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Apr 21st, 2018
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  1. while true do
  2. swait()
  3. sine = sine + change
  4. local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
  5. local velderp = root.Velocity.y
  6. hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4* Player_Size, char)
  7. if equipped == true or equipped == false then
  8. if attack == false then
  9. idle = idle + 1
  10. else
  11. idle = 0
  12. end
  13. tecks2.TextStrokeColor3 = Color3.new(r / 255, g / 255, b / 255)
  14. if 1 < root.Velocity.y and hitfloor == nil then
  15. Anim = "Jump"
  16. if attack == false then
  17. rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(-16), Rad(0), Rad(0)), 0.15)
  18. 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)
  19. 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)
  20. 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)
  21. 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)
  22. 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)
  23. end
  24. elseif -1 > root.Velocity.y and hitfloor == nil then
  25. Anim = "Fall"
  26. if attack == false then
  27. 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)
  28. 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)
  29. 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)
  30. 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)
  31. 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)
  32. 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)
  33. end
  34. elseif torvel < 1 and hitfloor ~= nil then
  35. Anim = "Idle"
  36. change = .5
  37. if attack == false then
  38. rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.05 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
  39. tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-4.5 * Sin(sine / 3)), Rad(-4.5 * Sin(sine / 3)), Rad(0)), 0.3)
  40. RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.8 + 0.1 * Cos(sine / 3)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(74), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(-5)), 0.15)
  41. LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.05 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-87), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
  42. RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.05 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-35), Rad(-25 + 2.5 * Sin(sine / 20)), Rad(-55 + 2.5 * Sin(sine / 20))), 0.12)
  43. LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 20* Player_Size), 0* Player_Size) * angles(Rad(-30 * Sin(sine / 10)), Rad(0), Rad(-5 - 4.5 * Sin(sine / 20))), 0.1)
  44. end
  45. elseif torvel > 2 and torvel < 25 and hitfloor ~= nil then
  46. Anim = "Walk"
  47. change = .9
  48. if attack == false then
  49. rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(3 - 2.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(8 * Cos(sine / 7))), 0.15)
  50. tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(6 - 2.5 * Sin(sine / 7)), Rad(0), Rad(0) - hed.RotVelocity.Y / 15), 0.3)
  51. RH.C0 = clerp(RH.C0, CF(1, -0.8 - 0.5 * Cos(sine / 7) / 2, 0.6 * Cos(sine / 7) / 2) * angles(Rad(-15 - 5 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 3 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
  52. LH.C0 = clerp(LH.C0, CF(-1, -0.8 + 0.5 * Cos(sine / 7) / 2, -0.6 * Cos(sine / 7) / 2) * angles(Rad(-15 + 5 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 3 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
  53. RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 7), 0) * angles(Rad(37) * Cos(sine / 7) , Rad(0), Rad(-.6) - ra.RotVelocity.Y / 75), 0.1)
  54. LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 7), 0) * angles(Rad(-37) * Cos(sine / 7) , Rad(0) , Rad(.6) + la.RotVelocity.Y / 75), 0.1)
  55. end
  56. elseif torvel >= 25 and hitfloor ~= nil then
  57. Anim = "Sprint"
  58. change = 1.35
  59. if attack == false then
  60. rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(26 - 4.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(15 * Cos(sine / 7))), 0.15)
  61. tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-2.5 * Sin(sine / 20)), Rad(0), Rad(0) - hed.RotVelocity.Y / 15), 0.3)
  62. RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.7 * Cos(sine / 7) / 2) * angles(Rad(-15 - 55 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
  63. LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.7 * Cos(sine / 7) / 2) * angles(Rad(-15 + 55 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
  64. RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.34 * Cos(sine / 7)) * angles(Rad(110) * Cos(sine / 7) , Rad(0), Rad(13) - ra.RotVelocity.Y / 75), 0.15)
  65. LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), -0.34 * Cos(sine / 7)) * angles(Rad(-110) * Cos(sine / 7) , Rad(0) , Rad(-13) + la.RotVelocity.Y / 75), 0.15)
  66. end
  67. end
  68. end
  69. Music.SoundId = "rbxassetid://"..SONG
  70. Music.Looped = true
  71. Music.Pitch = 1
  72. Music.Volume = 5
  73. Music.Parent = tors
  74. Music:Resume()
  75. if 0 < #Effects then
  76. for e = 1, #Effects do
  77. if Effects[e] ~= nil then
  78. local Thing = Effects[e]
  79. if Thing ~= nil then
  80. local Part = Thing[1]
  81. local Mode = Thing[2]
  82. local Delay = Thing[3]
  83. local IncX = Thing[4]
  84. local IncY = Thing[5]
  85. local IncZ = Thing[6]
  86. if 1 >= Thing[1].Transparency then
  87. if Thing[2] == "Block1" then
  88. Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  89. local Mesh = Thing[1].Mesh
  90. Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
  91. Thing[1].Transparency = Thing[1].Transparency + Thing[3]
  92. elseif Thing[2] == "Block2" then
  93. Thing[1].CFrame = Thing[1].CFrame + Vector3.new(0, 0, 0)
  94. local Mesh = Thing[7]
  95. Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
  96. Thing[1].Transparency = Thing[1].Transparency + Thing[3]
  97. elseif Thing[2] == "Block3" then
  98. 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)
  99. local Mesh = Thing[7]
  100. Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
  101. Thing[1].Transparency = Thing[1].Transparency + Thing[3]
  102. elseif Thing[2] == "Cylinder" then
  103. local Mesh = Thing[1].Mesh
  104. Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
  105. Thing[1].Transparency = Thing[1].Transparency + Thing[3]
  106. elseif Thing[2] == "Blood" then
  107. local Mesh = Thing[7]
  108. Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
  109. Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
  110. Thing[1].Transparency = Thing[1].Transparency + Thing[3]
  111. elseif Thing[2] == "Elec" then
  112. local Mesh = Thing[1].Mesh
  113. Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
  114. Thing[1].Transparency = Thing[1].Transparency + Thing[3]
  115. elseif Thing[2] == "Disappear" then
  116. Thing[1].Transparency = Thing[1].Transparency + Thing[3]
  117. elseif Thing[2] == "Shatter" then
  118. Thing[1].Transparency = Thing[1].Transparency + Thing[3]
  119. Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
  120. Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
  121. Thing[6] = Thing[6] + Thing[5]
  122. end
  123. else
  124. Part.Parent = nil
  125. table.remove(Effects, e)
  126. end
  127. end
  128. end
  129. end
  130. end
  131. end
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