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- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end local Player = game.Players.localPlayer
- local Character = Player.Character
- local red = 255
- local green = 255
- local blue = 255
- local Humanoid = Character.Humanoid
- local mouse = Player:GetMouse()
- local m = Instance.new("Model", Character)
- m.Name = "WeaponModel"
- local LeftArm = Character["Left Arm"]
- local RightArm = Character["Right Arm"]
- local LeftLeg = Character["Left Leg"]
- local RightLeg = Character["Right Leg"]
- local Head = Character.Head
- local Torso = Character.Torso
- local cam = game.Workspace.CurrentCamera
- local RootPart = Character.HumanoidRootPart
- local RootJoint = RootPart.RootJoint
- local equipped = false
- local attack = false
- local Anim = "Idle"
- local idle = 0
- local attacktype = 1
- local Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velocity = RootPart.Velocity.y
- local sine = 0
- local change = 1
- local grabbed = false
- local cn = CFrame.new
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- local lim = 0
- local st = 0
- local necko = cn(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- local attacktype = 1
- local ZTarget, RocketTarget = nil, nil
- local euler = CFrame.fromEulerAnglesXYZ
- 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 m11 > m00 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 >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- 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
- rayCast = function(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- local v = game.Players.localPlayer
- local torso = v.Character.Torso
- wait(1)
- local p = Instance.new("Part", v.Character)
- p.Name = "kit"
- p.Anchored = true
- p.Transparency = 0
- p.Material = "Plastic"
- p.CanCollide = false
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Size = Vector3.new(0.2, 0.2, 0.2)
- p.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local msh = Instance.new("SpecialMesh", p)
- msh.Scale = Vector3.new(-2, 2, 2)
- msh.MeshId = "http://www.roblox.com/asset/?id=188635159"
- msh.TextureId = "http://www.roblox.com/asset/?id=188539332"
- msh.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn = Instance.new("Part", v.Character.kit)
- pn.Name = "tail"
- pn.Anchored = true
- pn.Transparency = 0
- pn.Material = "Plastic"
- pn.CanCollide = false
- pn.TopSurface = 0
- pn.BottomSurface = 0
- pn.Size = Vector3.new(5, 3, 3)
- pn.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn = Instance.new("SpecialMesh", pn)
- mshn.Scale = Vector3.new(2, 2, 2)
- mshn.MeshId = "http://www.roblox.com/asset/?id=188635159"
- mshn.TextureId = "http://www.roblox.com/asset/?id=188539332"
- mshn.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn3 = Instance.new("Part", v.Character.kit)
- pn3.Name = "tail"
- pn3.Anchored = true
- pn3.Transparency = 0
- pn3.Material = "Plastic"
- pn3.CanCollide = false
- pn3.TopSurface = 0
- pn3.BottomSurface = 0
- pn3.Size = Vector3.new(0.2, 0.2, 0.2)
- pn3.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn3 = Instance.new("SpecialMesh", pn3)
- mshn3.Scale = Vector3.new(2, 2, 2)
- mshn3.MeshId = "http://www.roblox.com/asset/?id=188635159"
- mshn3.TextureId = "http://www.roblox.com/asset/?id=188539332"
- mshn3.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn4 = Instance.new("Part", v.Character.kit)
- pn4.Name = "tail"
- pn4.Anchored = true
- pn4.Transparency = 0
- pn4.Material = "Plastic"
- pn4.CanCollide = false
- pn4.TopSurface = 0
- pn4.BottomSurface = 0
- pn4.Size = Vector3.new(0.2, 0.2, 0.2)
- pn4.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn4 = Instance.new("SpecialMesh", pn4)
- mshn4.Scale = Vector3.new(-2, 2, 2)
- mshn4.MeshId = "http://www.roblox.com/asset/?id=188635159"
- mshn4.TextureId = "http://www.roblox.com/asset/?id=188539332"
- mshn4.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn5 = Instance.new("Part", v.Character.kit)
- pn5.Name = "tail"
- pn5.Anchored = true
- pn5.Transparency = 0
- pn5.Material = "Plastic"
- pn5.CanCollide = false
- pn5.TopSurface = 0
- pn5.BottomSurface = 0
- pn5.Size = Vector3.new(0.2, 0.2, 0.2)
