spawn(function()
local message = Instance.new("Message",workspace)
message.Text = "USC Carnage Loaded Credits: Pumpking"
wait(6)
message:Destroy()
end)

-- -gh 5063578607,7604332496,6904794619,4876469013,4773932088,5593848751,5505301521,5463718312,6714087037,6964330277

game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 70

_G.Jitter=Vector3.new(-20,0,-20)

HumanDied = false
local reanim
function noplsmesh(hat)
_G.OldCF=workspace.Camera.CFrame
oldchar=game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do
if v:IsA('Mesh') or v:IsA('SpecialMesh') then
v:Remove()
end
end
game.Players.LocalPlayer.Character=oldchar
wait()
workspace.Camera.CFrame=_G.OldCF
game.Players.LocalPlayer.Character=oldchar
end
_G.ClickFling=false -- Set this to true if u want.
plr = game.Players.LocalPlayer
char=game.Players.LocalPlayer.Character
ct={}
te=table.insert

HumanDied=false

for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
if v:IsA("BasePart") then 
te(ct,game:GetService("RunService").Heartbeat:connect(function()
pcall(function()
v.Velocity = Vector3.new(0,-30,0)
sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)
game.Players.LocalPlayer.ReplicationFocus = workspace
end)
end))
end
end

function notify(t,tex,dur)
game.StarterGui:SetCore("SendNotification", {
    Title = t; 
    Text = tex; 
    Duration = dur or 5;
})
end

local srv= game:GetService("RunService")

fl=Instance.new('Folder',char);fl.Name='CWExtra'

char.Archivable = true
local reanim = char:Clone()
reanim.Name='NexoPD'

for i,v in next, reanim:GetDescendants() do
if v:IsA('BasePart') or v:IsA('Decal') then
v.Transparency = 1 
end 
end

--flinge = false

*****=5.65
plr.Character=nil
plr.Character=char
char.Humanoid.AutoRotate=false
char.Humanoid.WalkSpeed=0
char.Humanoid.JumpPower=0
char.Torso.Anchored = true
notify('USC Carnage','Waiting to *****...\nPlease Wait to ***** '..*****..'Got *****')
wait(*****)
char.Torso.Anchored=false
char.Humanoid.Health=0
--reanim.Humanoid.AutoRotate=false
reanim.Animate.Disabled = true
reanim.Parent = fl
reanim.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame*CFrame.new(0,5,0)

function create(part, parent, p, r)
Instance.new("Attachment",part)
Instance.new("AlignPosition",part)
Instance.new("AlignOrientation",part)
Instance.new("Attachment",parent)
part.Attachment.Name = part.Name
parent.Attachment.Name = part.Name
part.AlignPosition.Attachment0 = part[part.Name]
part.AlignOrientation.Attachment0 = part[part.Name]
part.AlignPosition.Attachment1 = parent[part.Name]
part.AlignOrientation.Attachment1 = parent[part.Name]
parent[part.Name].Position = p or Vector3.new()
part[part.Name].Orientation = r or Vector3.new()
part.AlignPosition.MaxForce = 999999999
part.AlignPosition.MaxVelocity = math.huge
part.AlignPosition.ReactionForceEnabled = false
part.AlignPosition.Responsiveness = math.huge
part.AlignOrientation.Responsiveness = math.huge
part.AlignPosition.RigidityEnabled = false
part.AlignOrientation.MaxTorque = 999999999
part.Massless=true
end

function Pos(part, parent, p)
Instance.new("Attachment",part)
Instance.new("AlignPosition",part)
Instance.new("Attachment",parent)
part.Attachment.Name = part.Name
parent.Attachment.Name = part.Name
part.AlignPosition.Attachment0 = part[part.Name]
--part.AlignOrientation.Attachment0 = part[part.Name]
part.AlignPosition.Attachment1 = parent[part.Name]
--part.AlignOrientation.Attachment1 = parent[part.Name]
parent[part.Name].Position = p or Vector3.new()
part.AlignPosition.MaxForce = 999999999
part.AlignPosition.MaxVelocity = math.huge
part.AlignPosition.ReactionForceEnabled = false
part.AlignPosition.Responsiveness = math.huge
--part.AlignOrientation.Responsiveness = math.huge
--part.AlignPosition.RigidityEnabled = false
--part.AlignOrientation.MaxTorque = 999999999
part.Massless=true
end

