
Key RequiredUniversal

local plr = game:GetService("Players").LocalPlayer
local chr = plr.Character
local cmt = {
Angles = function(x,y,z,useRad)
if not useRad then
return CFrame.Angles(x,y,z)
else
return CFrame.Angles(math.rad(x),math.rad(y),math.rad(z))
end
end
}
local imt = {
CreateWeld = function(p1,p2,c0,c1)
c0,c1 = c0 or CFrame.new(0,0,0),c1 or CFrame.new(0,0,0)
local weld = Instance.new("Motor6D",p1)
weld.Part0,weld.Part1 = p1,p2
weld.C0,weld.C1 = c0,c1
return weld
end,
New = function(type,args)
local instance = Instance.new(type)
for i,v in pairs(args) do
pcall(function()
instance[i] = v
end)
end
return instance
end,
Remove = function(instance,time)
time = time or 0
game:GetService("Debris"):AddItem(instance,time)
end
}
local math = setmetatable({random = function(minNum,maxNum,div) div = div or 1 return math.random(minNum * div,maxNum * div)/div end},{__index = math})
local CFrame = setmetatable(cmt,{__index = CFrame})
local Instance = setmetatable(imt,{__index = Instance})
local stepped = game:GetService("RunService").Stepped
--BasicFunctions
local ins = Instance.new
local v3 = Vector3.new
local cf = CFrame.new
local angles = CFrame.Angles
local rad = math.rad
local huge = math.huge
local cos = math.cos
local sin = math.sin
local tan = math.tan
local ray = Ray.new
local random = math.random
local ud = UDim.new
local ud2 = UDim2.new
local c3 = Color3.new
local rgb = Color3.fromRGB
local bc = BrickColor.new
--Variables
local plr = game:GetService("Players").LocalPlayer
local plrg = plr.PlayerGui
local char = plr.Character
local h = char.Head
local t = char.Torso
local ra = char["Right Arm"]
local la = char["Left Arm"]
local rl = char["Right Leg"]
local ll = char["Left Leg"]
local rut = char.HumanoidRootPart
local hum = char:FindFirstChildOfClass("Humanoid")
local necno = t.Neck
local rutjno = rut.RootJoint
local rsno = t["Right Shoulder"]
local lsno = t["Left Shoulder"]
local rhno = t["Right Hip"]
local lhno = t["Left Hip"]
--
local change = 1
local sine = 0
local ws = 8
local jp = 35
local songPos = 1
local jok = false
local sprint = false
local sitting = false
local laying = false
local crying = false
local wsGrow = false
local muted = false
local anim = "Idle"
local asset = "rbxassetid://"
local songs = {
2734040079,
1179830130,
152675132,
1467405749,
411386717,
3517565766,
509308446
}
--
necc0,necc1=cf(0,t.Size.Y/2,0),cf(0,-h.Size.Y/2,0)
rutjc0,rutjc1=cf(0,0,0),cf(0,0,0)
rsc0,rsc1=cf(t.Size.X/2,t.Size.Y/4,0),cf(-ra.Size.X/2,ra.Size.Y/4,0)
lsc0,lsc1=cf(-t.Size.X/2,t.Size.Y/4,0),cf(la.Size.X/2,la.Size.Y/4,0)
rhc0,rhc1=cf(t.Size.X/4,-t.Size.Y/2,0),cf(0,rl.Size.Y/2,0)
lhc0,lhc1=cf(-t.Size.X/4,-t.Size.Y/2,0),cf(0,ll.Size.Y/2,0)
if char:FindFirstChild("Animate") then
char.Animate:Destroy()
end
if hum:FindFirstChildOfClass("Animator") then
hum.Animator:Destroy()
end
--Creating new joints
local nec = ins("Motor6D",t) nec.Name = "Neck" nec.Part0 = t nec.Part1 = h
local rutj = ins("Motor6D",rut) rutj.Name = "RootJoint" rutj.Part0 = t rutj.Part1 = rut
local rs = ins("Motor6D",t) rs.Name = "Right Shoulder" rs.Part0 = t rs.Part1 = ra
local ls = ins("Motor6D",t) ls.Name = "Left Shoulder" ls.Part0 = t ls.Part1 = la
