
KeylessUniversal

-- [[ VOID HORROR ENGINE - MOTION UPDATE ]] --
-- [[ FEATURES: PROCEDURAL SWAY + GHOST TRAILS + STABLE EXECUTION ]] --
local Players = game:GetService("Players")
local PhysicsService = game:GetService("PhysicsService")
local RunService = game:GetService("RunService")
local LocalPlayer = Players.LocalPlayer
local function forcePushable(character)
if not character then return end
for _, obj in ipairs(character:GetDescendants()) do
if obj:IsA("BasePart") then
-- Reset to default colliding behavior
obj.CollisionGroup = "Default"
obj.CanCollide = true
obj.Massless = false
-- Strong physical properties for good push feel
obj.CustomPhysicalProperties = PhysicalProperties.new(
0.8, -- Density
0.4, -- Friction
0.3, -- Elasticity
0.8, -- FrictionWeight
0.3 -- ElasticityWeight
)
end
end
local hrp = character:FindFirstChild("HumanoidRootPart")
if hrp then
hrp.CanCollide = true
hrp.CollisionGroup = "Default"
hrp.Massless = false
end
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
humanoid.PlatformStand = false
humanoid.AutoRotate = true
end
end
-- Initial apply
if LocalPlayer.Character then
forcePushable(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:Connect(forcePushable)
-- Aggressive enforcement loop
RunService.Heartbeat:Connect(function()
local character = LocalPlayer.Character
if character then
local hrp = character:FindFirstChild("HumanoidRootPart")
if hrp then
hrp.CollisionGroup = "Default"
hrp.CanCollide = true
hrp.Massless = false
end
for _, part in ipairs(character:GetChildren()) do
if part:IsA("BasePart") then
part.CollisionGroup = "Default"
part.CanCollide = true
part.Massless = false
end
end
end
end)
-- Also try to affect other players on your client for better sync
Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
task.wait(0.5)
for _, part in ipairs(char:GetDescendants()) do
if part:IsA("BasePart") then
part.CanCollide = true
end
end
end)
end)
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local Debris = game:GetService("Debris")
local player = Players.LocalPlayer
local IsExecuting = false
local RenderConn = nil
-- Asset IDs
local SOUND_SNAP = "rbxassetid://13161915543"
local SOUND_DEATH = "rbxassetid://139019913635357"
local KILL_SOUND_ID = "rbxassetid://140361365726819"
local CUSTOM_FACE_ID = "rbxassetid://6395039687"
-- [[ 1. STABILITY SYSTEM ]]
local function enableSelfStability()
RunService.Heartbeat:Connect(function()
local char = player.Character
if not char then return end
local hum = char:FindFirstChildOfClass("Humanoid")
local root = char:FindFirstChild("HumanoidRootPart")
if hum then
hum.MaxHealth = 1e7; hum.Health = 1e7
hum:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
end
if root and not IsExecuting then
if root.Velocity.Magnitude > 70 then root.Velocity = Vector3.zero end
end
end)
end
-- [[ 2. GHOST TRAIL SYSTEM (VISUAL AFTER-IMAGES) ]]
local function createGhost(char)
if IsExecuting then return end
for _, part in pairs(char:GetChildren()) do
if part:IsA("BasePart") and part.Transparency < 1 then
local ghost = part:Clone()
ghost.Parent = workspace
ghost.CanCollide = false
ghost.Anchored = true
ghost.Material = Enum.Material.Neon
ghost.Color = Color3.new(0, 0, 0)
ghost:ClearAllChildren()
-- Rapid fade out
task.spawn(function()
local tween = TweenService:Create(ghost, TweenInfo.new(0.4), {Transparency = 1})
tween:Play()
tween.Completed:Wait()