- pn5.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn5 = Instance.new("SpecialMesh", pn5)
- mshn5.Scale = Vector3.new(2, 2, 2)
- mshn5.MeshId = "http://www.roblox.com/asset/?id=188635159"
- mshn5.TextureId = "http://www.roblox.com/asset/?id=188539332"
- mshn5.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn6 = Instance.new("Part", v.Character.kit)
- pn6.Name = "tail"
- pn6.Anchored = true
- pn6.Transparency = 0
- pn6.Material = "Plastic"
- pn6.CanCollide = false
- pn6.TopSurface = 0
- pn6.BottomSurface = 0
- pn6.Size = Vector3.new(0.2, 0.2, 0.2)
- pn6.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn6 = Instance.new("SpecialMesh", pn6)
- mshn6.Scale = Vector3.new(2, 2, 2)
- mshn6.MeshId = "http://www.roblox.com/asset/?id=188635159"
- mshn6.TextureId = "http://www.roblox.com/asset/?id=188539332"
- mshn6.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn7 = Instance.new("Part", v.Character.kit)
- pn7.Name = "tail"
- pn7.Anchored = true
- pn7.Transparency = 0
- pn7.Material = "Plastic"
- pn7.CanCollide = false
- pn7.TopSurface = 0
- pn7.BottomSurface = 0
- pn7.Size = Vector3.new(0.2, 0.2, 0.2)
- pn7.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn7 = Instance.new("SpecialMesh", pn7)
- mshn7.Scale = Vector3.new(2, 2, 2)
- mshn7.MeshId = "http://www.roblox.com/asset/?id=188635159"
- mshn7.TextureId = "http://www.roblox.com/asset/?id=188539332"
- mshn7.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn8 = Instance.new("Part", v.Character.kit)
- pn8.Name = "tail"
- pn8.Anchored = true
- pn8.Transparency = 0
- pn8.Material = "Plastic"
- pn8.CanCollide = false
- pn8.TopSurface = 0
- pn8.BottomSurface = 0
- pn8.Size = Vector3.new(0.2, 0.2, 0.2)
- pn8.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn8 = Instance.new("SpecialMesh", pn8)
- mshn8.Scale = Vector3.new(-2, 2, 2)
- mshn8.MeshId = "http://www.roblox.com/asset/?id=188635159"
- mshn8.TextureId = "http://www.roblox.com/asset/?id=188539332"
- mshn8.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn9 = Instance.new("Part", v.Character.kit)
- pn9.Name = "tail"
- pn9.Anchored = true
- pn9.Transparency = 0
- pn9.Material = "Plastic"
- pn9.CanCollide = false
- pn9.TopSurface = 0
- pn9.BottomSurface = 0
- pn9.Size = Vector3.new(0.2, 0.2, 0.2)
- pn9.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn9 = Instance.new("SpecialMesh", pn9)
- mshn9.Scale = Vector3.new(-2, 2, 2)
- mshn9.MeshId = "http://www.roblox.com/asset/?id=188635159"
- mshn9.TextureId = "http://www.roblox.com/asset/?id=188539332"
- mshn9.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- local pn0 = Instance.new("Part", v.Character.kit)
- pn0.Name = "ears"
- pn0.Anchored = true
- pn0.Transparency = 0
- pn0.Material = "Plastic"
- pn0.CanCollide = false
- pn0.TopSurface = 0
- pn0.BottomSurface = 0
- pn0.Size = Vector3.new(0.2, 0.2, 0.2)
- pn0.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0, 0, 0, 0)
- local mshn0 = Instance.new("SpecialMesh", pn0)
- mshn0.Scale = Vector3.new(0.5, 0.5, 0.5)
- mshn0.MeshId = "http://www.roblox.com/asset/?id=361948302"
- mshn0.TextureId = "http://www.roblox.com/asset/?id=50657528"
- mshn0.VertexColor = Vector3.new(torso.BrickColor.r, torso.BrickColor.g, torso.BrickColor.b)
- p.Anchored = false
- local motor1 = Instance.new("Weld", p)
- motor1.Part0 = p
- motor1.Part1 = torso
- motor1.C0 = CFrame.new(2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor1.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn.Anchored = false
- local motor2 = Instance.new("Weld", pn)
- motor2.Part0 = pn
- motor2.Part1 = torso
- motor2.C0 = CFrame.new(-2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor2.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn3.Anchored = false
- local motor3 = Instance.new("Weld", pn3)
- motor3.Part0 = pn3
- motor3.Part1 = torso
- motor3.C0 = CFrame.new(-2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor3.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn4.Anchored = false
- local motor4 = Instance.new("Weld", pn4)
- motor4.Part0 = pn4
- motor4.Part1 = torso
- motor4.C0 = CFrame.new(2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor4.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn5.Anchored = false
- local motor5 = Instance.new("Weld", pn5)