local rh = ins("Motor6D",t) rh.Name = "Right Hip" rh.Part0 = t rh.Part1 = rl
local lh = ins("Motor6D",t) lh.Name = "Left Hip" lh.Part0 = t lh.Part1 = ll
--Removing old joints
--[[
necno.Parent = nil
rutjno.Parent = nil
rsno.Parent = nil
lsno.Parent = nil
rhno.Parent = nil
lhno.Parent = nil
]]
--Setting CFrames
nec.C1 = necc1
nec.C0 = necc0
rs.C1 = rsc1
rs.C0 = rsc0
ls.C1 = lsc1
ls.C0 = lsc0
rh.C1 = rhc1
rh.C0 = rhc0
lh.C1 = lhc1
lh.C0 = lhc0
rutj.C1 = rutjc1
rutj.C0 = rutjc0
local mus = Instance.New("Sound",{Looped = true,Volume = .5,SoundId = asset..songs[songPos],Parent = t})
local vroOm = Instance.New("Sound",{Looped = true,Volume = 7.5,SoundId = asset..2658538628,Parent = t})
if jok then
mus:Play()
end
function swait()
stepped:Wait()
end
function rayc(spos,direc,ignore,dist)
return workspace:FindPartOnRayWithIgnoreList(ray(spos,direc.Unit * dist),ignore,false,false)
end
function tween(instance,args,info,playOnCreate)
if instance and args then
playOnCreate = playOnCreate or true
info = info or TweenInfo.new(
1,
Enum.EasingStyle.Linear,
Enum.EasingDirection.In,
0,
false,
0
)
if typeof(info) == "table" then
info = TweenInfo.new(unpack(info))
end
local tween = game:GetService("TweenService"):Create(instance,info,args)
if playOnCreate then
tween:Play()
end
return tween
end
end
function rem(type,input)
if string.lower(typeof(input)) == "string" then input = string.lower(input) end
if type == "keyDown" then
if input == "leftcontrol" then
sprint = not sprint
elseif input == "n" then
jok = not jok
elseif input == "z" then
sitting = not sitting
laying = false
crying = false
elseif input == "x" then
sitting = false
laying = not laying
crying = false
elseif input == "c" and plr.UserId == 90745958 then
sitting = false
laying = false
crying = not crying
elseif input == "l" then
songPos = songPos + 1
if songPos > #songs then
songPos = 1
end
mus.SoundId = asset..songs[songPos]
mus:Play()
mus.TimePosition = 0
elseif input == "m" then
muted = not muted
end
elseif type == "keyUp" then
end
end
stepped:Connect(function()
sine = sine + change
local dir = hum.MoveDirection
if dir.Magnitude == 0 then dir = rut.Velocity/10 end
local Ccf = rut.CFrame
local Walktest1 = dir*Ccf.LookVector
local Walktest2 = dir*Ccf.RightVector
local rotfb = Walktest1.X+Walktest1.Z
local rotrl = Walktest2.X+Walktest2.Z
local hit,pos,rot = rayc(rut.Position,-rut.CFrame.UpVector,{char},4.5)
local verVel = rut.Velocity.y
local horVel = (rut.Velocity * v3(1,0,1)).Magnitude
if mus.Parent ~= t then
Instance.Remove(mus)
mus = Instance.New("Sound",{Looped = true,Volume = .5,SoundId = asset..songs[songPos],Parent = t})
mus:Play()
end
if vroOm.Parent ~= t then
Instance.Remove(vroOm)
vroOm = Instance.New("Sound",{Looped = true,Volume = 7.5,SoundId = asset..2658538628,Parent = t})
end
if rotfb > 1 then
rotfb = 1
elseif rotfb < -1 then
rotfb = -1
end
if rotrl > 1 then
rotrl = 1
elseif rotrl < -1 then
rotrl = -1
end
if jok then
if not sprint then
ws = 16
else
if not wsGrow then
ws = 6
end
end
jp = 65
if not muted then
mus:Resume()
else
mus:Stop()
end
else
if not sprint then
ws = 8
else
ws = 38
end
jp = 35
mus:Stop()
end
hum.WalkSpeed = ws
hum.JumpPower = jp
