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- --FE Compatiblity by DrawingJhon
- --I hope I have fixed all the bugs and errors in the script
- --[[ Please note that some damage functions may cause inconsistant damage between players and must be fixed manually using the DamageRemote I've turned into a comment.
- Don't worry about this if you don't know how as it normally doesn't matter. --]]
- if game:GetService("RunService"):IsClient() then
- error("Cannot run this script in client sided, say 'h/' and not 'hl/'")
- end
- script.Name = "MainReplicator"
- _G.target = owner.Name
- local asdfekiruasc = Instance.new("Folder")
- asdfekiruasc.Name = "MInfo"
- local l1ll1l1ll1l1l1 = {}
- for i = 1, 1000 do
- table.insert(l1ll1l1ll1l1l1, "r"..tostring(i))
- end
- for i, v in next, l1ll1l1ll1l1l1 do
- --Instance.new("BindableEvent", asdfekiruasc).Name = v
- end
- local nsl1l1l1l1l1l = NS([===[
- local Plr = game.Players:WaitForChild(_G.target) --Change script.Parent.Parent to "UsernameHere" but replace usernamehere with your actual roblox username
- local User = Plr.Name
- local RepStorage = game:service'ReplicatedStorage'
- script.Parent = game:service'ServerScriptService'
- local MainFdr = Instance.new("Folder")
- MainFdr.Name = Plr.Name
- MainFdr.Parent = RepStorage
- Plr.Character.Parent = nil
- Plr.Character.Archivable = true
- local FakeChar = Plr.Character:Clone()
- FakeChar.Animate:Destroy()
- FakeChar.Humanoid.Animator:Destroy()
- local F = Instance.new("ForceField")
- F.Visible = false
- F.Parent = FakeChar
- FakeChar.Parent = MainFdr
- local Mouse = Instance.new("BindableEvent")
- Mouse.Name = "Mouse"
- Mouse.Parent = MainFdr
- local MouseInformation = script:WaitForChild("MInfo")
- MouseInformation.Parent = MainFdr
- local SyncingFolder = Instance.new("Folder")
- SyncingFolder.Name = "ServerSync"
- SyncingFolder.Parent = MainFdr
- local mPos = Instance.new("CFrameValue")
- mPos.Name = "mHit"
- mPos.Parent = MainFdr
- local mTarget = Instance.new("ObjectValue")
- mTarget.Name = "mTarget"
- mTarget.Parent = MainFdr
- local LoopType = Instance.new("StringValue")
- LoopType.Name = "LoopingSpeed"
- LoopType.Value = "Custom"
- LoopType.Parent = MainFdr
- --[[local CurrentModeRem = Instance.new("BindableEvent")
- CurrentModeRem.Name = "CurModeRemote"
- CurrentModeRem.Parent = MainFdr
- local CurrentModeVal = Instance.new("StringValue")
- CurrentModeVal.Name = "CurModeVal"
- CurrentModeVal.Value = "Corrupt"
- CurrentModeVal.Parent = MainFdr--]]
- local MoveType = Instance.new("StringValue")
- MoveType.Name = "MovingType"
- MoveType.Value = "Smooth"
- MoveType.Parent = MainFdr
- local Movement = Instance.new("BindableEvent")
- Movement.Name = "MovingEvent"
- Movement.Parent = MainFdr
- local DamageRemote = Instance.new("BindableEvent")
- DamageRemote.Name = "DamagerRemote"
- DamageRemote.Parent = MainFdr
- local WeldRemote = Instance.new("RemoteFunction")
- WeldRemote.Name = "WeldRemote"
- WeldRemote.Parent = MainFdr
- local FinishRemote = Instance.new("BindableEvent")
- FinishRemote.Name = "EndRemote"
- FinishRemote.Parent = MainFdr
- for i,v in pairs(workspace.Terrain:GetChildren()) do
- if v.Name == Plr.Name.." char tracker" then
- v:Destroy()
- end
- end
- local FakeRoot = Instance.new("Part")
- FakeRoot.Name = Plr.Name.." char tracker"
- FakeRoot.CanCollide = false
- FakeRoot.Size = FakeChar.HumanoidRootPart.Size
- FakeRoot.Transparency = 1
- FakeRoot.Parent = workspace.Terrain
- local NV = Instance.new("BodyVelocity")
- NV.Name = "Nope"
- NV.Velocity = Vector3.new(0,0,0)
- NV.Parent = FakeRoot
- NV.Changed:Connect(function(v, v2)
- if tostring(v) == "Velocity" then
- if v2 ~= Vector3.new(0,0,0) then
- NV.Velocity = Vector3.new(0,0,0)
- end
- end
- end)
- FakeRoot:SetNetworkOwner(Plr)
- for i,v in pairs(MouseInformation:GetChildren()) do
- v.Event:Connect(function(Position, TARG)
- mPos.Value = Position
- mTarget.Value = TARG
- end)
- end
- --[[ Functions --
- -- SAZERENOS' ARTIFICIAL HEARTBEAT --]]
- Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
- AHB = Instance.new("BindableEvent", script)
- AHB.Name = "AHB"
- script:WaitForChild("AHB")
- frame = Frame_Speed
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.AHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.AHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.AHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function Swait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- AHB.Event:wait()
- else
- for i = 1, NUMBER do
- AHB.Event:wait()
- end
- end
- end
- function ChangeLoop(Text)
- print(Text)
- -- if Text == "Server" then
- -- LoopType.Value = "Server"
- if Text == "Custom" then
- LoopType.Value = "Custom"
- elseif Text == "Heartbeat" then
- LoopType.Value = "Heartbeat"
- elseif Text == "Stepped" then
- LoopType.Value = "Stepped"
- elseif Text == "RenderStepped" then
- LoopType.Value = "RenderStepped"
- else
- print("LoopType Invalid")
- end
- end
- function ChangeMovement(Text)
- print(Text)
- if Text == "Smooth" then
- MoveType.Value = "Smooth"
- elseif Text == "Remote" then
- MoveType.Value = "Remote"
- else
- print("MoveType Invalid")
- end
- end
- Plr.Chatted:Connect(function(msg)
- if string.sub(msg,1,7) == "=>Loop " then
- ChangeLoop(string.sub(msg, 8))
- end
- if string.sub(msg,1,7) == "=>Move " then
- ChangeMovement(string.sub(msg, 8))
- end
- if msg == "==>End" then
- FinishRemote:Fire()
- wait()
- MainFdr:Remove()
- script:Remove()
- script.Disabled = true
- end
- end)
- game:GetService("Players").PlayerAdded:Connect(function(plr)
- if plr.Name == User then
- plr.Chatted:Connect(function(msg)
- if string.sub(msg,1,7) == "=>Loop " then
- ChangeLoop(string.sub(msg, 8))
- end
- if string.sub(msg,1,7) == "=>Move " then
- ChangeMovement(string.sub(msg, 8))
- end
- if msg == "==>End" then
- FinishRemote:Fire()
- wait()
- MainFdr:Remove()
- script:Remove()
- script.Disabled = true
- end
- end)
- end
- end)
- -- Damaging Functions --
- function Remove(v)
- v:Remove()
- end
- function Destroy(v)
- v:Destroy()
- end
- function BreakJoints(v)
- v:BreakJoints()
- end
- function ApplyDamage(Humanoid, Damage, DAMAGEMULTIPLIER)
- print(Humanoid, Damage, DAMAGEMULTIPLIER)
- Damage = Damage * DAMAGEMULTIPLIER
- if Humanoid.Health < 2000 then
- if Humanoid.Health - Damage > 0 then
- Humanoid.Health = Humanoid.Health - Damage
- else
- Humanoid.Parent:BreakJoints()
- end
- else
- Humanoid.Parent:BreakJoints()
- end
- end
- DamageRemote.Event:Connect(function( request, ...)
- if request == "Remove" then
- Remove(...)
- end
- if request == "Destroy" then
- Destroy(...)
- end
- if request == "BreakJoints" then
- BreakJoints(...)
- end
- if request == "ApplyDamage" then
- ApplyDamage(...)
- end
- end)
- -- Misc --
- --[[CurrentModeRem.Event:Connect(function(request, ...)
- CurrentModeVal.Value = ...
