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Neko script roblox

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  2. Download Here --> https://tinyurl.com/376s767b?id68638540 (Copy and Paste Link)
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  11. Core / NEKO-Loader.lua
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  18. local SCRIPT_NAME = "Loader" local MAJORVERSION = 1 local SUBVERSION = 08051543 ------------------------------------------------------------------------------------------------------------- local versionmessage = " " local UPDATE_CHANGE_LOG = " " ------------------------------------------------------------------------------------------------------------- local AUTOUPDATE = true local Locale = GetLocalization() --ko_KR local VERSION = tostring(MAJORVERSION) .. "." .. tostring(SUBVERSION) local Client = os.getenv('APPDATA') local UPDATE_TEMP_FILE = BOL_PATH.."Scripts\\loaderDumpas" local PATH = BOL_PATH.."Scripts\\NEKO-Loader.lua" local URL = "https://raw.githubusercontent.com/livewa/Core/master/NEKO-Loader.lua" -- MAJORVERSION or (update_MAJORVERSION == MAJORVERSION and update_SUBVERSION > SUBVERSION)) and content:find("NEKO") then file = io.open(PATH, "w") if file ~= nil then file:write(content) file:flush() file:close() if Locale == "ko_KR" then PrintChat("" .. SCRIPT_NAME .. ": v" .. update_VERSION .. "로 업데이트 되었습니다. 리로드 해 주세요. v") PrintChat("" .. SCRIPT_NAME .. ": 업데이트 메세지: " .. UPDATE_CHANGE_LOG .. "") else PrintChat("" .. SCRIPT_NAME .. ": v" .. update_VERSION .. " updated. reload pleas,") PrintChat("" .. SCRIPT_NAME .. ": Update message: " .. UPDATE_CHANGE_LOG .. "") end else if Locale == "ko_KR" then PrintChat("" .. SCRIPT_NAME .. ": v" .. update_VERSION .. "로 업데이트 실패.") else PrintChat("" .. SCRIPT_NAME .. ": v" .. update_VERSION .. " update failed.") end end elseif (update_MAJORVERSION and update_SUBVERSION) and (update_MAJORVERSION == MAJORVERSION and update_SUBVERSION == SUBVERSION) then if Locale == "ko_KR" then PrintChat("" .. SCRIPT_NAME .. ": 업데이트 사항이 없습니다.") else PrintChat("" .. SCRIPT_NAME .. ": No updates. It's lastest version") end elseif (update_MAJORVERSION and update_SUBVERSION) then if Locale == "ko_KR" then PrintChat("" .. SCRIPT_NAME .. ": 최신 버전이 이미 인스톨 되어 있습니다. v"..update_VERSION.."이 있지만 다운 받지 않습니다.") else PrintChat("" .. SCRIPT_NAME .. ": v"..update_VERSION.." is exist, but already installed new version.") end end end end end function OnCreateObj(object) end function OnDeleteObj(object) end function OnTick() if not neko then if not Init() then return end end end function OnLoad() if AUTOUPDATE then DownloadFile(URL, UPDATE_TEMP_FILE, Update) end end class '_Neko_AI' function Init() function _Neko_AI:__init() require "NEKO-AI" if neko_OnLoad then neko_OnLoad() end if neko_OnTick then AddTickCallback(function() neko_OnTick() end) end if neko_OnCreateObj then AddCreateObjCallback(function(object) neko_OnCreateObj(object) end) end if neko_OnDeleteObj then AddDeleteObjCallback(function(object) neko_OnDeleteObj(object) end) end if neko_OnProcessSpell then AddProcessSpellCallback(function(unit, spell) neko_OnProcessSpell(unit, spell) end) end if neko_OnAnimation then AddAnimationCallback(function(unit, animation) neko_OnAnimation(unit, animation) end) end if neko_OnApplyParticle then AddParticleCallback(function(Unit, particle) neko_OnApplyParticle(Unit, particle) end) end if neko_OnDraw then AddDrawCallback(function() neko_OnDraw() end) end if neko_OnSendChat then AddChatCallback(function(text) neko_OnSendChat(text) end) end if neko_OnWndMsg then AddMsgCallback(function(msg, keycode) neko_OnWndMsg(msg, keycode) end) end end neko = true _Neko_AI() end -->
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  21. scripts / Neko.lua
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  28. -- https://web.roblox.com/catalog/4645440842/Plain-White-Cat-Tail (Optional) local NotificationBindable = Instance. new ( " BindableFunction " ) local Msgreq = function ( Title , Text , Duration , Button1Text , Button2Text ) game. StarterGui : SetCore ( " SendNotification " , Title = Title; Text = Text; Icon = " " ; Duration = Duration; Button1 = Button1Text; Button2 = nil ; Callback = NotificationBindable; >) end Msgreq ( " Nutron Neko Loading, " Loading, please wait while it loads " ,5,nil) local SongID = " http: // www. roblox . com / asset / ?id = 198665867 " Bypass = " death " if not Bypass then Bypass = " limbs " end HumanDied = false CountSCIFIMOVIELOL = 1 function SCIFIMOVIELOL(Part0,Part1,Position,Angle) local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = " AliP_ " ..CountSCIFIMOVIELOL AlignPos.ApplyAtCenterOfMass = true; AlignPos.MaxForce = 67752; AlignPos.MaxVelocity = math.huge/9e110; AlignPos.ReactionForceEnabled = false; AlignPos.Responsiveness = 200; AlignPos.RigidityEnabled = false; local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = " AliO_ " ..CountSCIFIMOVIELOL AlignOri.MaxAngularVelocity = math.huge/9e110; AlignOri.MaxTorque = 67752; AlignOri.PrimaryAxisOnly = false; AlignOri.ReactionTorqueEnabled = false; AlignOri.Responsiveness = 200; AlignOri.RigidityEnabled = false; local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = " AthP_ " ..CountSCIFIMOVIELOL local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = " AthP_ " ..CountSCIFIMOVIELOL local AttachmentC=Instance.new('Attachment',Part1); AttachmentC.Name = " AthO_ " ..CountSCIFIMOVIELOL local AttachmentD=Instance.new('Attachment',Part0); AttachmentD.Name = " AthO_ " ..CountSCIFIMOVIELOL AttachmentC.Orientation = Angle AttachmentA.Position = Position AlignPos.Attachment1 = AttachmentA; AlignPos.Attachment0 = AttachmentB; AlignOri.Attachment1 = AttachmentC; AlignOri.Attachment0 = AttachmentD; CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1 end coroutine.wrap(function() local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:wait() if sethiddenproperty then while true do game:GetService( " RunService " ).RenderStepped:Wait() settings().Physics.AllowSleep = false local TBL = game:GetService( " Players " ):GetChildren() for _ = 1,#TBL do local Players = TBL[_] if Players ~= game:GetService( " Players " ).LocalPlayer then Players.MaximumSimulationRadius = 0 sethiddenproperty(Players, " SimulationRadius " ,0) end end game:GetService( " Players " ).LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge) sethiddenproperty(game:GetService( " Players " ).LocalPlayer, " SimulationRadius " ,math.pow(math.huge,math.huge)*math.huge) if HumanDied then break end end else while true do game:GetService( " RunService " ).RenderStepped:Wait() settings().Physics.AllowSleep = false local TBL = game:GetService( " Players " ):GetChildren() for _ = 1,#TBL do local Players = TBL[_] if Players ~= game:GetService( " Players " ).LocalPlayer then Players.MaximumSimulationRadius = 0 end end game:GetService( " Players " ).LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge) if HumanDied then break end end end end)() if game:GetService( " Players " ).LocalPlayer.