- motor5.Part0 = pn5
- motor5.Part1 = torso
- motor5.C0 = CFrame.new(-2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor5.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn6.Anchored = false
- local motor6 = Instance.new("Weld", pn6)
- motor6.Part0 = pn6
- motor6.Part1 = torso
- motor6.C0 = CFrame.new(-2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor6.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn7.Anchored = false
- local motor7 = Instance.new("Weld", pn7)
- motor7.Part0 = pn7
- motor7.Part1 = torso
- motor7.C0 = CFrame.new(-2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor7.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn8.Anchored = false
- local motor8 = Instance.new("Weld", pn8)
- motor8.Part0 = pn8
- motor8.Part1 = torso
- motor8.C0 = CFrame.new(2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor8.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn9.Anchored = false
- local motor9 = Instance.new("Weld", pn9)
- motor9.Part0 = pn9
- motor9.Part1 = torso
- motor9.C0 = CFrame.new(2.36, -1.8, -0.87) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- motor9.C1 = CFrame.new(0, -1, 0.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- pn0.Anchored = false
- local motor0 = Instance.new("Weld", pn0)
- motor0.Part0 = pn0
- motor0.Part1 = v.Character.Head
- motor0.C0 = CFrame.new(0, -0.8, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- game:GetService("RunService").Stepped:connect(function()
- Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- velocity = RootPart.Velocity.y
- sine = sine + change
- local hit, pos = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if equipped == true or equipped == false then
- if RootPart.Velocity.y > 1 and hit == nil then
- Anim = "Jump"
- if attack == false then
- motor1.C0 = clerp(motor1.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(-90 + 0 * math.cos(sine / 10)), math.rad(80 + 0 * math.cos(sine / 25))), 0.1)
- motor2.C0 = clerp(motor2.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(90 + 0 * math.cos(sine / 10)), math.rad(-80 + 0 * math.cos(sine / 25))), 0.1)
- motor3.C0 = clerp(motor3.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(90 + 0 * math.cos(sine / 10)), math.rad(-110 + 0 * math.cos(sine / 25))), 0.1)
- motor4.C0 = clerp(motor4.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(-90 + 0 * math.cos(sine / 10)), math.rad(110 + 0 * math.cos(sine / 25))), 0.1)
- motor5.C0 = clerp(motor5.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(90 + 0 * math.cos(sine / 10)), math.rad(-80 + 0 * math.cos(sine / 25))), 0.1)
- motor6.C0 = clerp(motor6.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(90 + 0 * math.cos(sine / 10)), math.rad(-80 + 0 * math.cos(sine / 25))), 0.1)
- motor7.C0 = clerp(motor7.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(90 + 0 * math.cos(sine / 10)), math.rad(-80 + 0 * math.cos(sine / 25))), 0.1)
- motor8.C0 = clerp(motor8.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(-90 + 0 * math.cos(sine / 10)), math.rad(80 + 0 * math.cos(sine / 25))), 0.1)
- motor9.C0 = clerp(motor9.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-60 + 0 * math.cos(sine / 10)), math.rad(-90 + 0 * math.cos(sine / 10)), math.rad(80 + 0 * math.cos(sine / 25))), 0.1)
- end
- else
- if RootPart.Velocity.y < -1 and hit == nil then
- Anim = "Fall"
- if attack == false then
- motor1.C0 = clerp(motor1.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(70 + 0 * math.cos(sine / 25))), 0.1)
- motor2.C0 = clerp(motor2.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(-70 + 0 * math.cos(sine / 25))), 0.1)
- motor3.C0 = clerp(motor3.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(-70 + 0 * math.cos(sine / 25))), 0.1)
- motor4.C0 = clerp(motor4.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(70 + 0 * math.cos(sine / 25))), 0.1)
- motor5.C0 = clerp(motor5.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(-70 + 0 * math.cos(sine / 25))), 0.1)
- motor6.C0 = clerp(motor6.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(-70 + 0 * math.cos(sine / 25))), 0.1)
- motor7.C0 = clerp(motor7.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(-70 + 0 * math.cos(sine / 25))), 0.1)
