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@thekaisbest
Created May 27, 2021 09:53
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local Animate = game.Players.LocalPlayer.Character.Animate
HumanDied = false
local count = 1
function Align(Part0, Part1, Position, Angle)
local AlignPos = Instance.new('AlignPosition', Part1);
AlignPos.Name = "AliP_" .. count
AlignPos.ApplyAtCenterOfMass = true;
AlignPos.MaxForce = 5772000--67752;
AlignPos.MaxVelocity = math.huge / 9e110;
AlignPos.ReactionForceEnabled = false;
AlignPos.Responsiveness = 200;
AlignPos.RigidityEnabled = false;
local AlignOri = Instance.new('AlignOrientation', Part1);
AlignOri.Name = "AliO_" .. count
AlignOri.MaxAngularVelocity = math.huge / 9e110;
AlignOri.MaxTorque = 5772000
AlignOri.PrimaryAxisOnly = false;
AlignOri.ReactionTorqueEnabled = false;
AlignOri.Responsiveness = 200;
AlignOri.RigidityEnabled = false;
local AttachmentA = Instance.new('Attachment', Part1);
AttachmentA.Name = "Ath_" .. count
local AttachmentB = Instance.new('Attachment', Part0);
AttachmentB.Name = "Ath_" .. count
AttachmentA.Orientation = Angle or Vector3.new(0, 0, 0)
AttachmentA.Position = Position or Vector3.new(0, 0, 0)
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentA;
AlignOri.Attachment0 = AttachmentB;
count = count + 1
spawn(function()
while wait() do
Part0.RotVelocity = Vector3.new(0, 0, 0)
Part0.Velocity = Vector3.new(30, 0, 0)
Part0.AssemblyLinearVelocity = -Part0.Velocity
end
end)
game:GetService("RunService").Stepped:Connect(function()
for _, v in pairs(game:GetService("Players").LocalPlayer.Character:GetChildren()) do
if v:IsA("Part") then
v.CanCollide = false
end
if v:IsA("Accessory") then
v.Handle.CanCollide = false
end
end
end)
return {
AlignPos,
AlignOri,
AttachmentA,
AttachmentB
}
end
if _G.netted ~= true then
_G.netted = true
coroutine.wrap(function()
settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
settings().Physics.AllowSleep = false
end)()
end
game:FindFirstChildOfClass("Players").LocalPlayer["Character"].Archivable = true
local hatnameclone = {}
for _, v in next, game:FindFirstChildOfClass("Players").LocalPlayer["Character"]:GetChildren() do
if v:IsA("Accessory") then
if hatnameclone[v.Name] then
if hatnameclone[v.Name] == "s" then
hatnameclone[v.Name] = {}
end
table.insert(hatnameclone[v.Name], v)
else
hatnameclone[v.Name] = "s"
end
end
end
for _, v in pairs(hatnameclone) do
if type(v) == "table" then
local num = 1
for _, w in pairs(v) do
w.Name = w.Name .. num
num = num + 1
end
end
end
hatnameclone = nil
local DeadChar = game:FindFirstChildOfClass("Players").LocalPlayer.Character
local fldr = Instance.new("Folder", game:FindFirstChildOfClass("Players").LocalPlayer["Character"])
fldr.Name = "Dummy"
local CloneChar = DeadChar:Clone()
local ANIMATIONHERE
if CloneChar:FindFirstChild("Animate") then
ANIMATIONHERE = CloneChar:FindFirstChild("Animate"):Clone()
CloneChar:FindFirstChild("Animate"):Destroy()
end
if CloneChar:FindFirstChildOfClass("Folder") then
CloneChar:FindFirstChildOfClass("Folder"):Destroy()
end
if CloneChar.Torso:FindFirstChild("Neck") then
local Clonessss = CloneChar.Torso:FindFirstChild("Neck"):Clone()
Clonessss.Part0 = nil
Clonessss.Part1 = DeadChar.Head
Clonessss.Parent = DeadChar.Torso
end
CloneChar.Parent = fldr
