDegree-0.1, 0, 0) ShinDegree = ShinDegree + 0.15 end if ShinUp then RightShin.C0 = RightShinC0 * CFrame.Angles(ShinDegree+0.1, 0, 0) LeftShin.C0 = LeftShinC0 * CFrame.Angles(ShinDegree-0.1, 0, 0) ShinDegree = ShinDegree - 0.15 end if ShinDegree > 0 then ShinUp = true ShinDown = false end if ShinDegree < -0.5 then ShinUp = false ShinDown = true end
RightLeg.DesiredAngle = 0 LeftLeg.DesiredAngle = 0 RightLeg.MaxVelocity = 0.5 LeftLeg.MaxVelocity = 0.5 amplitude = 1 frequency = 9 end else RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightBicep.DesiredAngle = 0 LeftBicep.DesiredAngle = 0 RightLeg.DesiredAngle = 0 LeftLeg.DesiredAngle = 0 RightShoulder.MaxVelocity = 0 LeftShoulder.MaxVelocity = 0 RightBicep.MaxVelocity = 0 LeftBicep.MaxVelocity = 0 RightLeg.MaxVelocity = 0 LeftLeg.MaxVelocity = 0 amplitude = 0.1 frequency = 1 end end if Out then if FightStance then Torso.C0 = Torso.C0 * CFrame.Angles(-0.005, 0, 0)*CFrame.new(0, -0.01, 0) else Torso.C0 = Torso.C0 * CFrame.Angles(-0.005, 0, 0) end Hips.C0 = Hips.C0 * CFrame.Angles(0.005, 0, 0) --Neck.C0 = Neck.C0 * CFrame.Angles(0.005, 0, 0) Head.C0 = Head.C0 * CFrame.Angles(0.005, 0, 0) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, 0, -0.005) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0, 0, 0.005) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(0, 0, 0.01) LeftBicep.C0 = LeftBicep.C0 * CFrame.Angles(0, 0, -0.01) RightLeg.C0 = RightLeg.C0 * CFrame.Angles(0.006, 0, 0) LeftLeg.C0 = LeftLeg.C0 * CFrame.Angles(0.006, 0, 0) RightShin.C0 = RightShin.C0 * CFrame.Angles(-0.012, 0, 0) LeftShin.C0 = LeftShin.C0 * CFrame.Angles(-0.012, 0, 0) RightFoot.C0 = RightFoot.C0 * CFrame.Angles(0.006, 0, 0) LeftFoot.C0 = LeftFoot.C0 * CFrame.Angles(0.006, 0, 0) if FightStance then BreatheCount = BreatheCount - 2 else BreatheCount = BreatheCount - 1 end end if In then if FightStance then Torso.C0 = Torso.C0 * CFrame.Angles(0.005, 0, 0)*CFrame.new(0, 0.01, 0) else Torso.C0 = Torso.C0 * CFrame.Angles(0.005, 0, 0) end Hips.C0 = Hips.C0 * CFrame.Angles(-0.005, 0, 0) --Neck.C0 = Neck.C0 * CFrame.Angles(-0.005, 0, 0) Head.C0 = Head.C0 * CFrame.Angles(-0.005, 0, 0) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, 0, 0.005) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0, 0, -0.005) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(0, 0, -0.01) LeftBicep.C0 = LeftBicep.C0 * CFrame.Angles(0, 0, 0.01) RightLeg.C0 = RightLeg.C0 * CFrame.Angles(-0.006, 0, 0) LeftLeg.C0 = LeftLeg.C0 * CFrame.Angles(-0.006, 0, 0) RightShin.C0 = RightShin.C0 * CFrame.Angles(0.012, 0, 0) LeftShin.C0 = LeftShin.C0 * CFrame.Angles(0.012, 0, 0) RightFoot.C0 = RightFoot.C0 * CFrame.Angles(-0.006, 0, 0) LeftFoot.C0 = LeftFoot.C0 * CFrame.Angles(-0.006, 0, 0) if FightStance then BreatheCount = BreatheCount + 2 else BreatheCount = BreatheCount + 1 end end if BreatheCount > 15 then In = false Out = true end if BreatheCount < 0 then In = true Out = false end
if pose == "Running" and pose ~= "Occupied" and pose ~= "Attacking" then desiredAngle = amplitude * math.sin(time*frequency)
RightShoulder:SetDesiredAngle(desiredAngle) LeftShoulder:SetDesiredAngle(desiredAngle) RightBicep:SetDesiredAngle(desiredAngle) LeftBicep:SetDesiredAngle(desiredAngle) end end
Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping)
CloneCount = 0
function onButton1Down(Mouse) if not Activated and pose ~= "Attacking" and pose ~= "Occupied" then --RunSound:play() Running = true Sprint = true end end function onButton1Up(Mouse) if Running == true and Sprint == true then RunSound:stop() Running = false --Sprint = false if Activated == true and pose ~= "Attacking" and pose ~= "Occupied" then Activated = false end end end
function onKeyDown(Key, Mouse) if RestoringChakra then print("Restoring Chakra - False") if ChakraSound.IsPaused == false then ChakraSound:stop() end Humanoid.WalkSpeed = xWalkSpeed.Value if FightStance then RefreshWelds() Stance() else RefreshWelds() end for i, v in pairs (PHips:GetChildren()) do if v.className == "Sparkles" then v:Remove() end end end RestoringChakra = false if Key == "w" and FightStance then Running1 = true end if Key == "a" and FightStance then Running2 = true end if Key == "s" and FightStance then Running3 = true end if Key == "d" and FightStance then Running4 = true end if not Activated and script.disabled.Value == false then if Occupied.Value == false then Activated = true Key:lower()
if Key == "0" then RestoringChakra = true ChakraSound:play() print("Restoring Chakra - True") Humanoid.WalkSpeed = 0 ChakraWelds() ChakraSparkles = Instance.new("Sparkles") ChakraSparkles.Name = "ChakraSparkles" ChakraSparkles.Parent = PHips ChakraSparkles.Color = Color3.new(0, 0, 1) end
if Key == "2" and Humanoid.Jump == false then wait(0.1) Humanoid.WalkSpeed = 0 wait(0.1) if FightStance then RefreshWelds() FightStance = false xWalkSpeed.Value = 12 else RefreshWelds() Stance() FightStance = true xWalkSpeed.Value = 30 end wait(0.2) Humanoid.WalkSpeed = xWalkSpeed.Value end
if Key == "q" and Drowning == false and FightStance then pose = "Attacking" Humanoid.WalkSpeed = 0 wait(0.01) RefreshWelds() Stance() RightShoulder.C0 = RightShoulderC0 RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 0.4) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -0.9) Shuriken2 = Instance.new("Part") Shuriken2.Parent = Character Shuriken2.Locked = true Shuriken2.Name = "Shuriken" Shuriken2.TopSurface = "Smooth" Shuriken2.BottomSurface = "Smooth" Shuriken2.formFactor = "Symmetric" Shuriken2.Size = Vector3.new(1, 1, 1) Shuriken2.BrickColor = BrickColor.new("Dark stone grey") ShurikenMesh2 = Instance.new("SpecialMesh") ShurikenMesh2.Parent = Shuriken2 ShurikenMesh2.MeshType = "FileMesh" ShurikenMesh2.MeshId = "http://www.roblox.com/asset/?id=11376946" ShurikenMesh2.TextureId = "" ShurikenMesh2.VertexColor = Vector3.new(1, 1, 1) ShurikenMesh2.Scale = Vector3.new(1.5, 8, 1.5) w = Instance.new("Weld") w.Parent = PRightHand w.Part0 = PRightHand w.Part1 = Shuriken2 w.C0 = CFrame.new(0, -0.25, 0) * CFrame.Angles(0, 0, 1.57) wait(0.05) RightShoulder.C0 = RightShoulderC0*CFrame.new(0, 0.3, 0)*CFrame.Angles(0, 0, 2) RightBicep.C0 = RightBicepC0*CFrame.Angles(1.5, 0, 0) wait(0.05) for i = 1, 6 do wait(0.02) if i >= 3 then Throw:play() ShurikenSpinClone = ShurikenSpin:clone() ShurikenSpinClone.Parent = ShurikenClone ShurikenSpinClone:play() ShurikenMesh2.Scale = ShurikenMesh2.Scale + Vector3.new(0, -2, 0) ShurikenClone = Shuriken:clone() ShurikenClone.Parent = Workspace ShurikenClone.CFrame = Character.Torso.CFrame * CFrame.new(0.6, 0.5, -4) stuff = math.random(1, 3) if stuff == 1 then ShurikenClone.BodyGyro.cframe = Character.Torso.CFrame*CFrame.Angles(0, 0, 1) elseif stuff == 2 then ShurikenClone.BodyGyro.cframe = Character.Torso.CFrame*CFrame.Angles(0, 0, -1) else ShurikenClone.BodyGyro.cframe = Character.Torso.CFrame end ShurikenClone.BodyVelocity.velocity = Character.Torso.CFrame.lookVector * 90 game.Lighting["ShurikenSpinner"]:clone().Parent = ShurikenClone.BodyGyro --wait(0.01) end Head.C0 = Head.C0 * CFrame.Angles(0.1, 0, 0) Torso.C0 = Torso.C0 * CFrame.Angles(-0.08, 0.06, 0)*CFrame.new(0, 0, -0.01) Hips.C0 = Hips.C0 * CFrame.Angles(0.08, -0.015, 0)*CFrame.new(0, 0, 0.01) RightShoulder.C0 = RightShoulder.C0*CFrame.new(0, 0, 0) * CFrame.Angles(-0.4, 0, 0.075) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(-0.3, 0, -0.05) LeftShoulder.C0 = LeftShoulder.C0*CFrame.new(0.1, 0, 0) * CFrame.Angles(0, 0, 0.2) LeftBicep.C0 = LeftBicep.C0* CFrame.Angles(0, 0, 0.1) LeftLeg.C0 = LeftLeg.C0* CFrame.Angles(0.1, 0, 0) RightLeg.C0 = RightLeg.C0* CFrame.Angles(0.05, 0.05, 0.05) end for i, v in pairs (Character:GetChildren()) do if v.Name == "Shuriken" then v:Remove() end end wait(0.4) if FightStance then RefreshWelds() Stance() pose = "Stance" else RefreshWelds() pose = "Standing" end Humanoid.WalkSpeed = xWalkSpeed.Value end
