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Fe Slasher

This script allows the user to control an animated character model and includes functions for attaching accessories, reanimating meshes, and connecting inputs to control movement and attacks. Key points: - Defines functions for attaching accessories to body parts and reanimating meshes - Sets up initial configurations for major body joints like shoulders, hips and neck - Includes a coroutine that continuously updates the animation based on movement inputs - Connects keyboard keys and mouse buttons to control movement, jumping and attacking

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Giorno Giovanna
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0% found this document useful (0 votes)
68 views6 pages

Fe Slasher

This script allows the user to control an animated character model and includes functions for attaching accessories, reanimating meshes, and connecting inputs to control movement and attacks. Key points: - Defines functions for attaching accessories to body parts and reanimating meshes - Sets up initial configurations for major body joints like shoulders, hips and neck - Includes a coroutine that continuously updates the animation based on movement inputs - Connects keyboard keys and mouse buttons to control movement, jumping and attacking

Uploaded by

Giorno Giovanna
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 6

--uses: https://www.roblox.

com/catalog/7548993875/Slasher
--i actually made a free script yippee
clickfling = false

function rmesh(a)
if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh')
or workspace[game.Players.LocalPlayer.Name]
[a].Handle:FindFirstChild('SpecialMesh')) then return end
old=game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
for i,v in next,
workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants()
do
if v:IsA('Mesh') or v:IsA('SpecialMesh') then
v:Remove()
end
end
for i = 1 , 2 do
game.Players.LocalPlayer.Character=old
end
end

a=game.Players.LocalPlayer b=game.Players.LocalPlayer.Character c={}d=table.insert