- end)--]]
- local newWeld=function(name,p0,p1,c0,c1)
- local w=Instance.new('Weld',p0)
- w.Name=name
- w.Part0=p0
- w.Part1=p1
- w.C0=c0
- w.C1=c1
- return w
- end
- WeldRemote.OnServerInvoke = newWeld
- -- End Functions --
- script.MainReplicator.Name = Plr.Name
- --[[for i,v in pairs(game:GetService("Players"):GetChildren()) do
- local NS = script[Plr.Name]:Clone()
- NS.Parent = v.PlayerGui
- end
- game.Players.PlayerAdded:Connect(function(plr)
- repeat Swait() until plr.Character
- local NS = script[Plr.Name]:Clone()
- NS.Parent = plr:WaitForChild("PlayerGui")
- end)]]
- --script.LoadLibrary.Parent = RepStorage
- -- Synced Loop
- print("Running Server")
- script.Parent = game:GetService("ServerScriptService")
- workspace.Terrain.ChildRemoved:Connect(function(v)
- Swait(2)
- if v == FakeRoot then
- FakeRoot = Instance.new("Part")
- FakeRoot.Name = Plr.Name.." char tracker"
- FakeRoot.CanCollide = false
- FakeRoot.Size = FakeChar.HumanoidRootPart.Size
- FakeRoot.Transparency = 1
- FakeRoot.Parent = workspace.Terrain
- NV = Instance.new("BodyVelocity")
- NV.Name = "Nope"
- NV.Velocity = Vector3.new(0,0,0)
- NV.Parent = FakeRoot
- NV.Changed:Connect(function(v, v2)
- if tostring(v) == "Velocity" then
- if v2 ~= Vector3.new(0,0,0) then
- NV.Velocity = Vector3.new(0,0,0)
- end
- end
- end)
- FakeRoot:SetNetworkOwner(Plr)
- end
- end)
- AHB.Event:Connect(function()
- pcall(function()
- --Plr.Character.HumanoidRootPart.CFrame = CFrame.new(10000,10000,0)
- end)
- end)
- --Misc. Sync
- while true do
- AHB.Event:wait()
- game:GetService("Debris"):AddItem(Instance.new("Shirt"),0)
- end
- ]===], owner.PlayerGui)
- wait(0.1)
- asdfekiruasc.Parent = nsl1l1l1l1l1l
- script.Parent = nsl1l1l1l1l1l
- local nls = NLS([==[
- local plr = game:GetService("Players").LocalPlayer
- for i, v in pairs(plr.PlayerGui:GetChildren()) do
- if v:IsA("LocalScript") and v.Name == "LSJoy" then
- v:Destroy()
- end
- end
- script.Name = "LSJoy"
- local mouse = plr:GetMouse()
- local KeyDown = plr:WaitForChild("KeyDown")
- local KeyUp = plr:WaitForChild("KeyUp")
- local B1Down = plr:WaitForChild("B1Down")
- local B1Up = plr:WaitForChild("B1Up")
- local MouseInfo = plr:WaitForChild("MouseInfo")
- local char
- mouse.KeyDown:Connect(function(key)
- KeyDown:FireServer(key)
- end)
- mouse.KeyUp:Connect(function(key)
- KeyUp:FireServer(key)
- end)
- mouse.Button1Down:Connect(function(key)
- B1Down:FireServer(key)
- end)
- mouse.Button1Up:Connect(function(key)
- B1Up:FireServer(key)
- end)
- wait(0.1)
- local conn
- conn = game:GetService("RunService").RenderStepped:Connect(function()
- MouseInfo:FireServer({
- Hit = mouse.Hit,
- Target = mouse.Target
- })
- if char and char.Parent ~= nil and char:findFirstChildOfClass("Humanoid") then
- workspace.CurrentCamera.CameraSubject = char:findFirstChildOfClass("Humanoid")
- --owner.Character = char
- end
- end)
- local charVal = script:WaitForChild("ThisChar")
- char = charVal.Value
- ]==], owner.PlayerGui)
- wait()
- local repStorage = game:GetService("ReplicatedStorage")
- local Player = owner
- local lplr = owner
- local MainFolder = repStorage:FindFirstChild(Player.Name)
- MainFolder:WaitForChild("mHit")
- for i,v in pairs(MainFolder:GetChildren()) do
- --print(v.Name)
- end
- local SyncFolder = MainFolder.ServerSync
- local LoopType = MainFolder.LoopingSpeed
- local StopRemote = MainFolder.EndRemote
- local DamageRemote = MainFolder.DamagerRemote
- local Mover = MainFolder.MovingEvent
- local MoverSpeed = MainFolder.MovingType
- char = MainFolder:findFirstChildOfClass("Model"):Clone() -- Character clone with model
- FakeRoot = workspace.Terrain:WaitForChild(Player.Name.." char tracker")
- --local WeldRemote = MainFolder.WeldRemote
- StopRemote.Event:Connect(function()
- if lplr == Player then
- for i,v in pairs(lplr.PlayerGui:GetChildren()) do
- if v.Name == "ScreenGui" or v.Name == "Weapon GUI" then
- v:Destroy()
- end
- end
- end
- nls:Destroy()
- local success, err = pcall(function()
- char:Destroy()
- end)
- if script.Parent.Parent:FindFirstChild("MainReplicator") then
- script.Parent.Parent:FindFirstChild("MainReplicator"):Remove()
- end
- if not success then
- char.Parent = nil
- end
- print("Script Disabled Sucessfully")
- script.Parent:Remove()
- game:GetService("RunService").Heartbeat:wait()
- print("Possible Error")
- script.Disabled = true
- end)
- if lplr == Player then
- local lMouse = Player:GetMouse()
- local HB = game:GetService("RunService").Heartbeat
- local Remote = MainFolder.Mouse
- local Remote2 = MainFolder.MInfo
- local KeyDown = Player:findFirstChild("KeyDown") or Instance.new("RemoteEvent", Player)
- KeyDown.Name = "KeyDown"
- local KeyUp = Player:findFirstChild("KeyUp") or Instance.new("RemoteEvent", Player)
- KeyUp.Name = "KeyUp"
- local B1Down = Player:findFirstChild("B1Down") or Instance.new("RemoteEvent", Player)
- B1Down.Name = "B1Down"
- local B1Up = Player:findFirstChild("B1Up") or Instance.new("RemoteEvent", Player)
- B1Up.Name = "B1Up"
- local MouseInfo = Player:findFirstChild("MouseInfo") or Instance.new("RemoteEvent", Player)
- MouseInfo.Name = "MouseInfo"
- RealMouse = {}
- MouseInfo.OnServerEvent:Connect(function(plr, self)
- RealMouse.Hit = self.Hit
- RealMouse.Target = self.Target
- end)
- KeyDown.OnServerEvent:Connect(function(plr, Key)
- Remote:Fire("KeyDown", Key)
- end)
- KeyUp.OnServerEvent:Connect(function(plr, Key)
- Remote:Fire("KeyUp", Key)
- end)
- B1Down.OnServerEvent:Connect(function(plr, Key)
- Remote:Fire("MouseButton1Down", Key)
- end)
- B1Up.OnServerEvent:Connect(function(plr, Key)
- Remote:Fire("MouseButton1Up", Key)
- end)
- spawn(function()
- while true do
- MouseInfo.OnServerEvent:Wait()
- for i = 1,1000,1 do
- pcall(function()
- HB:wait()
- Remote2["r"..i]:Fire(RealMouse.Hit, RealMouse.Target)
- end)
- end
- end
- end)
- end
- local Mouse = {}
- do
- local Remote = MainFolder.Mouse
- local Hits = MainFolder.MInfo
- local KeyDown = Instance.new("BindableEvent")
- local KeyUp = Instance.new("BindableEvent")
- local MouseButton1Down = Instance.new("BindableEvent")
- local MouseButton1Up = Instance.new("BindableEvent")
- local Hit = MainFolder.mHit
- local Target = MainFolder.mTarget
- Mouse.KeyDown = KeyDown.Event
- Mouse.KeyUp = KeyUp.Event
- Mouse.Button1Down = MouseButton1Down.Event
- Mouse.Button1Up = MouseButton1Up.Event
- Remote.Event:Connect(function(request, ...)
- if request == "KeyDown" then
- KeyDown:Fire(...)
- end
- if request == "KeyUp" then
- KeyUp:Fire(...)
- end
- if request == "MouseButton1Down" then
- MouseButton1Down:Fire(...)
- end
- if request == "MouseButton1Up" then
- MouseButton1Up:Fire(...)
- end
- end)
- --[[for i,v in pairs(Hits:GetChildren()) do
- v.Event:Connect(function(HIT, TARGET)
- Hit = Hit
- Target = Target
- end)
- end--]]
- Mouse.Hit = Hit.Value
- Mouse.Target = Target.Value
- local ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB2"
- script:WaitForChild("ArtificialHB2")
- frame = 1/60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB2:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function BaseWait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- -- if LoopType.Value == "Server" then
- -- SyncFolder.ChildAdded:wait()
- if LoopType.Value == "RenderStepped" then
- game:GetService("RunService").Heartbeat:wait()
- elseif LoopType.Value == "Stepped" then
- game:GetService("RunService").Stepped:wait()
- elseif LoopType.Value == "Heartbeat" then
- game:GetService("RunService").Heartbeat:wait()
- elseif LoopType.Value == "Custom" then
- ArtificialHB.Event:wait()
- end
- else
- for i = 1, NUMBER do
- -- if LoopType.Value == "Server" then
- -- SyncFolder.ChildAdded:wait()
- if LoopType.Value == "RenderStepped" then
- game:GetService("RunService").Heartbeat:wait()
- elseif LoopType.Value == "Stepped" then
- game:GetService("RunService").Stepped:wait()
- elseif LoopType.Value == "Heartbeat" then
- game:GetService("RunService").Heartbeat:wait()
- elseif LoopType.Value == "Custom" then
- ArtificialHB.Event:wait()
- end
- end
- end
- end
- swait = BaseWait
- Swait = BaseWait
- ArtificialHB.Event:Connect(function()
- Mouse.Hit = Hit.Value
- Mouse.Target = Target.Value
- if Swait ~= BaseWait then
- Swait = BaseWait
- end
- if swait ~= BaseWait then
- swait = BaseWait
- end
- end)
- end
- mouse=Mouse
- plr=Player
- -- You must remove any Variables that reference a LocalPlayer. Example: Player = game.Players.LocalPlayer
- -- You must remove any Variables that reference :GetMouse(). Example: Mouse = Player:GetMouse()
- -- You must remove anything that sets the script's parent. Example: script.Parent = OBJECT
- -- Make sure to change the name at the top of the script named "CRTemplate" to your name! --]]
- -- You can use ctrl + f keys to search for the keywords above (LocalPlayer, GetMouse, script.Parent =)
- -- PASTE SCRIPT BELOW THIS LINE!
- --------------------------------
- --------------------------------
- --[This Meme Script Was Created By XandersAltAccount1]
- --------------------------------
- -------------------------------------------------------
- local FavIDs = {
- 340106355, --Nefl Crystals
- 927529620, --Dimension
- 876981900, --Fantasy
- 398987889, --Ordinary Days
- 1117396305, --Oh wait, it's you.
- 885996042, --Action Winter Journey
- 919231299, --Sprawling Idiot Effigy
- 743466274, --Good Day Sunshine
- 727411183, --Knife Fight
- 1402748531, --The Earth Is Counting On You!