if Key == "v" and Humanoid.Jump == false then if Chakra.Value == MaxChakra.Value and Special.Value ~= "Substitution" and Sub == false then Chakra.Value = 0 SubPosition = Character.Torso.CFrame Sub = true Special.Value = "Substitution" HandSign:play() wait(0.1) PlayerGui.MainGui.Background.Note.Visible = true end end
if Key == "-" and Humanoid.Jump == false then if Chakra.Value > ((MaxChakra.Value/5)*1.5) then Chakra.Value = Chakra.Value - ((MaxChakra.Value/5)*1.5) Character.Torso.CFrame = Character.Torso.CFrame + Vector3.new(0,30,0) Smoke = game.Lighting.SubLogaSx:clone() Smoke.Parent = workspace Smoke.CFrame = Character.Torso.CFrame*CFrame.new(0, 0, -0) Sub = false HandSign:play() end end
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drc3
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| 10 Aug 2014 05:51 PM |
(Continued)
----------------------------------------- Melee ------------------------------------------
-- Kunai Slash if Key == "e" and FightStance and Melee == false then Melee = true pose = "Attacking" Humanoid.WalkSpeed = 0 wait(0.01) RefreshWelds() Stance() RightShoulder.C0 = RightShoulderC0 RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 0.4) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -0.5) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(-0.3, 0.1, 0.1) * CFrame.Angles(-0.5, 0, -0.7) wait(0.15) Kunai = KunaiOBJ:clone() Kunai.Parent = Character w = Instance.new("Weld") w.Parent = PRightHand w.Part0 = PRightHand w.Part1 = Kunai w.C0 = CFrame.new(0, 0, 0.55) * CFrame.Angles(0, 3.14, 0) RightShoulder.C0 = RightShoulderC0 * CFrame.Angles(0, -2, 1.57)*CFrame.new(0.5, -0.4, 0.2) RightBicep.C0 = RightBicepC0 * CFrame.Angles(1.7, 0, 0) wait(0.2) for i = 1, 5 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.4, 0, 0)*CFrame.new(0, -0.1, -0.25) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(-0.26, 0, 0) LeftShoulder.C0 = LeftShoulder.C0* CFrame.Angles(0, -0.1, 0)*CFrame.new(-0.05, 0, 0.04) wait() end for i = 1, 3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0.1, 0)*CFrame.new(0, -0.05, -0.1) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(0.15, 0, 0) LeftShoulder.C0 = LeftShoulder.C0* CFrame.Angles(0, -0.2, -0.14)*CFrame.new(-0.1, 0, -0.06) wait() end Kunai.Sound:play() for i = 1, 3 do RightBicep.C0 = RightBicep.C0 * CFrame.Angles(0.15, 0, 0) wait() end wait(0.1) for i = 1, 5 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, -0.1, 0)*CFrame.new(0, 0.05, 0.1) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(-0.15, 0, 0) LeftShoulder.C0 = LeftShoulder.C0* CFrame.Angles(0, 0.2, 0) wait() end Kunai.Sound:play() LeftShoulder.C0 = LeftShoulderC0*CFrame.new(-0.3, 0.1, 0.1) * CFrame.Angles(-0.5, 0, -0.7) for i = 1, 5 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.4, 0.2, 0)*CFrame.new(0, 0, 0.25) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(0.13, 0, 0) wait() end --RightShoulder.C0 = RightShoulderC0 * CFrame.Angles(0, -2, 1.57)*CFrame.new(0.5, -0.4, 0.2) --RightBicep.C0 = RightBicepC0 * CFrame.Angles(1.7, 0, 0) --wait(0.25) RightShoulder.C0 = RightShoulderC0 RightBicep.C0 = RightBicepC0 wait(0.1) Kunai:Remove() Humanoid.WalkSpeed = xWalkSpeed.Value Stance() pose = "Stance" Melee = false end
----------------------------------------- Jutsus ----------------------------------------- -- Mode if Key == "b" and FightStance and Melee == false then Melee = false pose = "Attacking" Humanoid.WalkSpeed = 0 wait(0.01) RefreshWelds() Stance() Head.C0 = HeadC0 * CFrame.Angles(0.3, 0, 0) Neck.C0 = NeckC0 -- Torso.C0 = TorsoC0 * CFrame.Angles(-0.4, 0, 0) * CFrame.new(0, -0.2, -0.2) Hips.C0 = HipsC0 * CFrame.Angles(0.5, 0, 0) * CFrame.new(0, -0.1, 0.2) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(0.4, 0.25, 0) * CFrame.Angles(-1.2, 0, 1.4) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(-0.4, 0.25, 0) * CFrame.Angles(-1.2, 0, -1.4) -- RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 1) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -1) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(0.1, 0, 0.75) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0.9, 0.3, -0.5) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-0.7, 0, -0.25) LeftShin.C0 = LeftShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1.2, 0, -0.1) -- RightFoot.C0 = RightFootC0 * CFrame.Angles(0.1, 0, -0.1) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(0.2, 0, 0) -- RightHand.C0 = RightHandC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, 0, -0.075) LeftHand.C0 = LeftHandC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, 0, -0.075) game.Lighting.BlackEffect:clone().Parent = Character.Torso wait(2) Character.Torso.BlackEffect:Remove() wait(.01) game.Lighting["PTS Curse"]:clone().Parent = Backpack end
-- Lion if Key == "t" and Humanoid.Jump == false then if Chakra.Value > ((MaxChakra.Value/5)*1.5) then pose = "Attacking" Humanoid.WalkSpeed = 0 wait(0.05) RefreshWelds() Stance() Billy = ""
Torso.C0 = TorsoC0 * CFrame.new(-0.5, -1.5, 0) * CFrame.Angles(1.2, -1.2, 0) Hips.C0 = HipsC0 * CFrame.Angles(0.3, -0.25, 0) * CFrame.new(0, -0.05, 0.1) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(-0.2, 0.25, 0.2) * CFrame.Angles(-1.25, 0, -0.5) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0, 0.25, 0.3) * CFrame.Angles(-1.4, 0, 0) -- RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 1) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -1) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(1.1, 0, 1.1) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0, 0, -1) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1.7, 0, -0.25) LeftShin.C0 = LeftShinC0*CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0) -- RightFoot.C0 = RightFootC0 * CFrame.Angles(-1.4, 0, 0) * CFrame.new(0, 0.15, -0.4) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(0.2, 0, 0) -- Head.C0 = HeadC0 * CFrame.new(0, -0.1, -0.2) * CFrame.Angles(-0.3, 0.7, 0) Neck.C0 = NeckC0 * CFrame.Angles(-0.2, 0, 0) -- RightHand.C0 = RightHandC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, -0.1, 0) wait(0.25) for i = 1, 5 do
Torso.C0 = TorsoC0 * CFrame.new(-0.5, -1.5, 0) * CFrame.Angles(1.2, -1.2, 0) Hips.C0 = HipsC0 * CFrame.Angles(0.3, -0.25, 0) * CFrame.new(0, -0.05, 0.1) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(-0.2, 0.25, 0.2) * CFrame.Angles(-1.25, 0, -0.5) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0, 0.25, 0.3) * CFrame.Angles(-1.4, 0, 0) -- RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 1) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -1) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(1.1, 0, 1.1) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0, 0, -1) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1.7, 0, -0.25) LeftShin.C0 = LeftShinC0*CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0) -- RightFoot.C0 = RightFootC0 * CFrame.Angles(-1.4, 0, 0) * CFrame.new(0, 0.15, -0.4) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(0.2, 0, 0) -- Head.C0 = HeadC0 * CFrame.new(0, -0.1, -0.2) * CFrame.Angles(-0.3, 0.7, 0) Neck.C0 = NeckC0 * CFrame.Angles(-0.2, 0, 0) -- RightHand.C0 = RightHandC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, -0.1, 0) wait() end for i, v in pairs(workspace:GetChildren()) do vTorso = v:findFirstChild("Torso") vHumanoid = v:findFirstChild("Humanoid") vB = v:findFirstChild("Body") if vTorso ~= nil and vHumanoid ~= nil and vB ~= nil and v.Name ~= Character.Name then if (Character.Torso.Position-vTorso.Position).magnitude <= 4 then Billy = v end end end RightHand.C0 = RightHandC0 LeftHand.C0 = LeftHandC0 for i = 1, 3 do wait(0.01) RightShoulder.C0 = RightShoulder.C0*CFrame.new(0.04, 0.013, -0.02) * CFrame.Angles(0.053, 0, 0.093) LeftShoulder.C0 = LeftShoulder.C0*CFrame.new(-0.04, 0.013, -0.02) * CFrame.Angles(0.03, -0.0033, -0.093) -- Torso.C0 = Torso.C0 * CFrame.Angles(-0.023, 0, 0)*CFrame.new(0, 0, -0.01) Hips.C0 = Hips.C0 * CFrame.Angles(0.023, 0, 0)*CFrame.new(0, 0, 0.0033) -- Neck.C0 = Neck.C0 * CFrame.Angles(-0.016, 0, 0) end for i = 1, 10 do wait(0.01) RightShoulder.C0 = RightShoulder.C0*CFrame.new(-0.04, -0.013, 0.02) * CFrame.Angles(-0.053, 0, -0.093) LeftShoulder.C0 = LeftShoulder.C0*CFrame.new(0.04, -0.013, 0.02) * CFrame.Angles(-0.03, 0.0033, 0.093) -- Torso.C0 = Torso.C0 * CFrame.Angles(0.023, 0, 0)*CFrame.new(0, 0, 0.01) Hips.C0 = Hips.C0 * CFrame.Angles(-0.023, 0, 0)*CFrame.new(0, 0, -0.0033) -- Neck.C0 = Neck.C0 * CFrame.Angles(0.016, 0, 0) end