CloneChar.HumanoidRootPart.CFrame = DeadChar.HumanoidRootPart.CFrame
CloneChar.Humanoid.BreakJointsOnDeath = false
CloneChar.Name = "Dummy"
CloneChar.Humanoid.DisplayDistanceType = "None"
for _, v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
local topacc = false
if v.Handle:FindFirstChildOfClass("Weld") then
v.Handle:FindFirstChildOfClass("Weld"):Destroy()
end
v.Handle.Massless = true
v.Handle.CanCollide = false
coroutine.wrap(function()
if topacc then
local allthings = Align(v.Handle, DeadChar.Torso, Vector3.new(0, 1.5, 0) + (DeadChar.Head[topacc].Position + (v.Handle[topacc].Position * -1)), Vector3.new(0, 0, 0))
local normaltop = allthings[1].Attachment1
local alipos = allthings[1]
local alirot = allthings[2]
local p0 = v.Handle
local p1 = DeadChar.Head
alipos.Parent = CloneChar:FindFirstChild(v.Name).Handle
alirot.Parent = CloneChar:FindFirstChild(v.Name).Handle
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then
break
end
coroutine.wrap(function()
if alipos.Attachment1 == normaltop then
p0.CFrame = p0.CFrame:lerp((((DeadChar.Torso.CFrame * CFrame.new(0, 1.5, 0)) * p1[topacc].CFrame) * p0[topacc].CFrame:inverse()), 1)
else
v.Handle.CFrame = v.Handle.CFrame:lerp(alipos.Attachment1.Parent.CFrame * CFrame.new(alipos.Attachment1.Position) * CFrame.Angles(math.rad(alipos.Attachment1.Rotation.X), math.rad(alipos.Attachment1.Rotation.Y), math.rad(alipos.Attachment1.Rotation.Z)), 1)
end
end)()
end
else
Align(v.Handle, CloneChar[v.Name].Handle, Vector3.new(0, 0, 0), Vector3.new(0, 0, 0))
end
end)()
end
end
local a = DeadChar.Torso
local b = DeadChar.HumanoidRootPart
local c = DeadChar.Humanoid
a.Parent = game:FindFirstChildOfClass("Workspace")
c.Parent = game:FindFirstChildOfClass("Workspace")
local told = a:Clone()
local told1 = c:Clone()
b["RootJoint"].Part0 = told
b["RootJoint"].Part1 = DeadChar.Head
a.Name = "torso"
a.Neck:Destroy()
told.Parent = DeadChar
told1.Parent = DeadChar
DeadChar.PrimaryPart = told
told1.Health = 0
b:Destroy()
a.Parent = DeadChar
c.Parent = DeadChar
told:Destroy()
told1:Destroy()
a.Name = "Torso"
if CloneChar.Head:FindFirstChildOfClass("Decal") then
CloneChar.Head:FindFirstChildOfClass("Decal").Transparency = 1
end
if DeadChar:FindFirstChild("Animate") then
DeadChar:FindFirstChild("Animate"):Destroy()
end
local Collider
function UnCollide()
if HumanDied then
Collider:Disconnect();
return
end
for _, Parts in next, DeadChar:GetChildren() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
Collider = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
HumanDied = true
pcall(function()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
DeadChar.Head:Destroy()
DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
if DeadChar:FindFirstChildOfClass("Folder") then
DeadChar:FindFirstChildOfClass("Folder"):Destroy()
end
end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChildOfClass("Humanoid") or CloneChar:FindFirstChildOfClass("Humanoid").Health <= 0 and not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChildOfClass("Humanoid") or DeadChar:FindFirstChildOfClass("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
DeadChar.Head:Destroy()
DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
if DeadChar:FindFirstChildOfClass("Folder") then
DeadChar:FindFirstChildOfClass("Folder"):Destroy()
end
end)