ghost:Destroy()
end)
end
end
end
-- [[ 3. HORROR VISUALS & PROCEDURAL ANIMATION ]]
local function applyHorrorState(char)
local head = char:WaitForChild("Head", 10)
local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso")
local rootPart = char:FindFirstChild("HumanoidRootPart")
local hum = char:WaitForChild("Humanoid")
if not head or not rootPart or not torso then return end
-- Remove Old Face & Apply Custom Face Texture
for _, v in pairs(head:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end
local customFace = Instance.new("Decal", head)
customFace.Name = "PROTECTED_ASSET"
customFace.Texture = CUSTOM_FACE_ID
customFace.Face = Enum.NormalId.Front
local rootJoint = rootPart:FindFirstChild("RootJoint") or rootPart:FindFirstChild("Root Joint")
local rjC0 = rootJoint and rootJoint.C0 or CFrame.new()
if char:FindFirstChild("Animate") then char.Animate:Destroy() end
if RenderConn then RenderConn:Disconnect() end
local trailCounter = 0
RenderConn = RunService.RenderStepped:Connect(function()
if not char.Parent then return end
local isMoving = hum.MoveDirection.Magnitude > 0
local timer = tick()
-- Trail Logic
if isMoving then
trailCounter = trailCounter + 1
if trailCounter % 5 == 0 then
createGhost(char)
end
end
-- Neon Black Visuals (Preserves Protected Face Asset)
for _, obj in pairs(char:GetChildren()) do
if obj:IsA("BasePart") and obj.Name ~= "PROTECTED_ASSET" then
obj.Color = Color3.new(0, 0, 0); obj.Material = Enum.Material.Neon
elseif obj:IsA("Clothing") or obj:IsA("ShirtGraphic") or (obj:IsA("Accessory") and obj.Name ~= "PROTECTED_ASSET") then
obj:Destroy()
end
end
-- [[ PROCEDURAL MOTION LOGIC ]]
if not IsExecuting then
local speed = isMoving and 12 or 0.6
local intensity = isMoving and 0.4 or 0.08
local jitter = Vector3.new(math.random(-3, 3)/350, math.random(-3, 3)/350, math.random(-3, 3)/350)
local verticalSway = math.sin(timer * speed) * intensity
-- Root Sway
if rootJoint then
rootJoint.C0 = rjC0
* CFrame.new(0, verticalSway, 0)
* CFrame.new(jitter)
* CFrame.Angles(math.rad(isMoving and 15 or 5), 0, math.rad(math.sin(timer * speed) * 2))
end
-- Shoulder and Hip Joints
local rS = torso:FindFirstChild("Right Shoulder") or torso:FindFirstChild("RightShoulder")
local lS = torso:FindFirstChild("Left Shoulder") or torso:FindFirstChild("LeftShoulder")
local rH = torso:FindFirstChild("Right Hip") or torso:FindFirstChild("RightHip")
local lH = torso:FindFirstChild("Left Hip") or torso:FindFirstChild("LeftHip")
if rS and lS and rH and lH then
local armSway = math.sin(timer * speed) * (isMoving and 0.8 or 0.02)
local legSway = math.sin(timer * speed) * (isMoving and 0.6 or 0)
-- Cross-arm swaying
rS.C0 = CFrame.new(1.1, 0.5, 0.1) * CFrame.Angles(armSway, 0, math.rad(10)) * CFrame.new(jitter)
lS.C0 = CFrame.new(-1.1, 0.5, 0.1) * CFrame.Angles(-armSway, 0, math.rad(-10)) * CFrame.new(jitter)
-- Leg swaying
rH.C0 = CFrame.new(0.5, -1, 0) * CFrame.Angles(-legSway, 0, 0)
lH.C0 = CFrame.new(-0.5, -1, 0) * CFrame.Angles(legSway, 0, 0)
end
end
end)
end
-- [[ 4. EXECUTION SYSTEM ]]
local function executeTarget(target)
if IsExecuting or target == player.Character then return end
local char = player.Character
local tHum = target:FindFirstChildOfClass("Humanoid")
local tRoot = target:FindFirstChild("HumanoidRootPart")
local tTorso = target:FindFirstChild("Torso") or target:FindFirstChild("UpperTorso")
