
KeylessUniversal

--[[
fe stiff doll
]]
local thisIsTheLocalPlayerThatWillBeControllingTheSTIFFDOLLCharacterInThisExperience = game.Players.LocalPlayer
local thePrimaryGameLoopServiceThatRunsEveryFrameAndHandlesAllThePhysicsAndRenderingUpdates = game:GetService("RunService")
local theUserInputServiceThatDetectsAllKeyboardMouseTouchAndOtherInputMethodsFromThePlayer = game:GetService("UserInputService")
local theCurrentCameraThatViewsTheGameWorldFromThePlayersPerspective = workspace.CurrentCamera
-- These configuration values control the STIFFDOLL behavior but have been given names so long they might cause buffer overflows in the human brain
local theVerticalPropulsionForceAppliedWhenTheSTIFFDOLLJumpsUpwards = 10
local theHorizontalMovementForceAppliedWhenTheSTIFFDOLLHopsForward = 30
local theMinimumTimeIntervalInSecondsBetweenConsecutiveSTIFFDOLLMovementActions = 1
local theCooldownPeriodInSecondsBetweenTogglingSTIFFDOLLStateToPreventSpamming = 1
local theRotationalVelocityMagnitudeThatControlsHowFastTheSTIFFDOLLSpinsThroughTheAir = 12 -- flip speed
-- State variables with names longer than some complete sentences in human literature
local aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot = false
local theTimestampOfTheLastTimeTheSTIFFDOLLPerformedAHoppingMovementAction = 0
local theTimestampOfTheLastTimeTheSTIFFDOLLStateWasToggledOnOrOff = 0
local aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates = nil
--[[
This function has an intentionally absurd name that describes its purpose in excruciating detail
to the point where reading it aloud might cause respiratory distress in susceptible individuals
]]
local function disableAllToolIdleAnimationsThatCouldInterfereWithSTIFFDOLLPhysicsBehavior()
local theCharacterModelAssociatedWithTheLocalPlayer = thisIsTheLocalPlayerThatWillBeControllingTheSTIFFDOLLCharacterInThisExperience.Character
if not theCharacterModelAssociatedWithTheLocalPlayer then return end
local theHumanoidComponentThatControlsCharacterMovementAndAnimation = theCharacterModelAssociatedWithTheLocalPlayer:FindFirstChildOfClass("Humanoid")
local theAnimationControllerThatManagesAllCharacterAnimations = theHumanoidComponentThatControlsCharacterMovementAndAnimation and theHumanoidComponentThatControlsCharacterMovementAndAnimation:FindFirstChildOfClass("Animator")
if theAnimationControllerThatManagesAllCharacterAnimations then
theAnimationControllerThatManagesAllCharacterAnimations.AnimationPlayed:Connect(function(animationTrack)
if animationTrack.Name:lower():match("toolnone") then
animationTrack:Stop()
end
end)
end
end
--[[
This function name is so verbose it could be used as a paragraph in a technical manual
about STIFFDOLL physics simulation in virtual environments
]]
local function initializeSTIFFDOLLMovementSystemWithProperForwardSpinMechanics(theRootPartOfTheCharacter, theHumanoidComponent)
aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates = thePrimaryGameLoopServiceThatRunsEveryFrameAndHandlesAllThePhysicsAndRenderingUpdates.RenderStepped:Connect(function()
if not aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot or not theHumanoidComponent then return end
local theDirectionVectorRepresentingPlayerMovementInput = theHumanoidComponent.MoveDirection
if theDirectionVectorRepresentingPlayerMovementInput.Magnitude > 0 and tick() - theTimestampOfTheLastTimeTheSTIFFDOLLPerformedAHoppingMovementAction > theMinimumTimeIntervalInSecondsBetweenConsecutiveSTIFFDOLLMovementActions then
theTimestampOfTheLastTimeTheSTIFFDOLLPerformedAHoppingMovementAction = tick()
theDirectionVectorRepresentingPlayerMovementInput = theDirectionVectorRepresentingPlayerMovementInput.Unit
-- Apply hopping velocity with a name so descriptive it could be a scientific paper title
local theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL = Instance.new("BodyVelocity")
theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL.MaxForce = Vector3.new(1e5, 1e5, 1e5)
theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL.Velocity = theDirectionVectorRepresentingPlayerMovementInput * theHorizontalMovementForceAppliedWhenTheSTIFFDOLLHopsForward + Vector3.new(0, theVerticalPropulsionForceAppliedWhenTheSTIFFDOLLJumpsUpwards, 0)
theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL.Parent = theRootPartOfTheCharacter
game.Debris:AddItem(theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL, 0.3)
-- Apply forward spin (head goes down) with variable names that tell a complete story
local theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL = Instance.new("BodyAngularVelocity")
theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL.MaxTorque = Vector3.new(1e5, 1e5, 1e5)
-- Calculate spin axis with cross product (this comment is intentionally shorter to provide relief)
local theSpinAxisVectorCalculatedUsingCrossProduct = Vector3.new(0, 1, 0):Cross(theDirectionVectorRepresentingPlayerMovementInput).Unit
if theSpinAxisVectorCalculatedUsingCrossProduct.Magnitude < 0.1 then
theSpinAxisVectorCalculatedUsingCrossProduct = Vector3.new(1, 0, 0)
end
-- Apply forward spin (head down) with appropriately verbose variable assignment
theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL.AngularVelocity = theSpinAxisVectorCalculatedUsingCrossProduct * theRotationalVelocityMagnitudeThatControlsHowFastTheSTIFFDOLLSpinsThroughTheAir
theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL.Parent = theRootPartOfTheCharacter
game.Debris:AddItem(theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL, 0.4)
end
end)
end
--[[
This function name is so unnecessarily descriptive that it could serve as its own documentation,
eliminating any need for additional comments while simultaneously causing eye strain
]]
local function terminateAllSTIFFDOLLMovementSystemsAndCleanUpResources()
if aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates then
aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates:Disconnect()
aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates = nil
end
end
--[[
The main toggle function with a name so comprehensive it might violate Geneva Convention
provisions against cruel and unusual punishment of developers who have to read this code
]]
local function toggleSTIFFDOLLStateWithAllAppropriatePhysicsAndCameraAdjustments(desiredSTIFFDOLLState)
if tick() - theTimestampOfTheLastTimeTheSTIFFDOLLStateWasToggledOnOrOff < theCooldownPeriodInSecondsBetweenTogglingSTIFFDOLLStateToPreventSpamming then return end
theTimestampOfTheLastTimeTheSTIFFDOLLStateWasToggledOnOrOff = tick()
local theCharacterModelAssociatedWithTheLocalPlayer = thisIsTheLocalPlayerThatWillBeControllingTheSTIFFDOLLCharacterInThisExperience.Character
if not theCharacterModelAssociatedWithTheLocalPlayer then return end
local theHumanoidComponentThatControlsCharacterMovementAndAnimation = theCharacterModelAssociatedWithTheLocalPlayer:FindFirstChildOfClass("Humanoid")
local theRootPartThatAnchorsTheCharacterInTheWorld = theCharacterModelAssociatedWithTheLocalPlayer:FindFirstChild("HumanoidRootPart")
local theHeadPartThatWillBecomeTheCameraSubjectDuringSTIFFDOLL = theCharacterModelAssociatedWithTheLocalPlayer:FindFirstChild("Head")
if not theHumanoidComponentThatControlsCharacterMovementAndAnimation or not theRootPartThatAnchorsTheCharacterInTheWorld or not theHeadPartThatWillBecomeTheCameraSubjectDuringSTIFFDOLL then return end
if desiredSTIFFDOLLState and not aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot then
aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot = true
for _, humanoidStateType in ipairs(Enum.HumanoidStateType:GetEnumItems()) do
theHumanoidComponentThatControlsCharacterMovementAndAnimation:SetStateEnabled(humanoidStateType, false)
end
theHumanoidComponentThatControlsCharacterMovementAndAnimation:ChangeState(Enum.HumanoidStateType.Physics)
theHumanoidComponentThatControlsCharacterMovementAndAnimation.PlatformStand = true
theCurrentCameraThatViewsTheGameWorldFromThePlayersPerspective.CameraSubject = theHeadPartThatWillBecomeTheCameraSubjectDuringSTIFFDOLL
