Moon Monster
Moon Monster
com/channel/UCkHEj5ETg31IDVakT_-eq4w
--Items:
clickfling = true -- set this to false if u dont want click fling or use torso
fling
function rmesh(a)
if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh')
or workspace[game.Players.LocalPlayer.Name]
[a].Handle:FindFirstChild('SpecialMesh')) then return end
old=game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
for i,v in next,
workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants()
do
if v:IsA('Mesh') or v:IsA('SpecialMesh') then
v:Remove()
end
end
for i = 1 , 2 do
game.Players.LocalPlayer.Character=old
end
end
IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor
speed = 1
sine = 1
srv = game:GetService('RunService')
reanim = workspace.Camera.CameraSubject.Parent
function hat(h,p,c1,c0,m)
reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or
CFrame.new(),1)
if m == true then
rmesh(h)
end
end
m=game.Players.LocalPlayer:GetMouse()
RJ = reanim.HumanoidRootPart.RootJoint
RS = reanim.Torso['Right Shoulder']
LS = reanim.Torso['Left Shoulder']
RH = reanim.Torso['Right Hip']
LH = reanim.Torso['Left Hip']
Root = reanim.HumanoidRootPart
NECK = reanim.Torso.Neck
NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
Mode='1'
mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k)
if k == '1' then-- first mode
Mode='1'
elseif k == 'e' then-- second mode
Mode='2'
elseif k == 'q' then-- first mode again
Mode='1'
end
end)
attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
Mode='Attack1'
wait(0.4) -- time of attack u can edit this
Mode='Attack2'
wait(0.4)
Mode='Attack3'
wait(0.1)
Mode ='1' -- change this mode to whatever u want the mode to be after attacking
end)
coroutine.wrap(function()
while true do -- anim changer
if HumanDied then break end
sine = sine + speed
local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity *
Root.CFrame.rightVector).Z
local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity *
Root.CFrame.lookVector).Z
if lookvector > reanim.Humanoid.WalkSpeed then
lookvector = reanim.Humanoid.WalkSpeed
end
if lookvector < -reanim.Humanoid.WalkSpeed then
lookvector = -reanim.Humanoid.WalkSpeed
end
if rightvector > reanim.Humanoid.WalkSpeed then
rightvector = reanim.Humanoid.WalkSpeed
end
if rightvector < -reanim.Humanoid.WalkSpeed then
rightvector = -reanim.Humanoid.WalkSpeed
end
local lookvel = lookvector / reanim.Humanoid.WalkSpeed
local rightvel = rightvector / reanim.Humanoid.WalkSpeed
if Mode == '1' then
if Root.Velocity.y > 1 then -- jump
end
srv.RenderStepped:Wait()
end
end)()