--for i, v in pairs(workspace:GetChildren()) do if Billy ~= "" and Billy ~= nil then v = Billy vTorso = v:findFirstChild("Torso") vHumanoid = v:findFirstChild("Humanoid") vB = v:findFirstChild("Body") if vTorso ~= nil and vHumanoid ~= nil and vB ~= nil then --if (Character.Torso.Position-vTorso.Position).magnitude <= 5 then vO = vTorso:findFirstChild("Occupied") vS = vTorso:findFirstChild("Special") if vHumanoid.Health > 0 and vO ~= nil and vS ~= nil then for u, c in pairs(vTorso:GetChildren()) do if c.className == "BodyPosition" or c.className == "BodyGyro" or c.className == "BodyVelocity" or c.className == "BodyForce" or c.className == "BodyAngularVelocity" or c.className == "BodyThrust" then c:Remove() end end Chakra.Value = Chakra.Value - ((MaxChakra.Value/5)*1.5) vO.Value = true G = Gyro:clone() G.Parent = Character.Torso G.cframe = Character.Torso.CFrame G.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
P = Position:clone() P.Parent = Character.Torso P.position = Character.Torso.Position P.maxForce = Vector3.new(math.huge, math.huge, math.huge)
vTorso.CFrame = Character.Torso.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(0, -3.14,0) wait() vP = P:clone() vP.position = vTorso.Position vP.Parent = vTorso
Humanoid.PlatformStand = true
wait(0.07) ChakraWelds() Person = Billy ePTorso = v.PTorso ePHips = v.PHips ePNeck = v.PNeck ePHead = v.PHead ePRightShoulder = v.PRightShoulder ePRightBicep = v.PRightBicep ePLeftShoulder = v.PLeftShoulder ePLeftBicep = v.PLeftBicep ePRightLeg = v.PRightLeg ePRightShin = v.PRightShin ePLeftLeg = v.PLeftLeg ePLeftShin = v.PLeftShin ePLeftFoot = v.PLeftFoot ePRightFoot = v.PRightFoot
eTorso = vTorso["PTorso"] eNeck = ePTorso["PNeck"] eHead = ePNeck["PHead"] eRightShoulder = ePTorso["PRightShoulder"] eLeftShoulder = ePTorso["PLeftShoulder"] eRightBicep = ePRightShoulder["PRightBicep"] eLeftBicep = ePLeftShoulder["PLeftBicep"] eHips = ePTorso["PHips"] eRightLeg = ePHips["PRightLeg"] eLeftLeg = ePHips["PLeftLeg"] eRightShin = ePRightLeg["PRightShin"] eLeftShin = ePLeftLeg["PLeftShin"] eRightFoot = ePRightShin["PRightFoot"] eLeftFoot = ePLeftShin["PLeftFoot"]
RefreshWelds() Stance()
vG = G:clone() vG.cframe = Character.Torso.CFrame * CFrame.Angles(0, -3.14,0) vG.Parent = vTorso
RefreshWelds() Stance()
wait(0.6)
Torso.C0 = TorsoC0 * CFrame.new(-0.5, -1.5, 0) * CFrame.Angles(1.2, -1.2, 0) Hips.C0 = HipsC0 * CFrame.Angles(0.3, -0.25, 0) * CFrame.new(0, -0.05, 0.1) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(-0.2, 0.25, 0.2) * CFrame.Angles(-1.25, 0, -0.5) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0, 0.25, 0.3) * CFrame.Angles(-1.4, 0, 0) -- RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 1) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -1) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(1.1, 0, 1.1) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0, 0, -1) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1.7, 0, -0.25) LeftShin.C0 = LeftShinC0*CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0) -- RightFoot.C0 = RightFootC0 * CFrame.Angles(-1.4, 0, 0) * CFrame.new(0, 0.15, -0.4) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(0.2, 0, 0) -- Head.C0 = HeadC0 * CFrame.new(0, -0.1, -0.2) * CFrame.Angles(-0.3, 0.7, 0) Neck.C0 = NeckC0 * CFrame.Angles(-0.2, 0, 0) -- RightHand.C0 = RightHandC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, -0.1, 0) LeftHand.C0 = LeftHandC0
if Person.Body.Value == "Medium" then print("Medium") eTorsoC0 = CFrame.new(0, 0, 0) eNeckC0 = CFrame.new(0, 0.7, 0) eHeadC0 = CFrame.new(0, 0.55, 0) eRightShoulderC0 = CFrame.new(0.68, 0, 0) eRightBicepC0 = CFrame.new(0, -0, 0) eLeftShoulderC0 = CFrame.new(-0.68, 0, 0) eLeftBicepC0 = CFrame.new(0, -0.45, 0) eHipsC0 = CFrame.new(0, -0.3, 0) eRightLegC0 = CFrame.new(0.25, -0.25, 0) eRightShinC0 = CFrame.new(0, -0.45, 0) eLeftLegC0 = CFrame.new(-0.25, -0.25, 0) eLeftShinC0 = CFrame.new(0, -0.45, 0) eRightFootC0 = CFrame.new(0, -0.15, -0.08) eLeftFootC0 = CFrame.new(0, -0.15, -0.08) -- eTorso.C0 = TorsoC0 * CFrame.Angles(-5, 0, 0) * CFrame.Angles(0, 0, 0) *CFrame.new(.1, 3, -.9) eLeftShoulder.C0 = LeftShoulderC0*CFrame.Angles(0, -1.57, 0)*CFrame.new(0, 0.3, 0.2) eRightShoulder.C0 = RightShoulderC0*CFrame.Angles(0, 1.57, 0)*CFrame.new(0, 0.3, 0.2) eRightLeg.C0 = RightLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0.5) eLeftLeg.C0 = LeftLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, -0.5) -- end if Person.Body.Value == "Short" then print("Short") eTorsoC0 = CFrame.new(0, 0, 0) eNeckC0 = CFrame.new(0, 0.7, 0) eHeadC0 = CFrame.new(0, 0.55, 0) eRightShoulderC0 = CFrame.new(0.68, 0, 0) eRightBicepC0 = CFrame.new(0, -0, 0) eLeftShoulderC0 = CFrame.new(-0.68, 0, 0) eLeftBicepC0 = CFrame.new(0, -0.45, 0) eHipsC0 = CFrame.new(0, -0.3, 0) eRightLegC0 = CFrame.new(0.25, -0.25, 0) eRightShinC0 = CFrame.new(0, -0.45, 0) eLeftLegC0 = CFrame.new(-0.25, -0.25, 0) eLeftShinC0 = CFrame.new(0, -0.45, 0) eRightFootC0 = CFrame.new(0, -0.15, -0.08) eLeftFootC0 = CFrame.new(0, -0.15, -0.08) -- eTorso.C0 = TorsoC0 * CFrame.Angles(-5, 0, 0) * CFrame.Angles(0, 0, 0) *CFrame.new(.1, 3, -.9) eLeftShoulder.C0 = LeftShoulderC0*CFrame.Angles(0, -1.57, 0)*CFrame.new(0, 0.3, 0.2) eRightShoulder.C0 = RightShoulderC0*CFrame.Angles(0, 1.57, 0)*CFrame.new(0, 0.3, 0.2) eRightLeg.C0 = RightLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0.5) eLeftLeg.C0 = LeftLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, -0.5) -- end
vP.maxForce = Vector3.new(math.huge, 75000, math.huge) vP.position = vTorso.Position + Vector3.new(0, 30, 0)
for i = 1, 5 do LeftShin.C0 = LeftShin.C0 * CFrame.Angles(-0.2, 0, 0) wait(0.02) end for i = 1, 5 do LeftLeg.C0 = LeftLeg.C0 * CFrame.Angles(0, 0, 0.1) LeftShin.C0 = LeftShin.C0 * CFrame.Angles(-0.1, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.new(0, 0, -0.03) * CFrame.Angles(0.1, 0, 0) RightHand.C0 = RightHand.C0 * CFrame.Angles(0.01, 0, 0) * CFrame.new(0, 0.01, 0) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(0, 0, -0.1) Torso.C0 = Torso.C0 * CFrame.new(0.05, 0.15, 0)*CFrame.Angles(-0.12, 0.12, 0) Neck.C0 = Neck.C0 * CFrame.Angles(0.02, 0, 0) Head.C0 = Head.C0 * CFrame.new(0, 0.01, 0.02) * CFrame.Angles(0.03, -0.07, 0) wait() end RightFoot.C0 = RightFootC0 * CFrame.Angles(0.5, 0, 0) * CFrame.new(0, 0, 0.2) RightHand.C0 = RightHandC0 for i = 1, 5 do LeftLeg.C0 = LeftLeg.C0 * CFrame.Angles(0, 0, 0.1) LeftShin.C0 = LeftShin.C0 * CFrame.Angles(-0.1, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.new(0, 0, -0.03) * CFrame.Angles(0.1, 0, 0) RightShoulder.C0 = RightShoulder.C0 * CFrame.new(0, 0, -0.03) * CFrame.Angles(0.1, 0, 0) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(0, 0, -0.1) Torso.C0 = Torso.C0 * CFrame.new(0.05, 0.15, 0)*CFrame.Angles(-0.12, 0.12, 0) Neck.C0 = Neck.C0 * CFrame.Angles(0.02, 0, 0) Head.C0 = Head.C0 * CFrame.new(0, 0.01, 0.02) * CFrame.Angles(0.03, -0.07, 0) wait() end for i = 1, 5 do LeftLeg.C0 = LeftLeg.C0 * CFrame.Angles(0.1, 0, 0.1) LeftShin.C0 = LeftShin.C0 * CFrame.Angles(-0.08, 0, 0) --LeftShoulder.C0 = LeftShoulder.C0 * CFrame.new(0, 0, -0.03) * CFrame.Angles(0.1, 0, 0) RightShoulder.C0 = RightShoulder.C0 * CFrame.new(0, 0, -0.01) * CFrame.Angles(0.05, 0, 0) RightBicep.C0 = RightBicep.C0 * CFrame.Angles(0, 0, 0.05) Torso.C0 = Torso.C0 * CFrame.new(0, 0.05, 0)* CFrame.Angles(-0.12, 0.12, 0) Head.C0 = Head.C0 * CFrame.Angles(0.05, -0.07, 0) wait() end P.maxForce = Vector3.new(math.huge, 50000, math.huge) P.position = P.position + Vector3.new(0, 28, 0) Torso.C0 = TorsoC0 * CFrame.Angles(-6, 0, 0) Hips.C0 = HipsC0 * CFrame.Angles(0, 0, 0) -- Head.C0 = HeadC0 * CFrame.Angles(0.6, 0, 0) Neck.C0 = NeckC0 * CFrame.Angles(0.3, 0, 0) --[[ RightShoulder.C0 = RightShoulderC0*CFrame.new(0, 0.5, 0.4) * CFrame.Angles(-1.8, 0, 0) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0, 0.5, 0.4) * CFrame.Angles(-1.8, 0, 0)]] -- RightLeg.C0 = RightLegC0 * CFrame.Angles(0.4, 0, 0.1) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(1.2, 0, -0.5) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.3, 0) * CFrame.Angles(-0.75, 0, 0)*CFrame.new(0, 0.2, 0) LeftShin.C0 = LeftShinC0*CFrame.new(0, -0.3, 0) * CFrame.Angles(-2, 0, 0)
