Krystal dance v1 needs reanimate
Key RequiredUniversal

Krystal dance v1 needs reanimate

Universal ScriptUnrandom1991Unrandom1991 3K views 2.5K executesUpdated Apr 29, 2026
3.3/ 5(3 votes)
2167% Positive
Lua Script•777 lines (28979 chars)
task.wait(0)
local Player = game.Players.LocalPlayer
 
local count = 0
local countspeed = 1
local sine = 0
local sinespeed = 1
local angle = nil
local global_wait = 0
local showtag = false
 
 
--dance booleans--
local jerk = false
local party = false
local canttouch = false
local happy = false
local spin = false
local thriller = false
local barrel = false
local sax = false
local spooky = false
local stride = false
local shuffle = false
local rock = false
local gagnam = false
local snoop = false
local darude = false
local taco = false
------------------
--dance accessory--
local barrelbrick = nil
local saxtool = nil
-------------------
--custom animate--
local walk = false
local jump = false
local sit = false
local run = false
------------------
--walk keys--
local W = false
local A = false
local S = false
local D = false
-------------
local m = Instance.new("Model", game.Players.LocalPlayer.Character) m.Name = "ModelParts"
local miniweld = nil
local rootpart = nil
 
local Mouse = nil
local Animate = nil
local Music = nil
local Asset = "http://www.roblox.com/asset/?id="
local Animating = nil
local humanoid = nil
local face = nil
 
local head = nil
local torso = nil
local ra = nil
local la = nil
local rl = nil
local ll = nil
local rs = nil
local ls = nil
local rh = nil
local lh = nil
local neck = nil
local rj = nil
 
local char = nil
local Hat1 = nil
local Hat2 = nil
local a = nil
local b = nil
 
----------musics-----------------
local M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16 = nil
---------------------------------
 
local mesh, meshids, textureids, w
 
function fm(parent, meshid, x, y, z, meshtexture)
	if meshid == "cylinder" then
		mesh = Instance.new("CylinderMesh", parent)
		mesh.Scale = Vector3.new(x, y, z)
		return mesh
	else
		mesh = Instance.new("SpecialMesh", parent)
		if meshid ~= "sphere" then
			if type(meshid) == "number" then
				mesh.MeshId = "rbxassetid://" .. meshid
			else
				mesh.MeshId = "rbxassetid://" .. meshids[meshid]
			end
		else
			mesh.MeshType = Enum.MeshType.Sphere
		end
		mesh.Scale = Vector3.new(x, y, z)
		if meshtexture ~= nil then
			if type(meshtexture) == "number" then
				mesh.TextureId = "rbxassetid://" .. meshtexture
			else
				mesh.TextureId = "rbxassetid://" .. textureids[meshtexture]
			end
		end
		return mesh
	end
end
 
function P(x, y, z, color, transparency, cancollide, anchored, parent, typee)
	local c
	if typee ~= nil then
		c = Instance.new("WedgePart", m)
	else
		c = Instance.new("Part", m)
	end
	c.TopSurface = Enum.SurfaceType.Smooth
	c.BottomSurface = Enum.SurfaceType.Smooth
	c.Locked = true
	c.Size = Vector3.new(x, y, z)
	if color ~= "random" then
		c.BrickColor = BrickColor.new(color)
	else
		c.BrickColor = BrickColor:random()
	end
	c.Transparency = transparency
	c.CanCollide = cancollide
	if anchored ~= nil then
		c.Anchored = anchored
	end
	if parent ~= nil then
		c.Parent = parent
	end
	return c
end
 
function We(part0, part1, x, y, z, rx, ry, rz, parent)
	w = Instance.new("Motor", m)
	if parent ~= nil then w.Parent = parent end
	w.Part0, w.Part1 = part0, part1
	w.C1 = CFrame.new(x, y, z) * CFrame.Angles(rx, ry, rz)
	return w
end
 
function SetAnimation(id, humanoid)
	if Animating ~= nil then
		Animating:Stop()
	end
	Animate.AnimationId = Asset .. id
	Animating = humanoid:LoadAnimation(Animate)
	Animating:Play()
end
 