- 595230126 --Robot Language
- }
- --The reality of my life isn't real but a Universe -makhail07
- wait(0.2)
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- if lplr == Player then
- Cam.CameraSubject = char:FindFirstChildOfClass("Humanoid")
- end
- local lastPosRoot = Vector3.new()
- if lplr == Player then
- game:GetService("RunService").Heartbeat:Connect(function()
- Player.Character = char
- local root = char:findFirstChild("HumanoidRootPart")
- if root then
- lastPosRoot = root.Position
- end
- Cam.CameraSubject = char:FindFirstChildOfClass("Humanoid")
- end)
- end
- Player.CharacterAdded:Connect(function(char)
- local hum = char:findFirstChildOfClass("Humanoid")
- if hum then
- hum:MoveTo(lastPosRoot)
- end
- end)
- char.PrimaryPart = char.HumanoidRootPart
- char.Parent = workspace
- local hum = char.Humanoid
- local hed = char.Head
- local root = char.HumanoidRootPart
- local rootj = root.RootJoint
- local tors = char.Torso
- local ra = char["Right Arm"]
- local la = char["Left Arm"]
- local rl = char["Right Leg"]
- local ll = char["Left Leg"]
- local neck = tors["Neck"]
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
- local maincolor = BrickColor.new("Really black")
- -------------------------------------------------------
- --Start Good Stuff--
- -------------------------------------------------------
- local obj = Instance.new("ObjectValue")
- obj.Value = char
- obj.Name = "ThisChar"
- obj.Parent = nls
- cam = game.Workspace.CurrentCamera
- CF = CFrame.new
- angles = CFrame.Angles
- attack = false
- Euler = CFrame.fromEulerAnglesXYZ
- Rad = math.rad
- IT = Instance.new
- BrickC = BrickColor.new
- Cos = math.cos
- Acos = math.acos
- Sin = math.sin
- Asin = math.asin
- Abs = math.abs
- Mrandom = math.random
- Floor = math.floor
- Vt = Vector3.new
- -------------------------------------------------------
- --End Good Stuff--
- -------------------------------------------------------
- necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = tors["Right Hip"]
- LH = tors["Left Hip"]
- RW.Name = "RW"
- RW.Part0 = tors
- RW.C0 = CF(1.5, 0.5, 0)
- RW.C1 = CF(0, 0.5, 0)
- RW.Part1 = ra
- RW.Parent = tors
- LW.Name = "LW"
- LW.Part0 = tors
- LW.C0 = CF(-1.5, 0.5, 0)
- LW.C1 = CF(0, 0.5, 0)
- LW.Part1 = la
- LW.Parent = tors
- Effects = {}
- -------------------------------------------------------
- --Start HeartBeat--
- -------------------------------------------------------
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- -------------------------------------------------------
- --End HeartBeat--
- -------------------------------------------------------
- local joyemoji = Instance.new('ParticleEmitter', tors)
- joyemoji.VelocitySpread = 2000
- joyemoji.Lifetime = NumberRange.new(1)
- joyemoji.Speed = NumberRange.new(40)
- joy= {}
- for i=0, 19 do
- joy[#joy+ 1] = NumberSequenceKeypoint.new(i/19, math.random(1, 1))
- end
- joyemoji.Size = NumberSequence.new(joy)
- joyemoji.Rate = 0
- joyemoji.LockedToPart = false
- joyemoji.LightEmission = 0
- joyemoji.Texture = "rbxassetid://73623723"
- joyemoji.Color = ColorSequence.new(BrickColor.new("Institutional white").Color)
- -------------------------------------------------------
- --Start Important Functions--
- -------------------------------------------------------
- function swait(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- end
- function thread(f)
- coroutine.resume(coroutine.create(f))
- 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 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 m00 < m11 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 >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.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
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.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
- 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 rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- function getRegion(point,range,ignore)
- return workspace:FindPartsInRegion3WithIgnoreList(Region3.new(point-Vector3.new(1,1,1)*range/2,point+Vector3.new(1,1,1)*range/2),ignore,100)
- end
- function GetTorso(char)
- return char:FindFirstChild'Torso' or char:FindFirstChild'UpperTorso' or char:FindFirstChild'LowerTorso' or char:FindFirstChild'HumanoidRootPart'
- end
- local M = {C=math.cos,R=math.rad,S=math.sin,P=math.pi,RNG=math.random,MRS=math.randomseed,H=math.huge,RRNG = function(min,max,div) return math.rad(math.random(min,max)/(div or 1)) end}
- -------------------------------------------------------
- --Start Damage Function--
- -------------------------------------------------------
- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChildOfClass("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- if hit.Parent.DebounceHit.Value == true then
- return
- end
- end
- if insta == true then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- if HitSound ~= nil and HitPitch ~= nil then
- CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- h.Health = h.Health - Damage
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- else
- h.Health = h.Health - (Damage / 2)
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- end
- if Type == "Knockdown" then
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
- local bodvol = Create("BodyVelocity"){
- velocity = angle * knockback,
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- local rl = Create("BodyAngularVelocity"){
- P = 3000,
- maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodvol, .5)
- game:GetService("Debris"):AddItem(rl, .5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 500,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, .5)
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, .5)
- elseif Type == "DarkUp" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- Effects.Block.Create(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
- end
- end))
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition"){
- P = 2000,
- D = 100,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Freeze" then
- local BodPos = Create("BodyPosition"){
- P = 50000,
- D = 1000,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- local BodGy = Create("BodyGyro") {
- maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
- P = 20e+003,
- Parent = hit.Parent.Torso,
- cframe = hit.Parent.Torso.CFrame,
- }
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- end
- end
- -------------------------------------------------------
- --End Damage Function--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Damage Function Customization--
- -------------------------------------------------------
- function ShowDamage(Pos, Text, Time, Color)
- local Rate = (1 / 30)
- local Pos = (Pos or Vector3.new(0, 0, 0))
- local Text = (Text or "")
- local Time = (Time or 2)
- local Color = (Color or Color3.new(255, 255, 1))
- local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
- EffectPart.Anchored = true
- local BillboardGui = Create("BillboardGui"){
- Size = UDim2.new(3, 0, 3, 0),
- Adornee = EffectPart,
- Parent = EffectPart,
- }
- local TextLabel = Create("TextLabel"){
- BackgroundTransparency = 1,
- Size = UDim2.new(1, 0, 1, 0),
- Text = Text,
- Font = "Bodoni",
- TextColor3 = Color,
- TextScaled = true,
- TextStrokeColor3 = Color3.fromRGB(0,0,0),
- Parent = BillboardGui,
- }
- game.Debris:AddItem(EffectPart, (Time))
- EffectPart.Parent = game:GetService("Workspace")
- delay(0, function()
- local Frames = (Time / Rate)
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = (Frame / Frames)
- EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
- TextLabel.TextTransparency = Percent
- end
- if EffectPart and EffectPart.Parent then
- EffectPart:Destroy()
- end
- end)
- end
- -------------------------------------------------------
- --End Damage Function Customization--
- -------------------------------------------------------
- function MagniDamage(Part, magni, mindam, maxdam, knock, Type)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Head")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= plr.Name then
- Damage(head, head, mindam, maxdam, knock, Type, root, 0.1, "http://www.roblox.com/asset/?id=0", 1.2)
- end
- end
- end
- end
- end
- CFuncs = {
- Part = {
- Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Weld = {
- Create = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- },
- Sound = {
- Create = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local S = Create("Sound")({
- Volume = vol,
- Pitch = pit or 1,
- SoundId = id,
- Parent = par or workspace
- })
- wait()
- S:play()
- game:GetService("Debris"):AddItem(S, 6)
- end))
- end
- },
- ParticleEmitter = {
- Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
- local fp = Create("ParticleEmitter")({
- Parent = Parent,
- Color = ColorSequence.new(Color1, Color2),
- LightEmission = LightEmission,
- Size = Size,
- Texture = Texture,
- Transparency = Transparency,
- ZOffset = ZOffset,
- Acceleration = Accel,
- Drag = Drag,
- LockedToPart = LockedToPart,
- VelocityInheritance = VelocityInheritance,
- EmissionDirection = EmissionDirection,
- Enabled = Enabled,
- Lifetime = LifeTime,
- Rate = Rate,
- Rotation = Rotation,
- RotSpeed = RotSpeed,
- Speed = Speed,
- VelocitySpread = VelocitySpread
- })
- return fp
- end
- }
- }
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- formFactor = FormFactor,
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- function CreateWeld(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- -------------------------------------------------------
- --Start Effect Function--
- -------------------------------------------------------
- EffectModel = Instance.new("Model", char)
- Effects = {
- Block = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- else
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- },
- Sphere = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Cylinder = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Wave = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 / 60))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3 / 60,
- y3 / 60,
- z3 / 60,
- msh
- })
- end
- },
- Ring = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Break = {
