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- --MADE BY Redmoon--https://www.youtube.com/channel/UCkHEj5ETg31IDVakT_-eq4w
- --Items:
- clickfling = false -- set this to false if u dont want click fling or use torso fling
- function rmesh(a)
- if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end
- old=game.Players.LocalPlayer.Character
- game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
- for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
- if v:IsA('Mesh') or v:IsA('SpecialMesh') then
- v:Remove()
- end
- end
- for i = 1 , 2 do
- game.Players.LocalPlayer.Character=old
- end
- end
- a=game.Players.LocalPlayer b=game.Players.LocalPlayer.Character c={}d=table.insert e=false for D,E in next,game:GetService("Players").LocalPlayer.Character:GetDescendants()do if E:IsA("BasePart")then d(c,game:GetService("RunService").Heartbeat:connect(function()pcall(function()E.Velocity=Vector3.new(-30,0,0)sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)game.Players.LocalPlayer.ReplicationFocus=workspace end)end))end end function f(D,E,F)game.StarterGui:SetCore("SendNotification",{Title=D;Text=E;Duration=F or 5;})end local x=game:GetService("RunService")g=Instance.new('Folder',b)g.Name='CWExtra'b.Archivable=true local y=b:Clone()y.Name='NexoPD'for D,E in next,y:GetDescendants()do if E:IsA('BasePart')or E:IsA('Decal')then E.Transparency=1 end end h=5.65 a.Character=nil a.Character=b b.Humanoid.AutoRotate=false b.Humanoid.WalkSpeed=0 b.Humanoid.JumpPower=0 b.Torso.Anchored=true f('Nexo','Reanimating...\nPlease wait '..h..' seconds.')wait(h)b.Torso.Anchored=false f('Nexo','Reanimated..')b.Humanoid.Health=0 y.Animate.Disabled=true y.Parent=g y.HumanoidRootPart.CFrame=b.HumanoidRootPart.CFrame*CFrame.new(0,5,0)function i(D,E,F,G)Instance.new("Attachment",D)Instance.new("AlignPosition",D)Instance.new("AlignOrientation",D)Instance.new("Attachment",E)D.Attachment.Name=D.Name E.Attachment.Name=D.Name D.AlignPosition.Attachment0=D[D.Name]D.AlignOrientation.Attachment0=D[D.Name]D.AlignPosition.Attachment1=E[D.Name]D.AlignOrientation.Attachment1=E[D.Name]E[D.Name].Position=F or Vector3.new()D[D.Name].Orientation=G or Vector3.new()D.AlignPosition.MaxForce=999999999 D.AlignPosition.MaxVelocity=math.huge D.AlignPosition.ReactionForceEnabled=false D.AlignPosition.Responsiveness=math.huge D.AlignOrientation.Responsiveness=math.huge D.AlignPosition.RigidityEnabled=false D.AlignOrientation.MaxTorque=999999999 D.Massless=true end function j(D,E,F)Instance.new("Attachment",D)Instance.new("AlignPosition",D)Instance.new("Attachment",E)D.Attachment.Name=D.Name E.Attachment.Name=D.Name D.AlignPosition.Attachment0=D[D.Name]D.AlignPosition.Attachment1=E[D.Name]E[D.Name].Position=F or Vector3.new()D.AlignPosition.MaxForce=999999999 D.AlignPosition.MaxVelocity=math.huge D.AlignPosition.ReactionForceEnabled=false D.AlignPosition.Responsiveness=math.huge D.Massless=true end for D,E in next,b:GetDescendants()do if E:IsA('BasePart')then d(c,x.RenderStepped:Connect(function()E.CanCollide=false end))end end for D,E in next,b:GetDescendants()do if E:IsA('BasePart')then d(c,x.Stepped:Connect(function()E.CanCollide=false end))end end for D,E in next,y:GetDescendants()do if E:IsA('BasePart')then d(c,x.RenderStepped:Connect(function()E.CanCollide=false end))end end for D,E in next,y:GetDescendants()do if E:IsA('BasePart')then d(c,x.Stepped:Connect(function()E.CanCollide=false end))end end for D,E in next,b:GetDescendants()do if E:IsA('Accessory')then i(E.Handle,y[E.Name].Handle)end end i(b['Head'],y['Head'])i(b['Torso'],y['Torso'])j(b['HumanoidRootPart'],y['Torso'],Vector3.new(0,0,0))i(b['Right Arm'],y['Right Arm'])i(b['Left Arm'],y['Left Arm'])i(b['Right Leg'],y['Right Leg'])i(b['Left Leg'],y['Left Leg'])k=a:GetMouse()local z=Instance.new("Part",g)z.CanCollide=false