for i,part in next, char:GetDescendants() do
if part:IsA('BasePart') then
te(ct,srv.RenderStepped:Connect(function()
part.CanCollide=false
end))
end
end

for i,part in next, char:GetDescendants() do
if part:IsA('BasePart') then
te(ct,srv.Stepped:Connect(function()
part.CanCollide=false
end))
end
end

for i,part in next, reanim:GetDescendants() do
if part:IsA('BasePart') then
te(ct,srv.RenderStepped:Connect(function()
part.CanCollide=false
end))
end
end

for i,part in next, reanim:GetDescendants() do
if part:IsA('BasePart') then
te(ct,srv.Stepped:Connect(function()
part.CanCollide=false
end))
end
end

for i,v in next, char:GetDescendants() do
if v:IsA('Accessory') then
create(v.Handle,reanim[v.Name].Handle)
end
end

--Pos(fhrp,reanim['Torso'])
create(char['Head'],reanim['Head'])
create(char['Torso'],reanim['Torso'])
Pos(char['HumanoidRootPart'],reanim['Torso'],Vector3.new(0,0,0))
create(char['Right Arm'],reanim['Right Arm'])
create(char['Left Arm'],reanim['Left Arm'])
create(char['Right Leg'],reanim['Right Leg'])
create(char['Left Leg'],reanim['Left Leg'])

m = plr:GetMouse()

local LVecPart = Instance.new("Part", fl) LVecPart.CanCollide = false LVecPart.Transparency = 1

te(ct,srv.RenderStepped:Connect(function()
local lookVec = workspace.CurrentCamera.CFrame.lookVector
local Root = reanim["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 10000, lookVec.Y, lookVec.Z * 10000))
end))

wdown=false
sdown=false
adown=false
ddown=false
spacedown=false

--reanim.HumanoidRootPart.RootJoint.Part0=nil

function flinger(p)
f=Instance.new('BodyAngularVelocity',p)
f.AngularVelocity = Vector3.new(9e9,9e9,9e9)
f.MaxTorque=Vector3.new(9e9,9e9,9e9)
end

flinger(char.HumanoidRootPart)

m=plr:GetMouse()

--char.HumanoidRootPart.Transparency = 0

bp=Instance.new('BodyPosition',char.HumanoidRootPart)
bp.P = 9e9
bp.D = 9e9
bp.MaxForce=Vector3.new(99999,99999,99999)

local click

te(ct,srv.Heartbeat:Connect(function()
if click == true then
bp.Position=m.Hit.p
char.HumanoidRootPart.Position=m.Hit.p
else
bp.Position=reanim.Torso.Position
char.HumanoidRootPart.Position=reanim.Torso.Position
end
end))

local Highlight = Instance.new("SelectionBox")
Highlight.Adornee = char.HumanoidRootPart
Highlight.LineThickness=0
Highlight.Color3 = Color3.fromRGB(0,0,0)
Highlight.Parent = char.HumanoidRootPart
Highlight.Name = "RAINBOW"
Highlight. Transparency = 1

hrp = Highlight


spawn(function()
while true do
srv.Stepped:Wait()
if ded then break end
hrp.Color3 = Color3.new(0/0,0/0,0/0)
for i = 0,0,0 do
wait()
hrp.Color3 = Color3.new(0/0,i/0,0/0)
end
for i = 0,0,-0 do
wait()
hrp.Color3 = Color3.new(i/0,0/0,0/0)
end
for i = 0,0,0 do
wait()
hrp.Color3 = Color3.new(0/0,0/0,i/0)
end
for i = 0,0,-0 do
wait()
hrp.Color3 = Color3.new(0/0,i/0,0/0)
end
for i = 0,0,0 do
wait()
hrp.Color3 = Color3.new(i/0,0/0,0/0)
end
for i = 0,0,-0 do
wait()
hrp.Color3 = Color3.new(0/0,0/0,i/0)
end
end
end)

te(ct,m.Button1Down:Connect(function()
click=true
end))

te(ct,m.Button1Up:Connect(function()
click=false
end))

te(ct,m.KeyDown:Connect(function(e)
if e ==' ' then
spacedown=true end
if e =='w' then
wdown=true end
if e =='s' then
sdown=true end
if e =='a' then
adown=true end
if e =='d' then
ddown=true
end
end))