- Create = function(brickcolor, cframe, x1, y1, z1)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end
- },
- Spiral = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Push = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- }
- }
- function part(formfactor ,parent, reflectance, transparency, brickcolor, name, size)
- local fp = IT("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = tors.Position
- RemoveOutlines(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh = IT(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id="..meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function Magic(bonuspeed, type, pos, scale, value, color, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = scale
- local scaler2 = 1
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, scaler2 * bonuspeed)
- end
- rng:Destroy()
- end))
- end
- function Eviscerate(dude)
- if dude.Name ~= char then
- local bgf = IT("BodyGyro", dude.Head)
- bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
- local val = IT("BoolValue", dude)
- val.Name = "IsHit"
- local ds = coroutine.wrap(function()
- dude:WaitForChild("Head"):BreakJoints()
- wait(0.5)
- target = nil
- coroutine.resume(coroutine.create(function()
- for i, v in pairs(dude:GetChildren()) do
- if v:IsA("Accessory") then
- v:Destroy()
- end
- if v:IsA("Humanoid") then
- v:Destroy()
- end
- if v:IsA("CharacterMesh") then
- v:Destroy()
- end
- if v:IsA("Model") then
- v:Destroy()
- end
- if v:IsA("Part") or v:IsA("MeshPart") then
- for x, o in pairs(v:GetChildren()) do
- if o:IsA("Decal") then
- o:Destroy()
- end
- end
- coroutine.resume(coroutine.create(function()
- v.Material = "Neon"
- v.CanCollide = false
- local PartEmmit1 = IT("ParticleEmitter", reye)
- PartEmmit1.LightEmission = 1
- PartEmmit1.Texture = "rbxassetid://284205403"
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- PartEmmit1.Rate = 150
- PartEmmit1.Lifetime = NumberRange.new(1)
- PartEmmit1.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0.75, 0),
- NumberSequenceKeypoint.new(1, 0, 0)
- })
- PartEmmit1.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0, 0),
- NumberSequenceKeypoint.new(1, 1, 0)
- })
- PartEmmit1.Speed = NumberRange.new(0, 0)
- PartEmmit1.VelocitySpread = 30000
- PartEmmit1.Rotation = NumberRange.new(-500, 500)
- PartEmmit1.RotSpeed = NumberRange.new(-500, 500)
- local BodPoss = IT("BodyPosition", v)
- BodPoss.P = 3000
- BodPoss.D = 1000
- BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
- BodPoss.position = v.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
- v.Color = maincolor.Color
- coroutine.resume(coroutine.create(function()
- for i = 0, 49 do
- swait(1)
- v.Transparency = v.Transparency + 0.08
- end
- wait(0.5)
- PartEmmit1.Enabled = false
- wait(3)
- pcall(function()
- v:Destroy()
- dude:Destroy()
- end)
- end))
- end))
- end
- end
- end))
- end)
- ds()
- end
- end
- function FindNearestHead(Position, Distance, SinglePlayer)
- if SinglePlayer then
- return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude
- end
- local List = {}
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA("Model") and v:findFirstChild("Head") and v ~= char and Distance >= (v.Head.Position - Position).magnitude then
- table.insert(List, v)
- end
- end
- return List
- end
- function Aura(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = Vector3.new(x1, y1, z1)
- local scaler2 = 1
- local speeder = FastSpeed
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- speeder = speeder - 0.01 * FastSpeed * bonuspeed
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder * bonuspeed
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, 0)
- end
- rng:Destroy()
- end))
- end
- function SoulSteal(dude)
- if dude.Name ~= char then
- local bgf = IT("BodyGyro", dude.Head)
- bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
- local val = IT("BoolValue", dude)
- val.Name = "IsHit"
- local torso = (dude:FindFirstChild'Head' or dude:FindFirstChild'Torso' or dude:FindFirstChild'UpperTorso' or dude:FindFirstChild'LowerTorso' or dude:FindFirstChild'HumanoidRootPart')
- local soulst = coroutine.wrap(function()
- local soul = Instance.new("Part",dude)
- soul.Size = Vector3.new(1,1,1)
- soul.CanCollide = false
- soul.Anchored = false
- soul.Position = torso.Position
- soul.Transparency = 1
- local PartEmmit1 = IT("ParticleEmitter", soul)
- PartEmmit1.LightEmission = 1
- PartEmmit1.Texture = "rbxassetid://569507414"
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- PartEmmit1.Rate = 250
- PartEmmit1.Lifetime = NumberRange.new(1.6)
- PartEmmit1.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 1, 0),
- NumberSequenceKeypoint.new(1, 0, 0)
- })
- PartEmmit1.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0, 0),
- NumberSequenceKeypoint.new(1, 1, 0)
- })
- PartEmmit1.Speed = NumberRange.new(0, 0)
- PartEmmit1.VelocitySpread = 30000
- PartEmmit1.Rotation = NumberRange.new(-360, 360)
- PartEmmit1.RotSpeed = NumberRange.new(-360, 360)
- local BodPoss = IT("BodyPosition", soul)
- BodPoss.P = 3000
- BodPoss.D = 1000
- BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
- BodPoss.position = torso.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
- wait(1.6)
- soul.Touched:connect(function(hit)
- if hit.Parent == char then
- soul:Destroy()
- end
- end)
- wait(1.2)
- while soul do
- swait()
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- BodPoss.Position = tors.Position
- end
- end)
- soulst()
- end
- end
- function FaceMouse()
- local Cam = workspace.CurrentCamera
- return {
- CFrame.new(char.Torso.Position, Vector3.new(mouse.Hit.p.x, char.Torso.Position.y, mouse.Hit.p.z)),
- Vector3.new(mouse.Hit.p.x, mouse.Hit.p.y, mouse.Hit.p.z)
- }
- end
- function SaveSound(name, parent)
- local sound = getfenv()[name]
- local looped = sound.Looped
- local playing = false
- local timePos = 0
- local start
- local function onChanged(s)
- local success, err = pcall(function()
- s.Parent = parent
- end)
- if not success then start() return true end
- end
- local function pl(s)
- local conn
- conn = game:GetService("RunService").Heartbeat:Connect(function()
- if s.Parent ~= parent then conn:Disconnect() return end
- timePos = s.TimePosition
- end)
- if s.IsPlaying or s.Playing then
- playing = true
- else
- playing = false
- end
- if not looped then
- s.Ended:Connect(function()
- playing = false
- end)
- end
- local ud = newproxy(true)
- local mt = getmetatable(ud)
- mt.__index = function(self, k)
- if type(s[k]) == "function" then
- if k:lower() == "stop" then
- playing = false
- elseif k:lower() == "play" then
- playing = true
- elseif k:lower() == "pause" then
- playing = false
- end
- return function(self2, ...)
- if self2 ~= ud then
- return s[k](self2)
- end
- return s[k](s, ...)
- end
- end
- return s[k]
- end
- mt.__newindex = function(self, k, v)
- s[k] = v
- end
- mt.__tostring = function(self)
- return s.Name
- end
- mt.__metatable = "The metatable is locked"
- getfenv()[name] = ud
- end
- function start()
- local clone
- local success, err = pcall(function()
- clone = sound:Clone()
- end)
- if not success then
- warn("Error trying to retrieve sound '"..name.."'")
- repeat wait()
- pcall(function()
- clone = sound:Clone()
- end)
- until clone
- print("The sound '"..name.."' was replayed correctly")
- end
- clone.Looped = looped
- clone.Parent = parent
- clone.TimePosition = timePos
- if playing then
- clone:Play()
- end
- pl(clone)
- local conn
- conn = clone.Changed:Connect(function()
- if onChanged(clone) then conn:Disconnect() end
- end)
- end
- pl(sound)
- local conn
- conn = sound.Changed:Connect(function()
- if onChanged(sound) then conn:Disconnect() end
- end)
- end
- BTAUNT = Instance.new("Sound", hed)
- BTAUNT.SoundId = "http://www.roblox.com/asset/?id=1278102150"
- BTAUNT.Volume = 19
- BTAUNT.Pitch = 1
- BTAUNT.Looped = true
- BTAUNT2 = Instance.new("Sound", hed)
- BTAUNT2.Parent = hed
- BTAUNT2.SoundId = "http://www.roblox.com/asset/?id=957602352"
- BTAUNT2.Volume = 20
- BTAUNT2.Pitch = 1
- BTAUNT2.Looped = true
- SaveSound("BTAUNT2", hed)
- BTAUNT3 = Instance.new("Sound", char) -- What is this sound?
- BTAUNT3.SoundId = "http://www.roblox.com/asset/?id=1090127517"
- BTAUNT3.Volume = 2
- BTAUNT3.Pitch = 1
- BTAUNT3.Looped = true
- BTAUNT4 = Instance.new("Sound", tors)
- BTAUNT4.SoundId = "http://www.roblox.com/asset/?id=2658538628"
- BTAUNT4.Volume = 10
- BTAUNT4.Pitch = 3
- BTAUNT4.Looped = true
- BTAUNT5 = Instance.new("Sound", tors)
- BTAUNT5.SoundId = "http://www.roblox.com/asset/?id=1470848774"
- BTAUNT5.Volume = 5
- BTAUNT5.Pitch = 1
- BTAUNT5.Looped = true
- SaveSound("BTAUNT5", tors)
- TEST = Instance.new("Sound", tors)
- TEST.SoundId = "http://www.roblox.com/asset/?id=636494529"
- TEST.Volume = 25
- TEST.Pitch = 1
- TEST.Looped = false
- -------------------------------------------------------
- --End Effect Function--
- -------------------------------------------------------
- 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)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.BrickColor = BrickC(tostring(BRICKCOLOR))
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = tors.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- function MakeForm(PART,TYPE)
- local MSH = nil
- if TYPE == "Cyl" then
- MSH = IT("CylinderMesh",PART)
- elseif TYPE == "Ball" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Sphere"
- elseif TYPE == "Wedge" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Wedge"
- elseif TYPE == "Block" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Brick"
- end
- return MSH
- end
- function Cso(ID, PARENT, VOLUME, PITCH)
- local NSound = nil
- coroutine.resume(coroutine.create(function()
- NSound = IT("Sound", PARENT)
- NSound.Volume = VOLUME
- NSound.Pitch = PITCH
- NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
- swait()
- NSound:play()
- game:GetService("Debris"):AddItem(NSound, 50)
- end))
- return NSound
- end
- function CameraEnshaking(Length, Intensity)
- coroutine.resume(coroutine.create(function()
- local intensity = 1 * Intensity
- local rotM = 0.01 * Intensity
- for i = 0, Length, 0.1 do
- swait()
- intensity = intensity - 0.05 * Intensity / Length
- rotM = rotM - 5.0E-4 * Intensity / Length
- hum.CameraOffset = Vector3.new(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)))
