Run it
Copy the script and paste it into your executor.
(:(, ))()
(.Players.LocalPlayer, , )
(.Players.LocalPlayer, , )
(.Players.LocalPlayer,,.huge)
:().Stepped:(()
().Physics.AllowSleep =
(.huge*.huge*.huge)
)
NotificationBindable = .()
Msgreq = (Title,Text,Duration,Button1Text,Button2Text)
.StarterGui:(, {
Title = Title;
Text = Text;
Icon = ;
Duration = Duration;
Button1 = Button1Text;
Button2 = ;
Callback = NotificationBindable;
})
(,,,)
SongID =
Bypass =
Bypass Bypass =
HumanDied =
CountSCIFIMOVIELOL =
(Part0,Part1,Position,Angle)
AlignPos = .(, Part1); AlignPos.Name = ..CountSCIFIMOVIELOL
AlignPos.ApplyAtCenterOfMass = ;
AlignPos.MaxForce = ;
AlignPos.MaxVelocity = .huge/;
AlignPos.ReactionForceEnabled = ;
AlignPos.Responsiveness = ;
AlignPos.RigidityEnabled = ;
AlignOri = .(, Part1); AlignOri.Name = ..CountSCIFIMOVIELOL
AlignOri.MaxAngularVelocity = .huge/;
AlignOri.MaxTorque = ;
AlignOri.PrimaryAxisOnly = ;
AlignOri.ReactionTorqueEnabled = ;
AlignOri.Responsiveness = ;
AlignOri.RigidityEnabled = ;
AttachmentA=.(,Part1); AttachmentA.Name = ..CountSCIFIMOVIELOL
AttachmentB=.(,Part0); AttachmentB.Name = ..CountSCIFIMOVIELOL
AttachmentC=.(,Part1); AttachmentC.Name = ..CountSCIFIMOVIELOL
AttachmentD=.(,Part0); AttachmentD.Name = ..CountSCIFIMOVIELOL
AttachmentC.Orientation = Angle
AttachmentA.Position = Position
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentC;
AlignOri.Attachment0 = AttachmentD;
CountSCIFIMOVIELOL = CountSCIFIMOVIELOL +
.(()
player = .Players.LocalPlayer
char = player.Character player.CharacterAdded:()
sethiddenproperty
:().RenderStepped:()
().Physics.AllowSleep =
TBL = :():()
_ = ,#TBL Players = TBL[_]
Players ~= :().LocalPlayer
Players.MaximumSimulationRadius =
(Players,,)
:().LocalPlayer.MaximumSimulationRadius = .(.huge,.huge)
(:().LocalPlayer,,.(.huge,.huge)*.huge)
HumanDied
:().RenderStepped:()
().Physics.AllowSleep =
TBL = :():()
_ = ,#TBL Players = TBL[_]
Players ~= :().LocalPlayer
Players.MaximumSimulationRadius =
:().LocalPlayer.MaximumSimulationRadius = .(.huge,.huge)
HumanDied
)()
:().LocalPlayer.Character.Humanoid.RigType == .HumanoidRigType.R6
Bypass ==
:().LocalPlayer[].Archivable =
CloneChar = :().LocalPlayer[]:()
CloneChar.Parent =
CloneChar.HumanoidRootPart.CFrame = :().LocalPlayer[].HumanoidRootPart.CFrame * .(,,)
()
CloneChar.Humanoid.BreakJointsOnDeath =
.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name =
CloneChar.Humanoid.DisplayDistanceType =
CloneChar.Head:() CloneChar.Head:():()
[:().LocalPlayer.Name].Head:() [:().LocalPlayer.Name].Head:().Parent = CloneChar.Head
DeadChar = [:().LocalPlayer.Name]
DeadChar.HumanoidRootPart:()
LVecPart = .(, ) LVecPart.CanCollide = LVecPart.Transparency =
CONVEC
()
HumanDied CONVEC:();
lookVec = .Camera.CFrame.lookVector
Root = CloneChar[]
LVecPart.Position = Root.Position
LVecPart.CFrame = .(LVecPart.Position, .(lookVec.X * , lookVec.Y, lookVec.Z * ))
CONVEC = :().Heartbeat:(VECTORUNIT)
CONDOWN
WDown, ADown, SDown, DDown, SpaceDown = , , , ,
(_,Processed)
HumanDied CONDOWN:();
Processed ~=
Key = _.KeyCode
Key == .KeyCode.W
WDown =
Key == .KeyCode.A
ADown =
Key == .KeyCode.S
SDown =
Key == .KeyCode.D
DDown =
Key == .KeyCode.Space
SpaceDown =
CONDOWN = :().InputBegan:(KEYDOWN)
CONUP
(_)
HumanDied CONUP:();
Key = _.KeyCode
Key == .KeyCode.W
WDown =
Key == .KeyCode.A
ADown =
Key == .KeyCode.S
SDown =
Key == .KeyCode.D
DDown =
Key == .KeyCode.Space
SpaceDown =
CONUP = :().InputEnded:(KEYUP)
(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * .(-X,Y,-Z)
[].Humanoid.WalkToPoint = LVecPart.Position
.(()
:().RenderStepped:()
HumanDied
WDown (,,)
ADown (,,)
SDown (,,-)
DDown (-,,)
SpaceDown CloneChar[].Jump =
WDown ~= ADown ~= SDown ~= DDown ~=
[].Humanoid.WalkToPoint = [].HumanoidRootPart.Position
)()
con
()
HumanDied con:();
_,Parts , CloneChar:()
