Run it
Copy the script and paste it into your executor.
Rayfield = (:())()
Players = :()
RunService = :()
UserInputService = :()
player = Players.LocalPlayer
animationData = {
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , Idle = , Idle2 = , SwimIdle = , Swim = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = },
[] = { Walk = , Run = , Jump = , Fall = , SwimIdle = , Swim = , Idle = , Idle2 = , Climb = }
}
activeController =
FADE =
IDLE_CYCLE_TIME =
FALL_VELOCITY_THRESHOLD = -
()
activeController
_, conn (activeController.connections)
(() conn:() )
_, track (activeController.tracks)
(() track track:() )
activeController =
(customData, nombre)
customData
char = player.Character
char
hum = char:()
hum
animator = hum:()
animator
()
animate = char:()
animate animate.Disabled =
_, t (animator:())
(() t:(FADE) )
.(FADE + )
(id, priority, looped)
id
a = .()
a.AnimationId = .. (id)
ok, t = (() animator:(a) )
ok t
t.Priority = priority
t.Looped = looped
t
P_IDLE = .AnimationPriority.Idle
P_MOVE = .AnimationPriority.Movement
tracks = {
idle1 = (customData.Idle, P_IDLE, ),
idle2 = (customData.Idle2 customData.Idle, P_IDLE, ),
walk = (customData.Walk, P_MOVE, ),
run = (customData.Run customData.Walk, P_MOVE, ),
jump = (customData.Jump, P_MOVE, ),
fall = (customData.Fall, P_MOVE, ),
climb = (customData.Climb, P_MOVE, ),
swim = (customData.Swim, P_MOVE, ),
swimIdle = (customData.SwimIdle customData.Swim, P_IDLE, ),
}
controller = {
tracks = tracks,
connections = {},
currentState = ,
idleIndex = ,
data = customData,
nombre = nombre ,
char = char,
hum = hum,
alive =
}
activeController = controller
(state)
state ==
tracks.idle1 tracks.idle1.IsPlaying (() tracks.idle1:(FADE) )
tracks.idle2 tracks.idle2.IsPlaying (() tracks.idle2:(FADE) )
state ==
tracks.swimIdle tracks.swimIdle.IsPlaying (() tracks.swimIdle:(FADE) )
state tracks[state] tracks[state].IsPlaying
(() tracks[state]:(FADE) )
(newState)
controller.currentState == newState
oldState = controller.currentState
controller.currentState = newState
oldState (oldState)
newState ==
controller.idleIndex =
tracks.idle1 (() tracks.idle1:(FADE) )
newState ==
tracks.swimIdle (() tracks.swimIdle:(FADE) )
tracks[newState]
(() tracks[newState]:(FADE) )
()
vel = hum.WalkSpeed
factor = vel /
factor < factor =
factor > factor =
tracks.walk tracks.walk.IsPlaying
(() tracks.walk:(factor) )
tracks.run tracks.run.IsPlaying
(() tracks.run:(factor) )
()
controller.alive
char.Parent hum.Health <=
state = hum:()
moveDir = hum.MoveDirection
moving = moveDir.Magnitude >
root = char:()
velY = root root.AssemblyLinearVelocity.Y
cayendo = velY < FALL_VELOCITY_THRESHOLD
newState
state == .HumanoidStateType.Swimming
newState = moving
state == .HumanoidStateType.Climbing
newState =
cayendo
newState =
state == .HumanoidStateType.Jumping
newState =
state == .HumanoidStateType.Freefall
newState =
moving
newState = hum.WalkSpeed >=
newState =
(newState)
()
.(controller.connections, RunService.Heartbeat:(update))
.(controller.connections, hum.StateChanged:(update))
()
controller.alive activeController ~= controller
controller.currentState == tracks.idle1 tracks.idle2
controller.idleIndex ==
tracks.idle1.IsPlaying tracks.idle1:()
tracks.idle2:()
controller.idleIndex =
tracks.idle2.IsPlaying tracks.idle2:()
tracks.idle1:()
controller.idleIndex =
.(IDLE_CYCLE_TIME, cycleIdle)
.(IDLE_CYCLE_TIME, cycleIdle)
.(controller.connections, hum.Died:(()
controller.alive =
))
tracks.idle1 (() tracks.idle1:(FADE) )
controller.currentState =
controller
player.CharacterAdded:(()
activeController activeController.data
savedData = activeController.data
savedName = activeController.nombre
.(()
.()
(savedData, savedName)
)
)
mixSelection = {
Idle = , Walk = , Run = ,
Jump = , Fall = , Climb = , Swim =
}
()
mix = {}
mixSelection.Idle ~=
mix.Idle = animationData[mixSelection.Idle].Idle
mix.Idle2 = animationData[mixSelection.Idle].Idle2 animationData[mixSelection.Idle].Idle