RightFoot.C0 = RightFootC0 * CFrame.Angles(-0.7, 0, 0)*CFrame.new(0, 0, -0.15) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(-0.7, 0, 0)*CFrame.new(0, 0, -0.15) SavedG = G.cframe wait(0.5) G.maxTorque = Vector3.new(0, 0, 0) BAV = Instance.new("BodyAngularVelocity") BAV.Parent = Character.Torso BAV.angularvelocity = Vector3.new(0, 0, 0) BAV.maxTorque = Vector3.new(math.huge, math.huge, math.huge) RefreshWelds() Torso.C0 = TorsoC0 * CFrame.Angles(-5, 0, 0) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0.2, 0, 0) * CFrame.Angles(-0.6, 0, 0.5) RightShoulder.C0 = RightShoulderC0*CFrame.new(0.4, 0.2, 0) * CFrame.Angles(-0.8, 0, 1.2) RightHand.C0 = RightHandC0 * CFrame.Angles(-1, 0, .57)*CFrame.new(0, -0.1, 0) RightBicep.C0 = RightBicepC0* CFrame.Angles(0.8, 0, 1) -- LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -0.9) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(0.5, 0.3, 0.5) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0.7, 0.3, -0.75) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1.2, 0, -0.1) LeftShin.C0 = LeftShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1, 0, -0.25) -- RightFoot.C0 = RightFootC0 * CFrame.Angles(0.2, 0, 0) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(0.2, -0.1, 0.5)*CFrame.new(-0.1, 0, 0) wait(2) BAV:Remove() G.maxTorque = Vector3.new(math.huge, math.huge, math.huge) G.cframe = SavedG Torso.C0 = TorsoC0 * CFrame.new(-1, -.5, 0) * CFrame.Angles(1.2, -1.2, 0) Hips.C0 = HipsC0 * CFrame.Angles(0.3, -0.25, 0) * CFrame.new(0, -0.05, 0.1) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(-0.2, 0.25, 0.2) * CFrame.Angles(-1.25, 0, -0.5) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(0, 0.25, 0.3) * CFrame.Angles(-1.4, 0, 0) -- RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 1) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -1) -- RightLeg.C0 = RightLegC0 * CFrame.Angles(1.1, 0, 1.1) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(0, 0, -1) -- RightShin.C0 = RightShinC0*CFrame.new(0, -0.1, 0) * CFrame.Angles(-1.7, 0, -0.25) LeftShin.C0 = LeftShinC0*CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0) -- RightFoot.C0 = RightFootC0 * CFrame.Angles(-1.4, 0, 0) * CFrame.new(0, 0.15, -0.4) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(0.2, 0, 0) -- Head.C0 = HeadC0 * CFrame.new(0, -0.1, -0.2) * CFrame.Angles(-0.3, 0.7, 0) Neck.C0 = NeckC0 * CFrame.Angles(-0.2, 0, 0) -- RightHand.C0 = RightHandC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, -0.1, 0) wait(0.4) if vTorso.Special.Value == "Substitution" then vTorso.Special.Value = "" end for i, v in pairs(vHumanoid:GetChildren()) do if v.Name == "creator" then v:Remove() end end Tag = Instance.new("ObjectValue") Tag.Parent = vHumanoid Tag.Name = "creator" Tag.Value = Me Hurt = game.Lighting.Hurt:clone() Hurt.Parent = Tag Hurt.Time.Value = 1.2 Hurt.Damage.Value = 155 Hurt.Type.Value = "UNRendan" if Person.Body.Value == "Medium" then print("Medium") eTorsoC0 = CFrame.new(0, 0, 0) eNeckC0 = CFrame.new(0, 0.7, 0) eHeadC0 = CFrame.new(0, 0.55, 0) eRightShoulderC0 = CFrame.new(0.68, 0, 0) eRightBicepC0 = CFrame.new(0, -0, 0) eLeftShoulderC0 = CFrame.new(-0.68, 0, 0) eLeftBicepC0 = CFrame.new(0, -0.45, 0) eHipsC0 = CFrame.new(0, -0.3, 0) eRightLegC0 = CFrame.new(0.25, -0.25, 0) eRightShinC0 = CFrame.new(0, -0.45, 0) eLeftLegC0 = CFrame.new(-0.25, -0.25, 0) eLeftShinC0 = CFrame.new(0, -0.45, 0) eRightFootC0 = CFrame.new(0, -0.15, -0.08) eLeftFootC0 = CFrame.new(0, -0.15, -0.08) -- eTorso.C0 = TorsoC0 * CFrame.Angles(-5, 0, -5) * CFrame.Angles(0, 0, -10.8) *CFrame.new(.1, 3, -.9) eLeftShoulder.C0 = LeftShoulderC0*CFrame.Angles(0, -1.57, 0)*CFrame.new(0, 0.3, 0.2)*CFrame.Angles(-1, 0, 0) eRightShoulder.C0 = RightShoulderC0*CFrame.Angles(0, 1.57, 0)*CFrame.new(0, 0.3, 0.2)*CFrame.Angles(-1, 0, 0) eRightLeg.C0 = RightLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0.5) eLeftLeg.C0 = LeftLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, -0.5) -- end if Person.Body.Value == "Short" then print("Short") eTorsoC0 = CFrame.new(0, 0, 0) eNeckC0 = CFrame.new(0, 0.7, 0) eHeadC0 = CFrame.new(0, 0.55, 0) eRightShoulderC0 = CFrame.new(0.68, 0, 0) eRightBicepC0 = CFrame.new(0, -0, 0) eLeftShoulderC0 = CFrame.new(-0.68, 0, 0) eLeftBicepC0 = CFrame.new(0, -0.45, 0) eHipsC0 = CFrame.new(0, -0.3, 0) eRightLegC0 = CFrame.new(0.25, -0.25, 0) eRightShinC0 = CFrame.new(0, -0.45, 0) eLeftLegC0 = CFrame.new(-0.25, -0.25, 0) eLeftShinC0 = CFrame.new(0, -0.45, 0) eRightFootC0 = CFrame.new(0, -0.15, -0.08) eLeftFootC0 = CFrame.new(0, -0.15, -0.08) -- eTorso.C0 = TorsoC0 * CFrame.Angles(-5, 0, -5) * CFrame.Angles(0, 0, -10.8) *CFrame.new(.1, 3, -.9) eLeftShoulder.C0 = LeftShoulderC0*CFrame.Angles(0, -1.57, 0)*CFrame.new(0, 0.3, 0.2) eRightShoulder.C0 = RightShoulderC0*CFrame.Angles(0, 1.57, 0)*CFrame.new(0, 0.3, 0.2) eRightLeg.C0 = RightLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0.5) eLeftLeg.C0 = LeftLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, -0.5) -- end
for i = 1, 9 do wait() LeftLeg.C0 = LeftLeg.C0 * CFrame.Angles(-0.05, 0, 0) LeftShin.C0 = LeftShin.C0 * CFrame.Angles(-0.1, 0, 0) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(-1.2, 0, 0)*CFrame.new(0, 0, -0.3) RightShoulder.C0 = RightShoulder.C0* CFrame.Angles(-0.12, 0, 0) LeftShoulder.C0 = LeftShoulder.C0* CFrame.Angles(-0.12, 0, 0) end pose = "Stance" wait(2) vG:Remove() vP:Remove() P:Remove() wait(1.75) G:Remove() --end end end end Humanoid.PlatformStand = false RefreshWelds() Stance() wait(0.25) pose = "Stance" Humanoid.WalkSpeed = xWalkSpeed.Value end end
-- Fireball if Key == "f" and FightStance and Humanoid.Jump == false then if Chakra.Value > ((MaxChakra.Value/5)*1.5) and Fireball == false then Chakra.Value = Chakra.Value - ((MaxChakra.Value/5)*1.5) pose = "Attacking" Fireball = true Humanoid.WalkSpeed = 0 Humanoid.PlatformStand = true RefreshWelds() Stance() P = Position:clone() G = Gyro:clone() P.Parent = Character.Torso P.position = Character.Torso.Position P.maxForce = Vector3.new(math.huge, math.huge, math.huge) G.Parent = Character.Torso G.cframe = Character.Torso.CFrame G.maxTorque = Vector3.new(math.huge, math.huge, math.huge) Head.C0 = HeadC0 * CFrame.Angles(0.3, 0, 0) Neck.C0 = NeckC0 -- Torso.C0 = TorsoC0 * CFrame.Angles(-0.4, 0, 0) * CFrame.new(0, -0.45, 0) Hips.C0 = HipsC0 * CFrame.Angles(0.5, 0, 0) * CFrame.new(0, -0.05, 0.1) -- RightShoulder.C0 = RightShoulderC0*CFrame.new(0.3, 0.25, 0) * CFrame.Angles(-1.4, 0, 1.4) LeftShoulder.C0 = LeftShoulderC0*CFrame.new(-0.3, 0.25, 0) * CFrame.Angles(-1.4, 0, -1.4) -- RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 0, 1) LeftBicep.C0 = LeftBicepC0* CFrame.Angles(0, 0, -1) -- RightHand.C0 = RightHandC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, -0.1, 