local sn = 0 if plr.Name == "vlad20020" and random(0,1,50) == .6 then sn = random(5,10) end
if anim == "walk" and hit then
if not jok then
nec.C1 = nec.C1:Lerp(necc1 * cf(0,0,0) * angles(cos(sine/3) * 5,0,0,true) * angles(-rotfb/15,rotrl/2,0),.2)
rutj.C1 = rutj.C1:Lerp(rutjc1 * cf(0,.2 * cos(sine/3),0) * angles(sin(sine/3) * 2.5,sin(sine/6) * 2.5,0,true) * angles(-rotfb/12.5,0,-rotrl/8.5),.2)
rs.C1 = rs.C1:Lerp(rsc1 * cf(.05 - .05 * cos(sine/3),0,.1 * cos(sine/6) * rotfb) * angles(-10 - sin(sine/6) * 40 * rotfb,-sin(sine/6) * 25 * rotfb,0,true),.2)
ls.C1 = ls.C1:Lerp(lsc1 * cf(-.05 + .05 * cos(sine/3),0,-.1 * cos(sine/6) * rotfb) * angles(-10 + sin(sine/6) * 40 * rotfb,-sin(sine/6) * 25 * rotfb,0,true),.2)
rh.C1 = rh.C1:Lerp(rhc1 * cf(0,.2 * cos(sine/6),.3 * -cos(sine/6)) * angles((7.5 * math.abs(rotfb)) + sin(sine/6) * 40 * rotfb,sin(sine/6) * 5,sin(sine/6) * 40 * rotrl,true),.2)
lh.C1 = lh.C1:Lerp(lhc1 * cf(0,-.2 * cos(sine/6),.3 * cos(sine/6)) * angles((7.5 * math.abs(rotfb)) - sin(sine/6) * 40 * rotfb,sin(sine/6) * 5,-sin(sine/6) * 40 * rotrl,true),.2)
wsGrow = false
vroOm:Stop()
else
nec.C1 = nec.C1:Lerp(necc1 * cf(0,0,0) * angles(sin(sine/5) * 15,sin(sine/10) * 20,0,true) * angles(-rotfb/10,rotrl/2,0),.2)
rutj.C1 = rutj.C1:Lerp(rutjc1 * cf(0,cos(sine/5) * 2.5,0) * angles(0,sin(sine/10) * 20,0,true) * angles(-rotfb/5,0,-rotrl/5),.2)
rs.C1 = rs.C1:Lerp(rsc1 * cf(0,0,sin(sine/10) * 2.5 * rotfb) * angles(-15 + (sin(-sine/10) * 60 * rotfb),(-sin(sine/10) * 20) * rotfb,0,true),.2)
ls.C1 = ls.C1:Lerp(lsc1 * cf(0,0,-sin(sine/10) * 2.5 * rotfb) * angles(-15 + (sin(sine/10) * 60 * rotfb),(-sin(sine/10) * 20) * rotfb,0,true),.2)
rh.C1 = rh.C1:Lerp(rhc1 * cf((sin(sine/10) * 2.5) * rotrl,cos(sine/10) * 2.5,(-sin(sine/10) * 2.5) * rotfb) * angles(6.5 - (-sin(sine/10) * 35) * rotfb,sin(sine/10) * 10,(sin(sine/10) * 35) * rotrl,true),.2)
lh.C1 = lh.C1:Lerp(lhc1 * cf((-sin(sine/10) * 2.5) * rotrl,-cos(sine/10) * 2.5,(sin(sine/10) * 2.5) * rotfb) * angles(6.5 - (sin(sine/10) * 35) * rotfb,sin(sine/10) * 10,(-sin(sine/10) * 35) * rotrl,true),.2)
wsGrow = false
vroOm:Stop()
end
elseif anim == "run" and hit then
if not jok then
nec.C1 = nec.C1:Lerp(necc1 * cf(0,0,0) * angles(cos(sine/3) * 7.5,sin(sine/6) * 5,0,true) * angles(-rotfb/10,rotrl/2,0),.2)
rutj.C1 = rutj.C1:Lerp(rutjc1 * cf(0,.4 * cos(sine/3),0) * angles(sin(sine/3) * 4,sin(sine/6) * 7.5,0,true) * angles(-rotfb/5,0,-rotrl/5),.2)
rs.C1 = rs.C1:Lerp(rsc1 * cf(.1 - .1 * cos(sine/3),0,-.15 - .2 * cos(sine/6) * rotfb) * angles(-15 - sin(sine/6) * 110 * rotfb,-sin(sine/6) * 25 * rotfb,-10,true),.2)
ls.C1 = ls.C1:Lerp(lsc1 * cf(-.1 + .1 * cos(sine/3),0,-.15 +.2 * cos(sine/6) * rotfb) * angles(-15 + sin(sine/6) * 110 * rotfb,-sin(sine/6) * 25 * rotfb,10,true),.2)
rh.C1 = rh.C1:Lerp(rhc1 * cf(0,.5 * cos(sine/6),.75 * -cos(sine/6)) * angles((7.5 * math.abs(rotfb)) + (sin(sine/6) * 80 * rotfb),sin(sine/6) * 15,sin(sine/6) * 60 * rotrl,true),.2)
lh.C1 = lh.C1:Lerp(lhc1 * cf(0,.5 * -cos(sine/6),.75 * cos(sine/6)) * angles((7.5 * math.abs(rotfb)) + (-sin(sine/6) * 80 * rotfb),sin(sine/6) * 15,-sin(sine/6) * 60 * rotrl,true),.2)
wsGrow = false
vroOm:Stop()
else