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
break
end
end
end)()
Align(DeadChar["Right Leg"], CloneChar["Right Leg"])
Align(DeadChar["Head"], CloneChar["Head"])
Align(DeadChar["Torso"], CloneChar["Torso"])
Align(DeadChar["Left Arm"], CloneChar["Left Arm"])
Align(DeadChar["Right Arm"], CloneChar["Right Arm"])
Align(DeadChar["Left Leg"], CloneChar["Left Leg"])
Align(DeadChar["Right Leg"], CloneChar["Right Leg"])
for _, v in pairs(DeadChar:GetChildren()) do
if v:IsA("BasePart") and v.Name ~= "Head" then
elseif v:IsA("BasePart") and v.Name == "Head" then
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then
break
end
v.CFrame = DeadChar.Torso.CFrame * CFrame.new(0, 1.5, 0)
end
end)()
end
end
for _, BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1
end
end
game:GetService("RunService").RenderStepped:wait()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
game:FindFirstChildOfClass("Workspace"):FindFirstChildOfClass("Camera").CameraSubject = CloneChar.Humanoid
for _, v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
if v.Handle:FindFirstChildOfClass("Weld") then
v.Handle:FindFirstChildOfClass("Weld"):Destroy()
end
if v.Handle:FindFirstChildOfClass("AccessoryWeld") then
v.Handle:FindFirstChildOfClass("AccessoryWeld"):Destroy()
end
if v.Handle:FindFirstChildOfClass("BodyBackAttachment") then
v.Handle:FindFirstChildOfClass("BodyBackAttachment"):Destroy()
end
end
end
workspace.FallenPartsDestroyHeight = 0 / 0
local char = workspace[game.Players.LocalPlayer.Name]
local v = char.Torso
for _, v in pairs(v:GetChildren()) do
if v:IsA("Attachment") and not string.find(v.Name:lower(), "attachment") then
v:Destroy()
end
end
local c = char.Dummy.Dummy.Torso
local ath = Instance.new("Attachment", c)
ath.Name = "nil"
coroutine.wrap(function()
local con
local function tpmeyes()
v.CanCollide = false
v.CFrame = c.CFrame
end
con = game["Run Service"].Heartbeat:connect(tpmeyes)
end)()
local bv = Instance.new("BodyVelocity", v)
bv.Velocity = Vector3.new(0, 0, 0)
bv.MaxForce = Vector3.new(0, 0, 0)
workspace.FallenPartsDestroyHeight = 0 / 0
local char = workspace[game.Players.LocalPlayer.Name]
local v = char["Right Arm"]
for _, v in pairs(v:GetChildren()) do
if v:IsA("Attachment") and not string.find(v.Name:lower(), "attachment") then
v:Destroy()
end
end
local c = char.Dummy.Dummy["Right Arm"]
local ath = Instance.new("Attachment", c)
ath.Name = "nil"
coroutine.wrap(function()
local con
local function tpmeyes()
v.CanCollide = false
v.CFrame = c.CFrame
end
con = game["Run Service"].Heartbeat:connect(tpmeyes)
end)()
workspace.FallenPartsDestroyHeight = 0 / 0
local char = workspace[game.Players.LocalPlayer.Name]
local v = char["Left Arm"]
for _, v in pairs(v:GetChildren()) do
if v:IsA("Attachment") and not string.find(v.Name:lower(), "attachment") then
v:Destroy()
end
end
local c = char.Dummy.Dummy["Left Arm"]
local ath = Instance.new("Attachment", c)
ath.Name = "nil"
coroutine.wrap(function()
local con
local function tpmeyes()
v.CanCollide = false
v.CFrame = c.CFrame
end
con = game["Run Service"].Heartbeat:connect(tpmeyes)
end)()
workspace.FallenPartsDestroyHeight = 0 / 0
local char = workspace[game.Players.LocalPlayer.Name]
local v = char["Left Leg"]
for _, v in pairs(v:GetChildren()) do
if v:IsA("Attachment") and not string.find(v.Name:lower(), "attachment") then