function AnimationStop()
	jerk = false
	party = false
	canttouch = false
	happy = false
	spin = false
	thriller = false
	barrel = false
	sax = false
	spooky = false
	stride = false
	shuffle = false
	rock = false
	gagnam = false
	snoop = false
	darude = false
	taco = false
	if barrelbrick ~= nil then
		barrelbrick:Destroy()
		barrelbrick = nil
	end
	if saxtool ~= nil then
		saxtool:Destroy()
		saxtool = nil
	end
	if sandstorm ~= nil then
		sandstorm:Destroy()
		sandstorm = nil
	end
end
 
local Musical
function SetMusic(id, volume)
	Musical = Instance.new("Sound", char.Head)
	if volume == nil then
		Musical.Volume = 1
	else
		Musical.Volume = volume
	end
	Musical.Looped = true
	Musical.SoundId = Asset .. id
	return Musical
end
 
function GenerateGui()
	a = Instance.new("ScreenGui")
	a.Name = "KrystalDance By KrystalTeam"
	b = Instance.new("ImageLabel", a)
	b.BackgroundTransparency = 1
	b.Size = UDim2.new(0, 250, 0, 100)
	b.Position = UDim2.new(0, 0, 1, 0)
	b.Image = Asset .. "269467798"
	b.Name = "Logo"
	local c = Instance.new("Sound", a)
	c.Name = "Intro"
	c.Volume = 1
	c.SoundId = Asset .. "236146895"
	c.Looped = false
	return a
end
 
function Generate(player)
	char = player.Character
	Hat1 = P(1, 1, 1, 'Black', 0, false, false)
	Hat2 = P(1, 1, 1, 'Black', 0, false, false)
	task.wait()
	a = fm(Hat1, 1577360, 1, 1, 1, 1577349) a.VertexColor = Vector3.new(1, 1, 1)
	b = fm(Hat2, 13640868, 1, 1, 1, 18987684) b.VertexColor = Vector3.new(1, 1, 1)
	task.wait()
	if char:FindFirstChild("Head") then
		We(Hat1, char.Head, 0, 0.25, -0.135, 0, 0, 0)
		We(Hat2, char.Head, 0, 0.8, 0, 0, 0, 0)
		if char.Head:FindFirstChild("face") ~= nil then
			face = char.Head:FindFirstChild("face")
			face.Texture = "rbxasset://textures/face.png"
		end
		local c = char.Head:Clone()
		c.Name = "FalseHead"
		c.CanCollide = false
		c.Parent = char
		We(c, char.Head, 0, 0, 0, 0, 0, 0)
		char.Head.Transparency = 1
		for i, v in pairs(char:GetChildren()) do
			if v.ClassName == "Shirt" or v.ClassName == "Pants" or v.ClassName == "Hat" or v.ClassName == "CharacterMesh" or v.ClassName == "Shirt Graphic" then
				v:Destroy()
			end
			if v.ClassName == "BodyColors" then
				v.HeadColor = BrickColor.new("White")
				v.LeftArmColor = BrickColor.new("Really black")
				v.LeftLegColor = BrickColor.new("Really black")
				v.RightArmColor = BrickColor.new("Really black")
				v.RightLegColor = BrickColor.new("Really black")
				v.TorsoColor = BrickColor.new("Really black")
			end
			if v.ClassName == "Part" then
				if v.Name == "Head" or v.Name == "FalseHead" then
					v.BrickColor = BrickColor.new("White")
				else
					v.BrickColor = BrickColor.new("Really black")
				end
			end
		end
		----------musics---------------
		M1 = SetMusic(168007346)
		M2 = SetMusic(144901116)
		M3 = SetMusic(168570436)
		M4 = SetMusic(142435409)
		M5 = SetMusic(131525189)
		M6 = SetMusic(133196268)
		M7 = SetMusic(130791919)
		M8 = SetMusic(130794684)
		M9 = SetMusic(155313239)
		M10 = SetMusic(158036870)
		M11 = SetMusic(145262991)
		M12 = SetMusic(151430448)
		M13 = SetMusic(130844430)
		M14 = SetMusic(172388329)
		M15 = SetMusic(179534184)
		M16 = SetMusic(142295308)
		-------------------------------
	   