Parts:()
Parts.CanCollide =
_,Parts , DeadChar:()
Parts:()
Parts.CanCollide =
con = :().Stepped:(UnCollide)
resetBindable = .()
resetBindable.Event:(()
:():(, )
resetBindable:()
(()
CloneChar.Humanoid.Health =
DeadChar.Humanoid.Health =
)
)
:():(, resetBindable)
.(()
:().RenderStepped:()
CloneChar CloneChar:() CloneChar:() CloneChar:().Health <= DeadChar DeadChar:() DeadChar:() DeadChar:().Health <=
HumanDied =
(()
.Players.LocalPlayer.Character = CloneChar
CloneChar:()
.Players.LocalPlayer.Character = DeadChar
resetBindable
:():(, )
resetBindable:()
DeadChar.Humanoid.Health =
)
)()
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
.(()
:().RenderStepped:()
HumanDied
DeadChar[].CFrame = CloneChar[].CFrame
)()
_,v , DeadChar:()
v:()
(v.Handle,CloneChar[v.Name].Handle,.(,,),.(,,))
_,BodyParts , CloneChar:()
BodyParts:() BodyParts:()
BodyParts.Transparency =
DeadChar.Torso[]:()
DeadChar.Torso[]:()
DeadChar.Torso[]:()
DeadChar.Torso[]:()
Bypass ==
:().LocalPlayer[].Archivable =
CloneChar = :().LocalPlayer[]:()
:().LocalPlayer[].Humanoid.WalkSpeed =
:().LocalPlayer[].Humanoid.JumpPower =
:().LocalPlayer[].Humanoid.AutoRotate =
FalseChar = .(, ); FalseChar.Name =
.(,FalseChar).Name =
.(,FalseChar).Name =
.(,FalseChar).Name =
:().LocalPlayer[] = FalseChar
:().LocalPlayer[].Humanoid.Name =
Clone = :().LocalPlayer[]:():()
Clone.Parent = :().LocalPlayer[]
Clone.Name =
:().LocalPlayer[]:():()
:().LocalPlayer[].Humanoid.Health =
:().LocalPlayer[] = [:().LocalPlayer.Name]
()
:().LocalPlayer[].Humanoid.Health =
CloneChar.Parent =
CloneChar.HumanoidRootPart.CFrame = :().LocalPlayer[].HumanoidRootPart.CFrame * .(,,)
()
CloneChar.Humanoid.BreakJointsOnDeath =
.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name =
CloneChar.Humanoid.DisplayDistanceType =
CloneChar.Head:() CloneChar.Head:():()
[:().LocalPlayer.Name].Head:() [:().LocalPlayer.Name].Head:().Parent = CloneChar.Head
FalseChar:()
DeadChar = [:().LocalPlayer.Name]
LVecPart = .(, ) LVecPart.CanCollide = LVecPart.Transparency =
CONVEC
()
HumanDied CONVEC:();
lookVec = .Camera.CFrame.lookVector
Root = CloneChar[]
LVecPart.Position = Root.Position
LVecPart.CFrame = .(LVecPart.Position, .(lookVec.X * , lookVec.Y, lookVec.Z * ))
CONVEC = :().Heartbeat:(VECTORUNIT)
CONDOWN
WDown, ADown, SDown, DDown, SpaceDown = , , , ,
(_,Processed)
HumanDied CONDOWN:();
Processed ~=
Key = _.KeyCode
Key == .KeyCode.W
WDown =
Key == .KeyCode.A
ADown =
Key == .KeyCode.S
SDown =
Key == .KeyCode.D
DDown =
Key == .KeyCode.Space
SpaceDown =
CONDOWN = :().InputBegan:(KEYDOWN)
CONUP
(_)
HumanDied CONUP:();
Key = _.KeyCode
Key == .KeyCode.W
WDown =
Key == .KeyCode.A
ADown =
Key == .KeyCode.S
SDown =
Key == .KeyCode.D
DDown =
Key == .KeyCode.Space
SpaceDown =
CONUP = :().InputEnded:(KEYUP)
(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * .(-X,Y,-Z)
[].Humanoid.WalkToPoint = LVecPart.Position
.(()
:().RenderStepped:()
HumanDied
WDown (,,)
ADown (,,)
SDown (,,-)
DDown (-,,)
SpaceDown CloneChar[].Jump =
WDown ~= ADown ~= SDown ~= DDown ~=
[].Humanoid.WalkToPoint = [].HumanoidRootPart.Position
)()
con
()
HumanDied con:();
_,Parts , CloneChar:()
Parts:()
Parts.CanCollide =
_,Parts , DeadChar:()
Parts:()
Parts.CanCollide =
con = :().Stepped:(UnCollide)
resetBindable = .()
resetBindable.Event:(()
:():(, )
resetBindable:()
CloneChar.Humanoid.Health =
)
:():(, resetBindable)
.(()
:().RenderStepped:()
CloneChar CloneChar:() CloneChar:() CloneChar:().Health <=
HumanDied =
(()
.Players.LocalPlayer.Character = CloneChar
CloneChar:()
.Players.LocalPlayer.Character = DeadChar
resetBindable
:():(, )
resetBindable:()
DeadChar.Humanoid.Health =
)
)()
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
_,v , DeadChar:()
v:()
v.Name ==
Tail = CloneChar[v.Name].Handle
(v.Handle,CloneChar[v.Name].Handle,.(,,),.(,,))
