Flip [R6]
Key RequiredUniversal

Flip [R6]

Universal Scriptplottingplotting 15.1K views 357 executesUpdated Jan 2, 2022
5.0/ 5(2 votes)
20100% Positive
Lua Script•203 lines (9116 chars)
player = game.Players.LocalPlayer
        local Dive = Instance.new("HopperBin", player.Backpack)

        Dive.Name = "Dive"

                local debounce = false
                function _restoreproperties()
                    Holder = player.Character
                    Torso = Holder:FindFirstChild("Torso")
                    RightS = Torso:FindFirstChild("Right Shoulder")
                    LeftS = Torso:FindFirstChild("Left Shoulder")
                    RightH = Torso:FindFirstChild("Right Hip")
                    LeftH = Torso:FindFirstChild("Left Hip")
                    RightS.MaxVelocity = .15
                    LeftS.MaxVelocity = .15
                    RightH.MaxVelocity = .1
                    LeftH.MaxVelocity = .1
                    RightS.DesiredAngle = 0
                    LeftS.DesiredAngle = 0
                    LeftH.DesiredAngle = 0
                    RightH.DesiredAngle = 0
                end
                function ManageAnimation(value)
                    Holder = player.Character
                    Player = player
                    if value == "no anim" then
                        Anim = Holder:FindFirstChild("Animate")
                        if Anim ~= nil then
                            Anim.Disabled = true
                            Anim.Parent = Player
                        end
                    elseif value == "re-anim" then
                        Anim = Player:FindFirstChild("Animate")
                        if Anim ~= nil then
                            Anim.Disabled = false
                            Anim.Parent = Holder
                        end
                    end
                end
                function Down(ml)
                    for i = 1, ml.velocity.y / 3 do
                        ml.velocity = ml.velocity + Vector3.new(0, -4.25, 0)
                        wait()
                    end
                    ml:Remove()
                end
                function Flip()
                    if debounce == true then
                        return
                    end
                    debounce = true
                    Char = player.Character
                    Human = Char.Humanoid
                    Torso = Char.Torso
                    CF = Torso.CFrame
                    Human.PlatformStand = true
                    VelUp = Instance.new("BodyVelocity")
                    VelUp.velocity = Vector3.new(0, 45, 0) + Torso.CFrame.lookVector * 30 --Middle (0,0,0). Change for height.
                    VelUp.P = VelUp.P * 2
                    VelUp.maxForce = Vector3.new(10000, 10000, 10000) * 999
                    VelUp.Parent = Torso
                    coroutine.resume(coroutine.create(Down), VelUp)
                    Gyro = Instance.new("BodyGyro")
                    Gyro.P = Gyro.P * 10
                    Gyro.maxTorque = Vector3.new(100000, 100000, 100000) * 999
                    Gyro.cframe = CF
                    Gyro.Parent = Torso
                    for i = 1, 3 do --The amount of time your guy flips.
                        Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -7, 0, 0) --The amount of flips. 1 = -16, 2 = -8
                        wait()
                    end
                    for i = 1, 6 do --The amount of time your guy flips.
                        Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -40, 0, 0) --The amount of flips. 1 = -16, 2 = -8
                        wait()
                    end
                    wait(0.2)
                    for i = 1, 10 do --The amount of time your guy flips.
                        Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -7, 0, 0) --The amount of flips. 1 = -16, 2 = -8
                        wait()
                    end
                    Gyro.cframe = CF
                    wait()
                    Gyro:Remove()
                    Human.PlatformStand = false
                    _restoreproperties()
                    debounce = false
                end
                function onActive(mouse)
                    player = game.Players.LocalPlayer
                    if player == nil then
                        return
                    end
                    mouse.Button1Down:connect(
                        function()
                            Flip()
                        end
                    )
                end
                Dive.Selected:connect(onActive)
                
game.Players.LocalPlayer.CharacterAdded:Connect(
    function(character)
        character:WaitForChild("HumanoidRootPart")
        local Dive = Instance.new("HopperBin", player.Backpack)