nec.C1 = nec.C1:Lerp(necc1 * cf(0,0,0) * angles(0,0,0,true) * angles(-rotfb * 1.5,0,0),.2)
rutj.C1 = rutj.C1:Lerp(rutjc1 * cf(0,-math.abs(rotfb * 1.5) + 1 * sin(sine),0) * angles(sin(sine) * 25,0,cos(sine) * 15,true) * angles(-rotfb * 1.5,0,-rotrl * 1.5),.2)
rs.C1 = rs.C1:Lerp(rsc1 * cf(0,0,0) * angles(-sine * 50 * (ws/750) * rotfb,sin(sine) * 200,sine * 50 * (ws/750) * rotrl,true),.2)
ls.C1 = ls.C1:Lerp(lsc1 * cf(0,0,0) * angles(-sine * 50 * (ws/750) * rotfb,sin(sine) * 200,sine * 50 * (ws/750) * rotrl,true),.2)
rh.C1 = rh.C1:Lerp(rhc1 * cf(0,0,1 * sin(sine/5) * 5 * (ws/750)) * angles(sine * 50 * (ws/750) * rotfb,0,sine * 50 * (ws/750) * rotrl,true),.2)
lh.C1 = lh.C1:Lerp(lhc1 * cf(0,0,-1 * sin(sine/5) * 5 * (ws/750)) * angles(sine * 50 * (ws/750) * rotfb,0,sine * 50 * (ws/750) * rotrl,true),.2)
vroOm:Resume()
if vroOm.TimePosition > vroOm.TimeLength -.1 then
vroOm.TimePosition = 8.5
end
if vroOm.TimePosition < .1 then
ws = 6
end
if vroOm.TimePosition < 8.5 then
ws = ws + .01
else
ws = 750
wsGrow = true
end
end
elseif anim == "jump" and not hit then
nec.C1 = nec.C1:Lerp(necc1 * cf(0,0,0) * angles(0,0,0,true),.2)
rutj.C1 = rutj.C1:Lerp(rutjc1 * cf(0,0,0) * angles(0,0,0,true) * angles(-rotfb/5,0,-rotrl/5),.2)
rs.C1 = rs.C1:Lerp(rsc1 * cf(0,0,0) * angles(0,0,0,true),.2)
ls.C1 = ls.C1:Lerp(lsc1 * cf(0,0,0) * angles(0,0,0,true),.2)
rh.C1 = rh.C1:Lerp(rhc1 * cf(0,0,0) * angles(0,0,0,true),.2)
lh.C1 = lh.C1:Lerp(lhc1 * cf(0,0,0) * angles(0,0,0,true),.2)
elseif anim == "fall" and not hit then
nec.C1 = nec.C1:Lerp(necc1 * cf(0,0,0) * angles(0,0,0,true),.2)
rutj.C1 = rutj.C1:Lerp(rutjc1 * cf(0,0,0) * angles(0,0,0,true) * angles(-rotfb/5,0,-rotrl/5),.2)
rs.C1 = rs.C1:Lerp(rsc1 * cf(0,0,0) * angles(sin(sine/10) * 5,cos(sine/10) * 5,0,true),.2)
ls.C1 = ls.C1:Lerp(lsc1 * cf(0,0,0) * angles(-sin(sine/10) * 5,-cos(sine/10) * 5,0,true),.2)
rh.C1 = rh.C1:Lerp(rhc1 * cf(0,0,0) * angles(0,0,0,true),.2)
lh.C1 = lh.C1:Lerp(lhc1 * cf(0,0,0) * angles(0,0,0,true),.2)
elseif anim == "idle" and hit then
if not jok or sitting or laying or crying then
nec.C1 = nec.C1:Lerp(necc1 * cf(0,0,0) * angles(cos(sine/20) * 4,sin(sine/80) * 10,0,true) * angles(random(-sn,sn),random(-sn,sn),random(-sn,sn),true),.2)
rutj.C1 = rutj.C1:Lerp(rutjc1 * cf(sin(sine/80)/20,sin(sine/20)/15,sin(sine/30)/17.5) * angles(sin(sine/20) * .9,sin(sine/60) * 2.25,sin(sine/80) * 2.25,true),.2)
rs.C1 = rs.C1:Lerp(rsc1 * cf(0,sin(sine/20)/15,0) * angles((cos(sine/20) * 4),sin(sine/20) * 1.8,(sin(sine/80) * 2.25) + (cos(sine/20) * 2.25),true),.2)
ls.C1 = ls.C1:Lerp(lsc1 * cf(0,sin(sine/20)/15,0) * angles((cos(sine/20) * 4),-sin(sine/20) * 1.8,(sin(sine/80) * 2.25) + (-cos(sine/20) * 2.25),true),.2)
rh.C1 = rh.C1:Lerp(rhc1 * cf(0,(sin(sine/20)/15) + (sin(sine/80)/25),0) * angles((sin(sine/20) * 1.8) - (sin(sine/30) * 2.25) + (sin(sine/60) * 1.35),sin(sine/60) * 2.25,(sin(sine/80) * 3.25),true),.2)
lh.C1 = lh.C1:Lerp(lhc1 * cf(0,(sin(sine/20)/15) - (sin(sine/80)/25),0) * angles((sin(sine/20) * 1.8) - (sin(sine/30) * 2.25) - (sin(sine/60) * 1.35),sin(sine/60) * 2.25,(sin(sine/80) * 3.25),true),.2)
wsGrow = false
vroOm:Stop()
elseif jok and not sitting and not laying and not crying then
