FENCING: Teleports & Ban Hammer – Script

Explore the dynamic features of the Fencing script in Roblox, which includes Teleports and Ban Hammer, enhancing gameplay by allowing quick movements across the game map and enforcing game rules with authority tools.

--//====================================================\\--
--||			   CREATED BY PoliveTeamVIP
--\\====================================================//--



wait(0.2)



Player = game:GetService("Players").LocalPlayer
PlayerGui = Player.PlayerGui
Cam = workspace.CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:GetMouse()
RootPart = Character["HumanoidRootPart"]
Torso = Character["Torso"]
Head = Character["Head"]
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = RootPart["RootJoint"]
Neck = Torso["Neck"]
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]
local sick = Instance.new("Sound",Character)
sick.SoundId = "rbxassetid://462506896"
sick.Looped = true
sick.Pitch = 1
sick.Volume = 5
sick:Play()

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

function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
	local NEWMESH = IT(MESH)
	if MESH == "SpecialMesh" then
		NEWMESH.MeshType = MESHTYPE
		if MESHID ~= "nil" and MESHID ~= "" then
			NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
		end
		if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
			NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
		end
	end
	NEWMESH.Offset = OFFSET or VT(0, 0, 0)
	NEWMESH.Scale = SCALE
	NEWMESH.Parent = PARENT
	return NEWMESH
end

function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
	local NEWPART = IT("Part")
	NEWPART.formFactor = FORMFACTOR
	NEWPART.Reflectance = REFLECTANCE
	NEWPART.Transparency = TRANSPARENCY
	NEWPART.CanCollide = false
	NEWPART.Locked = true
	NEWPART.Anchored = true
	if ANCHOR == false then
		NEWPART.Anchored = false
	end
	NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
	NEWPART.Name = NAME
	NEWPART.Size = SIZE
	NEWPART.Position = Torso.Position
	NEWPART.Material = MATERIAL
	NEWPART:BreakJoints()
	NEWPART.Parent = PARENT
	return NEWPART
end

--//=================================\\
--||		  CUSTOMIZATION
--\\=================================//

Player_Size = 1 --Size of the player.
Animation_Speed = 3
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)

local Speed = 16
local Effects2 = {}

--//=================================\\
--|| 	  END OF CUSTOMIZATION
--\\=================================//

	local function weldBetween(a, b)
	    local weldd = Instance.new("ManualWeld")
	    weldd.Part0 = a
	    weldd.Part1 = b
	    weldd.C0 = CFrame.new()
	    weldd.C1 = b.CFrame:inverse() * a.CFrame
	    weldd.Parent = a
	    return weldd
	end

function createaccessory(attachmentpart,mesh,texture,scale,offset,color)
local acs = Instance.new("Part")
acs.CanCollide = false
acs.Anchored = false
acs.Size = Vector3.new(0,0,0)
acs.CFrame = attachmentpart.CFrame
acs.Parent = Character
acs.BrickColor = color
    local meshs = Instance.new("SpecialMesh")
    meshs.MeshId = mesh
    meshs.TextureId = texture
    meshs.Parent = acs
    meshs.Scale = scale
    meshs.Offset = offset
weldBetween(attachmentpart,acs)
end

function createbodypart(TYPE,COLOR,PART,OFFSET,SIZE)
if TYPE == "Gem" then
	local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part", VT(0,0,0))
	acs.Anchored = false
    acs.CanCollide = false
	acs.CFrame = PART.CFrame
	local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "9756362", "", SIZE, OFFSET)
weldBetween(PART,acs)
elseif TYPE == "Skull" then
	local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part", VT(0,0,0))
	acs.Anchored = false
    acs.CanCollide = false
	acs.CFrame = PART.CFrame
	local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "4770583", "", SIZE, OFFSET)
weldBetween(PART,acs)
elseif TYPE == "Eye" then
	local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0,0,0))
	acs.Anchored = false
    acs.CanCollide = false
	acs.CFrame = PART.CFrame
	local acs2 = CreateMesh("SpecialMesh", acs, "Sphere", "", "", SIZE, OFFSET)
weldBetween(PART,acs)
end
end

