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- local thing = Instance.new("Part", owner.Character)
- thing.Anchored = true
- thing.CanCollide = false
- thing.Transparency = 1
- function wbtwe(Part0, Part1, C0)
- local weld = Instance.new("Weld", Part0)
- weld.Part0 = Part0
- weld.Part1 = Part1
- weld.C0 = Part1.CFrame:inverse() *Part1.CFrame *C0
- return weld
- end
- walk = 0
- hrw = wbtwe(owner.Character.Torso, owner.Character.HumanoidRootPart, CFrame.new(0, 0, 0) *CFrame.Angles(0, 0, 0))
- law = wbtwe(owner.Character["Left Arm"], owner.Character.Torso, CFrame.new(0.6, 1.8, 0) *CFrame.Angles(0, 25, 0.1) *CFrame.fromEulerAnglesXYZ(0, 0, 45.4))
- raw = wbtwe(owner.Character["Right Arm"], owner.Character.Torso, CFrame.new(-0.6, 1.8, 0) *CFrame.Angles(0, 0, -0.1) *CFrame.fromEulerAnglesXYZ(0, 0, -45.4))
- llw = wbtwe(owner.Character["Left Leg"], owner.Character.Torso, CFrame.new(0.45, 2.1, 0) *CFrame.Angles(0, 25, 0))
- rlw = wbtwe(owner.Character["Right Leg"], owner.Character.Torso, CFrame.new(-0.4, 2.1, 0) *CFrame.Angles(0, 0, 0) *CFrame.Angles(0, 0, 0))
- hw = wbtwe(owner.Character.Head, owner.Character.Torso, CFrame.new(0, -1.5, 0))
- local song = Instance.new("Sound", owner.Character.Head)
- Instance.new("FlangeSoundEffect", song)
- song.Volume = 5
- song.SoundId = "rbxassetid://526867175"
- song.Looped = true
- song:Play()
- walkincrease = 0.1
- anim = coroutine.wrap(function()
- while game:GetService("RunService").Stepped:wait() do
- walk = walk +walkincrease
- hw.C0 = owner.Character.Head.CFrame:inverse() *owner.Character.Head.CFrame *CFrame.new(0, -1.5, 0) *CFrame.Angles(0, math.cos(walk) *math.rad(math.random(0.1, 25)), 0)
- hrw.C0 = hrw.C0:lerp(owner.Character.HumanoidRootPart.CFrame:inverse() *owner.Character.HumanoidRootPart.CFrame *CFrame.new(0, -4
- +math.cos(walk) *4, math.sin(walk) *2) *CFrame.Angles(math.cos(walk) *1, 0, 0), 0.1)
- llw.C0 = llw.C0:lerp(owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.new(0.45, 2.1, math.sin(walk) *-2) *CFrame.Angles(math.sin(walk) *-2, 25, 0), 0.1)
- rlw.C0 = rlw.C0:lerp(owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.new(-0.4, 2.1, math.sin(walk) *-2) *CFrame.Angles(math.sin(walk) *-2, 0, 0), 0.1)
- end
- end)anim()
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