- cam.CFrame = cam.CFrame * CF(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) * Euler(Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM)
- end
- hum.CameraOffset = Vector3.new(0, 0, 0)
- end))
- end
- function Sink(position,radius)
- for i,v in ipairs(workspace:GetChildren()) do
- if v:FindFirstChild("Hit2By"..plr.Name) == nil then
- local body = v:GetChildren()
- for part = 1, #body do
- if(v:FindFirstChild("Hit2By"..plr.Name) == nil and (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= char) then
- if(body[part].Position - position).Magnitude < radius then
- if v.ClassName == "Model" then
- v:FindFirstChildOfClass("Humanoid").Name = "Humanoid"
- if v:FindFirstChild("Humanoid") then
- local defence = Instance.new("BoolValue",v)
- defence.Name = ("Hit2By"..plr.Name)
- if v.Humanoid.Health ~= 0 then
- local TORS = v:FindFirstChild("HumanoidRootPart") or v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
- if TORS ~= nil then
- local HITFLOOR2, HITPOS2 = Raycast(TORS.Position, (CF(TORS.Position, TORS.Position + Vector3.new(0, -1, 0))).lookVector, 25 * TORS.Size.Y/2, v)
- coroutine.resume(coroutine.create(function()
- if HITFLOOR2 ~= nil then
- TORS.Anchored = true
- local Hole2 = CreatePart(3, EffectModel, "Neon", 0, 0, "Really black", "Hole", Vector3.new(TORS.Size.X*4,0,TORS.Size.X*4))
- Hole2.Color = Color3.new(0,0,0)
- local MESH = MakeForm(Hole2,"Cyl")
- MESH.Scale = Vector3.new(0,1,0)
- Hole2.CFrame = CF(HITPOS2)
- for i = 1, 10 do
- swait()
- MESH.Scale = MESH.Scale + Vector3.new(0.1,0,0.1)
- end
- --Cso("160440683", v:FindFirstChild("Head"), 10, .8)
- Cso("154955269", v:FindFirstChild("Head"), 10, 1)
- repeat
- swait()
- TORS.CFrame = TORS.CFrame * CF(0,-0.1,0)
- --MESH.Scale = MESH.Scale + Vector3.new(0,1.6,0)
- until TORS.Position.Y<position.Y-4
- v:remove()
- for i = 1, 10 do
- swait()
- MESH.Scale = MESH.Scale - Vector3.new(0.1,0,0.1)
- end
- Hole2:remove()
- end
- end))
- end
- end
- end
- end
- --body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength
- end
- end
- end
- end
- end
- end
- function Trail(Part)
- local TRAIL = Part:Clone()
- TRAIL.CanCollide = false
- TRAIL.Anchored = true
- TRAIL.Parent = EffectModel
- TRAIL.Name = "Trail"
- local TRANS = Part.Transparency
- coroutine.resume(coroutine.create(function()
- for i = 1, 20 do
- swait()
- TRAIL.Transparency = TRAIL.Transparency + ((1-TRANS)/20)
- end
- TRAIL:remove()
- end))
- end
- function getRegion(point,range,ignore)
- return workspace:FindPartsInRegion3WithIgnoreList(Region3.new(point-Vector3.new(1,1,1)*range/2,point+Vector3.new(1,1,1)*range/2),ignore,100)
- end
- function GetTorso(char)
- return char:FindFirstChild'Torso' or char:FindFirstChild'UpperTorso' or char:FindFirstChild'LowerTorso' or char:FindFirstChild'HumanoidRootPart'
- end
- local M = {C=math.cos,R=math.rad,S=math.sin,P=math.pi,RNG=math.random,MRS=math.randomseed,H=math.huge,RRNG = function(min,max,div) return math.rad(math.random(min,max)/(div or 1)) end}
- function CreateSound(ID, PARENT, VOLUME, PITCH)
- local NSound = nil
- coroutine.resume(coroutine.create(function()
- NSound = Instance.new("Sound", PARENT)
- NSound.Volume = VOLUME
- NSound.Pitch = PITCH
- NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
- swait()
- NSound:play()
- game:GetService("Debris"):AddItem(NSound, 10)
- end))
- return NSound
- end
- -------------------------------------------------------
- --End Important Functions--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Customization--
- -------------------------------------------------------
- local Player_Size = 1
- if Player_Size ~= 1 then
- root.Size = root.Size * Player_Size
- tors.Size = tors.Size * Player_Size
- hed.Size = hed.Size * Player_Size
- ra.Size = ra.Size * Player_Size
- la.Size = la.Size * Player_Size
- rl.Size = rl.Size * Player_Size
- ll.Size = ll.Size * Player_Size
- ----------------------------------------------------------------------------------
- rootj.Parent = root
- neck.Parent = tors
- RW.Parent = tors
- LW.Parent = tors
- RH.Parent = tors
- LH.Parent = tors
- ----------------------------------------------------------------------------------
- rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0))
- neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-90), Rad(0), Rad(180))
- RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* RIGHTSHOULDERC0
- LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* LEFTSHOULDERC0
- ----------------------------------------------------------------------------------
- RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- RH.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))
- LH.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))
- --hat.Parent = Character
- end
- ----------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------
- local equipped = false
- local idle = 0
- local change = 1
- local val = 0
- local toim = 0
- local idleanim = 0.4
- local sine = 0
- local Sit = 1
- ----------------------------------------------------------------------------------
- hum.WalkSpeed = 20
- hum.JumpPower = 57
- ----------------------------------------------------------------------------------
- local Hole = CreatePart(3, EffectModel, "Neon", 0, 0, "Really black", "Hole", Vector3.new(5,0,5))
- local MESH = MakeForm(Hole,"Cyl")
- --spawn(function() Rainbowify(Hole) end)
- local BODY = {}
- for _, c in pairs(char:GetDescendants()) do
- if c:IsA("BasePart") and c.Name ~= "Handle" then
- if c ~= root and c ~= tors and c ~= hed and c ~= ra and c ~= la and c ~= rl and c ~= ll then
- c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- end
- table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency,c.Size,c.Name})
- elseif c:IsA("JointInstance") then
- table.insert(BODY,{c,c.Parent,nil,nil,nil,nil,nil})
- end
- end
- for e = 1, #BODY do
- if BODY[e] ~= nil then
- do
- local STUFF = BODY[e]
- local PART = STUFF[1]
- local PARENT = STUFF[2]
- local MATERIAL = STUFF[3]
- local COLOR = STUFF[4]
- local TRANSPARENCY = STUFF[5]
- if PART.ClassName == "Part" and PART ~= root then
- PART.Material = MATERIAL
- PART.Transparency = TRANSPARENCY
- end
- --[[PART.AncestryChanged:Connect(function()
- PART.Parent = PARENT
- end)--]]
- end
- end
- end
- function refit()
- coroutine.resume(coroutine.create(function()
- wait()
- hum.Died:connect(refit)
- end))
- char.Parent = workspace
- for e = 1, #BODY do
- if BODY[e] ~= nil then
- local STUFF = BODY[e]
- local PART = STUFF[1]
- local PARENT = STUFF[2]
- local MATERIAL = STUFF[3]
- local COLOR = STUFF[4]
- local TRANSPARENCY = STUFF[5]
- local SIZE = STUFF[6]
- local NAME = STUFF[7]
- if PART.ClassName == "Part" and PART:IsA("BasePart") and PART ~= root then
- PART.Material = MATERIAL
- PART.Transparency = TRANSPARENCY
- PART.Name = NAME
- end
- if PART.Parent ~= PARENT then
- if PART.Name == "Head" or PART.Name == "Neck" or PART.Name == "Torso" then
- hum:remove()
- end
- PART.Parent = PARENT
- if PART.Name == "Head" or PART.Name == "Neck" or PART.Name == "Torso" then
- hum = Instance.new("Humanoid",char)
- end
- end
- end
- end
- end
- local Regen = {}
- for e = 1, #Regen do
- if Regen[e] ~= nil then
- local STUFF = Regen[e]
- local PART = STUFF[1]
- local PARENT = STUFF[2]
- local MATERIAL = STUFF[3]
- local COLOR = STUFF[4]
- local TRANSPARENCY = STUFF[5]
- if PART.ClassName == "Part" and PART ~= BODY.root then
- PART.Material = MATERIAL
- PART.Color = COLOR
- PART.Transparency = TRANSPARENCY
- end
- --[[PART.AncestryChanged:Connect(function()
- PART.Parent = PARENT
- end)--]]
- end
- end
- function Refit()
- coroutine.resume(coroutine.create(function()
- wait()
- hum.Died:connect(Refit)
- end))
- for i = 1,#Regen do
- local E = Regen[i]
- local PART = E[1]
- local PARENT = E[2]
- local COLOR = E[3]
- local SIZE = E[4]
- local MATERIAL = E[5]
- if PART:IsA("BasePart") and PART.Parent ~= PARENT then
- PART.Color = COLOR
- PART.Size = SIZE
- PART.Material = MATERIAL
- end
- if PART.Parent ~= PARENT then
- hum.Parent = nil
- PART.Parent = PARENT
- hum.Parent = char
- end
- end
- hum.Parent = char
- end
- function Parents()
- rootj.Parent = root
- neck.Parent = tors
- RW.Parent = tors
- LW.Parent = tors
- RH.Parent = tors
- LH.Parent = tors
- root.Parent = char
- la.Parent = char
- ra.Parent = char
- rl.Parent = char
- ll.Parent = char
- tors.Parent = char
- hed.Parent = char
- end
- local States = {
- "FallingDown";
- "PlatformStanding";
- "Physics";
- "Swimming";
- "Dead";
- "Ragdoll";
- "Seated";
- }
- for i,v in pairs(States) do
- hum:SetStateEnabled(v,false)
- end
- hum.Died:connect(function()
- refit()
- Refit()
- Parents()
- end)
- -------------------------------------------------------
- --End Customization--
- -------------------------------------------------------
- local Blobby = Instance.new("Part", char)
- Blobby.Name = "Blob"
- Blobby.CanCollide = false
- Blobby.BrickColor = BrickColor.new("Deep orange")
- Blobby.Transparency = 0
- Blobby.Material = "Neon"
- Blobby.Size = Vector3.new(1, 1, 2)
- Blobby.TopSurface = Enum.SurfaceType.Smooth
- Blobby.BottomSurface = Enum.SurfaceType.Smooth
- local Weld = Instance.new("Weld", Blobby)
- Weld.Part0 = ra
- Weld.Part1 = Blobby
- Weld.C1 = CFrame.new(0, 1, 0.4)
- Weld.C0 = CFrame.Angles(Rad(0),0,0)
- local M2 = Instance.new("SpecialMesh")
- M2.Parent = Blobby
- M2.MeshId = "rbxassetid://0"
- M2.TextureId = "rbxassetid://749019427"
- M2.Scale = Vector3.new(0.08, 0.08, 0.08)
- --[[local naeeym2 = Instance.new("BillboardGui",char)
- naeeym2.AlwaysOnTop = true
- naeeym2.Size = UDim2.new(5,35,2,15)
- naeeym2.StudsOffset = Vector3.new(0, 3.5, 0)
- naeeym2.Adornee = hed
- naeeym2.Name = "Name"
- --naeeym2.PlayerToHideFrom = Player
- local tecks2 = Instance.new("TextLabel",naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.TextScaled = true
- tecks2.BorderSizePixel = 0
- tecks2.Text = "Fight Me"
- tecks2.Font = Enum.Font.Bodoni
- tecks2.TextSize = 30
- tecks2.TextStrokeTransparency = 0
- tecks2.TextColor3 = Color3.new(0, 0, 0)
- tecks2.TextStrokeColor3 = Color3.new(1, 1, 1)
- tecks2.Size = UDim2.new(1,0,0.5,0)
- tecks2.Parent = naeeym2]]
- ----------------------------------------------------------------------------------
- local AddInstance = function(Object, ...)