z.Transparency=1 d(c,x.RenderStepped:Connect(function()local D=workspace.CurrentCamera.CFrame.lookVector local E=y["HumanoidRootPart"]z.Position=E.Position z.CFrame=CFrame.new(z.Position,Vector3.new(D.X*10000,D.Y,D.Z*10000))end))l=false m=false n=false o=false p=false function q(D)r=Instance.new('BodyAngularVelocity',D)r.AngularVelocity=Vector3.new(9e9,9e9,9e9)r.MaxTorque=Vector3.new(9e9,9e9,9e9)end q(b.HumanoidRootPart)k=a:GetMouse()s=Instance.new('BodyPosition',b.HumanoidRootPart)s.P=9e9 s.D=9e9 s.MaxForce=Vector3.new(99999,99999,99999)local A d(c,x.Heartbeat:Connect(function()if A==true then s.Position=k.Hit.p b.HumanoidRootPart.Position=k.Hit.p else s.Position=y.Torso.Position b.HumanoidRootPart.Position=y.Torso.Position end end))local B=Instance.new("SelectionBox")B.Adornee=b.HumanoidRootPart B.LineThickness=0.02 B.Color3=Color3.fromRGB(250,0,0)B.Parent=b.HumanoidRootPart B.Name="RAINBOW"t=B if clickfling then d(c,k.Button1Down:Connect(function()A=true end))d(c,k.Button1Up:Connect(function()A=false end))end d(c,k.KeyDown:Connect(function(D)if D==' 'then p=true end if D=='w'then l=true end if D=='s'then m=true end if D=='a'then n=true end if D=='d'then o=true end end))d(c,k.KeyUp:Connect(function(D)if D==' 'then p=false end if D=='w'then l=false end if D=='s'then m=false end if D=='a'then n=false end if D=='d'then o=false end end))local function C(D,E,F)z.CFrame=z.CFrame*CFrame.new(-D,E,-F)y.Humanoid.WalkToPoint=z.Position end d(c,x.RenderStepped:Connect(function()if l==true then C(0,0,1e4)end if m==true then C(0,0,-1e4)end if n==true then C(1e4,0,0)end if o==true then C(-1e4,0,0)end if p==true then y.Humanoid.Jump=true end if l~=true and n~=true and m~=true and o~=true then y.Humanoid.WalkToPoint=y.HumanoidRootPart.Position end end))workspace.CurrentCamera.CameraSubject=y.Humanoid u=Instance.new('BindableEvent')d(c,u.Event:Connect(function()y:Destroy()e=true v=false for D,E in next,b:GetDescendants()do if E:IsA('BasePart')then E.Anchored=true end end w=b.Humanoid:Clone()b.Humanoid:Destroy()w.Parent=b game.Players:Chat('-re')for D,E in pairs(c)do E:Disconnect()end game:GetService("StarterGui"):SetCore("ResetButtonCallback",true)u:Remove()end))game:GetService("StarterGui"):SetCore("ResetButtonCallback",u)
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- speed = 1
- sine = 1
- srv = game:GetService('RunService')
- reanim = workspace.Camera.CameraSubject.Parent
- function hat(h,p,c1,c0,m)
- reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
- reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
- reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1)
- if m == true then
- rmesh(h)
- end
- end
- m=game.Players.LocalPlayer:GetMouse()
- RJ = reanim.HumanoidRootPart.RootJoint
- RS = reanim.Torso['Right Shoulder']
- LS = reanim.Torso['Left Shoulder']
- RH = reanim.Torso['Right Hip']
- LH = reanim.Torso['Left Hip']
- Root = reanim.HumanoidRootPart
- NECK = reanim.Torso.Neck
- NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- Mode='1'
- mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k)
- if k == '1' then-- first mode
- Mode='1'
- elseif k == 'e' then-- second mode
- Mode='2'
- elseif k == 'q' then-- first mode again
- Mode='1'
- end
- end)
- attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
- Mode='Attack1'
- wait(1) -- time of attack u can edit this
- Mode='Attack2'
- wait(1)
- Mode='Attack3'
- wait(0.07)
- Mode ='1' -- change this mode to whatever u want the mode to be after attacking
- end)
- coroutine.wrap(function()
- while true do -- anim changer
- if HumanDied then break end
- sine = sine + speed
- local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
- local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
- local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