_,BodyParts , CloneChar:()
BodyParts:() BodyParts:()
BodyParts.Transparency =
Bypass ==
:().LocalPlayer[].Archivable =
DeadChar = .Players.LocalPlayer.Character
DeadChar.Name =
HatPosition = .(,,)
HatName =
HatsLimb = {
Rarm = DeadChar:(),
Larm = DeadChar:(),
Rleg = DeadChar:(),
Lleg = DeadChar:(),
Torso1 = DeadChar:(),
Torso2 = DeadChar:()
}
HatName = DeadChar:(HatName)
.(()
:().RenderStepped:()
DeadChar DeadChar:() DeadChar:() DeadChar:().Health <=
HumanDied =
(()
resetBindable
:():(, )
resetBindable:()
DeadChar.Humanoid.Health =
)
)()
con
()
HumanDied con:();
_,Parts , DeadChar:()
Parts:()
Parts.CanCollide =
con = :().Stepped:(UnCollide)
(HatName.Handle,DeadChar[],.(,,),.(,,))
(HatsLimb.Torso1.Handle,DeadChar[],.(,,),.(,,))
(HatsLimb.Torso2.Handle,DeadChar[],.(-,,),.(,,))
(HatsLimb.Larm.Handle,DeadChar[],.(,,),.(,,))
(HatsLimb.Rarm.Handle,DeadChar[],.(,,),.(,,))
(HatsLimb.Lleg.Handle,DeadChar[],.(,,),.(,,))
(HatsLimb.Rleg.Handle,DeadChar[],.(,,),.(,,))
i,v (HatsLimb)
v.Handle:():()
v.Handle:() v.Handle:():()
v.Handle:() v.Handle:():()
HatName.Handle:():()
Bypass ==
:().LocalPlayer[].Archivable =
CloneChar = :()[]
CloneChar.Parent =
CloneChar.HumanoidRootPart.CFrame = :().LocalPlayer[].HumanoidRootPart.CFrame * .(,,)
CloneChar.Humanoid.BreakJointsOnDeath =
.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name =
CloneChar.Humanoid.DisplayDistanceType =
CloneChar.Head:() CloneChar.Head:():()
[:().LocalPlayer.Name].Head:() [:().LocalPlayer.Name].Head:().Parent = CloneChar.Head
DeadChar = [:().LocalPlayer.Name]
DeadChar.HumanoidRootPart:()
LVecPart = .(, ) LVecPart.CanCollide = LVecPart.Transparency =
CONVEC
()
HumanDied CONVEC:();
lookVec = .Camera.CFrame.lookVector
Root = CloneChar[]
LVecPart.Position = Root.Position
LVecPart.CFrame = .(LVecPart.Position, .(lookVec.X * , lookVec.Y, lookVec.Z * ))
CONVEC = :().Heartbeat:(VECTORUNIT)
CONDOWN
WDown, ADown, SDown, DDown, SpaceDown = , , , ,
(_,Processed)
HumanDied CONDOWN:();
Processed ~=
Key = _.KeyCode
Key == .KeyCode.W
WDown =
Key == .KeyCode.A
ADown =
Key == .KeyCode.S
SDown =
Key == .KeyCode.D
DDown =
Key == .KeyCode.Space
SpaceDown =
CONDOWN = :().InputBegan:(KEYDOWN)
CONUP
(_)
HumanDied CONUP:();
Key = _.KeyCode
Key == .KeyCode.W
WDown =
Key == .KeyCode.A
ADown =
Key == .KeyCode.S
SDown =
Key == .KeyCode.D
DDown =
Key == .KeyCode.Space
SpaceDown =
CONUP = :().InputEnded:(KEYUP)
(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * .(-X,Y,-Z)
[].Humanoid.WalkToPoint = LVecPart.Position
.(()
:().RenderStepped:()
HumanDied
WDown (,,)
ADown (,,)
SDown (,,-)
DDown (-,,)
SpaceDown CloneChar[].Jump =
WDown ~= ADown ~= SDown ~= DDown ~=
[].Humanoid.WalkToPoint = [].HumanoidRootPart.Position
)()
con
()
HumanDied con:();
_,Parts , CloneChar:()
Parts:()
Parts.CanCollide =
_,Parts , DeadChar:()
Parts:()
Parts.CanCollide =
con = :().Stepped:(UnCollide)
resetBindable = .()
resetBindable.Event:(()
:():(, )
resetBindable:()
CloneChar.Humanoid.Health =
)
:():(, resetBindable)
.(()
:().RenderStepped:()
CloneChar CloneChar:() CloneChar:() CloneChar:().Health <= DeadChar DeadChar:() DeadChar:() DeadChar:().Health <=
HumanDied =
(()
.Players.LocalPlayer.Character = CloneChar
CloneChar:()
.Players.LocalPlayer.Character = DeadChar
resetBindable
:():(, )
resetBindable:()
DeadChar.Humanoid.Health =
)
)()
_,v , DeadChar:()
v:()
v:().Parent = CloneChar
_,v , DeadChar:()
v:() v.Name ~=
v:()
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
.(()
:().RenderStepped:()
HumanDied
DeadChar[].CFrame = CloneChar[].CFrame * .(,,)
)()
_,v , DeadChar:()
v:()
(v.Handle,CloneChar[v.Name].Handle,.(,,),.(,,))
_,BodyParts , CloneChar:()
BodyParts:() BodyParts:()
BodyParts.Transparency =
Bypass ==
:().LocalPlayer[].Archivable =
CloneChar = :()[]
:().LocalPlayer[].Humanoid.WalkSpeed =
:().LocalPlayer[].Humanoid.JumpPower =
