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ROBLOX Forum » Game Creation and Development » Scripting Helpers
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Re: Super Advanced Scripting Help. NEEDED! :O

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drc3 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
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 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
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 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
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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LegendaryAccount is not online. LegendaryAccount
Joined: 02 Jun 2010
Total Posts: 13193
10 Aug 2014 05:52 PM
Oh the problem is right there
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drc3 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
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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LegendaryAccount is not online. LegendaryAccount
Joined: 02 Jun 2010
Total Posts: 13193
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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LegendaryAccount is not online. LegendaryAccount
Joined: 02 Jun 2010
Total Posts: 13193
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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LegendaryAccount is not online. LegendaryAccount
Joined: 02 Jun 2010
Total Posts: 13193
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 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
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 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
11 Aug 2014 01:05 AM
I will pay someone 1500 robux if they can make this work.
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drc3 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
12 Aug 2014 03:10 PM
Bump
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SenseiWarrior is online. SenseiWarrior
Joined: 09 Apr 2011
Total Posts: 12140
12 Aug 2014 03:11 PM
LOLNO
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iiEssence is not online. iiEssence
Joined: 18 Jun 2014
Total Posts: 3467
12 Aug 2014 03:12 PM
Hahahaaaahhaaahhahaha

no

i hate reading books
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Duelingwarlord is not online. Duelingwarlord
Joined: 15 Feb 2010
Total Posts: 22333
12 Aug 2014 03:12 PM
you forgot to add "while true do end" at the beginning -___-
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BowtieMod is not online. BowtieMod
Joined: 01 Apr 2013
Total Posts: 804
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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SenseiWarrior is online. SenseiWarrior
Joined: 09 Apr 2011
Total Posts: 12140
12 Aug 2014 03:13 PM
Ive never seen an idiot like this guy
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UgOsMiLy is not online. UgOsMiLy
Joined: 15 Sep 2009
Total Posts: 2095
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 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
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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SenseiWarrior is online. SenseiWarrior
Joined: 09 Apr 2011
Total Posts: 12140
12 Aug 2014 03:16 PM
I think the problem is that you use free models
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drc3 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
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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SenseiWarrior is online. SenseiWarrior
Joined: 09 Apr 2011
Total Posts: 12140
12 Aug 2014 03:17 PM
There is no error, its roblox physics
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Colonized is not online. Colonized
Joined: 23 Jul 2011
Total Posts: 160
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 is not online. UgOsMiLy
Joined: 15 Sep 2009
Total Posts: 2095
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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SenseiWarrior is online. SenseiWarrior
Joined: 09 Apr 2011
Total Posts: 12140
12 Aug 2014 03:26 PM
Ofcourse he hasnt its a free model morph
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drc3 is not online. drc3
Joined: 14 Aug 2009
Total Posts: 1284
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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