0) LeftHand.C0 = LeftHandC0 * CFrame.Angles(-1, 0, 0)*CFrame.new(0, -0.1, 0) wait(0.4) ChakraWelds() HandSign:play() Fire = Instance.new("Model") Fire.Parent = Character Fire.Name = "Fire" Fire1 = Instance.new("Part") Fire1.Name = "Fire" Fire1.formFactor = "Custom" Fire1.Size = Vector3.new(0.4, 0.4, 0.4) Fire1.Transparency = 0.4 Fire1.TopSurface = "Smooth" Fire1.BottomSurface = "Smooth" Fire1.CanCollide = false Fire1.Locked = true Fire1.Anchored = false Fire1.BrickColor = BrickColor.new("Deep orange") Fire1.Parent = Fire Fire1.CFrame = PHead.CFrame w = Instance.new("Weld") w.Name = "FlameWeld" w.Parent = Fire1 w.Part0 = PHead w.Part1 = Fire1 w.C0 = CFrame.new(0, -0.2, -0.7) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) game.Lighting.Fire:clone().Parent = Fire1 wait(0.07) Fire2 = Instance.new("Part") Fire2.Name = "Fire" Fire2.formFactor = "Custom" Fire2.Size = Vector3.new(1, 1, 1) Fire2.Transparency = 0.3 Fire2.TopSurface = "Smooth" Fire2.BottomSurface = "Smooth" Fire2.CanCollide = false Fire2.Locked = true Fire2.Anchored = false Fire2.BrickColor = BrickColor.new("Deep orange") Fire2.Parent = Fire Fire2.CFrame = PHead.CFrame w = Instance.new("Weld") w.Name = "FlameWeld" w.Parent = Fire2 w.Part0 = PHead w.Part1 = Fire2 w.C0 = CFrame.new(0, -0.4, -1.3) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) game.Lighting.Fire:clone().Parent = Fire2 wait(0.07) Fire3 = Instance.new("Part") Fire3.Name = "Fire" Fire3.formFactor = "Custom" Fire3.Size = Vector3.new(1.8, 1.8, 1.8) Fire3.Transparency = 0.2 Fire3.TopSurface = "Smooth" Fire3.BottomSurface = "Smooth" Fire3.CanCollide = false Fire3.Locked = true Fire3.Anchored = false Fire3.BrickColor = BrickColor.new("Really red") Fire3.Parent = Fire Fire3.CFrame = PHead.CFrame w = Instance.new("Weld") w.Name = "FlameWeld" w.Parent = Fire3 w.Part0 = PHead w.Part1 = Fire3 w.C0 = CFrame.new(0, -0.9, -2.5) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) game.Lighting.Fire:clone().Parent = Fire3 Fire32 = Instance.new("Part") Fire32.Name = "Fire" Fire32.formFactor = "Custom" Fire32.Size = Vector3.new(1.8, 1.8, 1.8) Fire32.Transparency = 0.4 Fire32.TopSurface = "Smooth" Fire32.BottomSurface = "Smooth" Fire32.CanCollide = false Fire32.Locked = true Fire32.Anchored = false Fire32.BrickColor = BrickColor.new("Deep orange") Fire32.Parent = Fire Fire32.CFrame = PHead.CFrame w = Instance.new("Weld") w.Name = "FlameWeld" w.Parent = Fire32 w.Part0 = PHead w.Part1 = Fire32 w.C0 = CFrame.new(0, -0.9, -2.5) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) game.Lighting.Fire:clone().Parent = Fire32 wait(0.07) Fire4 = Instance.new("Part") Fire4.Name = "Fire" Fire4.formFactor = "Custom" Fire4.Size = Vector3.new(2.6, 2.6, 2.6) Fire4.Transparency = 0.2 Fire4.TopSurface = "Smooth" Fire4.BottomSurface = "Smooth" Fire4.CanCollide = false Fire4.Locked = true Fire4.Anchored = false Fire4.BrickColor = BrickColor.new("Really red") Fire4.Parent = Fire Fire4.CFrame = PHead.CFrame w = Instance.new("Weld") w.Name = "FlameWeld" w.Parent = Fire4 w.Part0 = PHead w.Part1 = Fire4 w.C0 = CFrame.new(0, -1.5, -4.3) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) game.Lighting.Fire:clone().Parent = Fire4 Fire42 = Instance.new("Part") Fire42.Name = "Fire" Fire42.formFactor = "Custom" Fire42.Size = Vector3.new(2.6, 2.6, 2.6) Fire42.Transparency = 0.4 Fire42.TopSurface = "Smooth" Fire42.BottomSurface = "Smooth" Fire42.CanCollide = false Fire42.Locked = true Fire42.Anchored = false Fire42.BrickColor = BrickColor.new("Neon orange") Fire42.Parent = Fire Fire42.CFrame = PHead.CFrame w = Instance.new("Weld") w.Name = "FlameWeld" w.Parent = Fire42 w.Part0 = PHead w.Part1 = Fire42 w.C0 = CFrame.new(0, -1.5, -4.3) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) game.Lighting.Fire:clone().Parent = Fire42 wait(0.07) Fire5 = Instance.new("Part") Fire5.Name = "Fire" Fire5.formFactor = "Custom" Fire5.Size = Vector3.new(4, 4, 4) Fire5.Transparency = 0.2 Fire5.TopSurface = "Smooth" Fire5.BottomSurface = "Smooth" Fire5.CanCollide = false Fire5.Locked = true Fire5.Anchored = false Fire5.BrickColor = BrickColor.new("Bright red") Fire5.Parent = Fire Fire5.CFrame = PHead.CFrame m = Instance.new("SpecialMesh") m.MeshType = "Brick" m.Parent = Fire5 m.Scale = Vector3.new(1.2, 1.2, 1.2) w = Instance.new("Weld") w.Name = "FlameWeld" w.Parent = Fire5 w.Part0 = PHead w.Part1 = Fire5 w.C0 = CFrame.new(0, -1.5, -7.3) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) game.Lighting.Fire:clone().Parent = Fire5 Fire52 = Instance.new("Part") Fire52.Name = "Fire" Fire52.formFactor = "Custom" Fire52.Size = Vector3.new(4, 4, 4) Fire52.Transparency = 0.5 Fire52.TopSurface = "Smooth" Fire52.BottomSurface = "Smooth" Fire52.CanCollide = false Fire52.Locked = true Fire52.Anchored = false Fire52.BrickColor = BrickColor.new("Neon orange") Fire52.Parent = Fire Fire52.CFrame = PHead.CFrame w = Instance.new("Weld") w.Name = "FlameWeld" w.Parent = Fire52 w.Part0 = PHead w.Part1 = Fire52 w.C0 = CFrame.new(0, -1.5, -7) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) game.Lighting.Fire:clone().Parent = Fire52 wait(0.07)
FlameClone = FlameOBJ:clone() FlameClone.Parent = Workspace FlameClone.CFrame = Character.Torso.CFrame * CFrame.new(0, 0, -7) FireSound:clone().Parent = FlameClone FireC = FireOBJ:clone() FireC.Parent = FlameClone FireC.CFrame = FlameClone.CFrame FireC2 = FireOBJ2:clone() FireC2.Parent = FlameClone FireC2.CFrame = FlameClone.CFrame fw = Instance.new("Weld") fw.Name = "FlameWeld" fw.Parent = FireC fw.Part0 = FlameClone fw.Part1 = FireC fw.C0 = CFrame.new(0, 0, 0) fw2 = Instance.new("Weld") fw2.Name = "FlameWeld" fw2.Parent = FireC2 fw2.Part0 = FlameClone fw2.Part1 = FireC2 fw2.C0 = CFrame.new(0, 0, 0) game.Lighting.Fire:clone().Parent = FireC game.Lighting.Fire:clone().Parent = FireC2 FlameClone.BodyGyro.cframe = Character.Torso.CFrame FlameClone.BodyVelocity.velocity = Character.Torso.CFrame.lookVector * 80 game.Lighting["Fireball"]:clone().Parent = FlameClone Fire5:Remove() Fire42:Remove() wait(0.05) Fire4:Remove() Fire52:Remove() wait(0.05) Fire3:Remove() Fire32:Remove() wait(0.05) Fire2:Remove() Fire1:Remove() wait(0.07) --[[Batty = game.Lighting.Bewm:clone() Batty.Position = Fire5.Position Batty.Parent = workspace Batty.Sound:play() wait(0.1)]] Fire:Remove() wait(0.75) P:Remove() G:Remove() Humanoid.PlatformStand = false RefreshWelds() Stance() pose = "Stance" Humanoid.WalkSpeed = xWalkSpeed.Value end end
-- Chidori if Key == "r" and FightStance and Humanoid.Jump == false then if Chakra.Value > ((MaxChakra.Value/5)*1.5) then Chakra.Value = Chakra.Value - ((MaxChakra.Value/5)*1.5) pose = "Attacking" RefreshWelds() Stance() P = Position:clone() G = Gyro:clone() V = Velocity:clone() P.Parent = Character.Torso P.position = Character.Torso.Position P.maxForce = Vector3.new(math.huge, math.huge, math.huge) Humanoid.PlatformStand = true G.Parent = Character.Torso G.cframe = Character.Torso.CFrame G.maxTorque = Vector3.new(math.huge, math.huge, math.huge) ch = Instance.new("Part",Character) ch.Name = "Chidori" ch.CFrame = Character.Torso.CFrame ch.TopSurface = 0 ch.BottomSurface = 0 ch.Anchored = false ch.Reflectance = 0.1 ch.Transparency = 1 ch.BrickColor = BrickColor.new("Teal") ch.formFactor = "Custom" ch.CanCollide = false ch.Size = Vector3.new(0.6,0.6,0.6) Mesh = Instance.new("SpecialMesh") Mesh.Parent = ch Mesh.MeshType = "Sphere" Mesh.Scale = Vector3.new(1, 1, 1) w = Instance.new("Weld") w.Parent = ch w.Part0 = PLeftHand w.Part1 = ch w.C0 = CFrame.new(0.025, 0, 0) Owner = Instance.new("ObjectValue") Owner.Parent = ch Owner.Name = "Owner" Owner.Value = Me ra = Instance.new("Part",Character) ra.Name = "Rai" ra.CFrame = Character.Torso.CFrame * CFrame.new(0, -2.5, 0) ra.TopSurface = 0 ra.BottomSurface = 0 ra.Anchored = false ra.Reflectance = 0.1 ra.Transparency = 1 ra.BrickColor = BrickColor.new("Teal") ra.formFactor = "Custom" ra.CanCollide = false ra.Size = Vector3.new(1,1,1) Mesh = Instance.new("SpecialMesh") Mesh.Parent = ra Mesh.MeshType = "FileMesh" Mesh.MeshId = "http://www.roblox.com/asset/?id=20329976" Mesh.Scale = Vector3.new(3, 1, 3) g = Instance.new("Weld") g.Parent = ra g.Part0 = Character.Torso g.Part1 = ra g.C0 = CFrame.new(0, -2.5, 0)