- local Obj = Instance.new(Object)
- for i,v in next,(...) do
- Obj[i] = v
- end
- return Obj
- end
- ----------------------------------------------------
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Attacks N Stuff--
- -------------------------------------------------------
- local naeeym2 = Instance.new("BillboardGui",char)
- naeeym2.AlwaysOnTop = true
- naeeym2.Size = UDim2.new(5,35,2,35)
- naeeym2.StudsOffset = Vector3.new(0,2,0)
- naeeym2.Adornee = hed
- naeeym2.Name = "Name"
- local tecks2 = Instance.new("TextLabel",naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.TextScaled = true
- tecks2.BorderSizePixel = 0
- tecks2.Font = "Cartoon"
- tecks2.TextSize = 30
- tecks2.TextStrokeTransparency = 0
- tecks2.TextColor3 = BrickColor.new('Institutional white').Color
- tecks2.TextStrokeColor3 = BrickColor.new('Really black').Color
- tecks2.Size = UDim2.new(1,0,0.5,0)
- tecks2.Parent = naeeym2
- textfag = tecks2
- tecks2.Text = ":joy:"
- BTAUNT2:Play()
- coroutine.resume(coroutine.create(function()
- local lmaoooo = 0
- while textfag ~= nil do
- swait()
- if lmaoooo <= 3 then
- textfag.Text = ":joy:"
- lmaoooo = lmaoooo + 1
- end
- textfag.Position = UDim2.new(math.random(-0.2,0.2),math.random(-3,9),.05,math.random(-10,10))
- textfag.Rotation = math.random(-1.8,1.8)
- end
- end))
- BTAUNT4 = Instance.new("Sound", char)
- BTAUNT4.SoundId = "http://www.roblox.com/asset/?id=2658538628"
- BTAUNT4.Volume = 10
- BTAUNT4.Pitch = 1
- BTAUNT4.Parent = hed
- BTAUNT4.Looped = false
- SaveSound("BTAUNT4", hed)
- BTAUNT7 = Instance.new("Sound", char)
- BTAUNT7.SoundId = "http://www.roblox.com/asset/?id=2770017501"
- BTAUNT7.Volume = 1.5
- BTAUNT7.Pitch = 1
- BTAUNT7.Parent = char
- BTAUNT7.Looped = false
- SaveSound("BTAUNT7", char)
- BTAUNT6 = Instance.new("Sound", char)
- BTAUNT6.SoundId = "http://www.roblox.com/asset/?id=2675983782"
- BTAUNT6.Volume = 10
- BTAUNT6.Pitch = 1
- BTAUNT6.Parent = hed
- BTAUNT6.Looped = false
- SaveSound("BTAUNT6", hed)
- BTAUNT5 = Instance.new("Sound", char)
- BTAUNT5.SoundId = "http://www.roblox.com/asset/?id=468944969"
- BTAUNT5.Volume = 3.5
- BTAUNT5.Pitch = 1
- BTAUNT5.Parent = hed
- BTAUNT5.Looped = false
- BTAUNT3 = Instance.new("Sound", char)
- BTAUNT3.SoundId = "http://www.roblox.com/asset/?id=4565988898"
- BTAUNT3.Volume = 2
- BTAUNT3.Pitch = 1
- BTAUNT3.Parent = hed
- BTAUNT3.Looped = false
- SaveSound("BTAUNT3", hed)
- function muda()
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- end
- function roadroller()
- attack = true
- BTAUNT2:Stop()
- BTAUNT7:Play()
- local Container = Instance.new("Part", char)
- Container.Name = "Blob"
- Container.CanCollide = false
- Container.BrickColor = BrickColor.new("Deep orange")
- Container.Transparency = 0
- Container.Material = "Neon"
- Container.Size = Vector3.new(1, 1, 2)
- Container.TopSurface = Enum.SurfaceType.Smooth
- Container.BottomSurface = Enum.SurfaceType.Smooth
- local aWeld = Instance.new("Weld", Container)
- aWeld.Part0 = tors
- aWeld.Part1 = Container
- aWeld.C1 = CFrame.new(0, 10, 0)
- aWeld.C0 = CFrame.Angles(Rad(0),0,0)
- local M2 = Instance.new("SpecialMesh")
- M2.Parent = Container
- M2.MeshId = "rbxassetid://489989415"
- M2.TextureId = "rbxassetid://489989506"
- M2.Scale = Vector3.new(1, 1, 1)
- for i = 0,67,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 220* Player_Size) * angles(Rad(0 - 0 * Sin(sine / 1.5)), Rad(0 + 0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0* Cos(sine / 12)), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0* Cos(sine / 12)), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,40,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, -6, 0 + ((1* Player_Size) - 1)) * angles(Rad(90), Rad(0), Rad(0)), 1)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(90 - 0 * Sin(sine / 1.5)), Rad(0 + 0 * Cos(sine / 1.5)), Rad(0)), 0.15)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,46,0.1 do
- swait()
- change = 1
- root.Anchored = true
- aWeld.Part0 = root
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- Container.Size = Vector3.new(15, 5, 5)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(20), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- Container.CanCollide = true
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- root.Anchored = false
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0.4, 0.3 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0.6 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.6, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, -1, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(1, 0, 0.1 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.5, 0.1, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.4, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.4, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, -0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 1, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.8 , 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.8, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.7, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0.5, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0.9 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 1, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0.8, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,0.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-20)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(60)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, -3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 3* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.3, 0, 0.5 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.1, .6, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- muda()
- aWeld.C1 = clerp(aWeld.C1, CF(.6, -0.4, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- for i = 0,20.1,0.1 do
- swait()
- change = 1
- aWeld.C1 = clerp(aWeld.C1, CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-30)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(-30)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0.5* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(-90 + 0* Cos(sine / 12))), 0.6)
- end
- for i, v in pairs(FindNearestHead(Container.CFrame.p, 19.5)) do
- if v:FindFirstChild("Head") then
- Eviscerate(v)
- Cso("1744093986", v, 10, 1)
- end
- end
- for i = 0, 9 do
- Magic(0.5, "Add", Container.CFrame, Vector3.new(60,80,50), 2, BrickC("Deep orange"), "Sphere")
- Magic(2, "Add", Container.CFrame, Vector3.new(60,80,50), 2, BrickC("Dark orange"), "Sphere")
- Aura(3, 5.5, "Add", Container.CFrame * CFrame.Angles(math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360))), 5, 5, 50, -0.05, BrickC("Deep orange"), 0, "Sphere")
- change = 1
- end
- for i = 0,20.1,0.1 do
- swait()
- aWeld.C1 = clerp(aWeld.C1, CF(0 + 0.5* Player_Size * Sin(sine / 1.2), 0 + 0.5* Player_Size * Sin(sine / 1.2), 0 + 0.5* Player_Size * Sin(sine / 1.2) + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- aWeld.Part0 = root
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(-30)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0* Player_Size * Sin(sine / 1.2)* Player_Size, 7* Player_Size) * angles(Rad(70 - 0 * Sin(sine / 1.5)), Rad(0), Rad(30)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(70)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0.5* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- BTAUNT7:Stop()
- BTAUNT2:Play()
- Container:Remove()
- tecks2.Text = ":joy:"
- change = 1.7
- attack = false
- end
- function bruhmoment()
- attack = true
- BTAUNT3:Play()
- while BTAUNT3.Playing == true do
- tecks2.Text = "He spittin facts"
- for i = 0,7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 90 * Sin(sine / 5)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0.5* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0.3* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0.3* Player_Size * Sin(sine / 1.2)) * angles(Rad(0), Rad(0), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0* Cos(sine / 12)), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- end
- if BTAUNT3.Playing == false then
- tecks2.Text = ":joy:"
- change = 1.7
- attack = false
- end
- end
- function when()
- attack = true
- BTAUNT5:Play()
- while BTAUNT5.Playing == true do
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- BTAUNT5.Pitch = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- BTAUNT5:Stop()
- for i = 0,0.5,0.1 do
- swait()
- change = 2
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0 + 0.2 * Player_Size * Sin(sine / 3.5),0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.2 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(30)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- end
- if BTAUNT5.Playing == false then
- tecks2.Text = "Touture Dance"
- change = 1.7
- attack = false
- end
- end
- function isthatajojoreference()
- attack = true
- BTAUNT2:Stop()
- BTAUNT6:Play()
- for i = 0,7.5,0.1 do
- swait()
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0,0.4,-0.5) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,5.5,0.1 do
- swait()
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0,0.4,-0.5) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(170), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(127), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- print("1!")
- for i = 0,7.5,0.1 do
- swait()
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0,0.4,-0.5) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,5.5,0.1 do
- swait()
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0,0.4,-0.5) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(170), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(127), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- print("2!")
- for i = 0,4.5,0.1 do
- swait()
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0,0.4,-0.5) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,5.5,0.1 do
- swait()
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0,0.4,-0.5) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(170), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(127), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- print("3!")
- for i = 0,5.5,0.1 do
- swait()
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0,0.4,-0.5) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(120), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,5.5,0.1 do
- swait()
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0,0.4,-0.5) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(170), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(127), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- print("4!")
