Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UIS = :()
Player = Players.LocalPlayer
NORMAL_SPEED =
RAGE_SPEED =
EXTRA_HEADS_MIN =
EXTRA_HEADS_MAX =
EXTRA_HANDS_MIN =
EXTRA_HANDS_MAX =
EXTRA_LEGS_MIN =
EXTRA_LEGS_MAX =
BLEND =
Character
Humanoid
Root
Motors = {}
BaseC0 = {}
ExtraParts = {}
Rage =
AnimTime =
LastTouch =
NextTwitch =
(...)
_, name ({...})
Motors[name]
Motors[name]
()
.(Motors)
.(BaseC0)
Character
_, obj (Character:())
obj:()
Motors[obj.Name] = obj
BaseC0[obj] = obj.C0
()
_, obj (ExtraParts)
obj obj.Parent
obj:()
.(ExtraParts)
(source, parent, cf)
source parent
part = source:()
_, obj (part:())
obj:()
obj:()
obj:()
obj:()
obj:()
obj:()
obj:()
obj:()
obj:()
part.Name =
part.Anchored =
part.CanCollide =
part.CanTouch =
part.CanQuery =
part.Massless =
part.CFrame = parent.CFrame * cf
part.Parent = Character
weld = .()
weld.Part0 = parent
weld.Part1 = part
weld.Parent = part
.(ExtraParts, part)
()
head = Character:()
head
amount = .(
EXTRA_HEADS_MIN,
EXTRA_HEADS_MAX
)
i = , amount
side = .(,) == -
cf = .(
side * .(,) / ,
.(-,) / ,
.(-,) /
)
*
.(
.(.(-,)),
.(.(-,)),
.(.(-,))
)
(
head,
head,
cf
)
(left)
left
Character:()
Character:()
Character:()
Character:()
Character:()
Character:()
()
left = ()
right = ()
left right
amount = .(
EXTRA_HANDS_MIN,
EXTRA_HANDS_MAX
)
i = , amount
useLeft =
.(,) ==
source =
useLeft left right
source
source = left right
side =
.(,) ==
-
cf = .(
side * .(,) / ,
.(-,) / ,
.(-,) /
)
*
.(
.(.(-,)),
.(.(-,)),
.(.(-,))
)
(
source,
Root,
cf
)
(left)
left
Character:()
Character:()
Character:()
Character:()
Character:()
Character:()
()
left = ()
right = ()
left right
amount = .(
EXTRA_LEGS_MIN,
EXTRA_LEGS_MAX
)
i = , amount
source
.(,) ==
source = left
source = right
source
source = left right
side =
.(,) ==
-
cf = .(
side * .(,) / ,
.(-,) / ,
.(-,) /
)
*
.(
.(.(-,)),
.(.(-,)),
.(.(-,))
)
(
source,
Root,
cf
)
()
Humanoid
_, track (
Humanoid:()
)
track:()
(motor, rotation, dt)
motor
base = BaseC0[motor]
base
target = base * rotation
alpha = .(
dt * BLEND,
,
)
motor.C0 = motor.C0:(
target,
alpha
)
(dt)
wave = .(
AnimTime *
)
slow = .(
AnimTime *
)
neck = ()
ls = (
,
)
rs = (
,
)
lh = (
,
)
rh = (
,
)
root = (
,
)
(
neck,
.(
.( + wave * ),
.(slow * ),
.(slow * )
),
dt
)
(
ls,
.(
.( + wave),
,
.(-)
),
dt
)
(
rs,
.(
.( + wave),
,
.()
),
dt
)
(
lh,
.(
.(-),
,
),
dt
)
(
rh,
.(
.(-),
,
),
dt
)
(
root,
.(
.(- + wave),
,
.(slow * )
),
dt
)
(dt)
cycle = AnimTime *
s = .(cycle)
c = .(cycle)
neck = ()
ls = (
,
)
rs = (
,
)
lh = (
,
)
rh = (
,
)
root = (
,
)
(
neck,
.(
.( + s * ),
.(c * ),
.(s * )
),
dt
)
(
ls,
.(
.(),
,
.(-s * )
),
dt
)
(
rs,
.(
