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xDavid673x

FeFlyPP

Aug 11th, 2022
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Lua 20.47 KB | None | 0 0
  1. function noplsmesh(hat)
  2. _G.OldCF=workspace.Camera.CFrame
  3. oldchar=game.Players.LocalPlayer.Character
  4. game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
  5. for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do
  6. if v:IsA('Mesh') or v:IsA('SpecialMesh') then
  7. v:Remove()
  8. end
  9. end
  10. game.Players.LocalPlayer.Character=oldchar
  11. workspace.Camera.CFrame=_G.OldCF
  12. game.Players.LocalPlayer.Character=oldchar
  13. end
  14. HumanDied = false for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") then  _G.netless=game:GetService("RunService").Heartbeat:connect(function() v.AssemblyLinearVelocity = Vector3.new(-30,0,0) sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge) sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999) end) end end  local plr = game.Players.LocalPlayer local char = plr.Character local srv = game:GetService('RunService') local ct = {}  char.Archivable = true local reanim = char:Clone() reanim.Name = 'Nexo '..plr.Name..'' fl=Instance.new('Folder',char) fl.Name ='Nexo' reanim.Animate.Disabled=true char.HumanoidRootPart:Destroy() char.Humanoid:ChangeState(16)  for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do v:Stop() end char.Animate:Remove()  function create(part, parent, p, r) Instance.new("Attachment",part) Instance.new("AlignPosition",part) Instance.new("AlignOrientation",part) Instance.new("Attachment",parent) part.Attachment.Name = part.Name parent.Attachment.Name = part.Name part.AlignPosition.Attachment0 = part[part.Name] part.AlignOrientation.Attachment0 = part[part.Name] part.AlignPosition.Attachment1 = parent[part.Name] part.AlignOrientation.Attachment1 = parent[part.Name] parent[part.Name].Position = p or Vector3.new() part[part.Name].Orientation = r or Vector3.new() part.AlignPosition.MaxForce = 999999999 part.AlignPosition.MaxVelocity = math.huge part.AlignPosition.ReactionForceEnabled = false part.AlignPosition.Responsiveness = math.huge part.AlignOrientation.Responsiveness = math.huge part.AlignPosition.RigidityEnabled = false part.AlignOrientation.MaxTorque = 999999999 end  for i,v in next, char:GetDescendants() do if v:IsA('Accessory') then v.Handle:BreakJoints() create(v.Handle,reanim[v.Name].Handle) end end  char.Torso['Left Shoulder']:Destroy() char.Torso['Right Shoulder']:Destroy() char.Torso['Left Hip']:Destroy() char.Torso['Right Hip']:Destroy()  create(char['Torso'],reanim['Torso']) create(char['Left Arm'],reanim['Left Arm']) create(char['Right Arm'],reanim['Right Arm']) create(char['Left Leg'],reanim['Left Leg']) create(char['Right Leg'],reanim['Right Leg'])  for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end  reanim.Parent = fl  for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end  for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end  for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end  for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end  table.insert(ct,reanim.Humanoid.Died:Connect(function() plr.Character = char char:BreakJoints() reanim:Destroy() game.Players:Chat('-gr') _G.netless:Disconnect() HumanDied = true for _,v in pairs(ct) do v:Disconnect() end end))  plr.Character = reanim workspace.CurrentCamera.CameraSubject = reanim.Humanoid
  15.  
  16. IT = Instance.new
  17. CF = CFrame.new
  18. VT = Vector3.new
  19. RAD = math.rad
  20. C3 = Color3.new
  21. UD2 = UDim2.new
  22. BRICKC = BrickColor.new
  23. ANGLES = CFrame.Angles
  24. EULER = CFrame.fromEulerAnglesXYZ
  25. COS = math.cos
  26. ACOS = math.acos
  27. SIN = math.sin
  28. ASIN = math.asin
  29. ABS = math.abs
  30. MRANDOM = math.random
  31. FLOOR = math.floor
  32.  
  33. speed = 1
  34. sine = 1
  35. srv = game:GetService('RunService')
  36.  
  37. reanim = game.Players.LocalPlayer.Character
  38.  
  39. function hatset(yes,part,c1,c0,nm)
  40. reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
  41. reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
  42. reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()
  43. if nm==true then
  44. noplsmesh(yes)
  45. end
  46. end
  47.  
  48. --put the hat script converted here do not put it in loop or it will make ur camera bugged.
  49. hatset('RedcliffKnight_HelmetAccessory','Left Arm',CFrame.new(),reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-3+0*math.cos(sine/13),1.8+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),true)
  50. hatset('PirateCaptain_HatAccessory','Left Arm',CFrame.new(),reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.76+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),true)
  51. hatset('Pal Hair','Left Arm',CFrame.new(),reanim['Pal Hair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),1.76+0*math.cos(sine/13),1.4+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),true)
  52. hatset('LavanderHair','Left Arm',CFrame.new(),reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)
  53. hatset('HatAccessory','Left Arm',CFrame.new(),reanim['HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)
  54.  
  55. RJ = reanim.HumanoidRootPart.RootJoint
  56. RS = reanim.Torso['Right Shoulder']
  57. LS = reanim.Torso['Left Shoulder']
  58. RH = reanim.Torso['Right Hip']
  59. LH = reanim.Torso['Left Hip']
  60. Root = reanim.HumanoidRootPart
  61. NECK = reanim.Torso.Neck
  62. NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  63. NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  64. RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  65. RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  66. RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  67. LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  68. RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  69. LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  70. RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  71. LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  72. RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  73. LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  74.  
