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- --[[ Hats needed below:
- https://www.roblox.com/catalog/3033910400/International-Fedora-Germany
- https://www.roblox.com/catalog/6470135113/Fan-Hand-Sign-Why-Dont-We-WDW
- https://www.roblox.com/catalog/7548993875/Slasher
- made by sandbox#8694
- ]]--
- local HatChar = game.Players.LocalPlayer.Character
- local Hat = HatChar:FindFirstChild("InternationalFedora")
- local Hat2 = HatChar:FindFirstChild("WDW_FoamFinger")
- Hat2.Handle.SpecialMesh:Destroy()
- Hat.Handle.SpecialMesh:Destroy()
- HumanDied = false
- local reanim
- function noplsmesh(hat)
- _G.OldCF=workspace.Camera.CFrame
- oldchar=game.Players.LocalPlayer.Character
- game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
- for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do
- if v:IsA('Mesh') or v:IsA('SpecialMesh') then
- v:Remove()
- end
- end
- game.Players.LocalPlayer.Character=oldchar
- wait()
- workspace.Camera.CFrame=_G.OldCF
- game.Players.LocalPlayer.Character=oldchar
- end
- _G.ClickFling=false -- Set this to true if u want.
- loadstring(game:HttpGet(('https://raw.githubusercontent.com/XeneonPlays/Nexo/main/NexoPD'),true))()
- 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')
- function hatset(yes,part,c1,c0,nm)
- reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
- reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
- reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5
- if nm==true then
- noplsmesh(yes)
- end
- end
- --put the hat script converted below
- reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD
- 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(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C1 = CF(0.5,0.5,0)*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 == 'urkeybind' then-- third mode
- Mode='3'
- end
- end)
- attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
- Mode='Attack0'
- wait(0.1) -- time of attack u can edit this
- Mode='Attack1'
- wait(0.1)
- Mode='Attack3'
- wait(0.4)
- Mode ='2'
- end)
- coroutine.wrap(function()
- while true do -- anim changer
- if HumanDied then mousechanger:Disconnect() attacklol:Disconnect() 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
- --jump clerp here
- elseif Root.Velocity.y < -1 then -- fall
- --fall clerp here
- elseif Root.Velocity.Magnitude < 2 then -- idle
- hatset('WDW_FoamFinger','Torso',CFrame.new(),reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/90),-0.1+0.1*math.cos(sine/90),0+0*math.cos(sine/90))*ANGLES(RAD(10+-3*math.cos(sine/90)),RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90))),.3)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(200+0*math.cos(sine/30)),RAD(20+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/30),0.5+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(13+0*math.cos(sine/30)),RAD(49+0*math.cos(sine/30)),RAD(4+0*math.cos(sine/30))),.3)
- RH.C0 = RH.C0:Lerp(CF(0.7+0*math.cos(sine/40),-1+0.006*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-10+0*math.cos(sine/40)),RAD(-45+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
- LH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/40),-1+0.06*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-10+0*math.cos(sine/40)),RAD(45+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
- hatset('InternationalFedora','Left Arm',CFrame.new(),reanim['InternationalFedora'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.7+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),false)
- hatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),2+0*math.cos(sine/13),-0+0*math.cos(sine/13))*ANGLES(RAD(-27+0*math.cos(sine/13)),RAD(20+0*math.cos(sine/13)),RAD(57+0*math.cos(sine/13))),1),false)
- elseif Root.Velocity.Magnitude < 20 then -- walk
- hatset('WDW_FoamFinger','Torso',CFrame.new(),reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)
- hatset('InternationalFedora','Left Arm',CFrame.new(),reanim['InternationalFedora'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.7+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),false)
- hatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),2+0*math.cos(sine/13),-0+0*math.cos(sine/13))*ANGLES(RAD(-27+0*math.cos(sine/13)),RAD(20+0*math.cos(sine/13)),RAD(57+0*math.cos(sine/13))),1),false)
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/90),-0.1+0.1*math.cos(sine/90),0+0*math.cos(sine/90))*ANGLES(RAD(10+-3*math.cos(sine/90)),RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90))),.3)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(200+0*math.cos(sine/30)),RAD(20+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/30),0.5+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(13+0*math.cos(sine/30)),RAD(49+0*math.cos(sine/30)),RAD(4+0*math.cos(sine/30))),.3)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0.006*math.cos(sine/13),0+-0.5*math.cos(sine/13))*ANGLES(RAD(-10+35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0.06*math.cos(sine/13),0+0.5*math.cos(sine/13))*ANGLES(RAD(-10+-35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- elseif Root.Velocity.Magnitude > 20 then -- run