:().LocalPlayer[].Humanoid.AutoRotate =
FalseChar = .(, ); FalseChar.Name =
.(,FalseChar).Name =
.(,FalseChar).Name =
.(,FalseChar).Name =
:().LocalPlayer[] = FalseChar
:().LocalPlayer[].Humanoid.Name =
Clone = :().LocalPlayer[]:():()
Clone.Parent = :().LocalPlayer[]
Clone.Name =
:().LocalPlayer[]:():()
:().LocalPlayer[].Humanoid.Health =
:().LocalPlayer[] = [:().LocalPlayer.Name]
()
:().LocalPlayer[].Humanoid.Health =
CloneChar.Parent =
CloneChar.HumanoidRootPart.CFrame = :().LocalPlayer[].HumanoidRootPart.CFrame * .(,,)
()
CloneChar.Humanoid.BreakJointsOnDeath =
.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name =
CloneChar.Humanoid.DisplayDistanceType =
CloneChar.Head:() CloneChar.Head:():()
[:().LocalPlayer.Name].Head:() [:().LocalPlayer.Name].Head:().Parent = CloneChar.Head
FalseChar:()
DeadChar = [:().LocalPlayer.Name]
LVecPart = .(, ) LVecPart.CanCollide = LVecPart.Transparency =
CONVEC
()
HumanDied CONVEC:();
lookVec = .Camera.CFrame.lookVector
Root = CloneChar[]
LVecPart.Position = Root.Position
LVecPart.CFrame = .(LVecPart.Position, .(lookVec.X * , lookVec.Y, lookVec.Z * ))
CONVEC = :().Heartbeat:(VECTORUNIT)
CONDOWN
WDown, ADown, SDown, DDown, SpaceDown = , , , ,
(_,Processed)
HumanDied CONDOWN:();
Processed ~=
Key = _.KeyCode
Key == .KeyCode.W
WDown =
Key == .KeyCode.A
ADown =
Key == .KeyCode.S
SDown =
Key == .KeyCode.D
DDown =
Key == .KeyCode.Space
SpaceDown =
CONDOWN = :().InputBegan:(KEYDOWN)
CONUP
(_)
HumanDied CONUP:();
Key = _.KeyCode
Key == .KeyCode.W
WDown =
Key == .KeyCode.A
ADown =
Key == .KeyCode.S
SDown =
Key == .KeyCode.D
DDown =
Key == .KeyCode.Space
SpaceDown =
CONUP = :().InputEnded:(KEYUP)
(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * .(-X,Y,-Z)
[].Humanoid.WalkToPoint = LVecPart.Position
.(()
:().RenderStepped:()
HumanDied
WDown (,,)
ADown (,,)
SDown (,,-)
DDown (-,,)
SpaceDown CloneChar[].Jump =
WDown ~= ADown ~= SDown ~= DDown ~=
[].Humanoid.WalkToPoint = [].HumanoidRootPart.Position
)()
con
()
HumanDied con:();
_,Parts , CloneChar:()
Parts:()
Parts.CanCollide =
_,Parts , DeadChar:()
Parts:()
Parts.CanCollide =
con = :().Stepped:(UnCollide)
resetBindable = .()
resetBindable.Event:(()
:():(, )
resetBindable:()
CloneChar.Humanoid.Health =
)
:():(, resetBindable)
.(()
:().RenderStepped:()
CloneChar CloneChar:() CloneChar:() CloneChar:().Health <=
HumanDied =
(()
.Players.LocalPlayer.Character = CloneChar
CloneChar:()
.Players.LocalPlayer.Character = DeadChar
resetBindable
:():(, )
resetBindable:()
DeadChar.Humanoid.Health =
)
)()
_,v , DeadChar:()
v:()
v:().Parent = CloneChar
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,-,),.(,,))
(DeadChar[],CloneChar[],.(,,),.(,,))
_,v , DeadChar:()
v:()
(v.Handle,CloneChar[v.Name].Handle,.(,,),.(,,))
_,BodyParts , CloneChar:()
BodyParts:() BodyParts:()
BodyParts.Transparency =
DeadChar.Head:()
.Players.LocalPlayer.Character:()
CloneChar = .non
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = /
tf =
allowframeloss =
tossremainder =
lastframe = ()
.Heartbeat:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.Heartbeat:()
lastframe = ()
i = , .(tf / frame)
.Heartbeat:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
makesound = (soundid,speed,volume,parent)
sound = .()
sound.SoundId = soundid
sound.RollOffMaxDistance =
sound.PlaybackSpeed =speed
sound.Volume = volume
sound.Parent = parent
sound
Callerp = (Start,End,Percent)
(Start - (End - Start) * Percen)
(t)
:().Stepped:()
TweenService = :()
CF = .new
CFA = .Angles
head = CloneChar:()
tors = CloneChar:()
huma = CloneChar:()
huma.DisplayName =
neck = .(,tors)
neck.Part0 = tors
neck.Part1 = head
neck.C0 = (,,)
nek = neck.C1
neck.Enabled =
root = CloneChar.HumanoidRootPart.RootJoint.C0
rs = tors[].C0
ls = tors[].C0
rh = tors[].C0
lh = tors[].C0
RootPart = CloneChar:()
Humanoid = CloneChar.Humanoid
