--[[ 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. --]]
local repStorage = game:GetService("ReplicatedStorage")
local Player = game:GetService("Players")[script.Parent.Name]
local lplr = game:GetService("Players").LocalPlayer
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[Player.Name]:Clone()
FakeRoot = workspace.Terrain:WaitForChild(Player.Name.." char tracker")
--local WeldRemote = MainFolder.WeldRemote
StopRemote.OnClientEvent: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
char:Destroy()
if script.Parent.Parent:FindFirstChild("MainReplicator") then
script.Parent.Parent:FindFirstChild("MainReplicator"):Remove()
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
lMouse.KeyDown:Connect(function(Key)
Remote:FireServer("KeyDown", Key)
end)
lMouse.KeyUp:Connect(function(Key)
Remote:FireServer("KeyUp", Key)
end)
lMouse.Button1Down:Connect(function(Key)
Remote:FireServer("MouseButton1Down", Key)
end)
lMouse.Button1Up:Connect(function(Key)
Remote:FireServer("MouseButton1Up", Key)
end)
spawn(function()
while true do
for i = 1,1000,1 do
HB:wait()
Remote2["r"..i]:FireServer(lMouse.Hit, lMouse.Target)
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.OnClientEvent: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.OnServerEvent:Connect(function(plr, HIT, TARGET)
Hit = Hit
Target = Target
end)
end--]]
Mouse.Hit = Hit.Value
Mouse.Target = Target.Value
local FakeGui = Instance.new("Folder")
FakeGui.Name = "PlayerGui"
FakeGui.Parent = Player
local FakeBackpack = Instance.new("Folder")
FakeBackpack.Name = "Backpack"
FakeBackpack.Parent = Player
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").RenderStepped: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").RenderStepped: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
if lplr == Player then
game:GetService("RunService").RenderStepped:Connect(function()
Player.Character = char
Cam.CameraSubject = char:FindFirstChildOfClass("Humanoid")
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--
-------------------------------------------------------
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 = require(repStorage.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)
v:Destroy()
dude:Destroy()
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
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
BTAUNT3 = Instance.new("Sound", char)
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
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()
while textfag ~= nil do
swait()
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
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
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
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
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--
-------------------------------------------------------
mouse.KeyDown:connect(function(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:FireServer(Positions, Speeds)
end
end)
spawn(function()
while true do
game:GetService("RunService").RenderStepped:wait()
FakeRoot = workspace.Terrain:WaitForChild(Player.Name.." char tracker")
FakeRoot.CFrame = root.CFrame
end
end)
Mover.OnClientEvent:Connect(function()
end)
end
if lplr ~= Player then
local Last = root.Position
Mover.OnClientEvent: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").RenderStepped: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")
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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