		if char:FindFirstChild("HumanoidRootPart") ~= nil then
			rootpart = char:FindFirstChild("HumanoidRootPart")
		end
		if showtag == true then
			local bbg = Instance.new("BillboardGui", c)
			bbg.Adornee = c
			bbg.Name = "satuttava"
			bbg.Size = UDim2.new(6, 0, 2, 0)
			bbg.StudsOffset = Vector3.new(0, 2, 0)
			local box = Instance.new("TextLabel", bbg)
			box.Size = UDim2.new(1, 0, 1, 0)
			box.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
			box.TextColor3 = Color3.new(1, 0, 0)
			box.TextStrokeTransparency = 0.5
			box.Font = Enum.Font.SourceSans
			box.Text = Player.Name
			box.BackgroundTransparency = 1
			box.Position = UDim2.new(0, 0, 0, 0)
			box.TextScaled = true
		end
		if char:FindFirstChild("Humanoid") ~= nil then
			char:FindFirstChild("Humanoid").MaxHealth = (100*100*100*100)*100
			task.wait()
			char:FindFirstChild("Humanoid").Health = char:FindFirstChild("Humanoid").MaxHealth
			humanoid = char:FindFirstChild("Humanoid")
			if humanoid:FindFirstChild("Animator") ~= nil then
				humanoid:FindFirstChild("Animator"):Destroy()
			end
			if char:FindFirstChild("Animate") ~= nil then
				char:FindFirstChild("Animate"):Destroy()
			end
		end
		Mouse = player:GetMouse()
		Music = Instance.new("Sound", char.Head)
		Music.Volume = 1
		Music.Looped = true
		Music.SoundId = Asset
		Animate = Instance.new("Animation", char.Head)
		Animate.AnimationId = Asset
	   
		head = char:FindFirstChild("Head")
		torso = char:FindFirstChild("Torso")
		ra = char:FindFirstChild("Right Arm")
		la = char:FindFirstChild("Left Arm")
		rl = char:FindFirstChild("Right Leg")
		ll = char:FindFirstChild("Left Leg")
		rs = torso:FindFirstChild("Right Shoulder")
		ls = torso:FindFirstChild("Left Shoulder")
		rh = torso:FindFirstChild("Right Hip")
		lh = torso:FindFirstChild("Left Hip")
		neck = torso:FindFirstChild("Neck")
		rj = char:FindFirstChild("HumanoidRootPart"):FindFirstChild("RootJoint")
	   
		local state = humanoid:GetState()
		local ca = nil
		ca = GenerateGui()
		ca.Parent = player.PlayerGui
		if ca:FindFirstChild("Logo") ~= nil then
			ca:FindFirstChild("Logo"):TweenPosition(UDim2.new(0, 0, 1, -100), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 3, true)
			if ca:FindFirstChild("Intro") ~= nil then
				ca:FindFirstChild("Intro"):Play()
				coroutine.resume(coroutine.create(function()
					for i = 0, 30 do
						ca:FindFirstChild("Intro").Volume = 1 / (i / 2)
						task.wait(0.5)
						if i >= 30 then
							break
						end
					end
				end))
			end
		end
	 
		if humanoid ~= nil then
			humanoid.Changed:Connect(function(pro)
				if pro == "MoveDirection" or pro == "Jump" then
					if Music.IsPlaying == true then
						AnimationStop()
					end
				end
			end)
			humanoid.Died:Connect(function()
				AnimationStop()
			end)
		   
			-- Use UserInputService for key input (modern Luau)
			local UserInputService = game:GetService("UserInputService")

			UserInputService.InputEnded:Connect(function(input, gameProcessed)
				if gameProcessed then return end
				local key = input.KeyCode
				if key == Enum.KeyCode.W then W = false end
				if key == Enum.KeyCode.A then A = false end
				if key == Enum.KeyCode.S then S = false end
				if key == Enum.KeyCode.D then D = false end
				if key == Enum.KeyCode.Zero then run = false end
			end)
		   
			UserInputService.InputBegan:Connect(function(input, gameProcessed)
				if gameProcessed then return end
				local key = input.KeyCode
				if key == Enum.KeyCode.W then W = true; AnimationStop() end
				if key == Enum.KeyCode.A then A = true; AnimationStop() end
				if key == Enum.KeyCode.S then S = true; AnimationStop() end
				if key == Enum.KeyCode.D then D = true; AnimationStop() end
				KeyUsed(key)
			end)
		end
	end
	print('KrystalDance By: KrystalTeam as fully Loaded!')
end
 