v:Destroy()
end
end
local c = char.Dummy.Dummy["Left Leg"]
local ath = Instance.new("Attachment", c)
ath.Name = "nil"
coroutine.wrap(function()
local con
local function tpmeyes()
v.CanCollide = false
v.CFrame = c.CFrame
end
con = game["Run Service"].Heartbeat:connect(tpmeyes)
end)()
workspace.FallenPartsDestroyHeight = 0 / 0
local char = workspace[game.Players.LocalPlayer.Name]
local v = char["Right Leg"]
for _, v in pairs(v:GetChildren()) do
if v:IsA("Attachment") and not string.find(v.Name:lower(), "attachment") then
v:Destroy()
end
end
local c = char.Dummy.Dummy["Right Leg"]
local ath = Instance.new("Attachment", c)
ath.Name = "nil"
coroutine.wrap(function()
local con
local function tpmeyes()
v.CanCollide = false
v.CFrame = c.CFrame
end
con = game["Run Service"].Heartbeat:connect(tpmeyes)
end)()
local char = workspace[game.Players.LocalPlayer.Name]
for i, hat1 in pairs(char:GetChildren()) do
if hat1.ClassName == "Accessory" then
workspace.FallenPartsDestroyHeight = 0 / 0
local v = hat1.Handle
for _, v in pairs(v:GetChildren()) do
if v:IsA("Attachment") and not string.find(v.Name:lower(), "attachment") then
v:Destroy()
end
end
for i, hat2 in pairs(char.Dummy.Dummy:GetChildren()) do
if hat2.Name == hat1.Name then
local c = hat2.Handle
local ath = Instance.new("Attachment", c)
ath.Name = "nil"
coroutine.wrap(function()
local con
local function tpmeyes()
v.CanCollide = false
v.CFrame = c.CFrame
end
con = game["Run Service"].Heartbeat:connect(tpmeyes)
end)()
end
end
end
end
local e = Animate:Clone()
e.Parent = game.Players.LocalPlayer.Character
wait(1)
--[[ Selexity Swordmaster shit ]]--
-- by fucking envyreached bro
-- Hat = Demonic Sword
local plr = game.Players.LocalPlayer
local mouse = plr:GetMouse()
plr.Character["MeshPartAccessory"].Handle.AccessoryWeld:Destroy()
local weld = Instance.new("Weld")
weld.Parent = plr.Character["HumanoidRootPart"]
weld.Part0 = plr.Character["MeshPartAccessory"].Handle
weld.Part1 = plr.Character["HumanoidRootPart"]
weld.C1 = CFrame.new(0,0,0)
local Char=game.Players.LocalPlayer.Character
local Humanoid = game.Players.LocalPlayer.Character.Humanoid
local Torso=Char.Torso
local RightShoulder=Torso['Right Shoulder'] -- Right arm
local RightShoulderOrigin=RightShoulder.C0
local LeftShoulder=Torso['Left Shoulder'] -- Left arm
local LeftShoulderOrigin=LeftShoulder.C0
local RightHip=Torso['Right Hip'] -- Right leg
local RightHipOrigin=RightHip.C0
local LeftHip=Torso['Left Hip'] -- Left leg
local LeftHipOrigin=LeftHip.C0
local RootJoint=Char.HumanoidRootPart.RootJoint -- Torso
local RootJointOrigin=RootJoint.C0
local SwordOrigin=weld.C0
local RightLeg = Char["Right Leg"]
local LeftLeg = Char["Left Leg"]
local ATTACK = false
local RootPart = Char.HumanoidRootPart
local VT = Vector3.new
local mouse = game.Players.LocalPlayer:GetMouse()
pcall(function()
Char.Animate:Destroy()
end)
for i,v in pairs(Humanoid:GetPlayingAnimationTracks()) do
v:Stop()
end
function swait()
game:GetService('RunService').Heartbeat:wait()
end
function shot()
swait()
for i = 0, 15, 0.2 / 0.5 do
swait()
RightShoulder.C0=RightShoulder.C0:Lerp(RightShoulderOrigin*CFrame.new(0,-0.2,0)*CFrame.Angles(math.rad(-40),math.rad(-30),math.rad(-40)),0.1)
LeftShoulder.C0=LeftShoulder.C0:Lerp(LeftShoulderOrigin*CFrame.new(0,0,0)*CFrame.Angles(0,math.rad(-35),math.rad(-150)),0.1)
