Py MJDP RQ
Py MJDP RQ
==================================]}
//{Script: Memuto
//{User: Solavenge
==================================]}
//{Controls:
// F - Toggle Memes
==================================]}
--]]
Player=game:GetService("Players").LocalPlayer
Character=Player.Character
PlayerGui=Player.PlayerGui
Backpack=Player.Backpack
Torso=Character.Torso
Head=Character.Head
Humanoid=Character.Humanoid
m=Instance.new('Model',Character)
LeftArm=Character["Left Arm"]
LeftLeg=Character["Left Leg"]
RightArm=Character["Right Arm"]
RightLeg=Character["Right Leg"]
LS=Torso["Left Shoulder"]
LH=Torso["Left Hip"]
RS=Torso["Right Shoulder"]
RH=Torso["Right Hip"]
Neck=Torso.Neck
it=Instance.new
attacktype=1
vt=Vector3.new
cf=CFrame.new
euler=CFrame.fromEulerAnglesXYZ
angles=CFrame.Angles
necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
RootPart=Character.HumanoidRootPart
RootJoint=RootPart.RootJoint
RootCF=euler(-1.57,0,3.14)
attack = false
attackdebounce = false
deb=false
equipped=true
hand=false
MMouse=nil
combo=0
mana=0
cam=workspace.CurrentCamera
RocketTarget=nil
Targetting=false
trispeed=.2
attackmode='none'
local idle=0
local Anim="Idle"
local Effects={}
local gun=false
local shoot=false
local issprinting=false
local memeing=false
player=nil
mouse=Player:GetMouse()
--save shoulders
RSH, LSH=nil, nil
--welds
RW, LW=Instance.new("Weld"), Instance.new("Weld")
RW.Name="Right Shoulder" LW.Name="Left Shoulder"
LH=Torso["Left Hip"]
RH=Torso["Right Hip"]
TorsoColor=Torso.BrickColor
function NoOutline(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSur
face,Part.BackSurface = 10,10,10,10,10,10
end
player=Player
ch=Character
RSH=ch.Torso["Right Shoulder"]
LSH=ch.Torso["Left Shoulder"]
--
RSH.Parent=nil
LSH.Parent=nil
--
RW.Name="Right Shoulder"
RW.Part0=ch.Torso
RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
RW.C1=cf(0, 0.5, 0)
RW.Part1=ch["Right Arm"]
RW.Parent=ch.Torso
--
LW.Name="Left Shoulder"
LW.Part0=ch.Torso
LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
LW.C1=cf(0, 0.5, 0)
LW.Part1=ch["Left Arm"]
LW.Parent=ch.Torso
if Humanoid:findFirstChild("Animate") then
Humanoid:findFirstChild("Animate"):Destroy()
elseif Character:findFirstChild("Animate") then
Character:findFirstChild("Animate"):Destroy()
end
local Stats=Instance.new("BoolValue")
Stats.Name="Stats"
Stats.Parent=Character
local Atk=Instance.new("NumberValue")
Atk.Name="Damage"
Atk.Parent=Stats
Atk.Value=1
local Def=Instance.new("NumberValue")
Def.Name="Defense"
Def.Parent=Stats
Def.Value=1
local Speed=Instance.new("NumberValue")
Speed.Name="Speed"
Speed.Parent=Stats
Speed.Value=1
local Mvmt=Instance.new("NumberValue")
Mvmt.Name="Movement"
Mvmt.Parent=Stats
Mvmt.Value=1
local donum=0
function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
local fp=it("Part")
fp.formFactor=formfactor
fp.Parent=parent
fp.Reflectance=reflectance
fp.Transparency=transparency
fp.CanCollide=false
fp.Locked=true
fp.BrickColor=brickcolor
fp.Name=name
fp.Size=size
fp.Position=Torso.Position
NoOutline(fp)
fp.Material="SmoothPlastic"
fp:BreakJoints()
return fp
end
NoOutline(fp)
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh=it(Mesh)
mesh.Parent=part
if Mesh=="SpecialMesh" then
mesh.MeshType=meshtype
mesh.MeshId=meshid
end
mesh.Offset=offset
mesh.Scale=scale
return mesh
end
function weld(parent,part0,part1,c0)
local weld=it("Weld")
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
return weld
end
return Weld
end
local Color1=Torso.BrickColor
local bodvel=Instance.new("BodyVelocity")
local bg=Instance.new("BodyGyro")
script:WaitForChild("Heartbeat")
frame = 1 / 60
tf = 0
allowframeloss = true
tossremainder = false
lastframe = tick()
script.Heartbeat:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.Heartbeat:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.Heartbeat:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
function swait(num)
if num == 0 or num == nil then
ArtificialHB.Event:wait()
else
for i = 0, num do
ArtificialHB.Event:wait()
end
end
end
so = function(id,par,vol,pit)
coroutine.resume(coroutine.create(function()
local sou = Instance.new("Sound",par or workspace)
sou.Volume=vol
sou.Pitch=pit or 1
sou.SoundId=id
swait()
sou:play()
game:GetService("Debris"):AddItem(sou,6)
end))
end
function clerp(a,b,t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1-t
return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az +
t*bz,QuaternionSlerp(qa, qb, t))
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5/s
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00-m11-m22+1)
local recip = 0.5/s
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1)
local recip = 0.5/s
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1)
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
end
end
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = math.acos(cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((1-t)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = 1-t
finishInterp = t
end
else