Torso.C0 = Torso.C0*CFrame.new(0, -1, 0) * CFrame.Angles(-0.3, 0, 0) Hips.C0 = Hips.C0 * CFrame.Angles(0.3, 0, 0) Neck.C0 = NeckC0*CFrame.new(0, 0, -0.1) * CFrame.Angles(-0.5, 0, 0) Head.C0 = HeadC0 * CFrame.Angles(0.25, 0, 0) RightShin.C0 = RightShinC0 * CFrame.Angles(-2.6, 0.2, -0.1) LeftHand.C0 = LeftHandC0 * CFrame.Angles(0, 0, 2.1)*CFrame.new(0, 0.1, 0) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(1.6, 0, -0.5) LeftShin.C0 = LeftShinC0 * CFrame.Angles(-1.6, 0, 0)*CFrame.new(0, 0, -0.1) LeftFoot.C0 = LeftFootC0 LeftBicep.C0 = LeftBicepC0 LeftShoulder.C0 = LeftShoulderC0*CFrame.Angles(0.3, 0, -0.8)*CFrame.new(-0.4, -0.25, -0.4) RightShoulder.C0 = RightShoulderC0*CFrame.Angles(0, 0.25, 0.9)*CFrame.new(0.4, -0.25, -0.2) RightBicep.C0 = RightBicepC0* CFrame.Angles(0, 1, 0.3)
game.Lighting.RaiSpinner:clone().Parent = g z = Zap:clone() z.Parent = ch z:play() for i = 1, 10 do ra.Transparency = ra.Transparency - 0.025 wait(0.025) end game.Lighting.Rai:clone().Parent = ch wait(0.5) for i = 1, 10 do ch.Transparency = ch.Transparency - 0.05 ra.Transparency = ra.Transparency - 0.025 wait(0.025) end for i = 1, 5 do Head.C0 = Head.C0 * CFrame.Angles(0.1, 0, 0) wait(0.05) end for i = 1, 10 do ra.Transparency = ra.Transparency + 0.05 wait(0.025) end ra:Remove() HitBox = Instance.new("Part") HitBox.formFactor = "Custom" HitBox.Size = Vector3.new(2.5, 2.5, 2.5) HitBox.TopSurface = "Smooth" HitBox.BottomSurface = "Smooth" HitBox.BrickColor = BrickColor.new(21) HitBox.Transparency = 1 HitBox.CFrame = Character.Torso.CFrame HitBox.Anchored = false HitBox.CanCollide = false HitBox.Parent = ch HitBox.Name = "HitBox" HWeld = Instance.new("Weld") HWeld.Parent = ch HWeld.Part0 = Character.Torso HWeld.Part1 = HitBox HWeld.C0 = CFrame.new(0, 0, -3) SavedG = G.cframe wait(0.2) Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Mouse.Hit.p) G.cframe = CFrame.new(Character.Torso.Position, Mouse.Hit.p) Torso.C0 = TorsoC0 * CFrame.Angles(-1.3, 0, 0)*CFrame.new(0, 0, -0.1) Hips.C0 = HipsC0 * CFrame.Angles(0.4, 0, 0)*CFrame.new(0, 0, 0.1) Neck.C0 = NeckC0 * CFrame.Angles(0.3, 0, 0) Head.C0 = HeadC0 * CFrame.Angles(0.8, 0, 0) RightShoulder.C0 = RightShoulderC0*CFrame.Angles(0, 0.9, 1.1)*CFrame.new(0.55, -0.5, 0) RightBicep.C0 = RightBicepC0* CFrame.Angles(1, 1.5, 0) LeftHand.C0 = LeftHandC0 * CFrame.Angles(0, 0, 2.1)*CFrame.new(0, 0.1, 0) LeftShoulder.C0 = LeftShoulderC0 * CFrame.Angles(-0.6, 0, -0.3)*CFrame.new(-0.2, 0, 0) LeftBicep.C0 = LeftBicepC0 * CFrame.Angles(0, 0, -0.2) RightLeg.C0 = RightLegC0 * CFrame.Angles(1.2, 0, 0) LeftLeg.C0 = LeftLegC0 * CFrame.Angles(-0.2, 0, 0) RightShin.C0 = RightShinC0*CFrame.new(0, -0.3, 0) * CFrame.Angles(-1.75, 0, 0) LeftShin.C0 = LeftShinC0 * CFrame.Angles(-0.1, 0, 0) RightFoot.C0 = RightFootC0 * CFrame.Angles(-0.75, 0, 0) LeftFoot.C0 = LeftFootC0 * CFrame.Angles(-0.75, 0, 0) wait(0.05) P.maxForce = Vector3.new(0, 0, 0) V.Parent = Character.Torso V.velocity = Character.Torso.CFrame.lookVector * 75 V.maxForce = Vector3.new(math.huge, math.huge, math.huge) game.Lighting.Chidori:clone().Parent = ch wait(1.5) G.cframe = SavedG wait(0.1) P:Remove() G:Remove() V:Remove() Humanoid.PlatformStand = false RefreshWelds() Stance() pose = "Stance" end end
Activated = false end end if Me.Name == "Player" then print(Key) end end
function onKeyUp(Key, Mouse) Key:lower() if Key == "0" then ChakraSound:stop() if RestoringChakra then RestoringChakra = false print("Restoring Chakra - False") Humanoid.WalkSpeed = xWalkSpeed.Value if FightStance then RefreshWelds() Stance() else RefreshWelds() end for i, v in pairs (PHips:GetChildren()) do if v.className == "Sparkles" then v:Remove() end end end end if Key == "w" then Running1 = false end if Key == "a" then Running2 = false end if Key == "s" then Running3 = false end if Key == "d" then Running4 = false end end
for i, v in pairs(Character.Torso:GetChildren()) do if v.className == "BodyGyro" or v.className == "BodyVelocity" or v.className == "BodyPosition" then if v ~= Gyro and v ~= Velocity and v ~= Position then v:Remove() end end end for i, v in pairs(Backpack:GetChildren()) do if v.className == "Tool" or v.className == "HopperBin" or v.className == "LocalScript" then if v ~= script and v ~= Bin then v:Remove() end end end for i, v in pairs(Character:GetChildren()) do if v.className == "Tool" then v:Remove() end if v.Name == "Body Colors" or v.Name == "HealthScript v2.0" or v.Name == "RobloxTeam" then v:Remove() end if v.Name == "Shirt" or v.Name == "Pants" then v:Remove() end if v.Name == "Body Colors" then v:Remove() end if v.className == "CharacterMesh" or v.className == "Hat" or v.className == "Script" then v:Remove() end end Characterize(Character) RefreshWelds() Stance() game.workspace.CurrentCamera.CameraSubject = Humanoid game.workspace.CurrentCamera.CameraType = "Custom" --[[local jf = Character.Torso:FindFirstChild("JF") if jf ~= nil then jf.force = Vector3.new(0,0,0) else local jf = Instance.new("BodyForce") jf.Name = "JF" jf.force = Vector3.new(0,0,0) jf.Parent = Character.Torso end local c2 = Character:GetChildren() for i=1,#c2 do if c2[i].className == "Part" then Character.Torso.JF.force = Character.Torso.JF.force + Vector3.new(0,c2[i]:getMass() * 201, 0) end local c3 = c2[i]:GetChildren() for i=1,#c3 do if c3[i].className == "Model" then local c4 = c3[i]:GetChildren() for i=1,#c4 do if c4[i].className == "Model" then local c5 = c4[i]:GetChildren() for i=1,#c5 do if c5[i].className == "Part" then Character.Torso.JF.force = Character.Torso.JF.force + Vector3.new(0,c2[i]:getMass() * 201, 0) end end end end end end end]]
Bin.Selected:connect(function(Mouse) --[[for i, v in pairs(Character.Torso:GetChildren()) do if v.className == "BodyGyro" or v.className == "BodyVelocity" or v.className == "BodyPosition" then --if v ~= Gyro and v ~= Velocity and v ~= Position then v:Remove() --end end end for i, v in pairs(Backpack:GetChildren()) do if v.className == "Tool" or v.className == "HopperBin" or v.className == "LocalScript" then if v ~= script and v ~= Bin then v:Remove() end end end for i, v in pairs(Character:GetChildren()) do if v.className == "Tool" then v:Remove() end if v.Name == "Body Colors" or v.Name == "HealthScript v2.0" or v.Name == "RobloxTeam" then v:Remove() end if v.Name == "CharacterShirt" or v.Name == "CharacterPants" then if v ~= Shirt and v ~= Pants then v:Remove() end end if v.Name == "Body Colors" then v:Remove() end end for i, v in pairs(Character:GetChildren()) do if v.className == "CharacterMesh" or v.className == "Hat" then v:Remove() end end]] Mouse.KeyDown:connect(function(Key) onKeyDown(Key, Mouse) end) Mouse.KeyUp:connect(function(Key) onKeyUp(Key, Mouse) end) Mouse.Button1Down:connect(function() onButton1Down(Mouse) end) Mouse.Button1Up:connect(function() onButton1Up(Mouse) end) Chakra.Value = MaxChakra.Value PlayerGui.MainGui.Background.Visible = true if Costume.Value == 2 then PlayerGui.MainGui.Background.Pic.Image = "http://www.roblox.com/asset/?id=66501219" elseif Costume.Value == 3 then PlayerGui.MainGui.Background.Pic.Image = "http://www.roblox.com/asset/?id=66912531" else PlayerGui.MainGui.Background.Pic.Image = "http://www.roblox.com/asset/?id=66489749" end PlayerGui.MainGui.Background.CName.Text = Bin.Name script.Parent.Health.Parent = script script.Parent.WalkSpeed.Parent = script Costume.Parent = script script.Parent = Backpack Bin:Remove() end)
