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--[[ Hats needed below:\r\nhttps://www.roblox.com/catalog/3033910400/International-Fedora-Germany\r\nhttps://www.roblox.com/catalog/6470135113/Fan-Hand-Sign-Why-Dont-We-WDW\r\nhttps://www.roblox.com/catalog/7548993875/Slasher\r\nmade by sandbox#8694\r\n]]--\r\nlocal HatChar = game.Players.LocalPlayer.Character\r\nlocal Hat = HatChar:FindFirstChild(\"InternationalFedora\")\r\nlocal Hat2 = HatChar:FindFirstChild(\"WDW_FoamFinger\")\r\n\r\nHat2.Handle.SpecialMesh:Destroy()\r\nHat.Handle.SpecialMesh:Destroy()\r\n\r\n\r\n\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 == 'e' then-- second mode\r\nMode='2'\r\nelseif k == 'urkeybind' then-- third mode\r\nMode='3'\r\nend\r\nend)\r\n\r\n\r\n\r\nattacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()\r\nMode='Attack0'\r\nwait(0.1) -- time of attack u can edit this\r\nMode='Attack1'\r\nwait(0.1)\r\nMode='Attack3'\r\nwait(0.4)\r\nMode ='2'\r\nend)\r\n\r\n\r\n\r\ncoroutine.wrap(function()\r\nwhile true do -- anim changer\r\nif HumanDied then mousechanger:Disconnect() attacklol: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\nhatset('WDW_FoamFinger','Torso',CFrame.new(),reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)\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/90),-0.1+0.1*math.cos(sine/90),0+0*math.cos(sine/90))*ANGLES(RAD(10+-3*math.cos(sine/90)),RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(200+0*math.cos(sine/30)),RAD(20+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/30),0.5+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(13+0*math.cos(sine/30)),RAD(49+0*math.cos(sine/30)),RAD(4+0*math.cos(sine/30))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.7+0*math.cos(sine/40),-1+0.006*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-10+0*math.cos(sine/40)),RAD(-45+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/40),-1+0.06*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-10+0*math.cos(sine/40)),RAD(45+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)\r\nhatset('InternationalFedora','Left Arm',CFrame.new(),reanim['InternationalFedora'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.7+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))),1),false)\r\nhatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),2+0*math.cos(sine/13),-0+0*math.cos(sine/13))*ANGLES(RAD(-27+0*math.cos(sine/13)),RAD(20+0*math.cos(sine/13)),RAD(57+0*math.cos(sine/13))),1),false)\r\nelseif Root.Velocity.Magnitude < 20 then -- walk\r\nhatset('WDW_FoamFinger','Torso',CFrame.new(),reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)\r\nhatset('InternationalFedora','Left Arm',CFrame.new(),reanim['InternationalFedora'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.7+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))),1),false)\r\nhatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),2+0*math.cos(sine/13),-0+0*math.cos(sine/13))*ANGLES(RAD(-27+0*math.cos(sine/13)),RAD(20+0*math.cos(sine/13)),RAD(57+0*math.cos(sine/13))),1),false)\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/90),-0.1+0.1*math.cos(sine/90),0+0*math.cos(sine/90))*ANGLES(RAD(10+-3*math.cos(sine/90)),RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(200+0*math.cos(sine/30)),RAD(20+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/30),0.5+-0.2*math.cos(sine/30),0+0*math.cos(sine/30))*ANGLES(RAD(13+0*math.cos(sine/30)),RAD(49+0*math.cos(sine/30)),RAD(4+0*math.cos(sine/30))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0.006*math.cos(sine/13),0+-0.5*math.cos(sine/13))*ANGLES(RAD(-10+35*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+0.06*math.cos(sine/13),0+0.5*math.cos(sine/13))*ANGLES(RAD(-10+-35*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--run clerp here\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\nhatset('WDW_FoamFinger','Torso',CFrame.new(),reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)\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/15),-0.6+0.05*math.cos(sine/15),0+0*math.cos(sine/15))*ANGLES(RAD(-45+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/30),0+0.1*math.cos(sine/30),-0.5+0*math.cos(sine/30))*ANGLES(RAD(145+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30)),RAD(0+0*math.cos(sine/30))),.3)\r\nLS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(45+0*math.cos(sine/13)),RAD(-5+0*math.cos(sine/13)),RAD(4+0*math.cos(sine/13))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(1+0*math.cos(sine/13),-1+0.05*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(44+0*math.cos(sine/13)),RAD(69+0*math.cos(sine/13)),RAD(-36+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0.05*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(64+0*math.cos(sine/13)),RAD(131+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),.3)\r\nhatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),1.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(-3+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)\r\nelseif Root.Velocity.Magnitude < 20 then -- walk\r\nhatset('WDW_FoamFinger','Torso',CFrame.new(),reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(20+5*math.cos(sine/13)),RAD(0+10*math.cos(sine/13)),RAD(0+10*math.cos(sine/13))),1),false)\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(-10+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),0.3+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-45+5*math.cos(sine/13)),RAD(45+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+-35*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+0.3*math.cos(sine/13))*ANGLES(RAD(0+-35*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+-0.3*math.cos(sine/13))*ANGLES(RAD(0+35*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nhatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0.3+0*math.cos(sine/13),1.9+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(127+0*math.cos(sine/13)),RAD(134+0*math.cos(sine/13)),RAD(236+0*math.cos(sine/13))),1),false)\r\nelseif Root.Velocity.Magnitude > 20 then -- run\r\n--run clerp here\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\nelseif Mode == 'Attack0' then\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(35+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(-10+0*math.cos(sine/13)),RAD(-50+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),-0.5+0*math.cos(sine/13))*ANGLES(RAD(-163+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(9+0*math.cos(sine/13)),RAD(42+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),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nhatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(45+0*math.cos(sine/13)),RAD(-214+0*math.cos(sine/13)),RAD(-74+0*math.cos(sine/13))),1),false)\r\nelseif Mode == 'Attack1' then\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(35+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(-10+0*math.cos(sine/13)),RAD(-50+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nRS.C0 = RS.C0:Lerp(CF(0.5+0*math.cos(sine/13),0.8+0*math.cos(sine/13),-0.8+0*math.cos(sine/13))*ANGLES(RAD(-272+0*math.cos(sine/13)),RAD(45+0*math.cos(sine/13)),RAD(-69+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(9+0*math.cos(sine/13)),RAD(74+0*math.cos(sine/13)),RAD(-9+0*math.cos(sine/13))),.3)\r\nRH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nhatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(36+0*math.cos(sine/13)),RAD(-225+0*math.cos(sine/13)),RAD(-58+0*math.cos(sine/13))),1),false)\r\nelseif Mode == 'Attack3' then\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(-35+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(-10+0*math.cos(sine/13)),RAD(50+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.+0*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(-7+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(-1.5+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(25+0*math.cos(sine/13)),RAD(22+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),-1.2+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-2+0*math.cos(sine/13)),RAD(-143+0*math.cos(sine/13)),RAD(-13+0*math.cos(sine/13))),.3)\r\nLH.C0 = LH.C0:Lerp(CF(-0.7+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(51+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)\r\nhatset('Back_AccAccessory','Right Arm',CFrame.new(),reanim['Back_AccAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0.5+0*math.cos(sine/13),2+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(36+0*math.cos(sine/13)),RAD(-225+0*math.cos(sine/13)),RAD(-58+0*math.cos(sine/13))),1),false)\r\nend\r\nsrv.RenderStepped:Wait()\r\nend\r\nend)()\r\n--Created using Nexo Animator
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