function KeyUsed(key)
	if humanoid ~= nil then
		if humanoid.Health > 0 then
			if key == Enum.KeyCode.Space then
				jump = true
				AnimationStop()
			end
			if key == Enum.KeyCode.Two then
				AnimationStop()
				if sit == true then
					sit = false
				else
					sit = true
				end
			end
			if key == Enum.KeyCode.Zero then
				run = true
			end
			if W == false and A == false and S == false and D == false and jump == false and sit == false then
				if key == Enum.KeyCode.Q then
					AnimationStop()
					canttouch = true
					M1:Play()
				end
				if key == Enum.KeyCode.E then
					AnimationStop()
					party = true
					M2:Play()
				end
				if key == Enum.KeyCode.R then
					AnimationStop()
					jerk = true
					M3:Play()
				end
				if key == Enum.KeyCode.T then
					AnimationStop()
					happy = true
					M4:Play()
				end
				if key == Enum.KeyCode.Y then
					AnimationStop()
					spin = true
					M5:Play()
				end
				if key == Enum.KeyCode.U then
					AnimationStop()
					thriller = true
					M6:Play()
				end
				if key == Enum.KeyCode.F then
					AnimationStop()
					barrel = true
					M7:Play()
					if barrelbrick == nil and barrel == true then
						barrelbrick = P(2, 2, 1, 'Black', 0, false, false)
						a = fm(barrelbrick, 29873142, 1.1, 0.8, 1.1, 31082268) a.VertexColor = Vector3.new(1, 1, 1)
						We(barrelbrick, char.Torso, 0, -0.2, 0, 0, 0, 0)
					end
				end
				if key == Enum.KeyCode.P then
					AnimationStop()
					sax = true
					M8:Play()
					if saxtool == nil and sax == true then
						saxtool = P(1, 2, 2, 'Black', 0, false, false)
						a = fm(saxtool, 44410178, 1.5, 1.5, 1.5, 44410320) a.VertexColor = Vector3.new(1, 1, 1)
						b = We(saxtool, char:FindFirstChild("Left Arm"), 0, -1, 0, 0, 0, 0)
						b.C1 = CFrame.new(0.5, -0.9, -0.3) * CFrame.Angles(math.pi / 1.5, -math.pi / 2, -math.pi / 8)
					end
				end
				if key == Enum.KeyCode.G then
					AnimationStop()
					spooky = true
					M9:Play()
				end
				if key == Enum.KeyCode.H then
					AnimationStop()
					stride = true
					M10:Play()
				end
				if key == Enum.KeyCode.J then
					AnimationStop()
					shuffle = true
					M11:Play()
				end
				if key == Enum.KeyCode.K then
					AnimationStop()
					rock = true
					M12:Play()
				end
				if key == Enum.KeyCode.L then
					AnimationStop()
					gagnam = true
					M13:Play()
				end
				if key == Enum.KeyCode.Z then
					AnimationStop()
					snoop = true
					M14:Play()
				end
				if key == Enum.KeyCode.X then
					AnimationStop()
					darude = true
					M15:Play()
					if sandstorm == nil and darude == true then
						sandstorm = P(1, 1, 1, 'Black', 0, false, false)
						sandstorm.Transparency = 1
						a = Instance.new("Smoke", sandstorm)
						a.Color = Color3.new(255/255, 255/255, 175/255)
						a.Size = 0.4
						a.RiseVelocity = 3
						a.Opacity = 0.75
						b = We(sandstorm, char:FindFirstChild("Torso"), 0, 0, 0, 0, 0, 0)
						b.C1 = CFrame.new(0, -2, 0)
					end
				end
				if key == Enum.KeyCode.C then
					AnimationStop()
					taco = true
					M16:Play()
				end
			end
		end
	end
end
 
Generate(Player)
 
game:GetService("RunService").Stepped:Connect(function()
	count = (count % 100) + countspeed
	angle = math.pi * math.sin(math.pi * 2 / 100 * count)
	countspeed = 1
   
	local state = humanoid:GetState()
	if state ~= Enum.HumanoidStateType.Freefall then
		jump = false
	else
		jump = true
		sit = false
		AnimationStop()
	end
   