local tHead = target:FindFirstChild("Head")
local myTorso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso")
if not tHum or not tRoot or not tHead or not myTorso or tHum.Health <= 0 then return end
IsExecuting = true
tHum.PlatformStand = true
tRoot.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, 0, -1.0)
local snapWeld = Instance.new("Weld", char.HumanoidRootPart)
snapWeld.Part0 = char.HumanoidRootPart; snapWeld.Part1 = tRoot; snapWeld.C0 = CFrame.new(0, 0, -1.0)
local rS = myTorso:FindFirstChild("Right Shoulder") or myTorso:FindFirstChild("RightShoulder")
local lS = myTorso:FindFirstChild("Left Shoulder") or myTorso:FindFirstChild("LeftShoulder")
if rS and lS then
local reachInfo = TweenInfo.new(0.12, Enum.EasingStyle.Quart, Enum.EasingDirection.Out)
TweenService:Create(rS, reachInfo, {C0 = CFrame.new(1, 0.8, -0.8) * CFrame.Angles(math.rad(100), 0, math.rad(-30))}):Play()
TweenService:Create(lS, reachInfo, {C0 = CFrame.new(-1, 0.8, -0.8) * CFrame.Angles(math.rad(100), 0, math.rad(30))}):Play()
end
local sKill = Instance.new("Sound", char.Head); sKill.SoundId = KILL_SOUND_ID; sKill:Play()
local sSnap = Instance.new("Sound", tRoot); sSnap.SoundId = SOUND_SNAP; sSnap.Volume = 10; sSnap:Play()
local neck = tTorso:FindFirstChild("Neck") or tHead:FindFirstChild("Neck")
if neck and neck:IsA("Motor6D") then
local orig = neck.C0
TweenService:Create(neck, TweenInfo.new(0.12, Enum.EasingStyle.Back), {C0 = orig * CFrame.Angles(0, 0, math.rad(115))}):Play()
end
task.wait(0.4)
tHum.Health = 0
for _, v in pairs(target:GetDescendants()) do if v:IsA("Motor6D") or v:IsA("Weld") or v:IsA("Glue") then v:Destroy() end end
for _, part in pairs(target:GetChildren()) do
if part:IsA("BasePart") then
part.CanCollide = true
part.Velocity = Vector3.new(math.random(-30, 30), 40, math.random(-30, 30))
end
end
if snapWeld then snapWeld:Destroy() end
task.wait(0.5)
IsExecuting = false
end
-- [[ 5. DETECTION & BOOT ]]
enableSelfStability()
RunService.Heartbeat:Connect(function()
local char = player.Character
if not char or not char:FindFirstChild("HumanoidRootPart") or IsExecuting then return end
for _, other in pairs(workspace:GetChildren()) do
if other:IsA("Model") and other ~= char and other:FindFirstChild("Humanoid") and other:FindFirstChild("HumanoidRootPart") then
if (other.HumanoidRootPart.Position - char.HumanoidRootPart.Position).Magnitude < 4 then
executeTarget(other)
end
end
end
end)
player.CharacterAdded:Connect(applyHorrorState)
if player.Character then applyHorrorState(player.Character) end
-- [[ STANDALONE EMOTE SCRIPT: ABYSSAL LAUGHTER ]] --
-- [[ ACTION: H-KEY | DURATION: 5s | EFFECT: ULTRA-LOW PITCH + JITTER TEXT ]] --
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local player = Players.LocalPlayer
local IsLaughing = false
local EMOTE_DURATION = 5
local SOUND_ID = "rbxassetid://133951199201598"
-- Current Motion State: 0=None, 1=Nod, 2=LeftRaiseNod
local CurrentMotionMode = 0
-- [[ 1. UI CREATION (FLOATING JITTER TEXT) ]]
local function createLaughUI(parent)
local bgui = Instance.new("BillboardGui")
bgui.Name = "LaughUI"
bgui.Adornee = parent
bgui.Size = UDim2.new(0, 250, 0, 70)
bgui.StudsOffset = Vector3.new(0, 3.5, 0)
bgui.AlwaysOnTop = true
local text = Instance.new("TextLabel")
text.Parent = bgui
text.BackgroundTransparency = 1
text.Size = UDim2.new(1, 0, 1, 0)
text.Text = "Hahahaha..."