.(),
,
.(s * )
),
dt
)
(
lh,
.(
.(s * ),
,
),
dt
)
(
rh,
.(
.(-s * ),
,
),
dt
)
(
root,
.(
.(-),
,
.(s * )
),
dt
)
(dt)
wave = .(
AnimTime *
)
neck = ()
ls = (
,
)
rs = (
,
)
lh = (
,
)
rh = (
,
)
root = (
,
)
(
neck,
.(
.(-),
,
.(wave * )
),
dt
)
(
ls,
.(
.(-),
,
.(-)
),
dt
)
(
rs,
.(
.(-),
,
.()
),
dt
)
(
lh,
.(
.(),
,
),
dt
)
(
rh,
.(
.(),
,
),
dt
)
(
root,
.(
.(),
,
.(wave * )
),
dt
)
(dt)
cycle = AnimTime *
s = .(cycle)
c = .(cycle)
neck = ()
ls = (
,
)
rs = (
,
)
lh = (
,
)
rh = (
,
)
root = (
,
)
(
neck,
.(
.( + s * ),
.(c * ),
.(s * )
),
dt
)
(
ls,
.(
.(-),
.(-),
.(-s * )
),
dt
)
(
rs,
.(
.(-),
.(),
.(s * )
),
dt
)
(
lh,
.(
.(s * ),
,
),
dt
)
(
rh,
.(
.(-s * ),
,
),
dt
)
(
root,
.(
.(- + c * ),
,
.(s * )
),
dt
)
(dt)
wave = .(
AnimTime *
)
neck = ()
ls = (
,
)
rs = (
,
)
lh = (
,
)
rh = (
,
)
root = (
,
)
(
neck,
.(
.(),
.(wave * ),
.(wave * )
),
dt
)
(
ls,
.(
.(-),
,
.(-)
),
dt
)
(
rs,
.(
.(-),
,
.()
),
dt
)
(
lh,
.(
.(),
,
.(-)
),
dt
)
(
rh,
.(
.(),
,
.()
),
dt
)
(
root,
.(
.(-),
,
.(wave * )
),
dt
)
(dt)
Humanoid
AnimTime += dt
state = Humanoid:()
airborne =
state == .HumanoidStateType.Jumping
state == .HumanoidStateType.Freefall
moving =
Humanoid.MoveDirection.Magnitude >
airborne
Rage
(dt)
(dt)
moving
Rage
(dt)
(dt)
(dt)
()
Humanoid
Humanoid.Health <=
Rage = Rage
Rage
Humanoid.WalkSpeed = RAGE_SPEED
AnimTime =
()
Humanoid.WalkSpeed = NORMAL_SPEED
AnimTime =
()
UIS.InputBegan:((input, processed)
processed
input.KeyCode == .KeyCode.R
()
)
UIS.TouchTap:(()
now = .()
now - LastTouch <=
()
LastTouch =
LastTouch = now
)
(char)
Character = char
Humanoid = Character:(
)
Root = Character:(
)
.()
()
()
Rage =
AnimTime =
Humanoid.WalkSpeed = NORMAL_SPEED
Humanoid.AutoRotate =
()
()
()
()
NextTwitch =
.() +
()
()
RunService.Heartbeat:((dt)
Character
Character.Parent
Humanoid
Humanoid.Health <=
Rage
Humanoid.WalkSpeed ~= RAGE_SPEED
Humanoid.WalkSpeed = RAGE_SPEED
Humanoid.WalkSpeed ~= NORMAL_SPEED
Humanoid.WalkSpeed = NORMAL_SPEED
(dt)
now = .()
now >= NextTwitch
neck = ()
neck .(,) ==
old = neck.C0
base = BaseC0[neck]
base
neck.C0 =
base *
.(
.(.(-,)),
.(.(-,)),
.(.(-,))
)
.(, ()
neck neck.Parent
neck.C0 = old
)
list = {}
_, motor (Motors)
.(list, motor)
#list >
motor =
list[
.(
,
#list
)
]
base = BaseC0[motor]
base
motor.C0 =
base *
.(
.(.(-,)),
.(.(-,)),
.(.(-,))
)
.(, ()
motor motor.Parent
motor.C0 = base
)
NextTwitch =
now +
.(
.(TWITCH_MIN * ),
.(TWITCH_MAX * )
) /
)
Player.CharacterAdded:((char)
.()
(char)
)
Player.Character
(Player.Character)
Turn you into still life in backrooms -r6 support -double tap when standing will turn on run and walk mode -cool

Universal