	local mesh1anan = Instance.new("SpecialMesh")
	mesh1anan.MeshType = Enum.MeshType.FileMesh
	mesh1anan.Scale = Vector3.new(3, 3, 3)
	mesh1anan.MeshId = "http://www.roblox.com/asset/?id=14846869"
	mesh1anan.TextureId = "http://www.roblox.com/asset/?id=14846834"
	if taco == true then
		if char ~= nil then
			local locationanan = char:GetPivot()
			local tacoa = Instance.new("Part")
			tacoa.CanCollide = false
			tacoa.RotVelocity = Vector3.new(math.random() * math.pi, math.random() * math.pi, math.random() * math.pi)
			local meshanananan = mesh1anan:Clone()
			meshanananan.Parent = tacoa
			meshanananan.Scale = Vector3.new(math.random() * 20, math.random() * 20, math.random() * 20)
			tacoa.CFrame = locationanan * CFrame.new(math.random() * 500 - 250, math.random(100, 200), math.random() * 500 - 250)
			tacoa.Parent = workspace
			game:GetService("Debris"):AddItem(tacoa, 4)
		end
	end
   
	if canttouch == false then M1:Stop() end
	if party == false then M2:Stop() end
	if jerk == false then M3:Stop() end
	if happy == false then M4:Stop() end
	if spin == false then M5:Stop() end
	if thriller == false then M6:Stop() end
	if barrel == false then M7:Stop() end
	if sax == false then M8:Stop() end
	if spooky == false then M9:Stop() end
	if stride == false then M10:Stop() end
	if shuffle == false then M11:Stop() end
	if rock == false then M12:Stop() end
	if gagnam == false then M13:Stop() end
	if snoop == false then M14:Stop() end
	if darude == false then M15:Stop() end
	if taco == false then M16:Stop() end
   
	if run == true and sit == false then
		humanoid.WalkSpeed = 25
	elseif sit == true then
		humanoid.WalkSpeed = 0
	else
		humanoid.WalkSpeed = 16
	end
   
	if global_wait == 380 then global_wait = 0 end
   
	if (W == false or A == false or S == false or D == false) and jump == false and sit == false then
		ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 - angle / 75)
		rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 - angle / 75)
		lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 75)
		rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 75)
		neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 75, math.pi, 0)
		rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
	end
   
	if (W == false or A == false or S == false or D == false) and jump == false and sit == true then
		local ray = Ray.new(torso.Position, Vector3.new(0, -3, 0))
		local hitz, enz = workspace:FindPartOnRay(ray, char)
		if hitz then
			if rootpart:FindFirstChild("Weld") == nil then
				miniweld = Instance.new("Weld", rootpart)
				miniweld.C0 = hitz.CFrame:ToObjectSpace(rootpart.CFrame)
				miniweld.Part0 = hitz
				miniweld.Part1 = rootpart
				humanoid.PlatformStand = true
			end
		end
	else
		if rootpart:FindFirstChild("Weld") ~= nil then
			rootpart:FindFirstChild("Weld"):Destroy()
			humanoid.PlatformStand = false
		end
	end
   
	if (W == false or A == false or S == false or D == false) and jump == false and sit == true then
		ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 - math.pi / 15)
		rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 + math.pi / 15)
		lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + math.pi / 8, 0, math.pi / 2 - math.pi / 15)
		rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + math.pi / 8, 0, -math.pi / 2 + math.pi / 15)
		neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + math.pi / 15, math.pi, 0)
		rj.C0 = CFrame.new(0, -2, 0) * CFrame.Angles(math.pi / 2 + math.pi / 15, math.pi, 0)
	end
   
	if jump == true and sit == false then
		countspeed = 2
		ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, math.pi + angle / 12)
		rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, math.pi + angle / 12)
		lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 12)
		rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 12)
		neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 25, math.pi, 0)
		rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.pi / 2 + angle / 50, math.pi, 0)
	end
   
	if (W == true or A == true or S == true or D == true) and jump == false and sit == false then
		if run == true then
			countspeed = 4
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 - angle / 3)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 - angle / 3)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 5)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 5)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 20, math.pi, 0)
			rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.pi / 2 + angle / 40, math.pi, 0)
		else
			countspeed = 2
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 - angle / 4)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 - angle / 4)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 6)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 6)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 25, math.pi, 0)
			rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.pi / 2 + angle / 50, math.pi, 0)
		end
	end
 