- motor8.C0 = clerp(motor8.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(70 + 0 * math.cos(sine / 25))), 0.1)
- motor9.C0 = clerp(motor9.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-45 + 0 * math.cos(sine / 10)), math.rad(0 + 0 * math.cos(sine / 10)), math.rad(70 + 0 * math.cos(sine / 25))), 0.1)
- end
- else
- if Torsovelocity < 1 and hit ~= nil then
- Anim = "Idle"
- if attack == false then
- change = 1
- motor1.C0 = clerp(motor1.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-5 + 5 * math.cos(sine / 50)), math.rad(0 + 5 * math.cos(sine / 80)), math.rad(0 + 0 * math.cos(sine / 25))), 0.1)
- motor2.C0 = clerp(motor2.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-5 + -5 * math.cos(sine / 70)), math.rad(0 + -5 * math.cos(sine / 50)), math.rad(0 + 0 * math.cos(sine / 25))), 0.1)
- motor3.C0 = clerp(motor3.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-5 + -5 * math.cos(sine / 80)), math.rad(0 + 5 * math.cos(sine / 65)), math.rad(-50 + 0 * math.cos(sine / 25))), 0.1)
- motor4.C0 = clerp(motor4.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(0 + 5 * math.cos(sine / 40)), math.rad(0 + 5 * math.cos(sine / 70)), math.rad(-40 + 0 * math.cos(sine / 25))), 0.1)
- motor5.C0 = clerp(motor5.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(0 + 5 * math.cos(sine / 60)), math.rad(0 + 5 * math.cos(sine / 65)), math.rad(40 + 0 * math.cos(sine / 25))), 0.1)
- motor6.C0 = clerp(motor6.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-50 + 5 * math.cos(sine / 35)), math.rad(0 + 5 * math.cos(sine / 70)), math.rad(0 + 0 * math.cos(sine / 25))), 0.1)
- motor7.C0 = clerp(motor7.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-50 + 5 * math.cos(sine / 70)), math.rad(0 + 5 * math.cos(sine / 35)), math.rad(-45 + 0 * math.cos(sine / 25))), 0.1)
- motor8.C0 = clerp(motor8.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-50 + 5 * math.cos(sine / 55)), math.rad(0 + 5 * math.cos(sine / 55)), math.rad(-10 + 0 * math.cos(sine / 25))), 0.1)
- motor9.C0 = clerp(motor9.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-50 + 5 * math.cos(sine / 65)), math.rad(0 + 5 * math.cos(sine / 60)), math.rad(35 + 0 * math.cos(sine / 25))), 0.1)
- end
- else
- if Torsovelocity > 2 and hit ~= nil then
- Anim = "Walk"
- if attack == false then
- motor1.C0 = clerp(motor1.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-60 + -10 * math.cos(sine / 10)), math.rad(-45 + 10 * math.cos(sine / 10)), math.rad(45 + 0 * math.cos(sine / 10))), 0.1)
- motor2.C0 = clerp(motor2.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 10 * math.cos(sine / 10)), math.rad(45 + 10 * math.cos(sine / 10)), math.rad(-45 + 0 * math.cos(sine / 10))), 0.1)
- motor3.C0 = clerp(motor3.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 10 * math.cos(sine / 10)), math.rad(45 + 10 * math.cos(sine / 10)), math.rad(-45 + 0 * math.cos(sine / 10))), 0.1)
- motor4.C0 = clerp(motor4.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-60 + -10 * math.cos(sine / 10)), math.rad(-45 + 10 * math.cos(sine / 10)), math.rad(45 + 0 * math.cos(sine / 10))), 0.1)
- motor5.C0 = clerp(motor5.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 10 * math.cos(sine / 10)), math.rad(45 + 10 * math.cos(sine / 10)), math.rad(-45 + 0 * math.cos(sine / 10))), 0.1)
- motor6.C0 = clerp(motor6.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 10 * math.cos(sine / 10)), math.rad(45 + 10 * math.cos(sine / 10)), math.rad(-45 + 0 * math.cos(sine / 10))), 0.1)
- motor7.C0 = clerp(motor7.C0, CFrame.new(-2.36, -1.8, -0.87) * angles(math.rad(-60 + 10 * math.cos(sine / 10)), math.rad(45 + 10 * math.cos(sine / 10)), math.rad(-45 + 0 * math.cos(sine / 10))), 0.1)
- motor8.C0 = clerp(motor8.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-60 + -10 * math.cos(sine / 10)), math.rad(-45 + 10 * math.cos(sine / 10)), math.rad(45 + 0 * math.cos(sine / 10))), 0.1)
- motor9.C0 = clerp(motor9.C0, CFrame.new(2.36, -1.8, -0.87) * angles(math.rad(-60 + -10 * math.cos(sine / 10)), math.rad(-45 + 10 * math.cos(sine / 10)), math.rad(45 + 0 * math.cos(sine / 10))), 0.1)
- end
- end
- end
- end
- end
- end
- end)
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