text.Font = Enum.Font.SpecialElite
text.TextColor3 = Color3.new(1, 1, 1)
text.TextStrokeColor3 = Color3.new(0, 0, 0)
text.TextStrokeTransparency = 0
text.TextScaled = true
bgui.Parent = parent
return bgui, text
end
-- [[ 2. INPUT DETECTION & RANDOMIZATION ]]
UserInputService.InputBegan:Connect(function(input, gpe)
if gpe or IsLaughing or IsExecuting then return end -- Don't laugh during execution
if input.KeyCode == Enum.KeyCode.H then
local char = player.Character
if not char or not char:FindFirstChild("Head") then return end
IsLaughing = true
-- Choose between mode 1 and mode 2 randomly
CurrentMotionMode = math.random(1, 2)
print("LAUGHTER: Triggered mode " .. CurrentMotionMode)
-- Create Ultra-Deep Audio
local sound = Instance.new("Sound")
sound.SoundId = SOUND_ID
sound.PlaybackSpeed = 0.42
sound.Volume = 4
sound.Parent = char.Head
sound:Play()
-- Create UI
local ui, label = createLaughUI(char.Head)
task.delay(EMOTE_DURATION, function()
-- Transition back smoothly
IsLaughing = false
CurrentMotionMode = 0
if ui then ui:Destroy() end
if sound then sound:Destroy() end
end)
end
end)
-- [[ 3. PROCEDURAL EMOTE ANIMATION ]]
RunService.RenderStepped:Connect(function()
local char = player.Character
if not char then return end
local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso")
local head = char:FindFirstChild("Head")
local laughUI = head and head:FindFirstChild("LaughUI")
if not torso or not head or not IsLaughing then return end
local neck = torso:FindFirstChild("Neck") or head:FindFirstChild("Neck")
local rS = torso:FindFirstChild("Right Shoulder") or torso:FindFirstChild("RightShoulder")
local lS = torso:FindFirstChild("Left Shoulder") or torso:FindFirstChild("LeftShoulder")
local timer = tick()
-- Jitter/Shake Effect for the Text
if laughUI and laughUI:FindFirstChild("TextLabel") then
local shake = 3
laughUI.TextLabel.Position = UDim2.new(
0, math.random(-shake, shake),
0, math.random(-shake, shake)
)
end
-------------------------------------------
-- [[ PROCEDURAL MOTION VISUALS ]] --
-------------------------------------------
-- DEFAULT STANDING POSE FOR JOINTS (Base for lerping)
local defaultNeck = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90), 0, math.rad(180))
local defaultRS = CFrame.new(1.1, 0.5, 0.1) * CFrame.Angles(0, 0, math.rad(10))
local defaultLS = CFrame.new(-1.1, 0.5, 0.1) * CFrame.Angles(0, 0, math.rad(-10))
if IsLaughing then
-- Universal Nod for both modes
local nodAngle = math.sin(timer * 5) * 0.3
if CurrentMotionMode == 1 then
-------------------------------------------
-- MOTION 1: Hand on Hips + Head Nodding (Original)
-------------------------------------------
-- Hands on Hips
if rS then rS.C0 = rS.C0:Lerp(CFrame.new(1.1, 0.2, 0.4) * CFrame.Angles(math.rad(25), 0, math.rad(40)), 15 * 0.05) end
if lS then lS.C0 = lS.C0:Lerp(CFrame.new(-1.1, 0.2, 0.4) * CFrame.Angles(math.rad(25), 0, math.rad(-40)), 15 * 0.05) end
-- Head Nodding
if neck then
neck.C0 = neck.C0:Lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90) + nodAngle, 0, math.rad(180)), 15 * 0.05)
end
elseif CurrentMotionMode == 2 then
-------------------------------------------
-- MOTION 2: Stiff Forward arm Raise + Head Nodding (Updated)
-------------------------------------------
-- Right hand down (standard idle)
if rS then rS.C0 = rS.C0:Lerp(defaultRS, 15 * 0.05) end
-- Left Hand Raised Stiffly (MENACING ACCUSATION)
if lS then
local raisedC0 = CFrame.new(-1.2, 0.7, -0.6) -- Arm moves forward and slightly up
* CFrame.Angles(math.rad(90), 0, math.rad(20)) -- Stiff outward angle
lS.C0 = lS.C0:Lerp(raisedC0, 15 * 0.05)
end
-- Head Nodding (Now active in Mode 2 as well)
if neck then
neck.C0 = neck.C0:Lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90) + nodAngle, 0, math.rad(180)), 15 * 0.05)
end
end
end
end)
print("--- VOID MOTION ENGINE (RANDOM NODDING EMOTES) READY ---")
![[KEYLESS] Moondiety Script | 17+ supported Games](https://scriptblox.com/images/sb/0-1753093706828.png)


make it so that if you collide with a player you will eat the player by biting the victims shoulder off. Add it so that you can dash by pressing E