	if W == false and A == false and S == false and D == false and jump == false and sit == false then
		if jerk == true and jump == false and sit == false then
			countspeed = 2
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(angle / 5, 0, angle / 4)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(angle / 5, 0, -angle / 4)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(angle / 10, 0, angle / 5)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(angle / 10, 0, angle / 5)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 5, math.pi, 0)
			rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.pi / 2 + angle / 5, math.pi, 0)
		elseif party == true and jump == false and sit == false then
			countspeed = 4
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(angle / 15, 0, angle / 15)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(angle / 15, 0, angle / 15)
			ls.C1 = CFrame.new(0.25, 0.5 + 1 * angle / 10, 0.5) * CFrame.Angles(math.pi + angle / 10, 0, 0 + angle / 10)
			rs.C1 = CFrame.new(-0.25, 0.5 + 1 * angle / 10, 0.5) * CFrame.Angles(math.pi + angle / 10, 0, 0 + angle / 10)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 10, math.pi, 0)
			rj.C0 = CFrame.new(0, 0.5 + angle / 5, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
		elseif canttouch == true and jump == false and sit == false then
			countspeed = 2
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0 + angle / 8, 0, math.pi / 12 + angle / 12)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0 + angle / 8, 0, -math.pi / 12 - angle / 12)
			lh.C1 = CFrame.new(0.35, 0.7, 0.5) * CFrame.Angles(0 + angle / 10, 0, -math.pi / 8)
			rh.C1 = CFrame.new(-0.35, 0.7, 0.5) * CFrame.Angles(0 + angle / 10, 0, math.pi / 8)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 15, math.pi, 0)
			rj.C0 = CFrame.new(angle / 4, -0.3 + angle / 20, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
		elseif happy == true and jump == false and sit == false then
			countspeed = 4
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(math.pi / 4, math.pi / 8 + angle / 8, math.pi / 4 + angle / 8)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(math.pi / 4, -math.pi / 8 + angle / 8, -math.pi / 4 + angle / 8)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + angle / 10, 0, 0 + angle / 10)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + angle / 10, 0, 0 + angle / 10)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 15, math.pi + angle / 15, 0 + angle / 15)
			rj.C0 = CFrame.new(0, 0 + angle / 20, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
		elseif spin == true and jump == false and sit == false then
			global_wait = (global_wait % 360) + 4
			countspeed = 4
			ls.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(math.pi / 2, 0 + angle / 10, 0 + angle / 10)
			rs.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(math.pi / 2, 0 - angle / 10, 0 + angle / 10)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + angle / 10, 0 + angle / 10, 0 + angle / 10)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + angle / 10, 0 + angle / 10, 0 + angle / 10)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
			rj.C0 = CFrame.new(0 + angle / 25, 0, 0 - angle / 25) * CFrame.Angles(math.pi / 2, math.pi, math.rad(global_wait * 4))
		elseif thriller == true and jump == false and sit == false then
			countspeed = 2
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, math.pi / 2 + angle / 15)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, -math.pi / 2 + angle / 15)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(math.pi / 60 - angle / 45, 0, 0 + angle / 15)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(math.pi / 60 + angle / 45, 0, 0 + angle / 15)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 15, math.pi + angle / 10, 0)
			rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.pi / 2 + angle / 50, math.pi + angle / 50, 0 + angle / 50)
		elseif barrel == true and jump == false and sit == false then
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, math.pi)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, math.pi)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
			rj.C0 = CFrame.new(0 + angle, -1.8, 0) * CFrame.Angles(0, math.pi, 0 + angle)
		elseif sax == true and jump == false and sit == false then
			countspeed = 2
			ls.C1 = CFrame.new(0, 0.75, -0.25) * CFrame.Angles(-math.pi / 5, 0, math.pi / 2 - math.abs(angle / 30))
			rs.C1 = CFrame.new(0, 0.75, -0.25) * CFrame.Angles(-math.pi / 5, 0, -math.pi / 2 + math.abs(angle / 30))
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 - math.abs(angle / 30))
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + math.abs(angle / 30))
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
			rj.C0 = CFrame.new(0, -math.abs(angle * 0.05), math.abs(angle * 0.025)) * CFrame.Angles(math.pi / 2 + math.abs(angle / 20), math.pi, 0)
		elseif spooky == true and jump == false and sit == false then
			countspeed = 3