- local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
- local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
- local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
- if lookvector > reanim.Humanoid.WalkSpeed then
- lookvector = reanim.Humanoid.WalkSpeed
- end
- if lookvector < -reanim.Humanoid.WalkSpeed then
- lookvector = -reanim.Humanoid.WalkSpeed
- end
- if rightvector > reanim.Humanoid.WalkSpeed then
- rightvector = reanim.Humanoid.WalkSpeed
- end
- if rightvector < -reanim.Humanoid.WalkSpeed then
- rightvector = -reanim.Humanoid.WalkSpeed
- end
- local lookvel = lookvector / reanim.Humanoid.WalkSpeed
- local rightvel = rightvector / reanim.Humanoid.WalkSpeed
- if Mode == '1' then
- if Root.Velocity.y > 1 then -- jump
- elseif Root.Velocity.y < -1 then -- fall
- elseif Root.Velocity.Magnitude < 2 then -- idle
- hat('SamuraiHat','Head',CFrame.new(0,0,0),CFrame.new(0+0*math["cos"](sine/10),90+0.1*math["cos"](sine/10),0+0*math["cos"](sine/10))*CFrame.Angles(math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10))),true)
- hat('Slime1Accessory','Head',CFrame.new(0,0,0),CFrame.new(0+0*math["cos"](sine/10),-85.04+0.1*math["cos"](sine/10),0+0*math["cos"](sine/10))*CFrame.Angles(math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10))),false)
- NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-90+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- elseif Root.Velocity.Magnitude > 20 then -- run
- elseif Root.Velocity.Magnitude < 20 then -- walk
- hat('SamuraiHat','Head',CFrame.new(0,0,0),CFrame.new(0+0*math["cos"](sine/10),90+0.1*math["cos"](sine/10),0+0*math["cos"](sine/10))*CFrame.Angles(math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10))),true)
- hat('Slime1Accessory','Head',CFrame.new(0,0,0),CFrame.new(0+0*math["cos"](sine/10),-85.04+0.1*math["cos"](sine/10),0+0*math["cos"](sine/10))*CFrame.Angles(math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10))),false)
- NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-90+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- end
- elseif Mode == '2' then
- if Root.Velocity.y > 1 then -- jump
- elseif Root.Velocity.y < -1 then -- fall
- elseif Root.Velocity.Magnitude < 2 then -- idle
- hat('SamuraiHat','Head',CFrame.new(0,0,0),CFrame.new(0+0*math["cos"](sine/10),-83.43+0*math["cos"](sine/10),1.47+0*math["cos"](sine/10))*CFrame.Angles(math.rad(0+0*math["cos"](sine/10)),math.rad(188.99+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10))),true)
- hat('Slime1Accessory','Head',CFrame.new(0,0,0),CFrame.new(0+0*math["cos"](sine/10),-85.04+0.1*math["cos"](sine/10),0+0*math["cos"](sine/10))*CFrame.Angles(math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10))),false)
- NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-90+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- elseif Root.Velocity.Magnitude > 20 then -- run
- elseif Root.Velocity.Magnitude < 20 then -- walk
- hat('SamuraiHat','Head',CFrame.new(0,0,0),CFrame.new(0+0*math["cos"](sine/10),-83.43+0*math["cos"](sine/10),1.47+0*math["cos"](sine/10))*CFrame.Angles(math.rad(0+0*math["cos"](sine/10)),math.rad(188.99+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10))),true)
- hat('Slime1Accessory','Head',CFrame.new(0,0,0),CFrame.new(0+0*math["cos"](sine/10),-85.04+0.1*math["cos"](sine/10),0+0*math["cos"](sine/10))*CFrame.Angles(math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10)),math.rad(0+0*math["cos"](sine/10))),false)
- NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-90+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
- end
- elseif Mode == 'Attack1' then --attack clerp
- elseif Mode == 'Attack2' then --attack clerp
- elseif Mode == 'Attack3' then --attack clerp
- end
- srv.RenderStepped:Wait()
- end
- end)()
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