
Key RequiredUniversal

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)



does oxide reanimation supported? or every reanim is supported