- while BTAUNT6.Playing == true do
- for i = 0,2.5,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0,0) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(75), Rad(-0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, -0.1 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(130 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.4* Player_Size, 0.25 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0.5,0,0) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(75), Rad(-0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, -0.15 - 0 * Cos(sine / 12)* Player_Size, -0.3* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(120 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.8* Player_Size, 0.25 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,2.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 + 0 * Sin(sine / 12)), Rad(0), Rad(60)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-1,-1,-0.2) * angles(Rad(10), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.5 * Player_Size) * angles(Rad(0), Rad(97), Rad(10)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.5 * Player_Size) * angles(Rad(0), Rad(-97), Rad(-10)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(170 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.8* Player_Size, 0.25 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 + 0 * Sin(sine / 12)), Rad(0), Rad(60)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-0.5,-1,-0.2) * angles(Rad(10), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.5 * Player_Size) * angles(Rad(0), Rad(97), Rad(10)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.5 * Player_Size) * angles(Rad(0), Rad(-97), Rad(-10)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, -0.15 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(120 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.8* Player_Size, 0.25 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,2.5,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-1,0,0) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(75), Rad(-0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), 0 * Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, -0.25 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(130 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.8* Player_Size, 0.25 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,2.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 + 0 * Sin(sine / 12)), Rad(0), Rad(60)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-2,-1,-0.2) * angles(Rad(10), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.5 * Player_Size) * angles(Rad(0), Rad(97), Rad(10)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.5 * Player_Size) * angles(Rad(0), Rad(-97), Rad(-10)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.25 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(170 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.8* Player_Size, 0.25 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,1.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-2,0.4,-0.5) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -0.6 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(30)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -0.6 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(-30)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(150), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(150), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,2,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-2,0.4,-0.5) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(85), Rad(-30)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(30)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(60), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(60), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 0.6)
- end
- for i = 0,3.4,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30 + 0 * Sin(sine / 12)), Rad(0), Rad(-40)), 0.1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-2,0.4,-0.1) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.5 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(-40), Rad(85), Rad(30)) * angles(Rad(30 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(-30)) * angles(Rad(20 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(0.8* Player_Size, -0.5 - 0 * Cos(sine / 12)* Player_Size, -0.8* Player_Size) * angles(Rad(60), Rad(0+ 0* Sin(sine / 20)), Rad(-50 + 0* Cos(sine / 12))), 0.1)
- LW.C0 = clerp(LW.C0, CF(0.2* Player_Size, 0.65 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(60), Rad(0+ 0* Sin(sine / 20)), Rad(120 + 0* Cos(sine / 12))), 0.1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-2,0.4,0.8) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(-50)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.2,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(-1,0.4,0.8) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(-100)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.4,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0.4,0.2) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(-150)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.4,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0.4,0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,1.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * Sin(sine / 12)), Rad(0), Rad(10)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(.8,0.4,-0) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.15 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.15 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.2* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-30 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.15 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-130 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,1.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * Sin(sine / 12)), Rad(0), Rad(30)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1,0.4,-0) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.15 * Player_Size) * angles(Rad(0), Rad(95), Rad(0)) * angles(Rad(-23 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.15 * Player_Size) * angles(Rad(0), Rad(-95), Rad(0)) * angles(Rad(-23 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.2* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-30 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.15 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-60 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,1.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * Sin(sine / 12)), Rad(0), Rad(10)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.5,0.4,-0) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.15 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.15 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-30 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.15 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-130 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,1.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-40 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.5,0.4,-0) * angles(Rad(20), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.7)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(85), Rad(20)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(-85), Rad(-20)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.5)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.85 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-40 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.85 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,0.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.5,0.4,-0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(85), Rad(30)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(-85), Rad(-30)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.35 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-40 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.35 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,1.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.5,0.4,-0) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(85), Rad(-0)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.85 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-40 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.85 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,1,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.5,0.4,-0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(85), Rad(30)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(-85), Rad(-30)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.15 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-30 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.15 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(30 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,0.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.2,0.4,-0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(85), Rad(30)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(-85), Rad(-30)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.35 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-40 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.35 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,2.7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.8,0.4,-0) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(85), Rad(-0)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.85 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-40 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.85 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(40 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,2,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.2,0.4,-0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(85), Rad(30)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1* Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.55 * Player_Size) * angles(Rad(0), Rad(-85), Rad(-30)) * angles(Rad(-13 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.15 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(-30 + 0* Cos(sine / 12))), 0.5)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.15 - 0 * Cos(sine / 12)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(30 + 0* Cos(sine / 12))), 0.5)
- end
- for i = 0,3.4,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 0.1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1.5,0.4,-0) * angles(Rad(30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.5 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(-40), Rad(85), Rad(30)) * angles(Rad(30 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0.75 * Player_Size) * angles(Rad(0), Rad(-85), Rad(-30)) * angles(Rad(20 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(0.8* Player_Size, -0.5 - 0 * Cos(sine / 12)* Player_Size, -0.8* Player_Size) * angles(Rad(60), Rad(0+ 0* Sin(sine / 20)), Rad(-50 + 0* Cos(sine / 12))), 0.1)
- LW.C0 = clerp(LW.C0, CF(0.2* Player_Size, 0.65 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(60), Rad(0+ 0* Sin(sine / 20)), Rad(120 + 0* Cos(sine / 12))), 0.1)
- end
- for i = 0,0.5,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(1,0.4,0.8) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(-50)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.2,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0.5,0.4,0.8) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(-100)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.4,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0.4,0.2) * angles(Rad(0), Rad(0 * Cos(sine / 1.5)), Rad(-150)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,0.4,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(40)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,0.4,0) * angles(Rad(-30), Rad(0 * Cos(sine / 1.5)), Rad(0)), 0.6)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 3.5), -0 * Player_Size) * angles(Rad(0), Rad(-85), Rad(0)) * angles(Rad(-3 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.45 - 0 * Cos(sine / 12)* Player_Size, -0* Player_Size) * angles(Rad(0), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- end
- BTAUNT2:Play()
- attack = false
- end
- function discord()
- attack = true
- BTAUNT2:Stop()
- tecks2.Text = "car noises"
- hum.WalkSpeed = 100
- BTAUNT4:Play()
- la.Transparency = 1
- ra.Transparency = 1
- for i = 0,17,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, -0.6, -1.5 + ((1* Player_Size) - 1)) * angles(Rad(90 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,-2.6,-2) * angles(Rad(-90), Rad(0 + 10 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1.8 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0.7 * Player_Size) * angles(Rad(0), Rad(90), Rad(-180)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1.8 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0.7 * Player_Size) * angles(Rad(0), Rad(-90), Rad(180)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(0* Player_Size, -1.55 - 0 * Cos(sine / 12)* Player_Size, -0.7* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-0* Player_Size, -2.55 - 0 * Cos(sine / 12)* Player_Size, -0.7* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,97,0.05 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, -0.6, -1.5 + ((1* Player_Size) - 1)) * angles(Rad(90 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0,-2.6,-2) * angles(Rad(-90), Rad(0 + 10 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1.8 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0.7 * Player_Size) * angles(Rad(0), Rad(90), Rad(-180)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1.8 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0.7 * Player_Size) * angles(Rad(0), Rad(-90), Rad(180)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(0* Player_Size, -1.55 - 0 * Cos(sine / 12)* Player_Size, -0.7* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-0* Player_Size, -2.55 - 0 * Cos(sine / 12)* Player_Size, -0.7* Player_Size) * angles(Rad(90), Rad(0+ 0* Sin(sine / 20)), Rad(0 + 0* Cos(sine / 12))), 1)