--//=================================\\
--|| 	      USEFUL VALUES
--\\=================================//

local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
local CHANGEDEFENSE = 0
local CHANGEDAMAGE = 0
local CHANGEMOVEMENT = 0
local ANIM = "Idle"
local ATTACK = false
local EQUIPPED = false
local HOLD = false
local COMBO = 1
local Rooted = false
local SINE = 0
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local WALK = 0
local VALUE1 = false
local HITFLOOR = nil
local VALUE2 = false
local ROBLOXIDLEANIMATION = IT("Animation")
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
--ROBLOXIDLEANIMATION.Parent = Humanoid
local WEAPONGUI = IT("ScreenGui", PlayerGui)
WEAPONGUI.Name = "Weapon GUI"
local Weapon = IT("Model")
Weapon.Name = "Adds"
local Delete = IT("Model",Character)
Delete.Name = "Banlist"
local Effects = IT("Folder", Weapon)
Effects.Name = "Effects"
local ANIMATOR = Humanoid.Animator
local ANIMATE = Character.Animate
local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
local HITBLOCKSOUNDS = {"199148933", "199148947"}
local UNANCHOR = true

local SKILLTEXTCOLOR = C3(0,0,0)

--//=================================\\
--\\=================================//


--//=================================\\
--|| SAZERENOS' ARTIFICIAL HEARTBEAT
--\\=================================//

ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "ArtificialHB"

script:WaitForChild("ArtificialHB")

frame = Frame_Speed
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.ArtificialHB:Fire()

game:GetService("RunService").Heartbeat:connect(function(s, p)
	tf = tf + s
	if tf >= frame then
		if allowframeloss then
			script.ArtificialHB:Fire()
			lastframe = tick()
		else
			for i = 1, math.floor(tf / frame) do
				script.ArtificialHB:Fire()
			end
		lastframe = tick()
		end
		if tossremainder then
			tf = 0
		else
			tf = tf - frame * math.floor(tf / frame)
		end
	end
end)

--//=================================\\
--\\=================================//





--//=================================\\
--|| 	      SOME FUNCTIONS
--\\=================================//

function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
	return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
end

function PositiveAngle(NUMBER)
	if NUMBER >= 0 then
		NUMBER = 0
	end
	return NUMBER
end

function NegativeAngle(NUMBER)
	if NUMBER <= 0 then
		NUMBER = 0
	end
	return NUMBER
end

function Swait(NUMBER)
	if NUMBER == 0 or NUMBER == nil then
		ArtificialHB.Event:wait()
	else
		for i = 1, NUMBER do
			ArtificialHB.Event:wait()
		end
	end
end

function QuaternionFromCFrame(cf)
	local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
	local trace = m00 + m11 + m22
	if trace > 0 then 
		local s = math.sqrt(1 + trace)
		local recip = 0.5 / s
		return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
	else
		local i = 0
		if m11 > m00 then
			i = 1
		end
		if m22 > (i == 0 and m00 or m11) then
			i = 2
		end
		if i == 0 then
			local s = math.sqrt(m00 - m11 - m22 + 1)
			local recip = 0.5 / s
			return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
		elseif i == 1 then
			local s = math.sqrt(m11 - m22 - m00 + 1)
			local recip = 0.5 / s
			return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
		elseif i == 2 then
			local s = math.sqrt(m22 - m00 - m11 + 1)
			local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
		end
	end
end
 
function QuaternionToCFrame(px, py, pz, x, y, z, w)
	local xs, ys, zs = x + x, y + y, z + z
	local wx, wy, wz = w * xs, w * ys, w * zs
	local xx = x * xs
	local xy = x * ys
	local xz = x * zs
	local yy = y * ys
	local yz = y * zs
	local zz = z * zs
	return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
end
 
function QuaternionSlerp(a, b, t)
	local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
	local startInterp, finishInterp;
	if cosTheta >= 0.0001 then
		if (1 - cosTheta) > 0.0001 then
			local theta = ACOS(cosTheta)
			local invSinTheta = 1 / SIN(theta)
			startInterp = SIN((1 - t) * theta) * invSinTheta
			finishInterp = SIN(t * theta) * invSinTheta
		else
			startInterp = 1 - t
			finishInterp = t
		end
	else
		if (1 + cosTheta) > 0.0001 then
			local theta = ACOS(-cosTheta)
			local invSinTheta = 1 / SIN(theta)
			startInterp = SIN((t - 1) * theta) * invSinTheta
			finishInterp = SIN(t * theta) * invSinTheta
		else
			startInterp = t - 1
			finishInterp = t
		end
	end
	return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
end