        Dive.Name = "Dive"

                local debounce = false
                function _restoreproperties()
                    Holder = player.Character
                    Torso = Holder:FindFirstChild("Torso")
                    RightS = Torso:FindFirstChild("Right Shoulder")
                    LeftS = Torso:FindFirstChild("Left Shoulder")
                    RightH = Torso:FindFirstChild("Right Hip")
                    LeftH = Torso:FindFirstChild("Left Hip")
                    RightS.MaxVelocity = .15
                    LeftS.MaxVelocity = .15
                    RightH.MaxVelocity = .1
                    LeftH.MaxVelocity = .1
                    RightS.DesiredAngle = 0
                    LeftS.DesiredAngle = 0
                    LeftH.DesiredAngle = 0
                    RightH.DesiredAngle = 0
                end
                function ManageAnimation(value)
                    Holder = player.Character
                    Player = player
                    if value == "no anim" then
                        Anim = Holder:FindFirstChild("Animate")
                        if Anim ~= nil then
                            Anim.Disabled = true
                            Anim.Parent = Player
                        end
                    elseif value == "re-anim" then
                        Anim = Player:FindFirstChild("Animate")
                        if Anim ~= nil then
                            Anim.Disabled = false
                            Anim.Parent = Holder
                        end
                    end
                end
                function Down(ml)
                    for i = 1, ml.velocity.y / 3 do
                        ml.velocity = ml.velocity + Vector3.new(0, -4.25, 0)
                        wait()
                    end
                    ml:Remove()
                end
                function Flip()
                    if debounce == true then
                        return
                    end
                    debounce = true
                    Char = player.Character
                    Human = Char.Humanoid
                    Torso = Char.Torso
                    CF = Torso.CFrame
                    Human.PlatformStand = true
                    VelUp = Instance.new("BodyVelocity")
                    VelUp.velocity = Vector3.new(0, 45, 0) + Torso.CFrame.lookVector * 30 --Middle (0,0,0). Change for height.
                    VelUp.P = VelUp.P * 2
                    VelUp.maxForce = Vector3.new(10000, 10000, 10000) * 999
                    VelUp.Parent = Torso
                    coroutine.resume(coroutine.create(Down), VelUp)
                    Gyro = Instance.new("BodyGyro")
                    Gyro.P = Gyro.P * 10
                    Gyro.maxTorque = Vector3.new(100000, 100000, 100000) * 999
                    Gyro.cframe = CF
                    Gyro.Parent = Torso
                    for i = 1, 3 do --The amount of time your guy flips.
                        Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -7, 0, 0) --The amount of flips. 1 = -16, 2 = -8
                        wait()
                    end
                    for i = 1, 6 do --The amount of time your guy flips.
                        Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -40, 0, 0) --The amount of flips. 1 = -16, 2 = -8
                        wait()
                    end
                    wait(0.2)
                    for i = 1, 10 do --The amount of time your guy flips.
                        Gyro.cframe = Gyro.cframe * CFrame.fromEulerAnglesXYZ(math.pi / -7, 0, 0) --The amount of flips. 1 = -16, 2 = -8
                        wait()
                    end
                    Gyro.cframe = CF
                    wait()
                    Gyro:Remove()
                    Human.PlatformStand = false
                    _restoreproperties()
                    debounce = false
                end
                function onActive(mouse)
                    player = game.Players.LocalPlayer
                    if player == nil then
                        return
                    end
                    mouse.Button1Down:connect(
                        function()
                            Flip()
                        end
                    )
                end
                Dive.Selected:connect(onActive)
            end
        )

Features & Information

Gives you a flip tool (I didnt code the tool I ported the old roblox tool from studio and added a CharacterAdded hook)
#flip#troll#funny#universal

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