e=false for D,E in
next,game:GetService("Players").LocalPlayer.Character:GetDescendants()do if
E:IsA("BasePart")then
d(c,game:GetService("RunService").Heartbeat:connect(function()pcall(function()E.Vel
ocity=Vector3.new(-
30,0,0)sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.hu
ge)sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)game.Pla
yers.LocalPlayer.ReplicationFocus=workspace end)end))end end function
f(D,E,F)game.StarterGui:SetCore("SendNotification",{Title=D;Text=E;Duration=F or
5;})end local
x=game:GetService("RunService")g=Instance.new('Folder',b)g.Name='CWExtra'b.Archivab
le=true local y=b:Clone()y.Name='NexoPD'for D,E in next,y:GetDescendants()do if
E:IsA('BasePart')or E:IsA('Decal')then E.Transparency=1 end end h=5.65
a.Character=nil a.Character=b b.Humanoid.AutoRotate=false b.Humanoid.WalkSpeed=0
b.Humanoid.JumpPower=0 b.Torso.Anchored=true f('BruhSword','Reanimating\nwait
'..h..' seconds please')wait(h)b.Torso.Anchored=false
f('BruhSword','Reanimated!')b.Humanoid.Health=0 y.Animate.Disabled=true y.Parent=g
y.HumanoidRootPart.CFrame=b.HumanoidRootPart.CFrame*CFrame.new(0,5,0)function
i(D,E,F,G)Instance.new("Attachment",D)Instance.new("AlignPosition",D)Instance.new("
AlignOrientation",D)Instance.new("Attachment",E)D.Attachment.Name=D.Name
E.Attachment.Name=D.Name
D.AlignPosition.Attachment0=D[D.Name]D.AlignOrientation.Attachment0=D[D.Name]D.Alig
nPosition.Attachment1=E[D.Name]D.AlignOrientation.Attachment1=E[D.Name]E[D.Name].Po
sition=F or Vector3.new()D[D.Name].Orientation=G or
Vector3.new()D.AlignPosition.MaxForce=999999999
D.AlignPosition.MaxVelocity=math.huge D.AlignPosition.ReactionForceEnabled=false
D.AlignPosition.Responsiveness=math.huge
D.AlignOrientation.Responsiveness=math.huge D.AlignPosition.RigidityEnabled=false
D.AlignOrientation.MaxTorque=999999999 D.Massless=true end function
j(D,E,F)Instance.new("Attachment",D)Instance.new("AlignPosition",D)Instance.new("At
tachment",E)D.Attachment.Name=D.Name E.Attachment.Name=D.Name
D.AlignPosition.Attachment0=D[D.Name]D.AlignPosition.Attachment1=E[D.Name]E[D.Name]
.Position=F or Vector3.new()D.AlignPosition.MaxForce=999999999
D.AlignPosition.MaxVelocity=math.huge D.AlignPosition.ReactionForceEnabled=false
D.AlignPosition.Responsiveness=math.huge D.Massless=true end for D,E in
next,b:GetDescendants()do if E:IsA('BasePart')then
d(c,x.RenderStepped:Connect(function()E.CanCollide=false end))end end for D,E in
next,b:GetDescendants()do if E:IsA('BasePart')then
d(c,x.Stepped:Connect(function()E.CanCollide=false end))end end for D,E in
next,y:GetDescendants()do if E:IsA('BasePart')then
d(c,x.RenderStepped:Connect(function()E.CanCollide=false end))end end for D,E in
next,y:GetDescendants()do if E:IsA('BasePart')then
d(c,x.Stepped:Connect(function()E.CanCollide=false end))end end for D,E in
next,b:GetDescendants()do if E:IsA('Accessory')then i(E.Handle,y[E.Name].Handle)end
end
i(b['Head'],y['Head'])i(b['Torso'],y['Torso'])j(b['HumanoidRootPart'],y['Torso'],Ve
ctor3.new(0,0,0))i(b['Right Arm'],y['Right Arm'])i(b['Left Arm'],y['Left
Arm'])i(b['Right Leg'],y['Right Leg'])i(b['Left Leg'],y['Left
Leg'])k=a:GetMouse()local z=Instance.new("Part",g)z.CanCollide=false
z.Transparency=1 d(c,x.RenderStepped:Connect(function()local
D=workspace.CurrentCamera.CFrame.lookVector local
E=y["HumanoidRootPart"]z.Position=E.Position
z.CFrame=CFrame.new(z.Position,Vector3.new(D.X*10000,D.Y,D.Z*10000))end))l=false
m=false n=false o=false p=false function
q(D)r=Instance.new('BodyAngularVelocity',D)r.AngularVelocity=Vector3.new(9e9,9e9,9e
9)r.MaxTorque=Vector3.new(9e9,9e9,9e9)end
q(b.HumanoidRootPart)k=a:GetMouse()s=Instance.new('BodyPosition',b.HumanoidRootPart
)s.P=9e9 s.D=9e9 s.MaxForce=Vector3.new(99999,99999,99999)local A
d(c,x.Heartbeat:Connect(function()if A==true then s.Position=k.Hit.p
b.HumanoidRootPart.Position=k.Hit.p else s.Position=y.Torso.Position
b.HumanoidRootPart.Position=y.Torso.Position end end))local
B=Instance.new("SelectionBox")B.Adornee=b.HumanoidRootPart B.LineThickness=0.1
B.Color3=Color3.fromRGB(153,0,255)B.Parent=b.HumanoidRootPart B.Name="RAINBOW"t=B
if clickfling then d(c,k.Button1Down:Connect(function()A=true
end))d(c,k.Button1Up:Connect(function()A=false end))end
d(c,k.KeyDown:Connect(function(D)if D==' 'then p=true end if D=='w'then l=true end
if D=='s'then m=true end if D=='a'then n=true end if D=='d'then o=true end
end))d(c,k.KeyUp:Connect(function(D)if D==' 'then p=false end if D=='w'then l=false
end if D=='s'then m=false end if D=='a'then n=false end if D=='d'then o=false end
end))local function C(D,E,F)z.CFrame=z.CFrame*CFrame.new(-D,E,-
F)y.Humanoid.WalkToPoint=z.Position end d(c,x.RenderStepped:Connect(function()if
l==true then C(0,0,1e4)end if m==true then C(0,0,-1e4)end if n==true then
C(1e4,0,0)end if o==true then C(-1e4,0,0)end if p==true then y.Humanoid.Jump=true
end if l~=true and n~=true and m~=true and o~=true then
y.Humanoid.WalkToPoint=y.HumanoidRootPart.Position end
end))workspace.CurrentCamera.CameraSubject=y.Humanoid
u=Instance.new('BindableEvent')d(c,u.Event:Connect(function()y:Destroy()e=true
v=false for D,E in next,b:GetDescendants()do if E:IsA('BasePart')then
E.Anchored=true end end w=b.Humanoid:Clone()b.Humanoid:Destroy()w.Parent=b
game.Players:Chat('-re')for D,E in pairs(c)do E:Disconnect()end
game:GetService("StarterGui"):SetCore("ResetButtonCallback",true)u:Remove()end))gam
e:GetService("StarterGui"):SetCore("ResetButtonCallback",u)
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')

reanim = workspace.Camera.CameraSubject.Parent

function hat(h,p,c1,c0,m)
reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or
CFrame.new(),1)
if m == true then
rmesh(h)
end
end

m=game.Players.LocalPlayer:GetMouse()
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,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0,0.5,0)*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'

attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
Mode='Attack1'
wait(0.05) -- time of attack u can edit this
Mode='Attack2'
wait(0.05)
Mode='Attack3'
wait(0.2)
Mode ='1' -- change this mode to whatever u want the mode to be after attacking
end)

hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)