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then if Bypass == " limbs " then -------------------------------------------------------------------------------------------------------------------- game:GetService( " Players " ).LocalPlayer[ " Character " ].Archivable = true local CloneChar = game:GetService( " Players " ).LocalPlayer[ " Character " ]:Clone() CloneChar.Parent = workspace CloneChar.HumanoidRootPart.CFrame = game:GetService( " Players " ).LocalPlayer[ " Character " ].HumanoidRootPart.CFrame * CFrame.new(0,2,0) wait() CloneChar.Humanoid.BreakJointsOnDeath = false workspace.Camera.CameraSubject = CloneChar.Humanoid CloneChar.Name = " non " CloneChar.Humanoid.DisplayDistanceType = " None " if CloneChar.Head:FindFirstChild( " face " ) then CloneChar.Head:FindFirstChild( " face " ):Destroy() end if workspace[game:GetService( " Players " ).LocalPlayer.Name].Head:FindFirstChild( " face " ) then workspace[game:GetService( " Players " ).LocalPlayer.Name].Head:FindFirstChild( " face " ).Parent = CloneChar.Head end local DeadChar = workspace[game:GetService( " Players " ).LocalPlayer.Name] DeadChar.HumanoidRootPart:Destroy() local LVecPart = Instance.new( " Part " , workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1 local CONVEC local function VECTORUNIT() if HumanDied then CONVEC:Disconnect(); return end local lookVec = workspace.Camera.CFrame.lookVector local Root = CloneChar[ " HumanoidRootPart " ] LVecPart.Position = Root.Position LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999)) end CONVEC = game:GetService( " RunService " ).Heartbeat:Connect(VECTORUNIT) local CONDOWN local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false local function KEYDOWN(_,Processed) if HumanDied then CONDOWN:Disconnect(); return end if Processed ~= true then local Key = _.KeyCode if Key == Enum.KeyCode.W then WDown = true end if Key == Enum.KeyCode.A then ADown = true end if Key == Enum.KeyCode.S then SDown = true end if Key == Enum.KeyCode.D then DDown = true end if Key == Enum.KeyCode.Space then SpaceDown = true end end end CONDOWN = game:GetService( " UserInputService " ).InputBegan:Connect(KEYDOWN) local CONUP local function KEYUP(_) if HumanDied then CONUP:Disconnect(); return end local Key = _.KeyCode if Key == Enum.KeyCode.W then WDown = false end if Key == Enum.KeyCode.A then ADown = false end if Key == Enum.KeyCode.S then SDown = false end if Key == Enum.KeyCode.D then DDown = false end if Key == Enum.KeyCode.Space then SpaceDown = false end end CONUP = game:GetService( " UserInputService " ).InputEnded:Connect(KEYUP) local function MoveClone(X,Y,Z) LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z) workspace[ " non " ].Humanoid.WalkToPoint = LVecPart.Position end coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:Wait() if HumanDied then break end if WDown then MoveClone(0,0,1e4) end if ADown then MoveClone(1e4,0,0) end if SDown then MoveClone(0,0,-1e4) end if DDown then MoveClone(-1e4,0,0) end if SpaceDown then CloneChar[ " Humanoid " ].Jump = true end if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then workspace[ " non " ].Humanoid.WalkToPoint = workspace[ " non " ].HumanoidRootPart.Position end end end)() local con function UnCollide() if HumanDied then con:Disconnect(); return end for _,Parts in next, CloneChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end for _,Parts in next, DeadChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end end con = game:GetService( " RunService " ).Stepped:Connect(UnCollide) local resetBindable = Instance.new( " BindableEvent " ) resetBindable.Event:connect(function() game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() pcall(function() CloneChar.Humanoid.Health = 0 DeadChar.Humanoid.Health = 0 end) end) game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , resetBindable) coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:wait() if not CloneChar or not CloneChar:FindFirstChild( " Head " ) or not CloneChar:FindFirstChild( " Humanoid " ) or CloneChar:FindFirstChild( " Humanoid " ).Health HumanDied = true pcall(function() game.Players.LocalPlayer.Character = CloneChar CloneChar:Destroy() game.Players.LocalPlayer.Character = DeadChar if resetBindable then game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() end DeadChar.Humanoid.Health = 0 end) break end end end)() SCIFIMOVIELOL(DeadChar[ " Head " ],CloneChar[ " Head " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Torso " ],CloneChar[ " Torso " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Left Arm " ],CloneChar[ " Left Arm " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Right Arm " ],CloneChar[ " Right Arm " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Left Leg " ],CloneChar[ " Left Leg " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Right Leg " ],CloneChar[ " Right Leg " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:wait() if HumanDied then break end DeadChar[ " Torso " ].CFrame = CloneChar[ " Torso " ].CFrame end end)() for _,v in next, DeadChar:GetChildren() do if v:IsA( " Accessory " ) then SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0)) end end for _,BodyParts in next, CloneChar:GetDescendants() do if BodyParts:IsA( " BasePart " ) or BodyParts:IsA( " Part " ) then BodyParts.Transparency = 