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Nekoscript

The document loads a script that disables other players' simulations and allows unlimited simulation for the local player. It then clones the local player's character, sets up controls to move the clone using key inputs, and prevents collisions between parts to allow movement through objects. This allows the player to control an invincible clone of their character while their actual character remains motionless.

Uploaded by

dosh osu
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
195 views

Nekoscript

The document loads a script that disables other players' simulations and allows unlimited simulation for the local player. It then clones the local player's character, sets up controls to move the clone using key inputs, and prevents collisions between parts to allow movement through objects. This allows the player to control an invincible clone of their character while their actual character remains motionless.

Uploaded by

dosh osu
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 31

loadstring(game:HttpGet(('https://pastebin.

com/raw/Cu7bKQWN'),true))()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("FE Neko Anims V1.6","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.po
w(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 <= 0 or not DeadChar or not
DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or
DeadChar:FindFirstChild("Humanoid").Health <= 0 then
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 <= 0 then
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.ne
w(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 <= 0 then
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 <= 0 or not DeadChar or not
DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or
DeadChar:FindFirstChild("Humanoid").Health <= 0 then
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),Vector
3.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 <= 0 then
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),Vector
3.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.ne
w(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 < 0.1
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,{C0= value}):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.E
asingDirection.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.E
asingDirection.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.EasingDirec
tion.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.E
asingDirection.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.EasingDirect
ion.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.E
asingDirection.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.E
asingDirection.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.EasingDirect
ion.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.E
asingDirection.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.E
asingDirection.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.EasingDirect
ion.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.E
asingDirection.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.Eas
ingDirection.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.L
inear,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.Eas
ingDirection.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.EasingDirecti
on.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.EasingD
irection.InOut))
end
Attacking = false
else
if key == "r" and Attacking == false then
Attacking = true
while
game.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude < 0.1 do
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.EasingDirect
ion.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.EasingDirectio
n.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.EasingDirectio
n.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.EasingDirectio
n.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.E
asingStyle.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.EasingDirect
ion.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.EasingDirect
ion.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.E
asingDirection.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.EasingDirect
ion.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.EasingDirect
ion.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.E
asingDirection.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.EasingDirect
ion.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 < 0 and hitfloor == nil then


Anim = "Falling"
elseif torvel < .5 and hitfloor ~= nil then
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.In
Out))
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.InOu
t))
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.InOu
t))
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.EasingDir
ection.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,En
um.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.EasingDire
ction.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.EasingD
irection.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.EasingDirec
tion.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,Enu
m.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.EasingDirec
tion.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.EasingDirecti
on.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.In
Out))
end
end
end

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