Humanoid.Died:connect(function() wait() if Character.Torso ~= nil then for i, v in pairs(workspace:GetChildren()) do if v.Name == Character.Name and v ~= Character then v:BreakJoints() end end Humanoid:Remove() BodyParts() Characterize(Character) script.disabled.Value = true for i, v in pairs(Character:GetChildren()) do if v.className == "Part" and v.Name ~= "Torso" then v.CanCollide = false end end workspace.CurrentCamera.CameraSubject = Character.Torso workspace.CurrentCamera.CameraType = "Watch" Pie = math.random(1, 2) if Pie == 1 then Character.Torso.PTorso.C0 = TorsoC0*CFrame.new(0, -1, 0) * CFrame.Angles(1.57, 0, 0) Character.PTorso.PLeftShoulder.C0 = LeftShoulderC0*CFrame.new(0, 0.3, 0.2)*CFrame.Angles(-1, 0, 0) Character.PTorso.PRightShoulder.C0 = RightShoulderC0*CFrame.new(0, 0.3, 0.2)*CFrame.Angles(-1, 0, 0) Character.PHips.PRightLeg.C0 = RightLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0.5) Character.PHips.PLeftLeg.C0 = LeftLegC0*CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, -0.5) elseif Pie == 2 then Character.Torso.PTorso.C0 = TorsoC0*CFrame.new(0, -0.3, 0) * CFrame.Angles(0, 0, -1.57) Character.PTorso.PHips.C0 = HipsC0*CFrame.new(0, -0.2, 0) * CFrame.Angles(0.7, 0, 0.3) Character.PTorso.PNeck.C0 = NeckC0*CFrame.new(0.2, 0, 0) * CFrame.Angles(-0.3, -0.7, -0.5) Character.PTorso.PLeftShoulder.C0 = LeftShoulderC0*CFrame.new(-0.4, 0.3, -0.7)*CFrame.Angles(0, -0.8, -1.3) Character.PTorso.PRightShoulder.C0 = RightShoulderC0*CFrame.new(0.4, 0.3, 0)*CFrame.Angles(0, 0, 1.1) Character.PRightShoulder.PRightBicep.C0 = RightBicepC0*CFrame.Angles(0, 0, 0.7) Character.PHips.PRightLeg.C0 = RightLegC0*CFrame.Angles(1.3, 0, 0) Character.PRightLeg.PRightShin.C0 = RightShinC0*CFrame.new(0, 0, 0)*CFrame.Angles(-1, 0, -0.2) Character.PHips.PLeftLeg.C0 = LeftLegC0*CFrame.Angles(0.8, 0, -0.1) Character.PLeftLeg.PLeftShin.C0 = LeftShinC0*CFrame.new(0, 0, 0)*CFrame.Angles(-0.5, 0, 0) end wait() G = Gyro:clone()
G.Parent = Character.Torso G.cframe = G.cframe * CFrame.new(0, 0, 0) G.maxTorque = Vector3.new(math.huge, 0, math.huge) end end)
LastHP = Humanoid.Health
HealthBar = Me.PlayerGui.MainGui.Background.HealthBar.Bar ChakraBar = Me.PlayerGui.MainGui.Background.ChakraBar.Bar Chakra = Me.PlayerGui.MainGui.Chakra MaxChakra = Me.PlayerGui.MainGui.MaxChakra SavedHP = 100 --SavedX = Character.Torso.Position.X --SavedZ = Character.Torso.Position.Z --SavedY = Character.Torso.Position.Y --Me.PlayerGui.MainGui.Background.BackgroundTransparency = 0
local runService = game:service("RunService");
while true do local _, time = wait(0.05) move(time) --
Humanoid = Me.Character:findFirstChild("Humanoid") if Humanoid ~= nil then if Me.PlayerGui.MainGui.Background.BackgroundTransparency >= 0.4 and Me.PlayerGui.MainGui.Background.BackgroundTransparency < 1 then Me.PlayerGui.MainGui.Background.BackgroundTransparency = Me.PlayerGui.MainGui.Background.BackgroundTransparency + 0.05 end HealthBar.Size = UDim2.new(Me.Character.Humanoid.Health/Me.Character.Humanoid.MaxHealth, 0, 0.649999976, 0) if Chakra.Value > MaxChakra.Value then Chakra.Value = MaxChakra.Value end ChakraBar.Size = UDim2.new(Chakra.Value/MaxChakra.Value, 0, 1, 0) if Chakra.Value < 0 then Chakra.Value = 0 end end if Humanoid.Health < LastHP then if Sub == true and Humanoid.Health > 0 then Sub = false SavedPos = Character.Torso.CFrame Character.Torso.CFrame = SubPosition Log = LogOBJ:clone() Log.Parent = workspace Log.CFrame = SavedPos*CFrame.new(0, 1, 0) * CFrame.Angles(math.random(-2, 2),math.random(-2, 2),math.random(-2, 2)) Smoke = game.Lighting.SummonSmoke:clone() Smoke.Parent = workspace Smoke.Position = Log.Position Log.Sound:play() Special.Value = "" Log.Anchored = false game:getService("Debris"):AddItem(Log, 3) PlayerGui.MainGui.Background.Note.Visible = false end if Special.Value == "Substitution" and Sub == true then PlayerGui.MainGui.Background.Note.Visible = true else Sub = false PlayerGui.MainGui.Background.Note.Visible = false end LastHP = Humanoid.Health if RestoringChakra then RestoringChakra = false print("Restoring Chakra - False") if ChakraSound.IsPaused == false then ChakraSound:stop() end Humanoid.WalkSpeed = xWalkSpeed.Value if FightStance then RefreshWelds() Stance() else RefreshWelds() end for i, v in pairs (PHips:GetChildren()) do if v.className == "Sparkles" then v:Remove() end end end end
if RestoringChakra then Humanoid.WalkSpeed = 0 if ChakraSound.IsPaused == true then ChakraSound:play() end if HandSeal == false then ChakraWelds() end if Chakra.Value < MaxChakra.Value then Chakra.Value = Chakra.Value + (MaxChakra.Value/150) end end
if Fireball == true then FireCount = FireCount + 1 if FireCount > 60 then Fireball = false FireCount = 0 end end
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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| 10 Aug 2014 05:52 PM |
(Continued 3)
-- Water ------------------------------------
Player = Me p = Player.Character.Torso pp = p:findFirstChild("WaterTimer") if pp == nil then a = Instance.new("NumberValue") a.Parent = p a.Name = "WaterTimer" a.Value = 12 aa = Instance.new("Vector3Value") aa.Parent = p aa.Name = "WaterPosition" aa.Value = Vector3.new(0, 0, 0) end if pp ~= nil then if FightStance then pp.Value = pp.Value - 3 else pp.Value = pp.Value - 2 end WaterDone = false asdf = workspace.CurrentCamera:GetChildren() for i = 1 , #asdf do if asdf[i].Name == "Water" then TopPosition = asdf[i].Position.Y+(asdf[i].Size.Y/2) floaty = Player.Character:GetChildren() for i = 1 , #floaty do if floaty[i].className == "Part" then float = floaty[i]:findFirstChild("BodyPosition") if float == nil then if Player.Character.Humanoid.Health <= 0 then if floaty[i].Position.Y <= (TopPosition) then floats = Instance.new("BodyPosition") floats.Parent = floaty[i] floats.maxForce = Vector3.new(0, math.huge, 0) floats.position = Vector3.new(0, TopPosition+Vector3.new(0, 0.5, 0), 0) end end end end end if p.Position.Y <= (TopPosition+3.1) and p.Position.Y >= TopPosition then OnWater = false if not RestoringChakra then OnWater = true Chakra.Value = Chakra.Value - 1 end magnitude = (p.Position-p.WaterPosition.Value).magnitude if magnitude > (asdf[i].Size.Y/2)+3.4 --[[and p.Position.X ~= SavedX or p.Position.Z ~= SavedZ]] then if pp.Value <= 0 and WaterDone == false then pp.Value = 12 ff = game.Lighting.Ripple:clone() ff.Parent = workspace ff.CFrame = CFrame.new(p.Position.X, TopPosition, p.Position.Z) p.WaterPosition.Value = ff.Position WaterDone = true ff.Splash:play() end --[[if p.Position.Z ~= SavedZ then SavedZ = p.Position.Z end if p.Position.X ~= SavedX then SavedX = p.Position.X end]] end
end if p.Position.Y <= TopPosition then if pp.Value <= 0 and WaterDone == false then
TopPosition = asdf[i].Position.Y+(asdf[i].Size.Y/2) pp.Value = 12 ff = game.Lighting.Ripple:clone() ff.Parent = workspace ff.CFrame = CFrame.new(p.Position.X, TopPosition, p.Position.Z) p.WaterPosition.Value = ff.Position WaterDone = true ff.Bubbles:play() end end end end end
if Chakra.Value <= 0 then Waters = workspace.CurrentCamera:GetChildren() for i = 1 , #Waters do if Waters[i].Name == "Water" then Waters[i].CanCollide = false if (Player.Character.Torso.Position.Y < (Waters[i].Position.Y + Waters[i].Size.Y/2)) then Drowning = true Player.Character.Humanoid.Health = Player.Character.Humanoid.Health - 1 end if (Player.Character.Torso.Position.Y >= (Waters[i].Position.Y + Waters[i].Size.Y/2)) then Drowning = false end end end end if Chakra.Value > 0 then Drowning = false Waters = workspace.CurrentCamera:GetChildren() for i = 1 , #Waters do if Waters[i].Name == "Water" then Waters[i].CanCollide = true end end end -----
if Occupied.Value == true and pose ~= "Occupied" then pose = "Occupied" elseif Occupied.Value == false and pose == "Occupied" then pose = "Recover" end
-----
-- Running -------------------------------------