te(ct,m.KeyUp:Connect(function(e)
if e ==' ' then
spacedown=false end
if e =='w' then
wdown=false end
if e =='s' then
sdown=false end
if e =='a' then
adown=false end
if e =='d' then
ddown=false
end
end))

local function MoveClone(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
reanim.Humanoid.WalkToPoint = LVecPart.Position
end

te(ct,srv.RenderStepped:Connect(function()
if wdown==true then
MoveClone(0,0,1e4) end
if sdown==true then
MoveClone(0,0,-1e4) end
if adown==true then
MoveClone(1e4,0,0) end
if ddown==true then
MoveClone(-1e4,0,0)
end
if spacedown==true then
reanim.Humanoid.Jump=true end
if wdown ~= true and adown ~= true and sdown ~= true and ddown ~= true then
reanim.Humanoid.WalkToPoint = reanim.HumanoidRootPart.Position end
end))

--reanim.HumanoidRootPart.RootJoint.Part1=nil

workspace.CurrentCamera.CameraSubject = reanim.Humanoid

reset=Instance.new('BindableEvent')
te(ct,reset.Event:Connect(function()
reanim:Destroy()
HumanDied=true
reanimated=false
for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then v.Anchored=true end end
hc=char.Humanoid:Clone()
char.Humanoid:Destroy()
hc.Parent=char
game.Players:Chat('-re')
for i,v in pairs(ct) do v:Disconnect() end
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
reset:Remove()
end))

game:GetService("StarterGui"):SetCore("ResetButtonCallback", reset)


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')

function hatset(yes,part,c1,c0,nm)
reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5
if nm==true then
noplsmesh(yes)
end
end

--put the hat script converted below

reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD
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(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0.5,0.5,0)*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 == 'e' then-- first mode
Mode='1'
elseif k == 'f' then-- second mode
Mode='2'
elseif k == 'r' then-- third mode
Mode='3'
elseif k == 'z' then-- shootsnipe
Mode='4'
wait(1.5)
Mode='1'
end
end)



attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
Mode='Attack0'
local kan = Instance.new("Sound",char)
kan.Volume = 0
if not NoSound then
kan.Volume = 1.6
end
kan.TimePosition = 0
kan.PlaybackSpeed = 0.5
kan.Pitch = 0.9
kan.SoundId = "rbxassetid://5603840448"
kan.Name = "ready"
kan.Looped = false
kan:Play()
wait(0.5) -- time of attack u can edit this
Mode='Attack1'
wait(0.2)
Mode='1'
end)