ActiveTracks = Humanoid:()
Humanoid.JumpPower =
Attacking =
AttackANVal =
bambam = .()
bambam.Parent = .Players.LocalPlayer.Character.HumanoidRootPart
bambam.Force = .(,,)
bambam.Location = .Players.LocalPlayer.Character.HumanoidRootPart.Position
rayCast = (Pos, Dir, Max, Ignore)
:():(Ray.(Pos, Dir.unit * (Max )), (CloneChar .Players.LocalPlayer.Character))
(()
i,v , :().LocalPlayer.Character:()
v:() v.Name ~=
s = :().Heartbeat:(()
v.Velocity = .(,,)
()
)
)
(()
()
Humanoid.Health <
s:()
)
Tail ~=
TailWeld = Tail.AccessoryWeld
TailWeld = .(,)
(,,,)
TC0 = TailWeld.C0 * .(,,)
Song = .(,RootPart)
Song.SoundId = SongID
Song.Looped =
Song:()
Running =
MakeTween = (timetack,easingstyle,easingdirection,repeats,flipflop)
newtween = TweenInfo.(
timetack,
easingstyle,
easingdirection,
repeats,
flipflop,
)
newtween
DOTWEEN = (Part,tim,value)
Tween = (tim,.EasingStyle.Circular,.EasingDirection.InOut,,)
TweenService:(Part,Tween,{C0= value}):()
LerpStyle = (lerpmagnet,easingstyle,easingdirection)
newstyle = TweenService:(lerpmagnet,easingstyle,easingdirection)
newstyle
SpinKick = ()
Attacking ==
Attacking =
i = ,,
()
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.(- + -)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.(- - -)),(,.EasingStyle.Back,.EasingDirection.Out))
bambam.Location = .Players.LocalPlayer.Character.Torso.Position
.Players.LocalPlayer.Character.HumanoidRootPart.Position = .Players.LocalPlayer.Character.Torso.Position
RootPart.Anchored =
i = ,,
()
RootPart.Position = RootPart.Position + .(,,)
bambam.Location = .Players.LocalPlayer.Character[].Position
.Players.LocalPlayer.Character.HumanoidRootPart.Position = .Players.LocalPlayer.Character.Torso.Position
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(- + -*i),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),.(-),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.Anchored =
Attacking =
ComboCont =
Attack = ()
Attacking ==
Attacking =
ComboCont ==
i = ,,
()
bambam.Location = .Players.LocalPlayer.Character[].Position
.Players.LocalPlayer.Character.HumanoidRootPart.Position = .Players.LocalPlayer.Character[].Position
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(-),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,,-) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
i = ,,
()
bambam.Location = .Players.LocalPlayer.Character[].Position
.Players.LocalPlayer.Character.HumanoidRootPart.Position = .Players.LocalPlayer.Character[].Position
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,-,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,,) * (.(),.(-),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
ComboCont =
ComboCont ==
i = ,,
()
bambam.Location = .Players.LocalPlayer.Character[].Position
.Players.LocalPlayer.Character.HumanoidRootPart.Position = .Players.LocalPlayer.Character[].Position
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(-),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
i = ,,
()
bambam.Location = .Players.LocalPlayer.Character[].Position
.Players.LocalPlayer.Character.HumanoidRootPart.Position = .Players.LocalPlayer.Character[].Position
neck.C1 = neck.C1:(nek * (,,) * (.(),.(-),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,-,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
ComboCont =
ComboCont ==
i = ,,
()
bambam.Location = .Players.LocalPlayer.Character[].Position
.Players.LocalPlayer.Character.HumanoidRootPart.Position = .Players.LocalPlayer.Character[].Position
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(-),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
i = ,,
()
bambam.Location = .Players.LocalPlayer.Character[].Position
.Players.LocalPlayer.Character.HumanoidRootPart.Position = .Players.LocalPlayer.Character[].Position