function Clerp(a, b, t)
	local qa = {QuaternionFromCFrame(a)}
	local qb = {QuaternionFromCFrame(b)}
	local ax, ay, az = a.x, a.y, a.z
	local bx, by, bz = b.x, b.y, b.z
	local _t = 1 - t
	return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
end

function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
	local frame = IT("Frame")
	frame.BackgroundTransparency = TRANSPARENCY
	frame.BorderSizePixel = BORDERSIZEPIXEL
	frame.Position = POSITION
	frame.Size = SIZE
	frame.BackgroundColor3 = COLOR
	frame.BorderColor3 = BORDERCOLOR
	frame.Name = NAME
	frame.Parent = PARENT
	return frame
end

function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
	local label = IT("TextLabel")
	label.BackgroundTransparency = 1
	label.Size = UD2(1, 0, 1, 0)
	label.Position = UD2(0, 0, 0, 0)
	label.TextColor3 = TEXTCOLOR
	label.TextStrokeTransparency = STROKETRANSPARENCY
	label.TextTransparency = TRANSPARENCY
	label.FontSize = TEXTFONTSIZE
	label.Font = TEXTFONT
	label.BorderSizePixel = BORDERSIZEPIXEL
	label.TextScaled = false
	label.Text = TEXT
	label.Name = NAME
	label.Parent = PARENT
	return label
end

function NoOutlines(PART)
	PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
end


function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
	local NEWWELD = IT(TYPE)
	NEWWELD.Part0 = PART0
	NEWWELD.Part1 = PART1
	NEWWELD.C0 = C0
	NEWWELD.C1 = C1
	NEWWELD.Parent = PARENT
	return NEWWELD
end

local SOUND = IT("Sound",nil)

function CreateSound(ID, PARENT, VOLUME, PITCH)
	local NEWSOUND = nil
	coroutine.resume(coroutine.create(function()
		NEWSOUND = SOUND:Clone()
		NEWSOUND.Parent = PARENT
		NEWSOUND.Volume = VOLUME
		NEWSOUND.Pitch = PITCH
		NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
		Swait()
		NEWSOUND:play()
		game:GetService("Debris"):AddItem(NEWSOUND, 10)
	end))
	return NEWSOUND
end

function CFrameFromTopBack(at, top, back)
	local right = top:Cross(back)
	return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
end

function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
	local mesh = IT("SpecialMesh",wave)
	mesh.MeshType = "FileMesh"
	mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
	mesh.Scale = SIZE
	mesh.Offset = VT(0,0,-SIZE.X/8)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
			if DOESROT == true then
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
			end
			wave.Transparency = wave.Transparency + (0.5/WAIT)
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end

function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
	local mesh = IT("SpecialMesh",wave)
	mesh.MeshType = "Sphere"
	mesh.Scale = SIZE
	mesh.Offset = VT(0,0,0)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			wave.Transparency = wave.Transparency + (1/WAIT)
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end

function MakeForm(PART,TYPE)
	if TYPE == "Cyl" then
		local MSH = IT("CylinderMesh",PART)
	elseif TYPE == "Ball" then
		local MSH = IT("SpecialMesh",PART)
		MSH.MeshType = "Sphere"
	elseif TYPE == "Wedge" then
		local MSH = IT("SpecialMesh",PART)
		MSH.MeshType = "Wedge"
	end
end

function CheckTableForString(Table, String)
	for i, v in pairs(Table) do
		if string.find(string.lower(String), string.lower(v)) then
			return true
		end
	end
	return false
end

function CheckIntangible(Hit)
	local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
	if Hit and Hit.Parent then
		if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
			return true
		end
	end
	return false
end

Debris = game:GetService("Debris")

function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
	local Direction = CFrame.new(StartPos, Vec).lookVector
	local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
	local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
	if RayHit and CheckIntangible(RayHit) then
		if DelayIfHit then
			wait()
		end
		RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
	end
	return RayHit, RayPos, RayNormal
end

function turnto(position)
	RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
end

--//=================================\\
--||	     WEAPON CREATION
--\\=================================//

local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Handle", VT(0, 0, 0),false)
local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "10604848", "10605252", VT(1,1,1), VT(0, 2.7, 0))
local HandleWeld = CreateWeldOrSnapOrMotor("Weld", HandlePart, RightArm, HandlePart, CF(0,-0.8,0) * ANGLES(RAD(-90), RAD(0), RAD(0)), CF(0, 0, 0))

for _, c in pairs(Weapon:GetChildren()) do
	if c.ClassName == "Part" then
		c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
	end
end