if (1+cosTheta) > 0.0001 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((t-1)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = t-1
finishInterp = t
end
end
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp,
a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
end
game:GetService("Debris"):AddItem(c, .5)
if HitSound ~= nil and HitPitch ~= nil then
so(HitSound, hit, 1, HitPitch)
end
local Damage = math.random(minim, maxim)
-- h:TakeDamage(Damage)
local blocked = false
local block = hit.Parent:findFirstChild("Block")
if block ~= nil then
if block.className == "IntValue" then
if block.Value > 0 then
blocked = true
block.Value = block.Value - 1
print(block.Value)
end
end
end
if blocked == false then
-- h:TakeDamage(Damage)
h.Health = h.Health - Damage
if Damage ~= 0 then
ShowDamage2((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p
+ Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Institutional
white").Color)
end
else
h.Health = h.Health - (Damage / 2)
if Damage ~=0 then
ShowDamage2((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p
+ Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Institutional
white").Color)
end
end
if Type == "Knockdown" then
local hum = hit.Parent.Humanoid
hum.PlatformStand = true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(1)
HHumanoid.PlatformStand = false
end), hum)
local angle = (hit.Position - (Property.Position + Vector3.new(0,
0, 0))).unit
local bodvol = Instance.new("BodyVelocity")
bodvol.velocity = angle * knockback
bodvol.P = 5000
bodvol.maxForce = Vector3.new(8e+003, 8e+003, 8e+003)
bodvol.Parent = hit
local rl = Instance.new("BodyAngularVelocity")
rl.P = 3000
rl.maxTorque = Vector3.new(500000, 500000, 500000) *
50000000000000
rl.angularvelocity = Vector3.new(math.random(-10, 10),
math.random(-10, 10), math.random(-10, 10))
rl.Parent = hit
game:GetService("Debris"):AddItem(bodvol, .5)
game:GetService("Debris"):AddItem(rl, .5)
elseif Type == "Plat" then
local hum = hit.Parent.Humanoid
hum.PlatformStand = true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(2)
HHumanoid.PlatformStand = false
end), hum)
local rl = Instance.new("BodyAngularVelocity")
rl.P = 3000
rl.maxTorque = Vector3.new(100, 100, 100) * 500
rl.angularvelocity = Vector3.new(math.random(-10, 10),
math.random(-10, 10), math.random(-10, 10))
rl.Parent = hit
game:GetService("Debris"):AddItem(rl, .5)
elseif Type == "Normal" then
local vp = Instance.new("BodyVelocity")
vp.P = 500
vp.maxForce = Vector3.new(math.huge, 0, math.huge)
vp.velocity = Property.CFrame.lookVector * knockback +
Property.Velocity / 1.05
game:GetService("Debris"):AddItem(bodyVelocity, .5)
elseif Type == "Snare" then
local bp = Instance.new("BodyPosition")
bp.P = 2000
bp.D = 100
bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
bp.position = hit.Parent.Torso.Position
bp.Parent = hit.Parent.Torso
game:GetService("Debris"):AddItem(bp, 1)
hit.Parent.Torso.Anchored = true
coroutine.resume(coroutine.create(function(Part)
swait(1.5)
Part.Anchored = false
end), hit.Parent.Torso)
game:GetService("Debris"):AddItem(BodPos, 3)
game:GetService("Debris"):AddItem(BodGy, 3)
workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
Targetting=true
RocketTarget=ZTarget
for i=1,Property do
if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0
and TargHum.Parent~=nil and Targetting==true then
swait()
end
cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z
)
cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*cf(0,5,10)*euler(-
0.3,0,0)
end
Targetting=false
RocketTarget=nil
targetgui.Parent=nil
cam.CameraType="Custom"
end
end
return Weld
end
function MagicCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part2(3, workspace, "Neon", 0, 0, brickcolor, "Effect", vt(0.5,
0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1,
z1))
game:GetService("Debris"):AddItem(prt, 2)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
swait()
Part.CFrame = Part.CFrame
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end), prt, msh)
end
function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,"SmoothPlastic",0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh = mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
swait()
Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-
50,50),math.random(-50,50))
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
user=game:service'Players'.localPlayer
char=user.Character
mouse=user:GetMouse()
player=game.Players.localPlayer
char=player.Character
Effects={}
vt=Vector3.new
cf=CFrame.new
euler=CFrame.fromEulerAnglesXYZ
m=Instance.new("Model",char)
mouse.Button1Down:connect(function()
print("NEIN")
end)
mouse.KeyDown:connect(function(k)
k=k:lower()
if k=='f' then
if attack==false then
ToggleMemes()
end
end
end)
function ToggleMemes()
if memeing == true and mdel == false then
memeing = false
issprinting=false
Humanoid.WalkSpeed = 16
mdel = true
for i = 1,0,-0.1 do
wait(0.05)
WEEB.Volume = i
end
WEEB.Pitch = 0
mdel = false
elseif memeing == false and mdel == false then
memeing = true
issprinting=true
Humanoid.WalkSpeed=35
WEEB.Pitch = 1
mdel = true