mixSelection.Walk ~= mix.Walk = animationData[mixSelection.Walk].Walk
mixSelection.Run ~= mix.Run = animationData[mixSelection.Run].Run
mixSelection.Jump ~= mix.Jump = animationData[mixSelection.Jump].Jump
mixSelection.Fall ~= mix.Fall = animationData[mixSelection.Fall].Fall
mixSelection.Climb ~= mix.Climb = animationData[mixSelection.Climb].Climb
mixSelection.Swim ~=
mix.Swim = animationData[mixSelection.Swim].Swim
mix.SwimIdle = animationData[mixSelection.Swim].SwimIdle animationData[mixSelection.Swim].Swim
mix
nombres = {}
name, _ (animationData) .(nombres, name)
.(nombres)
listaConNinguno = {}
_, n (nombres) .(listaConNinguno, n)
Window = Rayfield:({
Name = ,
Icon = ,
LoadingTitle = ,
LoadingSubtitle = ,
Theme = ,
ConfigurationSaving = {
Enabled = ,
FolderName = ,
FileName =
},
Discord = {
Enabled = ,
Invite = ,
RememberJoins =
},
KeySystem =
})
TabPaquetes = Window:(, )
TabPaquetes:()
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
TabPaquetes:({
Name = ,
Callback = ()
(animationData[], )
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
})
TabPaquetes:()
_, name (nombres)
name ~=
TabPaquetes:({
Name = name,
Callback = ()
(animationData[name], name)
Rayfield:({
Title = name,
Content = ,
Duration = ,
Image =
})
})
TabPaquetes:()
TabPaquetes:({
Name = ,
Callback = ()
()
char = player.Character
char
animate = char:()
animate animate.Disabled =
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
})
TabMezclar = Window:(, )
TabMezclar:()
TabMezclar:({
Name = ,
Options = listaConNinguno,
CurrentOption = {mixSelection.Idle},
MultipleOptions = ,
Flag = ,
Callback = (Option)
mixSelection.Idle = Option[]
,
})
TabMezclar:({
Name = ,
Options = listaConNinguno,
CurrentOption = {mixSelection.Walk},
MultipleOptions = ,
Flag = ,
Callback = (Option)
mixSelection.Walk = Option[]
,
})
TabMezclar:({
Name = ,
Options = listaConNinguno,
CurrentOption = {mixSelection.Run},
MultipleOptions = ,
Flag = ,
Callback = (Option)
mixSelection.Run = Option[]
,
})
TabMezclar:({
Name = ,
Options = listaConNinguno,
CurrentOption = {mixSelection.Jump},
MultipleOptions = ,
Flag = ,
Callback = (Option)
mixSelection.Jump = Option[]
,
})
TabMezclar:({
Name = ,
Options = listaConNinguno,
CurrentOption = {mixSelection.Fall},
MultipleOptions = ,
Flag = ,
Callback = (Option)
mixSelection.Fall = Option[]
,
})
TabMezclar:({
Name = ,
Options = listaConNinguno,
CurrentOption = {mixSelection.Climb},
MultipleOptions = ,
Flag = ,
Callback = (Option)
mixSelection.Climb = Option[]
,
})
TabMezclar:({
Name = ,
Options = listaConNinguno,
CurrentOption = {mixSelection.Swim},
MultipleOptions = ,
Flag = ,
Callback = (Option)
mixSelection.Swim = Option[]
,
})
TabMezclar:()
TabMezclar:({
Name = ,
Callback = ()
mix = ()
algo =
_ (mix) algo =
algo
(mix, )
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
})
TabMezclar:({
Name = ,
Callback = ()
mixSelection.Idle =
mixSelection.Walk =
mixSelection.Run =
mixSelection.Jump =
mixSelection.Fall =
mixSelection.Climb =
mixSelection.Swim =
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
})
TabInfo = Window:(, )
TabInfo:()
TabInfo:({
Title = ,
Content =
})
TabInfo:()
TabInfo:({
Title = ,
Content =
})
TabInfo:({
Title = ,
Content =
})
TabInfo:()
TabInfo:({
Title = ,
Content =
})
TabCreditos = Window:(, )
TabCreditos:()
TabCreditos:({
Title = ,
Content =
})
TabCreditos:()
TabCreditos:({
Title = ,
Content =
})
TabCreditos:({
Name = ,
Callback = ()
setclipboard
()
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
})
TabCreditos:({
Name = ,
Callback = ()
(()
url =
({
Url = url,
Method =
})
)
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image =
})
})
TabCreditos:()
TabCreditos:({
Title = ,
Content =
})
TabCreditos:({
Title = ,
Content =
})
TabCreditos:()
TabCreditos:({
Title = ,
Content =
})
()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu, discord.gg.
Animaciones aceco de animaciones

Universal