Weapon.Parent = Character

Humanoid.Died:connect(function()
	ATTACK = true
end)

local SKILL1FRAME = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.13, 0, 0.80, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 1 Frame")
local SKILL2FRAME = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.60, 0, 0.80, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 2 Frame")

local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[CLICK+HOLD] Ban Slam", SKILLTEXTCOLOR, 7, "Garamond", 0, 2, 1, "Text 1")
local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B] Teleport", SKILLTEXTCOLOR, 8, "Garamond", 0, 2, 1, "Text 2")

--//=================================\\
--||			DAMAGING
--\\=================================//

function BAN(CHARACTER)
	local BANFOLDER = IT("Folder",Effects)
	local naeeym2 = Instance.new("BillboardGui",BANFOLDER)
	naeeym2.AlwaysOnTop = false
	naeeym2.Size = UDim2.new(5,35,2,35)
	naeeym2.StudsOffset = Vector3.new(0,1,0)
	naeeym2.Name = "AAAA"
	local tecks2 = Instance.new("TextLabel",naeeym2)
	tecks2.BackgroundTransparency = 1
	tecks2.TextScaled = true
	tecks2.BorderSizePixel = 0
	tecks2.Text = "BANNED"
	tecks2.Font = "Code"
	tecks2.TextSize = 30
	tecks2.TextStrokeTransparency = 1
	tecks2.TextColor3 = Color3.new(1,0,0)
	tecks2.TextStrokeColor3 = Color3.new(1,0,0)
	tecks2.Size = UDim2.new(1,0,0.5,0)
	tecks2.Parent = naeeym2
	for i,v in ipairs(CHARACTER:GetChildren()) do
		if v.ClassName == "Part" or v.ClassName == "MeshPart" then
			if v.Name ~= "HumanoidRootPart" then
				local BOD = v:Clone()
				BOD.CanCollide = false
				BOD.Anchored = true
				BOD.CFrame = v.CFrame
				BOD.Parent = BANFOLDER
				BOD.Material = "Neon"
				BOD.Color = C3(1,0,0)
				if BOD:FindFirstChildOfClass("Decal") then
					BOD:FindFirstChildOfClass("Decal"):remove()
				end
				if BOD.Name == "Head" then
					naeeym2.Adornee = BOD
				end
				if BOD.ClassName == "MeshPart" then
					BOD.TextureID = ""
				end
			end
		end
	end
	CHARACTER:remove()
	coroutine.resume(coroutine.create(function()
		for i = 1, 50 do
			Swait()
			for i,v in ipairs(BANFOLDER:GetChildren()) do
				if v.ClassName == "Part" or v.ClassName == "MeshPart" then
					v.Transparency = 1
				end
				naeeym2.Enabled = false
			end
			Swait()
			for i,v in ipairs(BANFOLDER:GetChildren()) do
				if v.ClassName == "Part" or v.ClassName == "MeshPart" then
					v.Transparency = 0
				end
				naeeym2.Enabled = true
			end
		end
		BANFOLDER:remove()
	end))
end

function BANNEAREST(POS,RANGE)
	for i,v in ipairs(workspace:GetChildren()) do
	local body = v:GetChildren()
		for part = 1, #body do
			if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then
				if(body[part].Position - POS).Magnitude < RANGE then
					if v:FindFirstChildOfClass("Humanoid") then
						BAN(v)
						if game.Players:FindFirstChild(v.Name) then
							local Value = IT("BoolValue",Delete)
							Value.Name = v.Name
						end
					end
				end
			end
		end
	end
end