for i = 0,1,.1 do
wait(0.05)
WEEB.Volume = i
end
mdel = false
end
end
local list = {}
function NoOutline(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSur
face,Part.BackSurface = 10,10,10,10,10,10
end
local sine = 0
local change = 1
local val = 0
if #Effects>0 then
--table.insert(Effects,{prt,"Block1",delay})
for e=1,#Effects do
if Effects[e]~=nil then
--for j=1,#Effects[e] do
local Thing=Effects[e]
if Thing~=nil then
local Part=Thing[1]
local Mode=Thing[2]
local Delay=Thing[3]
local IncX=Thing[4]
local IncY=Thing[5]
local IncZ=Thing[6]
if Thing[1].Transparency<=1 then
if Thing[2]=="Block1" then
Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-
50,50),math.random(-50,50))
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Cylinder" then
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Blood" then
Mesh=Thing[1].Mesh
Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Elec" then
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Disappear" then
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
end
else
Part.Parent=nil
table.remove(Effects,e)
end
end
--end
end
end
end
cn = CFrame.new
local NeckCF = cn(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
local mananum=0
while true do
swait()
sine = sine + change
local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
local velderp=RootPart.Velocity.y
hitfloor,posfloor=rayCast(RootPart.Position,
(CFrame.new(RootPart.Position,RootPart.Position -
Vector3.new(0,1,0))).lookVector,4,Character)
if equipped==true or equipped==false then
if attack==false then
idle=idle+1
else
idle=0
end
if idle>=500 then
if attack==false then
--Sheath()
end
end
if RootPart.Velocity.y > 1 and hitfloor==nil then
Anim="Jump"
if attack==false then
Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,0.5),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.5,0,-0.5),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.3)
end
elseif RootPart.Velocity.y < -1 and hitfloor==nil then
Anim="Fall"
if attack==false then
Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0.3,0,0.2),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.3,0,-0.2),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.3)
end
elseif torvel<1 and hitfloor~=nil then
Anim="Idle"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.1 + 0.1 * math.cos(sine /
25)) * angles(math.rad(0), math.rad(0), math.rad(5)), .3)
Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5 - 2 * math.cos(sine
/ 25)), math.rad(0), math.rad(-5)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0),
math.rad(5 + 3 * math.cos(sine / 25))), 0.3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0),
math.rad(-5 - 3 * math.cos(sine / 25))), 0.3)
RH.C0 = clerp(RH.C0, cn(1, -.9 - 0.1 * math.cos(sine / 25), 0) * RHCF *
angles(math.rad(-2 + 2 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 *
math.cos(sine / 25))), .3)
LH.C0 = clerp(LH.C0, cn(-1, -.9 - 0.1 * math.cos(sine / 25), 0) * LHCF *
angles(math.rad(-2 + 2 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 *
math.cos(sine / 25))), .3)
end
elseif torvel>2 and torvel<22 and hitfloor~=nil then
Anim="Walk"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine /
5)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(5 *
math.cos(sine / 10))), .2)
Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0),
math.rad(-5 * math.cos(sine / 10)) + RootPart.RotVelocity.Y / 15), .2)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-10 *
math.cos(sine / 13)), math.rad(0), math.rad(4 * math.cos(sine / 13))), .2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(10 *
math.cos(sine / 13)), math.rad(0), math.rad(4 * math.cos(sine / 13))), .2)
RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * math.cos(sine / 5), 0) * RHCF *
angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 7))), .3)
LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 5), 0) * LHCF *
angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 7))), .3)
end
elseif torvel>=22 and issprinting==true and hitfloor~=nil then
Anim="Run"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0.5, -0.05 + .1 * 2.5 *
math.cos(sine / 2)) * angles(math.rad(50), math.rad(2) + RootPart.RotVelocity.Y /
30, math.rad(5 * math.cos(sine / 2))), .2)
Torso.Neck.C0 = clerp(Torso.Neck.C0, cn(0, 1.1, -0.2, -1, -0, -0, 0, 0, 1, 0, 1, 0)
* angles(math.rad(-50), math.rad(0), math.rad(-5 * math.cos(sine / 10)) +
RootPart.RotVelocity.Y / 15), .2)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.4) * angles(math.rad(75 * math.cos(6 /
2)), math.rad(-5), math.rad(25 * math.cos(sine / 3))), .2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.4) * angles(math.rad(75 * math.cos(6 /
2)), math.rad(5), math.rad(25 * math.cos(sine / 3))), .2)
RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * math.cos(sine / 5), 0) * RHCF *
angles(math.rad(-2), math.rad(0), math.rad(55 * math.cos(sine / 3))), .3)
LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 5), 0) * LHCF *
angles(math.rad(-2), math.rad(0), math.rad(55 * math.cos(sine / 3))), .3)
end
end
end
end