- --run clerp here
- end
- elseif Mode == '2' then
- if Root.Velocity.y > 1 then -- jump
- --jump clerp here
- elseif Root.Velocity.y < -1 then -- fall
- --fall clerp here
- elseif Root.Velocity.Magnitude < 2 then -- idle
- hatset('WDW_FoamFinger','Torso',CFrame.new(),reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/15),-0.6+0.05*math.cos(sine/15),0+0*math.cos(sine/15))*ANGLES(RAD(-45+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15))),.3)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+0.1*math.cos(sine/30),-0.5+0*math.cos(sine/30))*ANGLES(RAD(145+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(45+0*math.cos(sine/13)),RAD(-5+0*math.cos(sine/13)),RAD(4+0*math.cos(sine/13))),.3)
- RH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+0.05*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(44+0*math.cos(sine/13)),RAD(69+0*math.cos(sine/13)),RAD(-36+0*math.cos(sine/13))),.3)
- LH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0.05*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(64+0*math.cos(sine/13)),RAD(131+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),.3)
- hatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(-3+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
- elseif Root.Velocity.Magnitude < 20 then -- walk
- hatset('WDW_FoamFinger','Torso',CFrame.new(),reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.3+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-45+5*math.cos(sine/13)),RAD(45+0*math.cos(sine/13))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0.3*math.cos(sine/13))*ANGLES(RAD(0+-35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+-0.3*math.cos(sine/13))*ANGLES(RAD(0+35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- hatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0.3+0*math.cos(sine/13),1.9+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(127+0*math.cos(sine/13)),RAD(134+0*math.cos(sine/13)),RAD(236+0*math.cos(sine/13))),1),false)
- elseif Root.Velocity.Magnitude > 20 then -- run
- --run clerp here
- end
- elseif Mode == '3' then
- if Root.Velocity.y > 1 then -- jump
- --jump clerp here
- elseif Root.Velocity.y < -1 then -- fall
- --fall clerp here
- elseif Root.Velocity.Magnitude < 2 then -- idle
- --idle clerp here
- elseif Root.Velocity.Magnitude < 20 then -- walk
- --walk clerp here
- elseif Root.Velocity.Magnitude > 20 then -- run
- --run clerp here
- end
- elseif Mode == 'Attack0' then
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(-50+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(-163+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(9+0*math.cos(sine/13)),RAD(42+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)
- LH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- hatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(45+0*math.cos(sine/13)),RAD(-214+0*math.cos(sine/13)),RAD(-74+0*math.cos(sine/13))),1),false)
- elseif Mode == 'Attack1' then
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(-50+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RS.C0 = RS.C0:Lerp(CF(0.5+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(-272+0*math.cos(sine/13)),RAD(45+0*math.cos(sine/13)),RAD(-69+0*math.cos(sine/13))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(9+0*math.cos(sine/13)),RAD(74+0*math.cos(sine/13)),RAD(-9+0*math.cos(sine/13))),.3)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)
- LH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- hatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(36+0*math.cos(sine/13)),RAD(-225+0*math.cos(sine/13)),RAD(-58+0*math.cos(sine/13))),1),false)
- elseif Mode == 'Attack3' then
- NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-10+0*math.cos(sine/13)),RAD(50+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.+0*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(-7+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- LS.C0 = LS.C0:Lerp(CF(-1.5+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(25+0*math.cos(sine/13)),RAD(22+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)
- LH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
- hatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(36+0*math.cos(sine/13)),RAD(-225+0*math.cos(sine/13)),RAD(-58+0*math.cos(sine/13))),1),false)
- end
- srv.RenderStepped:Wait()
- end
- end)()
- --Created using Nexo Animator
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