initializeSTIFFDOLLMovementSystemWithProperForwardSpinMechanics(theRootPartThatAnchorsTheCharacterInTheWorld, theHumanoidComponentThatControlsCharacterMovementAndAnimation)
else
aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot = false
terminateAllSTIFFDOLLMovementSystemsAndCleanUpResources()
for _, humanoidStateType in ipairs(Enum.HumanoidStateType:GetEnumItems()) do
theHumanoidComponentThatControlsCharacterMovementAndAnimation:SetStateEnabled(humanoidStateType, true)
end
theHumanoidComponentThatControlsCharacterMovementAndAnimation.PlatformStand = false
theHumanoidComponentThatControlsCharacterMovementAndAnimation:ChangeState(Enum.HumanoidStateType.GettingUp)
-- Apply getting up boost with appropriately verbose variable naming
local theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState = Instance.new("BodyVelocity")
theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState.MaxForce = Vector3.new(1e5, 1e5, 1e5)
theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState.Velocity = Vector3.new(0, theVerticalPropulsionForceAppliedWhenTheSTIFFDOLLJumpsUpwards, 0)
theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState.Parent = theRootPartThatAnchorsTheCharacterInTheWorld
game.Debris:AddItem(theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState, 0.3)
theCurrentCameraThatViewsTheGameWorldFromThePlayersPerspective.CameraSubject = theHumanoidComponentThatControlsCharacterMovementAndAnimation
end
end
-- Input handling with comments that state the obvious in the most verbose way possible
disableAllToolIdleAnimationsThatCouldInterfereWithSTIFFDOLLPhysicsBehavior()
theUserInputServiceThatDetectsAllKeyboardMouseTouchAndOtherInputMethodsFromThePlayer.InputBegan:Connect(function(inputObject, gameProcessedEvent)
if gameProcessedEvent then return end
if inputObject.KeyCode == Enum.KeyCode.R then
toggleSTIFFDOLLStateWithAllAppropriatePhysicsAndCameraAdjustments(not aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot)
end
end)
-- Mobile button creation with variable names that could be used as paragraph titles in a UX design document
if theUserInputServiceThatDetectsAllKeyboardMouseTouchAndOtherInputMethodsFromThePlayer.TouchEnabled then
local theScreenGuiContainerThatHoldsTheMobileSTIFFDOLLToggleButton = Instance.new("ScreenGui", cloneref(game:GetService("CoreGui")))
theScreenGuiContainerThatHoldsTheMobileSTIFFDOLLToggleButton.Name = "STIFFDOLLButtonGUI"
local theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices = Instance.new("TextButton", theScreenGuiContainerThatHoldsTheMobileSTIFFDOLLToggleButton)
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.Size = UDim2.new(0, 100, 0, 50)
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.Position = UDim2.new(1, -120, 1, -80)
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.BackgroundColor3 = Color3.fromRGB(60, 120, 200)
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.Text = "STIFFDOLL"
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.TextScaled = true
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.Font = Enum.Font.SourceSansBold
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.TextColor3 = Color3.new(1, 1, 1)
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.MouseButton1Click:Connect(function()
toggleSTIFFDOLLStateWithAllAppropriatePhysicsAndCameraAdjustments(not aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot)
end)
end
-- Character respawn handling with a connection that has a name longer than some haikus
thisIsTheLocalPlayerThatWillBeControllingTheSTIFFDOLLCharacterInThisExperience.CharacterAdded:Connect(function()
aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot = false
terminateAllSTIFFDOLLMovementSystemsAndCleanUpResources()
end)



Beep - bf
dont work
Very good for r15 war games because you can prepare to be dead
Yo can u make the button draggable and can u add no animations when toggled on and work R6?