  75. coroutine.wrap(function()
  76. while true do -- anim changer
  77. if HumanDied then break end
  78. sine = sine + speed
  79. local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  80. local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
  81. local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  82. local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
  83. local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
  84. local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
  85. if lookvector > reanim.Humanoid.WalkSpeed then
  86. lookvector = reanim.Humanoid.WalkSpeed
  87. end
  88. if lookvector < -reanim.Humanoid.WalkSpeed then
  89. lookvector = -reanim.Humanoid.WalkSpeed
  90. end
  91. if rightvector > reanim.Humanoid.WalkSpeed then
  92. rightvector = reanim.Humanoid.WalkSpeed
  93. end
  94. if rightvector < -reanim.Humanoid.WalkSpeed then
  95. rightvector = -reanim.Humanoid.WalkSpeed
  96. end
  97. local lookvel = lookvector / reanim.Humanoid.WalkSpeed
  98. local rightvel = rightvector / reanim.Humanoid.WalkSpeed
  99. if Root.Velocity.y > 1 then -- jump
  100. reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0 = reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-3+0*math.cos(sine/13),1.8+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)
  101. reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0 = reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.76+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)
  102. reanim['Pal Hair'].Handle.AccessoryWeld.C0 = reanim['Pal Hair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),1.76+0*math.cos(sine/13),1.4+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)
  103. reanim['LavanderHair'].Handle.AccessoryWeld.C0 = reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  104. reanim['HatAccessory'].Handle.AccessoryWeld.C0 = reanim['HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  105. 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)
  106. RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/-53),5+1.2*math.cos(sine/-53),0+0*math.cos(sine/-53))*ANGLES(RAD(20+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53))),.3)
  107. RS.C0 = RS.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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  108. 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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  109. RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(8+0*math.cos(sine/13))),.3)
  110. LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-14+0*math.cos(sine/13))),.3)
  111. elseif Root.Velocity.y < -1 then -- fall
  112. reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0 = reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-3+0*math.cos(sine/13),1.8+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)
  113. reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0 = reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.76+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)
  114. reanim['Pal Hair'].Handle.AccessoryWeld.C0 = reanim['Pal Hair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),1.76+0*math.cos(sine/13),1.4+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)
  115. reanim['LavanderHair'].Handle.AccessoryWeld.C0 = reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  116. reanim['HatAccessory'].Handle.AccessoryWeld.C0 = reanim['HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  117. 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)
  118. RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/-53),5+1.2*math.cos(sine/-53),0+0*math.cos(sine/-53))*ANGLES(RAD(20+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53))),.3)
  119. RS.C0 = RS.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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  120. 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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  121. RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(8+0*math.cos(sine/13))),.3)
  122. LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-14+0*math.cos(sine/13))),.3)
  123. elseif Root.Velocity.Magnitude < 2 then -- idle
  124. reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0 = reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-3+0*math.cos(sine/13),1.8+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)
  125. reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0 = reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.76+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)
  126. reanim['Pal Hair'].Handle.AccessoryWeld.C0 = reanim['Pal Hair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),1.76+0*math.cos(sine/13),1.4+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)
  127. reanim['LavanderHair'].Handle.AccessoryWeld.C0 = reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  128. reanim['HatAccessory'].Handle.AccessoryWeld.C0 = reanim['HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  129. 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)
  130. RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/-53),5+1.2*math.cos(sine/-53),0+0*math.cos(sine/-53))*ANGLES(RAD(20+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53))),.3)
  131. RS.C0 = RS.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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  132. 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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  133. RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(8+0*math.cos(sine/13))),.3)
  134. LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-14+0*math.cos(sine/13))),.3)
  135. elseif Root.Velocity.Magnitude < 20 then -- walk
  136. reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0 = reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-3+0*math.cos(sine/13),1.8+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)
  137. reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0 = reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.76+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)
  138. reanim['Pal Hair'].Handle.AccessoryWeld.C0 = reanim['Pal Hair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),1.76+0*math.cos(sine/13),1.4+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)
  139. reanim['LavanderHair'].Handle.AccessoryWeld.C0 = reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  140. reanim['HatAccessory'].Handle.AccessoryWeld.C0 = reanim['HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  141. 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)
  142. RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/-53),5+1.2*math.cos(sine/-53),0+0*math.cos(sine/-53))*ANGLES(RAD(20+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53))),.3)
  143. RS.C0 = RS.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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  144. 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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  145. RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(8+0*math.cos(sine/13))),.3)
  146. LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-14+0*math.cos(sine/13))),.3)
  147. elseif Root.Velocity.Magnitude > 20 then -- run
  148. reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0 = reanim['RedcliffKnight_HelmetAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-3+0*math.cos(sine/13),1.8+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)
  149. reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0 = reanim['PirateCaptain_HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.76+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)
  150. reanim['Pal Hair'].Handle.AccessoryWeld.C0 = reanim['Pal Hair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),1.76+0*math.cos(sine/13),1.4+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)
  151. reanim['LavanderHair'].Handle.AccessoryWeld.C0 = reanim['LavanderHair'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  152. reanim['HatAccessory'].Handle.AccessoryWeld.C0 = reanim['HatAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(-1.5+0*math.cos(sine/13),2.3+0*math.cos(sine/13),2.67+0*math.cos(sine/13))*ANGLES(RAD(-18+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  153. 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)
  154. RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/-53),5+1.2*math.cos(sine/-53),0+0*math.cos(sine/-53))*ANGLES(RAD(20+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53)),RAD(0+0*math.cos(sine/-53))),.3)
  155. RS.C0 = RS.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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  156. 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(-21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
  157. RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(8+0*math.cos(sine/13))),.3)
  158. LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(75+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-14+0*math.cos(sine/13))),.3)
  159. end
  160. srv.RenderStepped:Wait()
  161. end
  162. end)()
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