if Running == true and Chakra.Value > 0 and RestoringChakra == false then if Running1 == true or Running2 == true or Running3 == true or Running4 == true then Chakra.Value = Chakra.Value - (MaxChakra.Value/100) Humanoid.WalkSpeed = xWalkSpeed.Value * 2 Character.Torso.WaterTimer.Value = Character.Torso.WaterTimer.Value - 2 Torso.C0 = TorsoC0 * CFrame.Angles(-1.3, 0, 0)*CFrame.new(0, -0.15, -0.1) Hips.C0 = HipsC0 * CFrame.Angles(0.6, 0, 0)*CFrame.new(0, -0.15, 0.1) Neck.C0 = NeckC0 * CFrame.Angles(0.35, 0, 0) Head.C0 = HeadC0 * CFrame.Angles(0.65, 0, 0) RightShoulder.C0 = RightShoulderC0 * CFrame.Angles(-0.1, 0, 0.1) LeftShoulder.C0 = LeftShoulderC0 * CFrame.Angles(-0.1, 0, -0.1) Activated = true Sprint = true if RunSound.IsPaused == true then RunSound:play() end end end if Running == true and Sprint == false then if Running1 == false and Running2 == false and Running3 == false and Running4 == false then RestoringChakra = false Humanoid.WalkSpeed = xWalkSpeed.Value end end if Running == false and RestoringChakra == false then if Sprint then Player.Character.Humanoid.WalkSpeed = xWalkSpeed.Value end if RunSound.IsPaused == false then RunSound:stop() end Sprint = false end if Chakra.Value < 0 then Chakra.Value = 0 end
if Chakra.Value == 0 then if Running then Running = false if Sprint then if RunSound.IsPaused == false then RunSound:stop() end Sptint = false end Activated = false end if Drowning == true then Humanoid.WalkSpeed = xWalkSpeed.Value/2 end Waters = workspace.CurrentCamera:GetChildren() for i = 1 , #Waters do if Waters[i].Name == "Water" then Waters[i].CanCollide = false if (Character.Torso.Position.Y < (Waters[i].Position.Y + Waters[i].Size.Y/2)) then Drowning = true Humanoid.Health = Humanoid.Health - 1 end if (Character.Torso.Position.Y >= (Waters[i].Position.Y + Waters[i].Size.Y/2)) then end end end end if Chakra.Value > 0 then Drowning = false Waters = workspace.CurrentCamera:GetChildren() for i = 1 , #Waters do if Waters[i].Name == "Water" then Waters[i].CanCollide = true end end end
-------- --wait() end
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| 10 Aug 2014 05:52 PM |
| Oh the problem is right there |
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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| 10 Aug 2014 05:53 PM |
And here is the link to the game if you want to see the problem yourself:
http://www.roblox.com/Re-Developing-Naruto-place?id=37055201 |
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| 10 Aug 2014 05:53 PM |
you just have to change that with that and it should work fine and at line 1442 change 1 with 1 and it will work better |
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| 10 Aug 2014 05:57 PM |
Ill be serious tho if you expect someone to fix this script with no line # error I suggest you will have to pay for a scripter to do it for you since no one will want to stare at this for the entire day to find the one error or logic error |
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| 10 Aug 2014 06:05 PM |
by the looks by how the characters act you or someone else made this when making players bigger was as easy as resizing the player and welding but with the humanoid root came it broke the ability to do that so now players have broken sizes that cant get up
for example look at the shrink potion it does the as what happend to your characters |
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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| 10 Aug 2014 10:17 PM |
| Is there an easy or simple way to fix this? And thank you for that information, I did not know that. |
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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| 11 Aug 2014 01:05 AM |
| I will pay someone 1500 robux if they can make this work. |
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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iiEssence
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| Joined: 18 Jun 2014 |
| Total Posts: 3467 |
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| 12 Aug 2014 03:12 PM |
Hahahaaaahhaaahhahaha
no
i hate reading books |
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| 12 Aug 2014 03:12 PM |
| you forgot to add "while true do end" at the beginning -___- |
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BowtieMod
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| Joined: 01 Apr 2013 |
| Total Posts: 804 |
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| 12 Aug 2014 03:13 PM |
My goodness.
Comment your code and use functions, it will make all of us happy. |
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| 12 Aug 2014 03:13 PM |
| Ive never seen an idiot like this guy |
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UgOsMiLy
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| Joined: 15 Sep 2009 |
| Total Posts: 2095 |
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| 12 Aug 2014 03:15 PM |
| Lol. No one is gonna bother to read a script that long. You might as well just post the section that doesn't work. Anyway, is there an error message at the output? |
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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| 12 Aug 2014 03:15 PM |
I will pay whatever is needed to make this game work properly:
http://www.roblox.com/Re-Developing-Naruto-place?id=37055201
Please play it and observe what is wrong with it. I believe the problem is occurring because of the script I posted above, but I can not figure out how to fix it. |
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| 12 Aug 2014 03:16 PM |
| I think the problem is that you use free models |
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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| 12 Aug 2014 03:16 PM |
| And I don't see an output error or anything. So I can't identify which part of the script is creating the problem. |
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| 12 Aug 2014 03:17 PM |
| There is no error, its roblox physics |
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Colonized
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| Joined: 23 Jul 2011 |
| Total Posts: 160 |
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| 12 Aug 2014 03:20 PM |
Hi there drc3, please excuse all of these unhelpful children who lurk around Scripting Helpers and don't actually help at all.
Some advice I'll give you before I would consider trying to find this "one" bug in all of this code is this:
1) Are there any errors in the output? (You can see this in studio by going View > Output or in-game press "F9" on your keyboard
2) Assuming you have read through this script at least once, which part might be relevant to the bug you are experiencing?
3) Post as much detail about what you are trying to fix as possible. |
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UgOsMiLy
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| Joined: 15 Sep 2009 |
| Total Posts: 2095 |
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| 12 Aug 2014 03:25 PM |
This script is 2555 lines long.
Also, how is anyone supposed to know what is wrong with it when you didn't tell us where the script is.
Have you read through the script? |
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| 12 Aug 2014 03:26 PM |
| Ofcourse he hasnt its a free model morph |
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drc3
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| Joined: 14 Aug 2009 |
| Total Posts: 1284 |
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| 12 Aug 2014 04:45 PM |
I know it has to do with this:
FightStance = true
However, the script talks about this function in several places and I'm not sure which part it is that is messed up. |
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