coroutine.wrap(function()
while true do -- anim changer
if HumanDied then s:destroy() mousechanger:Disconnect() attacklol:Disconnect() 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
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.y < -1 then -- fall
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.Magnitude < 2 then -- idle
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.Magnitude < 20 then -- walk
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(40+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-45+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.Magnitude > 20 then -- run
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(40+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-45+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)end
elseif Mode == '2' then
if Root.Velocity.y > 1 then -- jump
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.y < -1 then -- fall
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.Magnitude < 2 then -- idle
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(180+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
NECK.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)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.5*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(30+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/7),0.5+0.1*math.cos(sine/7),0+0*math.cos(sine/7))*ANGLES(RAD(-30+0*math.cos(sine/7)),RAD(-10+0*math.cos(sine/7)),RAD(-5+0*math.cos(sine/7))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+00*math.cos(sine/7),0.5+0.1*math.cos(sine/7),0+0*math.cos(sine/7))*ANGLES(RAD(-30+0*math.cos(sine/7)),RAD(10+0*math.cos(sine/7)),RAD(5+0*math.cos(sine/7))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-0.4+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(-30+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
LH.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(-30+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
elseif Root.Velocity.Magnitude < 20 then -- walk
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(40+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-45+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.Magnitude > 20 then -- run
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(40+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-45+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
end
elseif Mode == '3' then
if Root.Velocity.y > 1 then -- jump
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Torso',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(135+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.y < -1 then -- fall
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Torso',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(135+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.Magnitude < 2 then -- idle
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Torso',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(135+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Root.Velocity.Magnitude < 20 then -- walk
--walk clerp here
elseif Root.Velocity.Magnitude > 20 then -- run
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Torso',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(135+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(40+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-45+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
end
elseif Mode == 'Attack0' then
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0 = reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),.3)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(90+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Mode == 'Attack1' then
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0 = reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),.3)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/40),0.5+-0.09*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(-20+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(115+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
elseif Mode == '4' then
if Root.Velocity.y > 1 then -- jump
--jump clerp here
elseif Root.Velocity.y < -1 then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 then -- idle
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(-1+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.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(180+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(0+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
end
elseif Root.Velocity.Magnitude < 20 then -- walk
--walk clerp here
elseif Root.Velocity.Magnitude > 20 then -- run
hatset('Red Flame Aura','Torso',CFrame.new(),reanim['Red Flame Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/150),0+0.5*math.cos(sine/150),0+0*math.cos(sine/150))*ANGLES(RAD(0+0*math.cos(sine/150)),RAD(0+500*math.cos(sine/150)),RAD(0+0*math.cos(sine/150))),1),false)
hatset('SoloWing','Torso',CFrame.new(),reanim['SoloWing'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('SoloWing2','Torso',CFrame.new(),reanim['SoloWing2'].Handle.AccessoryWeld.C0:Lerp(CF(2+0*math.cos(sine/20),-1.3+0*math.cos(sine/20),0.6+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(180+-10*math.cos(sine/20)),RAD(-1+0*math.cos(sine/20))),1),false)
hatset('Evil Aura','Left Arm',CFrame.new(),reanim['Evil Aura'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),-4+0*math.cos(sine/1))*ANGLES(RAD(-85+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),1),false)
hatset('MeshPartAccessory','Torso',CFrame.new(),reanim['MeshPartAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0.2+0*math.cos(sine/50),0+0*math.cos(sine/50))*ANGLES(RAD(90+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('swordhalo','Torso',CFrame.new(),reanim['swordhalo'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/50),0+0*math.cos(sine/50),-1.8+0*math.cos(sine/50))*ANGLES(RAD(0+0*math.cos(sine/50)),RAD(0+0*math.cos(sine/50)),RAD(0+600*math.cos(sine/50))),1),false)
hatset('Sniper','Right Arm',CFrame.new(),reanim['Sniper'].Handle.AccessoryWeld.C0:Lerp(CF(-1+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-90+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13)),RAD(-90+0*math.cos(sine/13))),1),false)
hatset('Meshes/HeavySniper (1)Accessory','Left Arm',CFrame.new(),reanim['Meshes/HeavySniper (1)Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(-2+0*math.cos(sine/13),-0.6+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(90+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.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(40+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/40),1.5+0.3*math.sin(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-45+-4*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RS.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(180+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/40),0.5+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(180+-10*math.cos(sine/40)),RAD(1+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/40),-0+0*math.cos(sine/40),-0.5+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/40),-1+0*math.cos(sine/40),0+0*math.cos(sine/40))*ANGLES(RAD(-15+-10*math.cos(sine/40)),RAD(0+0*math.cos(sine/40)),RAD(0+0*math.cos(sine/40))),.3)
end
srv.RenderStepped:Wait()
end
end)()


local muter = false
local ORGID = 335167645
local ORVOL = 1.15
local ORPIT = 1.01
local kan = Instance.new("Sound",char)
kan.Volume = 0
if not NoSound then
kan.Volume = 1.5
end
kan.TimePosition = 0
kan.PlaybackSpeed = 0.9
kan.Pitch = 1
kan.SoundId = "rbxassetid://2677233603"  
kan.Name = "skid"
kan.Looped = true
kan:Play()

game:GetService("StarterGui"):SetCore("SendNotification", { 
    Title = "Whitelisted";
    Text = "Have fun!";
    Icon = ""})
Duration = 20;

 

Lua online compiler

Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.

Taking inputs (stdin)

OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.

name = io.read("*a")
print ("Hello ", name)

About Lua

Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.

Syntax help

Variables

  • By default all the variables declared are global variables
  • If the variables are explicitly mentioned as local then they are local variables.
  • Lua is a dynamically typed language and hence only the values will have types not the variables.

Examples

-- global variables
a = 10

-- local variables

local x = 30
Value TypeDescription
numberRepresents numbers
stringRepresents text
nilDifferentiates values whether it has data or not
booleanValue can be either true or false
functionRepresents a sub-routine
userdataRepresents arbitary C data
threadRepresents independent threads of execution.
tableCan hold any value except nil

Loops

1. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while(condition)
do
--code
end

2. Repeat-Until:

Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.

repeat
   --code
until( condition )

3. For:

For loop is used to iterate a set of statements based on a condition.

for init,max/min value, increment
do
   --code
end

Functions

Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.

optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end