- end
- BTAUNT4:Stop()
- hum.WalkSpeed = 20
- la.Transparency = 0
- ra.Transparency = 0
- tecks2.Text = ":joy:"
- BTAUNT2:Play()
- change = 1.7
- attack = false
- end
- function E()
- attack = true
- Cso("1937272483", hed, 10, 1)
- tecks2.Text = "E"
- for i = 0,7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0.5* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0.3* Player_Size * Sin(sine / 1.2)* Player_Size, 0.8 + 0.3* Player_Size * Sin(sine / 1.2)) * angles(Rad(0 - 10 * Sin(sine / 1.5)), Rad(0 + 10 * Cos(sine / 1.5)), Rad(0)), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0* Cos(sine / 12)), Rad(0+ 0* Sin(sine / 20)), Rad(90 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0* Cos(sine / 12)), Rad(0+ 0* Sin(sine / 20)), Rad(-90 + 0* Cos(sine / 12))), 1)
- end
- tecks2.Text = ":joy:"
- change = 1.7
- attack = false
- end
- function bruh()
- attack = true
- Cso("4615152991", hed, 10, 1)
- tecks2.Text = "me going to the poop dimension"
- for i = 0,7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0.5* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0.3* Player_Size * Sin(sine / 1.2)* Player_Size, 0.8 + 0.3* Player_Size * Sin(sine / 1.2)) * angles(Rad(-70 - 10 * Sin(sine / 1.5)), Rad(0 + 10 * Cos(sine / 1.5)), Rad(0)), 0.11)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-50)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(50)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-70), Rad(0+ 0* Sin(sine / 20)), Rad(20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-70), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- end
- for i = 0,7,0.1 do
- swait()
- change = 1
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 + 0.5* Player_Size * Sin(sine / 1.2)* Player_Size, 0 + 0.3* Player_Size * Sin(sine / 1.2)* Player_Size, 45.8 + 0* Player_Size * Sin(sine / 1.2)) * angles(Rad(-70 - 10 * Sin(sine / 1.5)), Rad(0 + 10 * Cos(sine / 1.5)), Rad(0)), 0.03)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(-50)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Sin(sine / 12), 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(50)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-70), Rad(0+ 0* Sin(sine / 20)), Rad(20 + 0* Cos(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-70), Rad(0+ 0* Sin(sine / 20)), Rad(-20 + 0* Cos(sine / 12))), 1)
- end
- tecks2.Text = ":joy:"
- change = 1.7
- attack = false
- end
- local Head1 = Instance.new("Part", char)
- Head1.Name = "Blob"
- Head1.CanCollide = false
- Head1.BrickColor = BrickColor.new("Really black")
- Head1.Transparency = 1
- Head1.Material = "Plastic"
- Head1.Size = Vector3.new(1, 1, 1)
- Head1.TopSurface = Enum.SurfaceType.Smooth
- Head1.BottomSurface = Enum.SurfaceType.Smooth
- local Weld = Instance.new("Weld", Head1)
- Weld.Part0 = tors
- Weld.Part1 = Head1
- Weld.C1 = CFrame.new(0, 0, 0)
- Weld.C0 = CFrame.Angles(Rad(0),0,0)
- local M3 = Instance.new("SpecialMesh")
- M3.Parent = Head1
- M3.MeshType = "Brick"
- M3.Scale = Vector3.new(5, 5, 5)
- face1 = Instance.new("Decal", Head1)
- face1.Face = "Front"
- face1.Transparency = 1
- face1.Texture = "rbxassetid://153159982"
- -------------------------------------------------------
- --End Attacks N Stuff--
- -------------------------------------------------------
- Player.KeyDown.OnServerEvent:connect(function(plr, key)
- if attack == false then
- if key == "e" then
- E()
- elseif key == "z" then
- bruh()
- elseif key == "t" then
- face1.Transparency = 0
- Head1.Transparency = 0
- Cso("1747834381", hed, 10, 1)
- BTAUNT2:Stop()
- wait(19)
- Cso("3173571164", hed, 10, 1)
- Head1.Transparency = 1
- face1.Transparency = 1
- wait(19)
- BTAUNT2:Play()
- elseif key == "r" then
- roadroller()
- elseif key == "x" then
- bruhmoment()
- elseif key == "c" then
- discord()
- elseif key == "v" then
- when()
- elseif key == "f" then
- isthatajojoreference()
- end
- end
- end)
- local FakeVel = Vector3.new(0,0,0)
- if lplr == Player then
- spawn(function()
- while true do
- local Positions = {}
- local Speeds = {}
- for i = 1,10 do
- table.insert(Positions, root.CFrame)
- table.insert(Speeds, root.Velocity)
- script.ArtificialHB2.Event:wait()
- end
- Mover:Fire(Positions, Speeds)
- end
- end)
- spawn(function()
- while true do
- game:GetService("RunService").Heartbeat:wait()
- FakeRoot = workspace.Terrain:WaitForChild(Player.Name.." char tracker")
- FakeRoot.CFrame = root.CFrame
- end
- end)
- Mover.Event:Connect(function()
- end)
- end
- if lplr ~= Player then
- local Last = root.Position
- Mover.Event:Connect(function(v, Speed)
- for i,v2 in pairs(v) do
- FakeVel = Speed[i]
- if v[i].p ~= Last then
- if MoverSpeed.Value == "Remote" then
- root.CFrame = v[i]
- end
- Last = v[i].p
- script.ArtificialHB2.Event:wait()
- end
- end
- end)
- spawn(function()
- while true do
- game:GetService("RunService").Heartbeat:wait()
- FakeRoot = workspace.Terrain:WaitForChild(Player.Name.." char tracker")
- if MoverSpeed.Value == "Smooth" then
- root.CFrame = FakeRoot.CFrame
- end
- end
- end)
- end
- -------------------------------------------------------
- --Start Damage Function--
- -------------------------------------------------------
- function PixelBlock(bonuspeed,FastSpeed,type,pos,x1,y1,z1,value,color,outerpos) --Thanks, Star Glitcher!
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector*outerpos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = "Brick"
- if rainbowmode == true then
- rng.Color = Color3.new(r/255,g/255,b/255)
- end
- local scaler2 = 1
- local speeder = FastSpeed/10
- if type == "Add" then
- scaler2 = 1*value
- elseif type == "Divide" then
- scaler2 = 1/value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0,10/bonuspeed,0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01*value/bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01/value*bonuspeed
- end
- speeder = speeder - 0.01*FastSpeed*bonuspeed/10
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector*speeder*bonuspeed
- rng.Transparency = rng.Transparency + 0.01*bonuspeed
- end
- rng:Destroy()
- end))
- end
- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChildOfClass("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- if hit.Parent.DebounceHit.Value == true then
- return
- end
- end
- if insta == true then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- if HitSound ~= nil and HitPitch ~= nil then
- CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- h.Health = h.Health - Damage
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- else
- h.Health = h.Health - (Damage / 2)
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- end
- if Type == "Knockdown" then
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
- local bodvol = Create("BodyVelocity"){
- velocity = angle * knockback,
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- local rl = Create("BodyAngularVelocity"){
- P = 3000,
- maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodvol, .5)
- game:GetService("Debris"):AddItem(rl, .5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 500,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, .5)
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, .5)
- elseif Type == "DarkUp" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- Effects.Block.Create(BrickColor.new("Royal purple"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
- end
- end))
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition"){
- P = 2000,
- D = 100,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Freeze" then
- local BodPos = Create("BodyPosition"){
- P = 50000,
- D = 1000,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- local BodGy = Create("BodyGyro") {
- maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
- P = 20e+003,
- Parent = hit.Parent.Torso,
- cframe = hit.Parent.Torso.CFrame,
- }
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- end
- end
- function damage(range,mindam,maxdam,pos)
- for i,v in ipairs(workspace:GetChildren()) do
- if v:IsA("Model") then
- if v.Name ~= Player.Name then
- if v:FindFirstChildOfClass("Humanoid") then
- if v:FindFirstChild("Head") then
- if (v:FindFirstChild("Head").Position - pos).magnitude < 10 then
- if v:FindFirstChildOfClass("Humanoid").Health > 5000 then v:FindFirstChildOfClass("Humanoid").Health = 0 else
- v:FindFirstChildOfClass("Humanoid").Health = v:FindFirstChildOfClass("Humanoid").Health - math.random(mindam,maxdam)
- end
- end
- end
- end
- end
- end
- end
- end
- -------------------------------------------------------
- --End Damage Function--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Animations--
- -------------------------------------------------------
- print("By XandersAltAccount1 / FE Compatiblity by DrawingJhon")
- while true do
- swait()
- sine = sine + change
- local torvel = (FakeVel * Vector3.new(1, 0, 1)).magnitude
- local velderp = FakeVel.y
- if lplr == plr then
- torvel = (root.Velocity * Vt(1, 0, 1)).magnitude
- velderp = root.Velocity.y
- end
- hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4* Player_Size, char)
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if 1 < root.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.9 + 0.5* Player_Size * Cos(sine / -15)) * angles(Rad(0), Rad(0), Rad(0)), 0.17)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -.2 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * RHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -.9 - 0.1 * Cos(sine / 20), -.5* Player_Size) * LHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(13 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(-13 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif -1 > root.Velocity.y and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(24), Rad(0), Rad(0)), 0.15)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * RHCF * angles(Rad(-3.5), Rad(0), Rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -.8 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * LHCF * angles(Rad(-3.5), Rad(0), Rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(-.6), Rad(45 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(-.6), Rad(-45 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- change = 1.75
- if attack == false then
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-10 + 12.5 * Sin(sine / 12)), Rad(0), Rad(0)), 0.3)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.3* Player_Size * Sin(sine / 12)) * angles(Rad(0 - 0 * Sin(sine / 20)), Rad(0 + 0 * Cos(sine / 20)), Rad(0)), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0.3 * Player_Size * Sin(sine / 12), -0.5 * Player_Size) * angles(Rad(0), Rad(76), Rad(-10)) * angles(Rad(-13 - -7 * Cos(sine / 12)), Rad(0), Rad(0)), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0.3 * Player_Size * Sin(sine / 12), -0.5 * Player_Size) * angles(Rad(0), Rad(-76), Rad(10)) * angles(Rad(-13 - -7 * Cos(sine / 12)), Rad(0), Rad(0)), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0.15 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10* Cos(sine / 12)), Rad(0+ 0* Sin(sine / 20)), Rad(10 + -12.5 * Cos(sine / 12))), 0.12)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0.15 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(10* Cos(sine / 12)), Rad(0+ 0* Sin(sine / 20)), Rad(-10 + 12.5 * Cos(sine / 12))), 0.12)
- end
- elseif torvel > 2 and torvel < 25 and hitfloor ~= nil then
- Anim = "Walk"
- change = 1.3
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.375 + -0.73 * Sin(sine / 3.5) + -Sin(sine / 3.5) / 1* Player_Size) * angles(Rad(-3 - 32.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(1 * Cos(sine / 7))), 0.15)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 * Sin(sine / 3.5)), Rad(0), Rad(0 * Cos(sine / 7)) - hed.RotVelocity.Y / 15), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.8 - 1 * Cos(sine / 7) / 2* Player_Size, 0.8 * Cos(sine / 7) / 0.7* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2, Rad(90 - 15 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / 7)), Rad(0), Rad(-0)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.8 + 1 * Cos(sine / 7) / 2* Player_Size, -0.8 * Cos(sine / 7) / 0.7* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2, Rad(-90 - 15 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(137) * Cos(sine / 7) , Rad(10 * Cos(sine / 7)), Rad(0) - ra.RotVelocity.Y / 75), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(-137) * Cos(sine / 7) , Rad(10 * Cos(sine / 7)) , Rad(0) + la.RotVelocity.Y / 75), 0.1)
- end
- elseif torvel >= 25 and hitfloor ~= nil then
- Anim = "Sprint"
- change = 1.35
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.175 + 0.13 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7* Player_Size) * angles(Rad(23 - 2.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(15 * Cos(sine / 7))), 0.15)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-10), Rad(0), Rad(0) - hed.RotVelocity.Y / 15), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.8 - 0.5 * Cos(sine / 7) / 2* Player_Size, 0.6 * Cos(sine / 7) / 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 15 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / 7)), Rad(0), Rad(20)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.8 + 0.5 * Cos(sine / 7) / 2* Player_Size, -0.6 * Cos(sine / 7) / 2* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 15 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / 7)), Rad(0), Rad(-20)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(57) * Cos(sine / 7) , Rad(10 * Cos(sine / 7)), Rad(0) - ra.RotVelocity.Y / 75), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(-57) * Cos(sine / 7) , Rad(10 * Cos(sine / 7)) , Rad(0) + la.RotVelocity.Y / 75), 0.1)
- end
- end
- end
- refit()
- Refit()
- Parents()
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if 1 >= Thing[1].Transparency then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame + Vector3.new(0, 0, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) + Vector3.new(0, 0.15, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
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