--//=================================\\
--||	ATTACK FUNCTIONS AND STUFF
--\\=================================//

function CreateDebreeRing(FLOOR,POSITION,SIZE,BLOCKSIZE,SWAIT)
	if FLOOR ~= nil then
		coroutine.resume(coroutine.create(function()
			local PART = CreatePart(3, Effects, "Plastic", 0, 1, "Pearl", "DebreeCenter", VT(0,0,0))
			PART.CFrame = CF(POSITION)
			for i = 1, 45 do
				local RingPiece = CreatePart(3, Effects, "Plastic", 0, 0, "Pearl", "DebreePart", BLOCKSIZE)
				RingPiece.Material = FLOOR.Material
				RingPiece.Color = FLOOR.Color
				RingPiece.CFrame = PART.CFrame * ANGLES(RAD(0), RAD(i*8), RAD(0)) * CF(SIZE*4, 0, 0) * ANGLES(RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360)))
				Debris:AddItem(RingPiece,SWAIT/100)
			end
			PART:remove()
		end))
	end
end

function BANSLAM()
	ATTACK = true
	Rooted = false
	repeat
		for i=0, 0.2, 0.1 / Animation_Speed do
			Swait()
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0, -0.8, 0) * ANGLES(RAD(-90), RAD(-45), RAD(0)),2 / Animation_Speed)
			RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 7) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 2 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, 0.5) * ANGLES(RAD(250), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, 0.5) * ANGLES(RAD(250), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 / Animation_Speed)
		end
		for i=0, 0.08, 0.1 / Animation_Speed do
			Swait()
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0, -1, 0) * ANGLES(RAD(-90), RAD(-45), RAD(0)), 2 / Animation_Speed)
			RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 2) * ANGLES(RAD(75), RAD(0), RAD(0)), 2 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 2 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -1) * ANGLES(RAD(120), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -1) * ANGLES(RAD(120), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
		end
		for i=0, 0.08, 0.1 / Animation_Speed do
			Swait()
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0, -1, 0) * ANGLES(RAD(-70), RAD(-45), RAD(0)), 2 / Animation_Speed)
			RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 2) * ANGLES(RAD(75), RAD(0), RAD(0)), 2 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 2 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -1) * ANGLES(RAD(60), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -1) * ANGLES(RAD(60), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
		end
		CreateSound("147722910", Effects, 10, 1)
		BANNEAREST(RootPart.CFrame*CF(0,0,-6).p,25)
		if HITFLOOR ~= nil then
			CreateSound("289842971", HandlePart, 10, 1)
			CreateSound("289842971", HandlePart, 10, 1)
			CreateSound("289842971", HandlePart, 10, 1)
			CreateSound("289842971", HandlePart, 10, 1)
			CreateDebreeRing(HITFLOOR,RootPart.CFrame*CF(0,-5,-6).p,5,VT(8,8,8),35)
		end
		CreateWave(VT(25,0,25),45,RootPart.CFrame*CF(0,-5,-6),true,2,"Really red",VT(0,3,0))
		CreateWave(VT(25,0,25),45,RootPart.CFrame*CF(0,-5,-6),true,-2,"Really red",VT(0,3,0))
		for i=0, 0.1, 0.1 / Animation_Speed do
			Swait()
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0, -1, 0) * ANGLES(RAD(-70), RAD(-45), RAD(0)), 2 / Animation_Speed)
			RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 1.8) * ANGLES(RAD(75), RAD(0), RAD(0)), 2 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 2 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -1) * ANGLES(RAD(60), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -1) * ANGLES(RAD(60), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
		end
		if HOLD == true then
			for i=0, 0.08, 0.1 / Animation_Speed do
				Swait()
				if HOLD == false then
					break
				end
				HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0, -1, 0) * ANGLES(RAD(-90), RAD(-45), RAD(0)), 2 / Animation_Speed)
				RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 2) * ANGLES(RAD(75), RAD(0), RAD(0)), 2 / Animation_Speed)
				Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 2 / Animation_Speed)
				RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -1) * ANGLES(RAD(120), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
				LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -1) * ANGLES(RAD(120), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2 / Animation_Speed)
				RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
				LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
			end
		end
	until HOLD == false
	for i=0, 1, 0.1 / Animation_Speed do
		Swait()
		HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0, -1, 0) * ANGLES(RAD(-70), RAD(-45), RAD(0)), 2 / Animation_Speed)
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 1.8) * ANGLES(RAD(75), RAD(0), RAD(0)), 2 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 2 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -1) * ANGLES(RAD(60), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -1) * ANGLES(RAD(60), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 0.5 / Animation_Speed)
	end
	for i=0, 5, 0.1 / Animation_Speed do
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0, 0) * ANGLES(RAD(200), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
		HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0, -0.8, 0) * ANGLES(RAD(-90), RAD(0), RAD(0)), 0.2 / Animation_Speed)
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
	end
	ATTACK = false
	Rooted = false
end

