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;
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.
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)
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.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
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
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 )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
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