1 end end DeadChar.Torso[ " Left Shoulder " ]:Destroy() DeadChar.Torso[ " Right Shoulder " ]:Destroy() DeadChar.Torso[ " Left Hip " ]:Destroy() DeadChar.Torso[ " Right Hip " ]:Destroy() elseif Bypass == " death " then -------------------------------------------------------------------------------------------------------------------- game:GetService( " Players " ).LocalPlayer[ " Character " ].Archivable = true local CloneChar = game:GetService( " Players " ).LocalPlayer[ " Character " ]:Clone() game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.WalkSpeed = 0 game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.JumpPower = 0 game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.AutoRotate = false local FalseChar = Instance.new( " Model " , workspace); FalseChar.Name = " " Instance.new( " Part " ,FalseChar).Name = " Head " Instance.new( " Part " ,FalseChar).Name = " Torso " Instance.new( " Humanoid " ,FalseChar).Name = " Humanoid " game:GetService( " Players " ).LocalPlayer[ " Character " ] = FalseChar game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.Name = " FalseHumanoid " local Clone = game:GetService( " Players " ).LocalPlayer[ " Character " ]:FindFirstChild( " FalseHumanoid " ):Clone() Clone.Parent = game:GetService( " Players " ).LocalPlayer[ " Character " ] Clone.Name = " Humanoid " game:GetService( " Players " ).LocalPlayer[ " Character " ]:FindFirstChild( " FalseHumanoid " ):Destroy() game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.Health = 0 game:GetService( " Players " ).LocalPlayer[ " Character " ] = workspace[game:GetService( " Players " ).LocalPlayer.Name] wait(5.65) game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.Health = 0 CloneChar.Parent = workspace CloneChar.HumanoidRootPart.CFrame = game:GetService( " Players " ).LocalPlayer[ " Character " ].HumanoidRootPart.CFrame * CFrame.new(0,2,0) wait() CloneChar.Humanoid.BreakJointsOnDeath = false workspace.Camera.CameraSubject = CloneChar.Humanoid CloneChar.Name = " non " CloneChar.Humanoid.DisplayDistanceType = " None " if CloneChar.Head:FindFirstChild( " face " ) then CloneChar.Head:FindFirstChild( " face " ):Destroy() end if workspace[game:GetService( " Players " ).LocalPlayer.Name].Head:FindFirstChild( " face " ) then workspace[game:GetService( " Players " ).LocalPlayer.Name].Head:FindFirstChild( " face " ).Parent = CloneChar.Head end FalseChar:Destroy() local DeadChar = workspace[game:GetService( " Players " ).LocalPlayer.Name] local LVecPart = Instance.new( " Part " , workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1 local CONVEC local function VECTORUNIT() if HumanDied then CONVEC:Disconnect(); return end local lookVec = workspace.Camera.CFrame.lookVector local Root = CloneChar[ " HumanoidRootPart " ] LVecPart.Position = Root.Position LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999)) end CONVEC = game:GetService( " RunService " ).Heartbeat:Connect(VECTORUNIT) local CONDOWN local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false local function KEYDOWN(_,Processed) if HumanDied then CONDOWN:Disconnect(); return end if Processed ~= true then local Key = _.KeyCode if Key == Enum.KeyCode.W then WDown = true end if Key == Enum.KeyCode.A then ADown = true end if Key == Enum.KeyCode.S then SDown = true end if Key == Enum.KeyCode.D then DDown = true end if Key == Enum.KeyCode.Space then SpaceDown = true end end end CONDOWN = game:GetService( " UserInputService " ).InputBegan:Connect(KEYDOWN) local CONUP local function KEYUP(_) if HumanDied then CONUP:Disconnect(); return end local Key = _.KeyCode if Key == Enum.KeyCode.W then WDown = false end if Key == Enum.KeyCode.A then ADown = false end if Key == Enum.KeyCode.S then SDown = false end if Key == Enum.KeyCode.D then DDown = false end if Key == Enum.KeyCode.Space then SpaceDown = false end end CONUP = game:GetService( " UserInputService " ).InputEnded:Connect(KEYUP) local function MoveClone(X,Y,Z) LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z) workspace[ " non " ].Humanoid.WalkToPoint = LVecPart.Position end coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:Wait() if HumanDied then break end if WDown then MoveClone(0,0,1e4) end if ADown then MoveClone(1e4,0,0) end if SDown then MoveClone(0,0,-1e4) end if DDown then MoveClone(-1e4,0,0) end if SpaceDown then CloneChar[ " Humanoid " ].Jump = true end if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then workspace[ " non " ].Humanoid.WalkToPoint = workspace[ " non " ].HumanoidRootPart.Position end end end)() local con function UnCollide() if HumanDied then con:Disconnect(); return end for _,Parts in next, CloneChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end for _,Parts in next, DeadChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end end con = game:GetService( " RunService " ).Stepped:Connect(UnCollide) local resetBindable = Instance.new( " BindableEvent " ) resetBindable.Event:connect(function() game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() CloneChar.Humanoid.Health = 0 end) game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , resetBindable) coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:wait() if not CloneChar or not CloneChar:FindFirstChild( " Head " ) or not CloneChar:FindFirstChild( " Humanoid " ) or CloneChar:FindFirstChild( " Humanoid " ).Health HumanDied = true pcall(function() game.Players.LocalPlayer.Character = CloneChar CloneChar:Destroy() game.Players.LocalPlayer.Character = DeadChar if resetBindable then game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() end DeadChar.Humanoid.Health = 0 end) break end end end)() SCIFIMOVIELOL(DeadChar[ " Head " ],CloneChar[ " Head " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Torso " ],CloneChar[ " Torso " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Left Arm " ],CloneChar[ " Left Arm " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Right Arm " ],CloneChar[ " Right Arm " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Left Leg " ],CloneChar[ " Left Leg " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " Right Leg " ],CloneChar[ " Right Leg " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " HumanoidRootPart " ],CloneChar[ " HumanoidRootPart " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) for _,v in next, DeadChar:GetChildren() do if v:IsA( " Accessory " ) then if v.Name == " PlainTail " then Tail = CloneChar[v.Name].Handle end SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0)) end end for _,BodyParts in next, CloneChar:GetDescendants() do if BodyParts:IsA( " BasePart " ) or BodyParts:IsA( " Part " ) then BodyParts.Transparency = 1 end end elseif Bypass == " hats " then game:GetService( " Players " ).LocalPlayer[ " Character " ].Archivable = true local DeadChar = game.Players.LocalPlayer.Character DeadChar.Name = " non " local HatPosition = Vector3.new(0,0,0) local HatName = " MediHood " local HatsLimb = Rarm = DeadChar:FindFirstChild( " Hat1 " ), Larm = DeadChar:FindFirstChild( " Pink Hair " ), Rleg = DeadChar:FindFirstChild( " Robloxclassicred " ), Lleg = DeadChar:FindFirstChild( " Kate Hair " ), Torso1 = DeadChar:FindFirstChild( " Pal Hair " ), Torso2 = DeadChar:FindFirstChild( " LavanderHair " ) > HatName = DeadChar:FindFirstChild(HatName) coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:wait() if not DeadChar or not DeadChar:FindFirstChild( " Head " ) or not DeadChar:FindFirstChild( " Humanoid " ) or DeadChar:FindFirstChild( " Humanoid " ).Health HumanDied = true pcall(function() if resetBindable then game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() end DeadChar.Humanoid.Health = 0 end) break end end end)() local con function UnCollide() if HumanDied then con:Disconnect(); return end for _,Parts in next, DeadChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end end con = game:GetService( " RunService " ).Stepped:Connect(UnCollide) SCIFIMOVIELOL(HatName.Handle,DeadChar[ " Head " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(HatsLimb.Torso1.Handle,DeadChar[ " Torso " ],Vector3.new(0.5,0,0),Vector3.new(90,0,0)) SCIFIMOVIELOL(HatsLimb.Torso2.Handle,DeadChar[ " Torso " ],Vector3.new(-0.5,0,0),Vector3.new(90,0,0)) SCIFIMOVIELOL(HatsLimb.Larm.Handle,DeadChar[ " Left Arm " ],Vector3.new(0,0,0),Vector3.new(90,0,0)) SCIFIMOVIELOL(HatsLimb.Rarm.Handle,DeadChar[ " Right Arm " ],Vector3.new(0,0,0),Vector3.new(90,0,0)) SCIFIMOVIELOL(HatsLimb.Lleg.Handle,DeadChar[ " Left Leg " ],Vector3.new(0,0,0),Vector3.new(90,0,0)) SCIFIMOVIELOL(HatsLimb.Rleg.Handle,DeadChar[ " Right Leg " ],Vector3.new(0,0,0),Vector3.new(90,0,0)) for i,v in pairs(HatsLimb) do v.Handle:FindFirstChild( " AccessoryWeld " ):Destroy() if v.Handle:FindFirstChild( " Mesh " ) then v.Handle:FindFirstChild( " Mesh " ):Destroy() end if v.Handle:FindFirstChild( " SpecialMesh " ) then v.Handle:FindFirstChild( " SpecialMesh " ):Destroy() end end HatName.Handle:FindFirstChild( " AccessoryWeld " ):Destroy() end else if Bypass == " limbs " then -------------------------------------------------------------------------------------------------------------------- game:GetService( " Players " ).LocalPlayer[ " Character " ].Archivable = true local CloneChar = game:GetObjects( " rbxassetid: // 5227463276 " )[1] CloneChar.Parent = workspace CloneChar.HumanoidRootPart.CFrame = game:GetService( " Players " ).LocalPlayer[ " Character " ].HumanoidRootPart.CFrame * CFrame.new(0,0.5,0.1) CloneChar.Humanoid.BreakJointsOnDeath = false workspace.Camera.CameraSubject = CloneChar.Humanoid CloneChar.Name = " non " CloneChar.Humanoid.DisplayDistanceType = " None " if CloneChar.Head:FindFirstChild( " face " ) then CloneChar.Head:FindFirstChild( " face " ):Destroy() end if workspace[game:GetService( " Players " ).LocalPlayer.Name].Head:FindFirstChild( " face " ) then workspace[game:GetService( " Players " ).LocalPlayer.Name].Head:FindFirstChild( " face " ).Parent = CloneChar.Head end local DeadChar = workspace[game:GetService( " Players " ).LocalPlayer.Name] DeadChar.HumanoidRootPart:Destroy() local LVecPart = Instance.new( " Part " , workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1 local CONVEC local function VECTORUNIT() if HumanDied then CONVEC:Disconnect(); return end local lookVec = workspace.Camera.CFrame.lookVector local Root = CloneChar[ " HumanoidRootPart " ] LVecPart.Position = Root.Position LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999)) end CONVEC = game:GetService( " RunService " ).Heartbeat:Connect(VECTORUNIT) local CONDOWN local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false local function KEYDOWN(_,Processed) if HumanDied then CONDOWN:Disconnect(); return end if Processed ~= true then local Key = _.KeyCode if Key == Enum.KeyCode.W then WDown = true end if Key == Enum.KeyCode.A then ADown = true end if Key == Enum.KeyCode.S then SDown = true end if Key == Enum.KeyCode.D then DDown = true end if Key == Enum.KeyCode.Space then SpaceDown = true end end end CONDOWN = game:GetService( " UserInputService " ).InputBegan:Connect(KEYDOWN) local CONUP local function KEYUP(_) if HumanDied then CONUP:Disconnect(); return end local Key = _.KeyCode if Key == Enum.KeyCode.W then WDown = false end if Key == Enum.KeyCode.A then ADown = false end if Key == Enum.KeyCode.S then SDown = false end if Key == Enum.KeyCode.D then DDown = false end if Key == Enum.KeyCode.Space then SpaceDown = false end end CONUP = game:GetService( " UserInputService " ).InputEnded:Connect(KEYUP) local function MoveClone(X,Y,Z) LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z) workspace[ " non " ].Humanoid.WalkToPoint = LVecPart.Position end coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:Wait() if HumanDied then break end if WDown then MoveClone(0,0,1e4) end if ADown then MoveClone(1e4,0,0) end if SDown then MoveClone(0,0,-1e4) end if DDown then MoveClone(-1e4,0,0) end if SpaceDown then CloneChar[ " Humanoid " ].Jump = true end if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then workspace[ " non " ].Humanoid.WalkToPoint = workspace[ " non " ].HumanoidRootPart.Position end end end)() local con function UnCollide() if HumanDied then con:Disconnect(); return end for _,Parts in next, CloneChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end for _,Parts in next, DeadChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end