nec.C1 = nec.C1:Lerp(necc1 * cf(0,0,0) * angles(-cos(sine/10) * sin(sine/20) * 45,sin(sine/20) * cos(sine/40) * 30,sin(sine/30) * cos(sine/60) * 20,true),.2)
rutj.C1 = rutj.C1:Lerp(rutjc1 * cf(.25 * sin(sine/30) * cos(sine/60),-.65 + 1 * sin(sine/10) * cos(sine/20),0) * angles(sin(sine/10) * cos(sine/20) * 35,0,sin(sine/30) * cos(sine/60) * 10,true),.2)
rs.C1 = rs.C1:Lerp(rsc1 * cf(0,.25 - .25 * sin(sine/20) * cos(sine/10),.25 * sin(sine/10) * cos(sine/20)) * angles(-105 + sin(sine/20) * cos(sine/10) * 65,sin(sine/20) * cos(sine/60) * 5,sin(sine/10) * cos(sine/20) * 70,true),.2)
ls.C1 = ls.C1:Lerp(lsc1 * cf(0,.25 - .25 * sin(sine/20) * cos(sine/10),.25 * sin(sine/10) * cos(sine/20)) * angles(-105 + sin(sine/20) * cos(sine/10) * 65,sin(sine/20) * cos(sine/60) * 5,sin(sine/10) * cos(sine/20) * -70,true),.2)
rh.C1 = rh.C1:Lerp(rhc1 * cf(0,-.625 + 1 * sin(sine/10) * cos(sine/20),.25 - .5 * sin(sine/10) * cos(sine/20)) * angles(10 + sin(sine/10) * cos(sine/20) * 40,0,sin(sine/30) * cos(sine/60) * 17.5,true),.2)
lh.C1 = lh.C1:Lerp(lhc1 * cf(0,-.625 + 1 * sin(sine/10) * cos(sine/20),.25 - .5 * sin(sine/10) * cos(sine/20)) * angles(10 + sin(sine/10) * cos(sine/20) * 40,0,sin(sine/30) * cos(sine/60) * 17.5,true),.2)
wsGrow = false
vroOm:Stop()
end
end
if verVel > 20 then
anim = "jump"
change = 1
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(5,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,0,0) * angles(-5,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(0,-.15,-.25) * angles(150,10,12.5,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(0,-.15,-.25) * angles(155,-10,-12.5,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,.5,-.35) * angles(-12.5,0,5,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,.2,-.15) * angles(-2.5,0,-5,true),.2)
elseif verVel < -20 then
anim = "fall"
change = 1
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(-7.5,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,0,0) * angles(5,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(.25,-.25,0) * angles(0,10,110,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(-.25,-.25,0) * angles(0,-10,-110,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,.2,-.15) * angles(-2.5,0,5,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,.5,-.35) * angles(-12.5,0,-5,true),.2)
elseif horVel > 5 and verVel > -20 and verVel < 20 then
if not sprint then
anim = "walk"
if not jok then
change = .6
else
change = 1
end
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(0,0,0) * angles(0,0,0,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,0,0) * angles(0,0,0,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,0,0) * angles(0,0,0,true),.2)
else
anim = "run"
if not jok then
change = .9
else
change = 1
end
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(0,0,0) * angles(0,0,0,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,0,0) * angles(0,0,0,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,0,0) * angles(0,0,0,true),.2)
end
elseif horVel < 5 and verVel > -20 and verVel < 20 then
anim = "idle"
change = 1
if not sitting and not laying and not crying then
if not jok then