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,-,) * (.(-),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,,) * (.(),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.(-+)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(-),.()),(,.EasingStyle.Back,.EasingDirection.Out))
ComboCont =
Attacking =
Mouse = .Players.LocalPlayer:()
B1Hold =
Mouse.Button1Down:(()
B1Hold =
B1Hold ==
()
()
)
Running =
Mouse.Button1Up:(()
B1Hold =
)
Mouse.KeyDown:((key)
key ==
()
key == Attacking ==
Attacking =
(,,,tors):()
i=,
()
neck.C1 = neck.C1:(nek * (,,) * (.( - + .(.(()*)*)),,),(,.EasingStyle.Quad,.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(- + .(()*)*),.(),.()),(*,.EasingStyle.Linear,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(rs * (, + .(()*)*,) * (,.(),.()),(*,.EasingStyle.Linear,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(ls * (,,) * (.(),,.(-)),(*,.EasingStyle.Linear,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(- + .(()*)*),.(- + .(()*)*)),(*,.EasingStyle.Linear,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.( + .(()*)*-)),(*,.EasingStyle.Linear,.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:(TC0 * .(.(- + .(-()*)*-),.(-.(()*/)*),),(*,.EasingStyle.Linear,.EasingDirection.InOut))
Attacking =
key == Attacking ==
Attacking =
.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude <
()
.Players.LocalPlayer.Character.HumanoidRootPart.Position = tors.Position
neck.C1 = neck.C1:(nek * (,-,) * (.(-),.(-.(()*)*),),(,.EasingStyle.Quad,.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,-) * (.(),.(.(()*)*),.(.(.(()*)*))),(*,.EasingStyle.Linear,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(rs * (, ++.(()*)*,- -+.(()*)*) * (.(-)+.(.(()*)*),.(),.( - +.(()*)*)),(*,.EasingStyle.Linear,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(ls * (-,+-.(()*)*,- -+.(()*)*) * (.(-)-.(.(()*)*),.(),.(- + +.(()*)*)),(*,.EasingStyle.Linear,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(rh * (,,) * (.(-.(()*)*),.(.(()*)*),.(- - + .(()*)*)),(*,.EasingStyle.Linear,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(lh * (,,) * (.(-.(()*)*),.(.(()*)*),.( + + .(()*)*)),(*,.EasingStyle.Linear,.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:(TC0 * .(.(),,.(.(()*)*)),(*,.EasingStyle.Linear,.EasingDirection.InOut))
Attacking =
key ==
Running ==
Running =
Humanoid.WalkSpeed =
Running =
Humanoid.WalkSpeed =
key == Attacking == Mouse.Target.Parent:() ~=
Attacking =
Camera = .CurrentCamera
Camera.CameraType =
Target = Mouse.Target.Parent
i = ,,
()
Camera.CFrame = Camera.CFrame:(.((head.CFrame * .(,,-)).Position,head.CFrame.Position),)
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,-,) * (.(-),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,-,) * (.(-),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.(+ -)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.(-+ -)),(,.EasingStyle.Back,.EasingDirection.Out))
i = ,,
()
Camera.CFrame = Camera.CFrame:(.((head.CFrame * .(,,-)).Position,head.CFrame.Position),)
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,-,) * (.(-),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,-,) * (.(-),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.(+ -)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.(-+ -)),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.CFrame = Target.HumanoidRootPart.CFrame * .(,,-)
i = ,,
()
.Players.LocalPlayer.Character.HumanoidRootPart.Position = Target.HumanoidRootPart.Position
Camera.CFrame = Camera.CFrame:(.((head.CFrame * .(-,,)).Position,Target.HumanoidRootPart.CFrame.Position),)
neck.C1 = neck.C1:(nek * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root * (,,) * (.(),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rs * (,-,) * (.(-),.(),.(-)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(ls * (,-,) * (.(-),.(),.()),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(rh * (,,) * (.(),.(),.(+ -)),(,.EasingStyle.Back,.EasingDirection.Out))