end con = game:GetService( " RunService " ).Stepped:Connect(UnCollide) local resetBindable = Instance.new( " BindableEvent " ) resetBindable.Event:connect(function() game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() CloneChar.Humanoid.Health = 0 end) game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , resetBindable) coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:wait() if not CloneChar or not CloneChar:FindFirstChild( " Head " ) or not CloneChar:FindFirstChild( " Humanoid " ) or CloneChar:FindFirstChild( " Humanoid " ).Health HumanDied = true pcall(function() game.Players.LocalPlayer.Character = CloneChar CloneChar:Destroy() game.Players.LocalPlayer.Character = DeadChar if resetBindable then game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() end DeadChar.Humanoid.Health = 0 end) break end end end)() for _,v in next, DeadChar:GetChildren() do if v:IsA( " Accessory " ) then v:Clone().Parent = CloneChar end end for _,v in next, DeadChar:GetDescendants() do if v:IsA( " Motor6D " ) and v.Name ~= " Neck " then v:Destroy() end end SCIFIMOVIELOL(DeadChar[ " Head " ],CloneChar[ " Head " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " UpperTorso " ],CloneChar[ " Torso " ],Vector3.new(0,0.2,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LowerTorso " ],CloneChar[ " Torso " ],Vector3.new(0,-0.78,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftUpperArm " ],CloneChar[ " Left Arm " ],Vector3.new(0,0.375,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftLowerArm " ],CloneChar[ " Left Arm " ],Vector3.new(0,-0.215,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftHand " ],CloneChar[ " Left Arm " ],Vector3.new(0,-0.825,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightUpperArm " ],CloneChar[ " Right Arm " ],Vector3.new(0,0.375,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightLowerArm " ],CloneChar[ " Right Arm " ],Vector3.new(0,-0.215,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightHand " ],CloneChar[ " Right Arm " ],Vector3.new(0,-0.825,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftUpperLeg " ],CloneChar[ " Left Leg " ],Vector3.new(0,0.575,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftLowerLeg " ],CloneChar[ " Left Leg " ],Vector3.new(0,-0.137,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftFoot " ],CloneChar[ " Left Leg " ],Vector3.new(0,-0.787,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightUpperLeg " ],CloneChar[ " Right Leg " ],Vector3.new(0,0.575,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightLowerLeg " ],CloneChar[ " Right Leg " ],Vector3.new(0,-0.137,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightFoot " ],CloneChar[ " Right Leg " ],Vector3.new(0,-0.787,0),Vector3.new(0,0,0)) coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:wait() if HumanDied then break end DeadChar[ " UpperTorso " ].CFrame = CloneChar[ " Torso " ].CFrame * CFrame.new(0,0.2,0) end end)() for _,v in next, DeadChar:GetChildren() do if v:IsA( " Accessory " ) then SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0)) end end for _,BodyParts in next, CloneChar:GetDescendants() do if BodyParts:IsA( " BasePart " ) or BodyParts:IsA( " Part " ) then BodyParts.Transparency = 1 end end elseif Bypass == " death " then -------------------------------------------------------------------------------------------------------------------- game:GetService( " Players " ).LocalPlayer[ " Character " ].Archivable = true local CloneChar = game:GetObjects( " rbxassetid: // 5227463276 " )[1] game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.WalkSpeed = 0 game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.JumpPower = 0 game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.AutoRotate = false local FalseChar = Instance.new( " Model " , workspace); FalseChar.Name = " " Instance.new( " Part " ,FalseChar).Name = " Head " Instance.new( " Part " ,FalseChar).Name = " UpperTorso " Instance.new( " Humanoid " ,FalseChar).Name = " Humanoid " game:GetService( " Players " ).LocalPlayer[ " Character " ] = FalseChar game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.Name = " FalseHumanoid " local Clone = game:GetService( " Players " ).LocalPlayer[ " Character " ]:FindFirstChild( " FalseHumanoid " ):Clone() Clone.Parent = game:GetService( " Players " ).LocalPlayer[ " Character " ] Clone.Name = " Humanoid " game:GetService( " Players " ).LocalPlayer[ " Character " ]:FindFirstChild( " FalseHumanoid " ):Destroy() game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.Health = 0 game:GetService( " Players " ).LocalPlayer[ " Character " ] = workspace[game:GetService( " Players " ).LocalPlayer.Name] wait(5.65) game:GetService( " Players " ).LocalPlayer[ " Character " ].Humanoid.Health = 0 CloneChar.Parent = workspace CloneChar.HumanoidRootPart.CFrame = game:GetService( " Players " ).LocalPlayer[ " Character " ].HumanoidRootPart.CFrame * CFrame.new(0,0.5,0.1) wait() CloneChar.Humanoid.BreakJointsOnDeath = false workspace.Camera.CameraSubject = CloneChar.Humanoid CloneChar.Name = " non " CloneChar.Humanoid.DisplayDistanceType = " None " if CloneChar.Head:FindFirstChild( " face " ) then CloneChar.Head:FindFirstChild( " face " ):Destroy() end if workspace[game:GetService( " Players " ).LocalPlayer.Name].Head:FindFirstChild( " face " ) then workspace[game:GetService( " Players " ).LocalPlayer.Name].Head:FindFirstChild( " face " ).Parent = CloneChar.Head end FalseChar:Destroy() local DeadChar = workspace[game:GetService( " Players " ).LocalPlayer.Name] local LVecPart = Instance.new( " Part " , workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1 local CONVEC local function VECTORUNIT() if HumanDied then CONVEC:Disconnect(); return end local lookVec = workspace.Camera.CFrame.lookVector local Root = CloneChar[ " HumanoidRootPart " ] LVecPart.Position = Root.Position LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999)) end CONVEC = game:GetService( " RunService " ).Heartbeat:Connect(VECTORUNIT) local CONDOWN local WDown, ADown, SDown, DDown, SpaceDown = false, false, false, false, false local function KEYDOWN(_,Processed) if HumanDied then