--//=================================\\
--||	  ASSIGN THINGS TO KEYS
--\\=================================//

function MouseDown(Mouse)
	HOLD = true
	if ATTACK == false then
		BANSLAM()
	end
end

function MouseUp(Mouse)
HOLD = false
end

function KeyDown(Key)
	KEYHOLD = true
	if Key == "b" and ATTACK == false then
		local pos = RootPart.Position
		RootPart.CFrame = CF(Mouse.Hit.p+VT(0,3,0),pos)
		CreateSound("769380905", Torso, 10, 1)
	end

	if Key == "t" then
		CreateSound("1058417264", Head, 10, 1)
		Delete:ClearAllChildren()
	end
end

function KeyUp(Key)
	KEYHOLD = false
end

	Mouse.Button1Down:connect(function(NEWKEY)
		MouseDown(NEWKEY)
	end)
	Mouse.Button1Up:connect(function(NEWKEY)
		MouseUp(NEWKEY)
	end)
	Mouse.KeyDown:connect(function(NEWKEY)
		KeyDown(NEWKEY)
	end)
	Mouse.KeyUp:connect(function(NEWKEY)
		KeyUp(NEWKEY)
	end)

--//=================================\\
--\\=================================//


function unanchor()
	if UNANCHOR == true then
		g = Character:GetChildren()
		for i = 1, #g do
			if g[i].ClassName == "Part" then
				g[i].Anchored = false
			end
		end
	end
end


--//=================================\\
--||	WRAP THE WHOLE SCRIPT UP
--\\=================================//

Humanoid.Changed:connect(function(Jump)
	if Jump == "Jump" and (Disable_Jump == true) then
		Humanoid.Jump = false
	end
end)

Speed = 23

while true do
	Swait()
	ANIMATE.Parent = nil
	local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
	IDLEANIMATION:Play()
	SINE = SINE + CHANGE
	local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
	local TORSOVERTICALVELOCITY = RootPart.Velocity.y
	local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
	HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
	local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
	if ATTACK == false then
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0, 0) * ANGLES(RAD(200), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
		HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0, -0.8, 0) * ANGLES(RAD(-90), RAD(0), RAD(0)), 0.2 / Animation_Speed)
	end
	if ANIM == "Walk" and TORSOVELOCITY > 1 and ATTACK == false then
		RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
		Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
		RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
		LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
	elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) or (ATTACK == true) then
		RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
		Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
		RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
		LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
	end
	if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
		ANIM = "Jump"
		if ATTACK == false then
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
	       end
	elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
		ANIM = "Fall"
		if ATTACK == false then
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
		end
	elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
		ANIM = "Idle"
		if ATTACK == false then
			RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		end
	elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
		ANIM = "Walk"
		WALK = WALK + 1 / Animation_Speed
		if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
			WALK = 0
			if WALKINGANIM == true then
				WALKINGANIM = false
			elseif WALKINGANIM == false then
				WALKINGANIM = true
			end
		end
		--RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
		--LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
		if ATTACK == false then
			RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 8 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0.35 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1 - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
		end
	end
	unanchor()
	Humanoid.MaxHealth = "inf"
	Humanoid.Health = "inf"
	if Rooted == false then
		Disable_Jump = false
		Humanoid.WalkSpeed = Speed
	elseif Rooted == true then
		Disable_Jump = true
		Humanoid.WalkSpeed = 0
	end
	local MATHS = {"0","1"}
	Humanoid.Name = MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]
	Humanoid.PlatformStand = false
	local GAME = game.Players:GetChildren()
		for PLAYER = 1, #GAME do
		local PLAY = GAME[PLAYER]
		if PLAY.Character ~= nil and Delete:FindFirstChild(PLAY.Name) then
			PLAY.Character:remove()
		end
	end
end

--//=================================\\
--\\=================================//





--//====================================================\\--
--||			  		 END OF SCRIPT
--\\====================================================//--

Steps:

  1. Copy Instantly: Hit ‘COPY’ to grab the script.
  2. Paste Easily: Insert it into your application.
  3. Run & Enjoy: Click to run and enhance your Roblox experience!

Follow these straightforward steps and supercharge your gaming experience in no time!

Note: Roblox scripts play a crucial role in developing interactive and immersive games on the platform. Written in the Lua programming language, they enable players and developers to implement features and functionality, turning their game concepts into a reality.

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