coroutine.wrap(function()
while true do -- anim changer
if HumanDied then 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
reanim.Humanoid.WalkSpeed = 35
if Root.Velocity.y > 1 then -- jump
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+0*math.cos(sine/
5)),math.rad(0+5*math.cos(sine/5)),math.rad(0+0*math.cos(sine/5))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),-1+0.1*math.sin(sine/
5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-15+2*math.cos(sine/
5)),math.rad(0+0*math.cos(sine/5)),math.rad(0+5*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.25+0*math.cos(sine/5),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(75+-5*math.cos(sine/
5)),math.rad(15+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),0+-0.05*math.cos(sine/5),-
0.75+0*math.cos(sine/10))*CFrame.Angles(math.rad(88.4+-5*math.cos(sine/
5)),math.rad(22.6+0*math.cos(sine/10)),math.rad(38.3+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.3*math.sin(sine/10),0+-
0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+60*math.cos(sine/10)),math.rad(0+-
5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0.3*math.sin(sine/
10),0+0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+-60*math.cos(sine/
10)),math.rad(0+5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
elseif Root.Velocity.y < -1 then -- fall
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+0*math.cos(sine/
5)),math.rad(0+5*math.cos(sine/5)),math.rad(0+0*math.cos(sine/5))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),-1+0.1*math.sin(sine/
5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-15+2*math.cos(sine/
5)),math.rad(0+0*math.cos(sine/5)),math.rad(0+5*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.25+0*math.cos(sine/5),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(75+-5*math.cos(sine/
5)),math.rad(15+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),0+-0.05*math.cos(sine/5),-
0.75+0*math.cos(sine/10))*CFrame.Angles(math.rad(88.4+-5*math.cos(sine/
5)),math.rad(22.6+0*math.cos(sine/10)),math.rad(38.3+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.3*math.sin(sine/10),0+-
0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+60*math.cos(sine/10)),math.rad(0+-
5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0.3*math.sin(sine/
10),0+0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+-60*math.cos(sine/
10)),math.rad(0+5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
elseif Root.Velocity.Magnitude < 2
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.05*math.sin(sine/
50),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+0*math.cos(sine/
50)),math.rad(0+-1*math.cos(sine/50)),math.rad(0+-1*math.cos(sine/50))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0.1*math.cos(sine/50),0+0.05*math.sin(sine/
50),0.25+0*math.cos(sine/10))*CFrame.Angles(math.rad(-121.4+0*math.cos(sine/
50)),math.rad(90+-4*math.cos(sine/50)),math.rad(-30+0*math.cos(sine/50))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.05*math.sin(sine/
50),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
50)),math.rad(-15+1*math.cos(sine/10)),math.rad(0+1*math.cos(sine/50))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.05*math.sin(sine/
50),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
50)),math.rad(15+1*math.cos(sine/10)),math.rad(0+1*math.cos(sine/50))),0.5)> 20
then -- run
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+0*math.cos(sine/
5)),math.rad(0+5*math.cos(sine/5)),math.rad(0+0*math.cos(sine/5))),0.5)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/5),-1+0.1*math.sin(sine/
5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-15+2*math.cos(sine/
5)),math.rad(0+0*math.cos(sine/5)),math.rad(0+5*math.cos(sine/10))),0.5)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),0.25+0*math.cos(sine/5),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(75+-5*math.cos(sine/
5)),math.rad(15+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),0.5)
LS.C0=LS.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),0+-0.05*math.cos(sine/5),-
0.75+0*math.cos(sine/10))*CFrame.Angles(math.rad(88.4+-5*math.cos(sine/
5)),math.rad(22.6+0*math.cos(sine/10)),math.rad(38.3+0*math.cos(sine/10))),0.5)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.3*math.sin(sine/10),0+-
0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+60*math.cos(sine/10)),math.rad(0+-
5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0.3*math.sin(sine/
10),0+0.5*math.cos(sine/10))*CFrame.Angles(math.rad(15+-60*math.cos(sine/
10)),math.rad(0+5*math.cos(sine/10)),math.rad(0+-5*math.cos(sine/10))),0.5)
elseif Root.Velocity.Magnitude &lt; 20 then -- walk
end
----
elseif Mode == 'Attack1' then --attack clerp
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),-0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+0*math.cos(sine/
10)),math.rad(-35+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0.25+0*math.cos(sine/10),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(90+0*math.cos(sine/10)),math.rad(-
15+0*math.cos(sine/10)),math.rad(45+0*math.cos(sine/10))),.2)
elseif Mode == 'Attack2' then --attack clerp
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
RS.C0=RS.C0:Lerp(CFrame.new(1+0*math.cos(sine/10),-0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+0*math.cos(sine/
10)),math.rad(-90+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0.25+0*math.cos(sine/10),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(90+0*math.cos(sine/10)),math.rad(-
2.06+0*math.cos(sine/10)),math.rad(45+0*math.cos(sine/10))),.2)
elseif Mode == 'Attack3' then --attack clerp
hat('Back_AccAccessory','Right Arm',CFrame.new(0,0,0),CFrame.new(0.5+0*math["cos"]
(sine/10),2+0*math["cos"](sine/10),-0.5+0*math["cos"](sine/
10))*CFrame.Angles(math.rad(-100+0*math["cos"](sine/10)),math.rad(45+0*math["cos"]
(sine/10)),math.rad(90+0*math["cos"](sine/10))),false)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/
10)),math.rad(20+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),0+0*math.cos(sine/10),-
0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(188.99+0*math.cos(sine/
10)),math.rad(-193.1+0*math.cos(sine/10)),math.rad(97.29+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1+0*math.cos(sine/10),0+0*math.cos(sine/
10),0.5+0*math.cos(sine/10))*CFrame.Angles(math.rad(89.64+0*math.cos(sine/
10)),math.rad(13.23+0*math.cos(sine/10)),math.rad(-32.62+0*math.cos(sine/10))),.2)
end
srv.RenderStepped:Wait()
end
end)()

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