CONDOWN:Disconnect(); return end if Processed ~= true then local Key = _.KeyCode if Key == Enum.KeyCode.W then WDown = true end if Key == Enum.KeyCode.A then ADown = true end if Key == Enum.KeyCode.S then SDown = true end if Key == Enum.KeyCode.D then DDown = true end if Key == Enum.KeyCode.Space then SpaceDown = true end end end CONDOWN = game:GetService( " UserInputService " ).InputBegan:Connect(KEYDOWN) local CONUP local function KEYUP(_) if HumanDied then CONUP:Disconnect(); return end local Key = _.KeyCode if Key == Enum.KeyCode.W then WDown = false end if Key == Enum.KeyCode.A then ADown = false end if Key == Enum.KeyCode.S then SDown = false end if Key == Enum.KeyCode.D then DDown = false end if Key == Enum.KeyCode.Space then SpaceDown = false end end CONUP = game:GetService( " UserInputService " ).InputEnded:Connect(KEYUP) local function MoveClone(X,Y,Z) LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z) workspace[ " non " ].Humanoid.WalkToPoint = LVecPart.Position end coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:Wait() if HumanDied then break end if WDown then MoveClone(0,0,1e4) end if ADown then MoveClone(1e4,0,0) end if SDown then MoveClone(0,0,-1e4) end if DDown then MoveClone(-1e4,0,0) end if SpaceDown then CloneChar[ " Humanoid " ].Jump = true end if WDown ~= true and ADown ~= true and SDown ~= true and DDown ~= true then workspace[ " non " ].Humanoid.WalkToPoint = workspace[ " non " ].HumanoidRootPart.Position end end end)() local con function UnCollide() if HumanDied then con:Disconnect(); return end for _,Parts in next, CloneChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end for _,Parts in next, DeadChar:GetDescendants() do if Parts:IsA( " BasePart " ) then Parts.CanCollide = false end end end con = game:GetService( " RunService " ).Stepped:Connect(UnCollide) local resetBindable = Instance.new( " BindableEvent " ) resetBindable.Event:connect(function() game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() CloneChar.Humanoid.Health = 0 end) game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , resetBindable) coroutine.wrap(function() while true do game:GetService( " RunService " ).RenderStepped:wait() if not CloneChar or not CloneChar:FindFirstChild( " Head " ) or not CloneChar:FindFirstChild( " Humanoid " ) or CloneChar:FindFirstChild( " Humanoid " ).Health HumanDied = true pcall(function() game.Players.LocalPlayer.Character = CloneChar CloneChar:Destroy() game.Players.LocalPlayer.Character = DeadChar if resetBindable then game:GetService( " StarterGui " ):SetCore( " ResetButtonCallback " , true) resetBindable:Destroy() end DeadChar.Humanoid.Health = 0 end) break end end end)() for _,v in next, DeadChar:GetChildren() do if v:IsA( " Accessory " ) then v:Clone().Parent = CloneChar end end SCIFIMOVIELOL(DeadChar[ " Head " ],CloneChar[ " Head " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " UpperTorso " ],CloneChar[ " Torso " ],Vector3.new(0,0.2,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LowerTorso " ],CloneChar[ " Torso " ],Vector3.new(0,-0.78,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftUpperArm " ],CloneChar[ " Left Arm " ],Vector3.new(0,0.375,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftLowerArm " ],CloneChar[ " Left Arm " ],Vector3.new(0,-0.215,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftHand " ],CloneChar[ " Left Arm " ],Vector3.new(0,-0.825,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightUpperArm " ],CloneChar[ " Right Arm " ],Vector3.new(0,0.375,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightLowerArm " ],CloneChar[ " Right Arm " ],Vector3.new(0,-0.215,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightHand " ],CloneChar[ " Right Arm " ],Vector3.new(0,-0.825,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftUpperLeg " ],CloneChar[ " Left Leg " ],Vector3.new(0,0.575,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftLowerLeg " ],CloneChar[ " Left Leg " ],Vector3.new(0,-0.137,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " LeftFoot " ],CloneChar[ " Left Leg " ],Vector3.new(0,-0.787,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightUpperLeg " ],CloneChar[ " Right Leg " ],Vector3.new(0,0.575,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightLowerLeg " ],CloneChar[ " Right Leg " ],Vector3.new(0,-0.137,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " RightFoot " ],CloneChar[ " Right Leg " ],Vector3.new(0,-0.787,0),Vector3.new(0,0,0)) SCIFIMOVIELOL(DeadChar[ " HumanoidRootPart " ],CloneChar[ " HumanoidRootPart " ],Vector3.new(0,0,0),Vector3.new(0,0,0)) for _,v in next, DeadChar:GetChildren() do if v:IsA( " Accessory " ) then SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0)) end end for _,BodyParts in next, CloneChar:GetDescendants() do if BodyParts:IsA( " BasePart " ) or BodyParts:IsA( " Part " ) then BodyParts.Transparency = 1 end end if DeadChar.Head:FindFirstChild( " Neck " ) then game.Players.LocalPlayer.Character:BreakJoints() end end end local CloneChar = workspace.non ArtificialHB = Instance.new('BindableEvent', script) ArtificialHB.Name = 'Heartbeat' script:WaitForChild('Heartbeat') frame = 1 / 60 tf = 0 allowframeloss = false 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) local makesound = function(soundid,speed,volume,parent) local sound = Instance.new( " Sound " ) sound.SoundId = soundid sound.RollOffMaxDistance = 100 sound.PlaybackSpeed =speed sound.Volume = volume sound.Parent = parent return sound end local Callerp = function(Start,End,Percent) return (Start - (End - Start) * Percen) end function swait(t) game:GetService('RunService').Stepped:wait() end local TweenService = game:GetService( " TweenService " ) local CF = CFrame.new local CFA = CFrame.Angles local head = CloneChar:WaitForChild( " Head " ) local tors = CloneChar:WaitForChild( " Torso " ) local huma = CloneChar:WaitForChild( " Humanoid " ) huma.DisplayName = " " local neck = Instance.new( " Weld " ,tors) neck.Part0 = tors neck.Part1 = head neck.C0 = CF(0,1.5,0) local nek = neck.C1 neck.Enabled = true local root = CloneChar.HumanoidRootPart.RootJoint.C0 local rs = tors[ " Right Shoulder " ].C0 local ls = tors[ " Left Shoulder " ].C0 local rh = tors[ " Right Hip " ].C0 local lh = tors[ " Left Hip " ].C0 local RootPart = CloneChar:WaitForChild( " HumanoidRootPart " ) local Humanoid = CloneChar.Humanoid local ActiveTracks = Humanoid:GetPlayingAnimationTracks() Humanoid.JumpPower = 80 local Attacking = false local AttackANVal = 1 local bambam = Instance.new( " BodyThrust " ) bambam.Parent = game.Players.LocalPlayer.Character.HumanoidRootPart bambam.Force = Vector3.new(1000,0,1000) bambam.Location = game.Players.LocalPlayer.Character.HumanoidRootPart.Position rayCast = function(Pos, Dir, Max, Ignore) return game:service( " Workspace " ):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), (CloneChar and game.Players.LocalPlayer.Character)) end Spawn(function() for i,v in next, game:GetService( " Players " ).LocalPlayer.Character:GetDescendants() do if v:IsA( " BasePart " ) and v.Name ~= " HumanoidRootPart " then s = game:GetService( " RunService " ).Heartbeat:connect(function() v.Velocity = Vector3.new(0,35,0) wait(0.3) end) end end end) spawn(function() repeat wait() until Humanoid.Health s:Disconnect() end) if Tail ~= nil then TailWeld = Tail.AccessoryWeld else TailWeld = Instance.new( " Weld " ,workspace) Msgreq( " FE Neko Anims V1.6 " , " Loading Without Tail Accessory (Check top of script for the accessory) " ,5,nil) end local TC0 = TailWeld.C0 * CFrame.new(0,0,0.4) local Song = Instance.new( " Sound " ,RootPart) Song.SoundId = SongID Song.Looped = true Song:Play() local Running = false local MakeTween = function(timetack,easingstyle,easingdirection,repeats,flipflop) local newtween = TweenInfo.new( timetack, easingstyle, easingdirection, repeats, flipflop, 0 ) return newtween end local DOTWEEN = function(Part,tim,value) local Tween = MakeTween(tim,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,0,false) TweenService:Create(Part,Tween,):Play() end local LerpStyle = function(lerpmagnet,easingstyle,easingdirection) local newstyle = TweenService:GetValue(lerpmagnet,easingstyle,easingdirection) return newstyle end local SpinKick = function() if Attacking == false then Attacking = true for i = 0,60,1 do swait() neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(30),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0.0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20 + -10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-30 - -6)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end bambam.Location = game.Players.LocalPlayer.Character.Torso.Position game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character.Torso.Position RootPart.Anchored = true for i = 0,60,1 do swait() RootPart.Position = RootPart.Position + Vector3.new(0,0.6,0) bambam.Location = game.Players.LocalPlayer.Character[ " Right Leg " ].Position game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character.Torso.Position neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-20 + -36*i),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0.0,0,0) * CFA(math.rad(0),math.rad(30),math.rad(40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(-30),math.rad(-40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(50)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end RootPart.Anchored = false Attacking = false end end local ComboCont = 1 local Attack = function() if Attacking == false then Attacking = true if ComboCont == 1 then for i = 0,10,1 do swait() bambam.Location = game.Players.LocalPlayer.Character[ " Right Arm " ].Position game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character[ " Right Arm " ].Position neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-30),math.rad(0),math.rad(80)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0.5,0,-1.2) * CFA(math.rad(0),math.rad(90),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end for i = 0,15,1 do swait() bambam.Location = game.Players.LocalPlayer.Character[ " Right Arm " ].Position game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character[ " Right Arm " ].Position neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0.5,0,0) * CFA(math.rad(0),math.rad(-85),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end ComboCont = 2 elseif ComboCont == 2 then for i = 0,10,1 do swait() bambam.Location = game.Players.LocalPlayer.Character[ " Left Arm " ].Position game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character[ " Left Arm " ].Position neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-30),math.rad(0),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-12)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end for i = 0,10,1 do swait() bambam.Location = game.Players.LocalPlayer.Character[ " Left Arm " ].Position game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character[ " Left Arm " ].Position neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(-90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(0),math.rad(0),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-12)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0.5) * CFA(math.rad(0),math.rad(90),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end ComboCont = 3 elseif ComboCont == 3 then for i = 0,10,1 do swait() bambam.Location = game.Players.LocalPlayer.Character[ " Right Leg " ].Position game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character[ " Left Arm " ].Position neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(10),math.rad(0),math.rad(-50)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-5)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(8)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(-50),math.rad(-98)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(20),math.rad(0)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end for i = 0,15,1 do swait() bambam.Location = game.Players.LocalPlayer.Character[ " Right Leg " ].Position game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character[ " Left Arm " ].Position neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(-40),math.rad(0),math.rad(90)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-5)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(8)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(-90+40)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(-90),math.rad(0)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end