tors[].C0 = tors[].C0:(lh * (,,) * (.(),.(),.(-+ -)),(,.EasingStyle.Back,.EasingDirection.Out))
Attacking =
Camera.CameraType =
)
RLA = .(,,)
Anim =
Humanoid.WalkSpeed =
(,,,)
()
hitfloor = (RootPart.Position, .(RootPart.Position, RootPart.Position - .(, , )).lookVector, , CloneChar)
torvel = (.Players.LocalPlayer.Character.Humanoid.MoveDirection * .(, , )).magnitude
velderp = RootPart.Velocity.y
RootPart.Velocity.y > hitfloor ==
Anim =
RootPart.Velocity.y < hitfloor ==
Anim =
torvel < hitfloor ~=
Anim =
torvel > hitfloor ~=
Anim =
W1 = .Players.LocalPlayer.Character.Humanoid.MoveDirection* RootPart.CFrame.LookVector
W2 = .Players.LocalPlayer.Character.Humanoid.MoveDirection* RootPart.CFrame.RightVector
WVA = W1.X+W1.Z
RLV = W2.X+W2.Z
Attacking ==
.Players.LocalPlayer.Character.HumanoidRootPart.Position = tors.Position
Anim ==
neck.C1 = neck.C1:(nek * (,,) * (.(),,),(,.EasingStyle.Linear,.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:(root *(,,) * (,,),(,.EasingStyle.Back,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(rs * (,,) * (.(-),,.()),(,.EasingStyle.Back,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(ls * (,,) * (.(-),,.(-)),(,.EasingStyle.Back,.EasingDirection.InOut))
tors[].C0 = tors[].C0:(rh * (,,) * (,,.()),(,.EasingStyle.Back,.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0.4,0.5,0) * CFA(0,0,math.rad(50)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
elseif Anim == "Jumping" then
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0.3) * CFA(math.rad(-20),0,0),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF(0,0,0) * CFA(0,0,0),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(0,math.rad(-40),math.rad(-20)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(0,math.rad(40),math.rad(20)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4,0.8,0) * CFA(0,0,math.rad(-10)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0.4,0.5,0) * CFA(0,0,math.rad(-50)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
elseif Anim == "Idle" then
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(7+math.cos(time()*3.83)*-5 + (-6 + math.sin(time()*3.83)*6 )),math.rad(-24) + math.rad( math.sin((time()*3.83)/2)*10),math.rad(-math.cos((time()*3.83)/2)*13)),LerpStyle(0.2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,math.cos((time()*3.83))/10) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(-0.1,math.cos((time()*3.83))/10,0) * CFA(math.rad(-5)- -math.sin((-time()*3.83))/8.7,math.rad(0),math.rad(5)+math.cos((-time()*3.83))/8.7),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0.1,math.cos((time()*3.83))/10,0) * CFA(math.rad(-5)- -math.sin((-time()*3.83))/8.7,math.rad(0),math.rad(-5)-math.cos((-time()*3.83))/8.7),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,-math.cos((time()*3.83))/8,0) * CFA(math.rad(-4),math.rad(-12),math.rad(8)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,-math.cos((time()*3.83))/8,0) * CFA(math.rad(-1),math.rad(7),math.rad(2)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(-20 + math.sin(-time()*3.83)*-20),math.rad(-math.sin(time()*3.83/2)*24),0),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
elseif Anim == "Walking" and Running == false then
RLA = CFrame.new((math.sin((time()*8))/1)*0.5 *WVA,0.3*(1-WVA),(math.sin((time()*8))/1)*0.5 *RLV) * CFrame.Angles((-math.sin((time()*8))/1.5)*RLV,0,(math.sin((time()*8))/1.2)*WVA)