RightHip.C0=RightHip.C0:Lerp(RightHipOrigin*CFrame.new(0.5,0.7,0)*CFrame.Angles(0,0,math.rad(-20)),0.1)
LeftHip.C0=LeftHip.C0:Lerp(LeftHipOrigin*CFrame.new(0,0,0)*CFrame.Angles(0,0,math.cos(tick()*1)/3),0.1)
RootJoint.C0=RootJoint.C0:Lerp(RootJointOrigin*CFrame.new(0,0,5)*CFrame.Angles(math.rad(20),0,0),0.1)
weld.C0=weld.C0:Lerp(SwordOrigin*CFrame.new(-8,-2,-2)*CFrame.Angles(math.rad(-90),math.rad(10),math.rad(-65)),0.1)
end
for i = 0, 15, 0.3 do
swait()
RightShoulder.C0=RightShoulder.C0:Lerp(RightShoulderOrigin*CFrame.new(0,-0.2,0)*CFrame.Angles(math.rad(-10),math.rad(-20),math.rad(70)),0.1)
LeftShoulder.C0=LeftShoulder.C0:Lerp(LeftShoulderOrigin*CFrame.new(0,0,0)*CFrame.Angles(0,math.rad(-35),math.rad(-150)),0.1)
RightHip.C0=RightHip.C0:Lerp(RightHipOrigin*CFrame.new(0.5,0.7,0)*CFrame.Angles(0,0,math.rad(-20)),0.1)
LeftHip.C0=LeftHip.C0:Lerp(LeftHipOrigin*CFrame.new(0,0,0)*CFrame.Angles(0,0,math.cos(tick()*1)/3),0.1)
RootJoint.C0=RootJoint.C0:Lerp(RootJointOrigin*CFrame.new(0,0,5)*CFrame.Angles(math.rad(20),0,0),0.1)
weld.C0=weld.C0:Lerp(SwordOrigin*CFrame.new(1,8,-2)*CFrame.Angles(math.rad(-90),math.rad(10),math.rad(-65)),0.1)
end
end
mouse.Button1Down:connect(function()
if ATTACK == false then
ATTACK = true
shot()
wait(0.1)
ATTACK = false
end
end)
while Humanoid.Health > 0 do
swait()
local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = RootPart.Velocity.y
if TORSOVELOCITY > 1 and ATTACK == false then -- walk anim
RightShoulder.C0=RightShoulder.C0:Lerp(RightShoulderOrigin*CFrame.new(0,-0.2,0)*CFrame.Angles(math.rad(-40),math.rad(-20),math.rad(-20)),0.1)
LeftShoulder.C0=LeftShoulder.C0:Lerp(LeftShoulderOrigin*CFrame.new(0,0,0)*CFrame.Angles(0,math.rad(-35),math.rad(-150)),0.1)
RightHip.C0=RightHip.C0:Lerp(RightHipOrigin*CFrame.new(0,0.01-math.cos(tick()*14)/7,0)*CFrame.Angles(math.rad(0) + RightLeg.RotVelocity.Y / 70,math.rad(-5),math.cos(tick()*7)/1),0.1)
LeftHip.C0=LeftHip.C0:Lerp(LeftHipOrigin*CFrame.new(0,0.01-math.cos(tick()*14)/7,0)*CFrame.Angles(math.rad(0) - LeftLeg.RotVelocity.Y / 70,math.rad(5),math.cos(tick()*7)/1),0.1)
RootJoint.C0=RootJoint.C0:Lerp(RootJointOrigin*CFrame.new(0,0,math.cos(tick()*14)/7)*CFrame.Angles(0,0 - RootPart.RotVelocity.Y / 70 ,0),0.1)
weld.C0=weld.C0:Lerp(SwordOrigin*CFrame.new(-4-math.sin(tick()*5)/2,2-math.sin(tick()*5)/2,-2)*CFrame.Angles(0,0,math.rad(-45)),0.1)
elseif TORSOVELOCITY < 1 and ATTACK == false then -- no walk
RightShoulder.C0=RightShoulder.C0:Lerp(RightShoulderOrigin*CFrame.new(0,-0.2,0)*CFrame.Angles(math.rad(-40),math.rad(-20),0),0.1)
LeftShoulder.C0=LeftShoulder.C0:Lerp(LeftShoulderOrigin*CFrame.new(0,0,0)*CFrame.Angles(0,math.rad(-35),math.rad(-150)),0.1)
RightHip.C0=RightHip.C0:Lerp(RightHipOrigin*CFrame.new(-0.2,0.01-math.cos(tick()*2)/4,0)*CFrame.Angles(math.rad(-5),math.rad(-20),0),0.1)
LeftHip.C0=LeftHip.C0:Lerp(LeftHipOrigin*CFrame.new(-0.5,0.01-math.cos(tick()*2)/4,0)*CFrame.Angles(0,0,math.rad(10)),0.1)
RootJoint.C0=RootJoint.C0:Lerp(RootJointOrigin*CFrame.new(0,0,math.cos(tick()*2)/4)*CFrame.Angles(0,0,0),0.1)
weld.C0=weld.C0:Lerp(SwordOrigin*CFrame.new(-4-math.sin(tick()*5)/2,2-math.sin(tick()*5)/2,-2)*CFrame.Angles(0,0,math.rad(-45)),0.1)
end
end
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