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--[[\r\nEndermen script\r\nMade by ! EMPLIC#9999\r\nHats/Shirts needed:\r\nhttps://www.roblox.com/catalog/4794980389/Artificial\r\nhttps://www.roblox.com/catalog/1309911/Ninja-Mask-of-Shadows\r\nhttps://www.roblox.com/catalog/5921756816/Enderman-minecraft-pants\r\nhttps://www.roblox.com/catalog/5921756225/Enderman-minecraft-shirt\r\nTotal: 72 Robux\r\n-]]\r\nHumanDied = false\r\nlocal reanim\r\nfunction noplsmesh(hat)\r\n_G.OldCF=workspace.Camera.CFrame\r\noldchar=game.Players.LocalPlayer.Character\r\ngame.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]\r\nfor i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do\r\nif v:IsA('Mesh') or v:IsA('SpecialMesh') then\r\nv:Remove()\r\nend\r\nend\r\ngame.Players.LocalPlayer.Character=oldchar\r\nwait()\r\nworkspace.Camera.CFrame=_G.OldCF\r\ngame.Players.LocalPlayer.Character=oldchar\r\nend\r\n_G.ClickFling=false -- Set this to true if u want.\r\nloadstring(game:HttpGet(('https://raw.githubusercontent.com/XeneonPlays/Nexo/main/NexoPD'),true))()\r\n\r\nIT = Instance.new\r\nCF = CFrame.new\r\nVT = Vector3.new\r\nRAD = math.rad\r\nC3 = Color3.new\r\nUD2 = UDim2.new\r\nBRICKC = BrickColor.new\r\nANGLES = CFrame.Angles\r\nEULER = CFrame.fromEulerAnglesXYZ\r\nCOS = math.cos\r\nACOS = math.acos\r\nSIN = math.sin\r\nASIN = math.asin\r\nABS = math.abs\r\nMRANDOM = math.random\r\nFLOOR = math.floor\r\n\r\nspeed = 1\r\nsine = 1\r\nsrv = game:GetService('RunService')\r\n\r\nfunction hatset(yes,part,c1,c0,nm)\r\nreanim[yes].Handle.AccessoryWeld.Part1=reanim[part]\r\nreanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()\r\nreanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5\r\nif nm==true then\r\nnoplsmesh(yes)\r\nend\r\nend\r\n\r\n--put the hat script converted below\r\n\r\nreanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD\r\nRJ = reanim.HumanoidRootPart.RootJoint\r\nRS = reanim.Torso['Right Shoulder']\r\nLS = reanim.Torso['Left Shoulder']\r\nRH = reanim.Torso['Right Hip']\r\nLH = reanim.Torso['Left Hip']\r\nRoot = reanim.HumanoidRootPart\r\nNECK = reanim.Torso.Neck\r\nNECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nNECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nRJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nRJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nRS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nLS.C1 = CF(0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nRH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nLH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nRH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nLH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nRS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\nLS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))\r\n\r\nMode='1'\r\n\r\nmousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k)\r\nif k == '1' then-- first mode\r\nMode='1'\r\nelseif k == '2' then-- second mode\r\nMode='2'\r\nelseif k == 'urkeybind' then-- third mode\r\nMode='3'\r\nend\r\nend)\r\n\r\ncoroutine.wrap(function()\r\nwhile true do -- anim changer\r\nif HumanDied then mousechanger:Disconnect() break end\r\nsine = sine + speed\r\nlocal rlegray = Ray.new(reanim[\"Right Leg\"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))\r\nlocal rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)\r\nlocal llegray = Ray.new(reanim[\"Left Leg\"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))\r\nlocal llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)\r\nlocal rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z\r\nlocal lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z\r\nif lookvector > reanim.Humanoid.WalkSpeed then\r\nlookvector = reanim.Humanoid.WalkSpeed\r\nend\r\nif lookvector < -reanim.Humanoid.WalkSpeed then\r\nlookvector = -reanim.Humanoid.WalkSpeed\r\nend\r\nif rightvector > reanim.Humanoid.WalkSpeed then\r\nrightvector = reanim.Humanoid.WalkSpeed\r\nend\r\nif rightvector < -reanim.Humanoid.WalkSpeed then\r\nrightvector = -reanim.Humanoid.WalkSpeed\r\nend\r\nlocal lookvel = lookvector / reanim.Humanoid.WalkSpeed\r\nlocal rightvel = rightvector / reanim.Humanoid.WalkSpeed\r\nif Mode == '1' then\r\nif Root.Velocity.y > 1 then -- jump\r\n--jump clerp here\r\nelseif Root.Velocity.y < -1 then -- fall\r\n--fall clerp here\r\nelseif Root.Velocity.Magnitude < 2 then -- idle\r\n hatset('NinjaMaskOfShadows','Torso',CFrame.new(),reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)\r\nNECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(56+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-30+0*math.cos(sine/13))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(56+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(30+0*math.cos(sine/13))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nreanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0 = reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nelseif Root.Velocity.Magnitude < 20 then -- walk\r\n hatset('NinjaMaskOfShadows','Torso',CFrame.new(),reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)\r\nNECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(56+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-30+0*math.cos(sine/13))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(56+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(30+0*math.cos(sine/13))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+32*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-37*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nreanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0 = reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nelseif Root.Velocity.Magnitude > 20 then -- run\r\n hatset('NinjaMaskOfShadows','Torso',CFrame.new(),reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)\r\nNECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(56+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-30+0*math.cos(sine/13))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(56+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(30+0*math.cos(sine/13))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+32*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-37*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nreanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0 = reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nend\r\nelseif Mode == '2' then\r\nif Root.Velocity.y > 1 then -- jump\r\n--jump clerp here\r\nelseif Root.Velocity.y < -1 then -- fall\r\n--fall clerp here\r\nelseif Root.Velocity.Magnitude < 2 then -- idle\r\n hatset('NinjaMaskOfShadows','Torso',CFrame.new(),reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),10+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)\r\nNECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.01*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nreanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0 = reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),10+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nelseif Root.Velocity.Magnitude < 20 then -- walk\r\n hatset('NinjaMaskOfShadows','Torso',CFrame.new(),reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),10+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)\r\nNECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.01*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-37*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+37*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nreanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0 = reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),10+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nelseif Root.Velocity.Magnitude > 20 then -- run\r\n hatset('NinjaMaskOfShadows','Torso',CFrame.new(),reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),10+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),1),true)\r\nNECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.01*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-37*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+37*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nreanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0 = reanim['NinjaMaskOfShadows'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),10+0*math.cos(sine/13),1.3+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nend\r\nelseif Mode == '3' then\r\nif Root.Velocity.y > 1 then -- jump\r\n--jump clerp here\r\nelseif Root.Velocity.y < -1 then -- fall\r\n--fall clerp here\r\nelseif Root.Velocity.Magnitude < 2 then -- idle\r\n--idle clerp here\r\nelseif Root.Velocity.Magnitude < 20 then -- walk\r\n--walk clerp here\r\nelseif Root.Velocity.Magnitude > 20 then -- run\r\n--run clerp here\r\nend\r\nend\r\nsrv.RenderStepped:Wait()\r\nend\r\nend)()
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