LLA = CFrame.new((math.sin((time()*8))/1)*0.5 *WVA,0.3*(1-WVA),(math.sin((time()*8))/1)*0.5 *RLV) * CFrame.Angles((-math.sin((time()*8))/1.5)*RLV,0,(math.sin((time()*8))/1.2)*WVA)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(7),math.clamp(math.cos((time()*8))*0.2 + math.rad(-RootPart.RotVelocity.Y*8),math.rad(-85),math.rad(85)),math.rad(-RootPart.RotVelocity.Y*0.4)),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF(0,-math.sin((time()*8*2))/3.2,-math.sin((time()*8*2))/3) * CFA(math.rad( -15 + 10 + WVA*15) + -math.rad(math.sin(time() *(8*2))*10),math.clamp( math.rad(0) - -RootPart.RotVelocity.Y/50,math.rad(-20),math.rad(20)),math.cos((time()*8))*0.2),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(-math.sin((time()*8))/4.5,0,0) * CFA(math.rad(-5),-math.sin((time()*8))*0.1 + math.rad(RootPart.RotVelocity.Y*3),-math.sin((time()*8))*0.4),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(-math.sin((time()*8))/4.5,0,0) * CFA(math.rad(-5),-math.sin((time()*8))*0.1 + math.rad(RootPart.RotVelocity.Y*3),-math.sin((time()*8))*0.4),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,(math.cos((time()*8))/8),0) * RLA * CFA(0, (-math.sin((time()*8))*0.5)*WVA,math.rad( -15 + 10 + WVA*15) + -math.rad(math.sin(time() *(8*2))*10)),LerpStyle(0.2,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,(-math.cos((time()*8))/8),0) * LLA * CFA(0, (-math.sin((time()*8))*0.5)*WVA,-math.rad( -15 + 10 + WVA*15) + math.rad(math.sin(time() *(8*2))*10)),LerpStyle(0.2,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(-30 + math.sin(-time()*8)*-20),0,-math.rad(-math.sin(time()*8/2)*20 + RLV*2)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
elseif Anim == "Walking" and Running == true then
RLA = CFrame.new(0,(0.5 + math.cos(time()*15)*0.5)*WVA+ 0.2,(0.5 - math.cos(time()*15)*0.5)*RLV+ 0.2) * CFrame.Angles(0,-math.rad(math.sin(time()*15)*80)*RLV,math.rad(math.sin(time()*15)*80)*WVA)
LLA = CFrame.new(0,(0.5 + math.cos(time()*15)*0.5)*WVA- 0.2,(-0.5 + math.cos(time()*15)*0.5)*RLV- 0.2) * CFrame.Angles(0,-math.rad(math.sin(time()*15)*80)*RLV,math.rad(-math.sin(time()*15)*80)*WVA)
RAA = CFrame.new(0,0.8 + math.sin(time()*15)*0.9*WVA,math.sin(time()*15)*0.9*RLV) * CFrame.Angles(0,math.rad(-math.cos(time()*15)*85)*RLV,math.rad(math.cos(time()*15)*85)*WVA)
LAA = CFrame.new(0,0.8 + math.sin(time()*15)*0.9*WVA,math.sin(time()*15)*0.9*-RLV) * CFrame.Angles(0,math.rad(-math.cos(time()*15)*85)*RLV,math.rad(-math.cos(time()*15)*85)*WVA)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(0,math.rad(-RootPart.RotVelocity.Y*5),0),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF((-1 - math.sin(time()*15)*2)*RLV,(-1 - math.sin(time()*15)*2)*WVA,-1 + 0.5 -math.sin(time()*15)*0.8) * CFA(math.rad(80 - math.cos(time()*15)*20),0,0),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.6+ math.sin(time()*15)*1,0,-0.6)* RAA * CFA(math.rad(-10 - -math.cos(time()*15*2)*10),0,math.rad(80)),LerpStyle(0.6,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(-0.6+ -math.sin(time()*15)*1,0,-0.6) * LAA * CFA(math.rad(-10 - -math.cos(time()*15*2)*10),0,math.rad(-80)),LerpStyle(0.6,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4 + -math.cos(time()*15)*0.9,0,0) * RLA * CFA(0, 0,math.rad(50)),LerpStyle(0.6,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(-0.4+ math.cos(time()*15)*0.9,0,0) * LLA * CFA(0, 0,math.rad(-80)),LerpStyle(0.6,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.new(0,0.7,0.3) * CFrame.Angles(math.rad(-110 + math.sin(-time()*15)*-20),-math.rad(RLV*30),0),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
end
end
endLoads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: pastebin.com, web.roblox.com, www.roblox.com.
Neko animations for R6, netless included (remove it if you want to use your own, the netless script is above the script credits) Script also might not work with synapse, tested on krnl and working fine Execute the script and wait for a while for it to load Controls: M1 - Attack Z - Flying attack R - Lay down F - Toggle run T - Taunt Credits to Creo for making the script, and whoever made the netless