ComboCont = 1 end Attacking = false end end local Mouse = game.Players.LocalPlayer:GetMouse() local B1Hold = false Mouse.Button1Down:Connect(function() B1Hold = true while B1Hold == true do wait() Attack() end end) local Running = false Mouse.Button1Up:Connect(function() B1Hold = false end) Mouse.KeyDown:Connect(function(key) if key == " z " then SpinKick() else if key == " t " and Attacking == false then Attacking = true makesound( " rbxassetid: // 6433451653 " ,1,1,tors):Play() for i=0,100 do swait() neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad( -15 + math.rad(math.sin(time()*16)*15)),0,0),LerpStyle(0.2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-10 + math.sin(time()*16)*10),math.rad(0),math.rad(0)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0,0.4 + math.sin(time()*17)*0.4,0) * CFA(0,math.rad(90),math.rad(123)),LerpStyle(0.07*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(10),0,math.rad(-90)),LerpStyle(0.07*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(-30 + math.sin(time()*17)*20),math.rad(-10 + math.sin(time()*16)*10)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10 + math.sin(time()*16)*-10)),LerpStyle(0.1*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)) end Attacking = false else if key == " r " and Attacking == false then Attacking = true while game.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude swait() game.Players.LocalPlayer.Character.HumanoidRootPart.Position = tors.Position neck.C1 = neck.C1:Lerp(nek * CF(0,-0.4,0) * CFA(math.rad(-90),math.rad(-math.cos(time()*3)*30),0),LerpStyle(0.3,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,-2.5) * CFA(math.rad(78),math.rad(math.sin(time()*3)*12),math.rad(math.rad(math.sin(time()*3)*40))),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0.3,0.4 +0.4+math.sin(time()*3)*0.2,-0.4 -0.2+math.sin(time()*3)*0.2) * CFA(math.rad(-45)+math.rad(math.sin(time()*3)*12),math.rad(0),math.rad(180 - 10+math.cos(time()*3)*5)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(-0.3,0.4+0.4-math.sin(time()*3)*0.2,-0.4 -0.2+math.sin(time()*3)*0.2) * CFA(math.rad(-45)-math.rad(math.sin(time()*3)*12),math.rad(0),math.rad(-180 + 10 +math.cos(time()*3)*5)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(-math.sin(time()*3)*12),math.rad(math.sin(time()*3)*30),math.rad(-12 - 50 + math.cos(time()*3)*30)),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(-math.sin(time()*3)*12),math.rad(math.sin(time()*3)*30),math.rad(12 + 50 + math.cos(time()*3)*30)),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(0),0,math.rad(math.cos(time()*3)*40)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)) end Attacking = false else if key == " f " then if Running == false then Running = true Humanoid.WalkSpeed = 40 else Running = false Humanoid.WalkSpeed = 20 end elseif key == " x " and Attacking == false and Mouse.Target.Parent:FindFirstChildWhichIsA( " Humanoid " ) ~= nil then Attacking = true Camera = workspace.CurrentCamera Camera.CameraType = " Scriptable " local Target = Mouse.Target.Parent for i = 0,200,1 do swait() Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(0,0,-5)).Position,head.CFrame.Position),1) neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-25),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-25),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end for i = 0,20,1 do swait() Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(0,0,-3)).Position,head.CFrame.Position),1) neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-40),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-40),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end RootPart.CFrame = Target.HumanoidRootPart.CFrame * CFrame.new(0,0,-8) for i = 0,100,1 do swait() game.Players.LocalPlayer.Character.HumanoidRootPart.Position = Target.HumanoidRootPart.Position Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(-3,0,0)).Position,Target.HumanoidRootPart.CFrame.Position),0.2) neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Shoulder " ].C0 = tors[ " Right Shoulder " ].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-80),math.rad(0),math.rad(-20)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-80),math.rad(0),math.rad(20)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Right Hip " ].C0 = tors[ " Right Hip " ].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) tors[ " Left Hip " ].C0 = tors[ " Left Hip " ].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out)) end Attacking = false Camera.CameraType = " Custom " end end end end end) local RLA = CFrame.new(0,0,0) local Anim = " Idle " Humanoid.WalkSpeed = 20 Msgreq( " FE Neko Anims V1.6 " , " FE Neko Animations Loaded, have fun - Made by Creo " ,5,nil) while true do swait() hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 0.5, 0)).lookVector, 4, CloneChar) local torvel = (game.Players.LocalPlayer.Character.Humanoid.MoveDirection * Vector3.new(1, 0, 1)).magnitude local velderp = RootPart.Velocity.y if RootPart.Velocity.y > 0 and hitfloor == nil then Anim = " Jumping " elseif RootPart.Velocity.y Anim = " Falling " elseif torvel Anim = " Idle " elseif torvel > .5 and hitfloor ~= nil then Anim = " Walking " end local W1 = game.Players.LocalPlayer.Character.Humanoid.MoveDirection* RootPart.CFrame.LookVector local W2 = game.Players.LocalPlayer.Character.Humanoid.MoveDirection* RootPart.CFrame.RightVector WVA = W1.X+W1.Z RLV = W2.X+W2.Z if Attacking == false then game.Players.LocalPlayer.Character.HumanoidRootPart.Position = tors.Position if Anim == " Falling " 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(math.rad(-40),0,math.rad(5)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut)) tors[ " Left Shoulder " ].C0 = tors[ " Left Shoulder " ].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(-40),0,math.rad(-5)),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 == " 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 end
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