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, math.pi / 2 - angle / 1.5)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, -math.pi / 2 + angle / 1.5)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 - angle / 16)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 + angle / 16)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 12, math.pi, 0)
			rj.C0 = CFrame.new(0, 0 + angle / 35, 0) * CFrame.Angles(math.pi / 2 + angle / 25, math.pi, 0)
		elseif stride == true and jump == false and sit == false then
			countspeed = 2.5
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(angle / 16, angle / 16, math.pi / 3.5 + angle / 8)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(angle / 16, -angle / 16, -math.pi / 1.5 + -angle / 8)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, angle / 16, angle / 16)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, angle / 16, angle / 16)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
			rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.pi / 2 - angle / 16, math.pi, 0)
		elseif shuffle == true and jump == false and sit == false then
			countspeed = 2
			ls.C1 = CFrame.new(0, 0.75, -0.35) * CFrame.Angles(math.pi / 8, 0, math.pi / 2 + angle / 3.5)
			rs.C1 = CFrame.new(0, 0.75, -0.35) * CFrame.Angles(math.pi / 8, 0, -math.pi / 2 + angle / 3.5)
			lh.C1 = CFrame.new(0 + angle / 50, 1, 0.5) * CFrame.Angles(0, 0 + angle / 35, 0 + angle / 15)
			rh.C1 = CFrame.new(0 + angle / 50, 1, 0.5) * CFrame.Angles(0, 0 + angle / 35, 0 + angle / 15)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 15, math.pi, 0)
			rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.pi / 2 - angle / 35, math.pi - angle / 35, 0)
		elseif rock == true and jump == false and sit == false then
			countspeed = 4
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, math.pi / 2 + angle / 2)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, -math.pi / 2 + angle / 2)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + angle / 32, 0, 0 + angle / 32)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + angle / 32, 0, 0 - angle / 32)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
			rj.C0 = CFrame.new(0, 0 - angle / 50, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
		elseif gagnam == true and jump == false and sit == false then
			countspeed = 4
			ls.C1 = CFrame.new(0, 0.75, -0.15) * CFrame.Angles(-math.pi / 4, 0, (math.pi / 2 + angle / 14) - math.pi / 20)
			rs.C1 = CFrame.new(0, 0.75, -0.15) * CFrame.Angles(-math.pi / 4, 0, (-math.pi / 2 - angle / 14) + math.pi / 20)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + angle / 16, 0, 0)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0 + angle / 16, 0, 0)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 + angle / 20, math.pi, 0)
			rj.C0 = CFrame.new(0, 0 + angle / 40, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
		elseif snoop == true and jump == false and sit == false then
			countspeed = 2
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(math.pi / 12, 0, math.pi / 4 + angle / 4)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(math.pi / 12, 0, -math.pi / 4 + angle / 4)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(math.pi / 24, 0, 0 + angle / 4)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(math.pi / 24, 0, 0 + angle / 4)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 - angle / 8, math.pi, 0)
			rj.C0 = CFrame.new(0, 0 + angle / 48, 0) * CFrame.Angles(math.pi / 2 + angle / 24, math.pi, 0)
		elseif darude == true and jump == false and sit == false then
			countspeed = 3
			ls.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 + angle / 1.5)
			rs.C1 = CFrame.new(0, 0.5, -0.5) * CFrame.Angles(0, 0, 0 + angle / 3)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 - angle / 3)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, 0 - angle / 1.5)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2, math.pi, 0)
			rj.C0 = CFrame.new(0, 0 + angle / 45, 0) * CFrame.Angles(math.pi / 2 - angle / 6, math.pi, 0)
		elseif taco == true and jump == false and sit == false then
			countspeed = 4
			global_wait = (global_wait % 360) + 4
			ls.C1 = CFrame.new(0, 1, -0.25) * CFrame.Angles(math.pi / 6 + angle / 12, 0, math.pi)
			rs.C1 = CFrame.new(0, 1, -0.25) * CFrame.Angles(math.pi / 6 + angle / 12, 0, math.pi)
			lh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, math.pi / 8 + angle / 16)
			rh.C1 = CFrame.new(0, 1, 0.5) * CFrame.Angles(0, 0, math.pi / 8 + angle / 16)
			neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.pi / 2 - math.pi / 8 + angle / 16, math.pi, 0)
			rj.C0 = CFrame.new(0, 0.25 + angle / 12, 0) * CFrame.Angles(math.pi / 2, math.pi, math.rad(global_wait * 4))
		end
	end
end)

Features & Information

The old script from like 2018
#Krystal dance#Universal#Og

Community Comments (1)

sp00kd0lansp00kd0lanOct 8, 2026

does oxide reanimation supported? or every reanim is supported

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