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--[[ 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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