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(0,0,0) * angles(.5,0,-.5,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(0,0,0) * angles(.5,0,.5,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,0,0) * angles(0,-2.5,2,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,0,0) * angles(0,2.5,-2,true),.2)
else
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(0,0,0) * angles(0,0,0,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(0,0,0) * angles(0,0,0,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,0,0) * angles(0,0,5,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,0,0) * angles(0,0,-5,true),.2)
end
elseif sitting and not laying and not crying then
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(-20,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,1.75,0) * angles(-15,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(-.1,-.5,.15) * angles(-20,-60,10,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(0,-.25,-.2) * angles(70,-60,60,true) * angles(40,0,0,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,0,0) * angles(70,7.5,5,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,1.25,-.5) * angles(10,-10,-5,true),.2)
elseif not sitting and laying and not crying then
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(-35,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,0,-2.4) * angles(-87.5,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(-.1,.75,-.25) * angles(195,0,-65,true) * angles(0,90,0,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(.125,-.3,-.05) * angles(90,20,85,true) * angles(-30,20,0,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,.25,-1) * angles(-55,20,7.5,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,0,0) * angles(2,-7.5,5,true),.2)
elseif not sitting and not laying and crying then
nec.C0 = nec.C0:Lerp(necc0 * cf(0,0,0) * angles(-80,0,0,true),.2)
rutj.C0 = rutj.C0:Lerp(rutjc0 * cf(0,1.9,0) * angles(10,0,0,true),.2)
rs.C0 = rs.C0:Lerp(rsc0 * cf(-.25,-.475,-.8) * angles(85,0,-80,true) * angles(0,100,0,true),.2)
ls.C0 = ls.C0:Lerp(lsc0 * cf(.25,-.4,-.75) * angles(80,0,85,true) * angles(0,-87.5,0,true),.2)
rh.C0 = rh.C0:Lerp(rhc0 * cf(0,1.85,-.75) * angles(5,-5,-5,true),.2)
lh.C0 = lh.C0:Lerp(lhc0 * cf(0,1.85,-.7) * angles(3.5,5,5,true),.2)
end
end
end)
local uis = game:GetService("UserInputService")
uis.InputBegan:Connect(function(io,ip)
if io.UserInputType == Enum.UserInputType.Keyboard and not ip then
rem("keyDown",io.KeyCode.Name)
end
end)
uis.InputChanged:Connect(function(io,ip)
if io.UserInputType == Enum.UserInputType.Keyboard and not ip then
rem("keyDown",io.KeyCode.Name)
end
end)
uis.InputEnded:Connect(function(io,ip)
if io.UserInputType == Enum.UserInputType.Keyboard and not ip then
rem("keyUp",io.KeyCode.Name)
end
end)
game:GetService("RunService").RenderStepped:Connect(function()
hum.CameraOffset = hum.CameraOffset:Lerp((rut.CFrame*CFrame.new(0,1.5,0)):PointToObjectSpace(h.Position),.1)
end)
function randomstring()
local length = math.random(10, 20)
local array = {}
for i = 1, length do
array[i] = string.char(math.random(32, 126))
end
return table.concat(array)
end



key bins
@CooI n z x c l
Isn't oxide reanimate dead?
@morancaleefab yeah but you can Still use it