
Key RequiredUniversal

-- MAX GODMODE + CURRENTANGLE + FE-REANIMATOR-V3 + FE HEADLESS + MOTOR6D + ANTI-FALL + GUI
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local player = Players.LocalPlayer
local active = true
local reanimated = false
local metaHooked = false
local VOID_Y = workspace.FallenPartsDestroyHeight + 25
local lastSafeCF = nil
-------------------------------------------------
-- MOTOR6D SYSTEM
-------------------------------------------------
local function ensureMotor6D(parent, name, part0, part1, c0, c1)
if not parent or not part0 or not part1 then return nil end
local existing = parent:FindFirstChild(name)
if existing and existing:IsA("Motor6D") then
existing.Part0 = part0
existing.Part1 = part1
if c0 then existing.C0 = c0 end
if c1 then existing.C1 = c1 end
existing.Enabled = true
return existing
end
local m = Instance.new("Motor6D")
m.Name = name
m.Part0 = part0
m.Part1 = part1
if c0 then m.C0 = c0 end
if c1 then m.C1 = c1 end
m.Parent = parent
return m
end
local function setupMotor6Ds(char)
local root = char:FindFirstChild("HumanoidRootPart")
local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso")
local head = char:FindFirstChild("Head")
if not root or not torso then return end
-- RootJoint (HumanoidRootPart ↔ Torso)
ensureMotor6D(
root, "RootJoint",
root, torso,
CFrame.new(0, 0, 0) * CFrame.Angles(-math.pi / 2, 0, math.pi),
CFrame.new(0, 0, 0) * CFrame.Angles(-math.pi / 2, 0, math.pi)
)
-- Neck (Torso ↔ Head)
if head then
ensureMotor6D(
torso, "Neck",
torso, head,
CFrame.new(0, 1, 0) * CFrame.Angles(-math.pi / 2, 0, math.pi),
CFrame.new(0, -0.5, 0) * CFrame.Angles(-math.pi / 2, 0, math.pi)
)
end
-- R6 limbs
local ra = char:FindFirstChild("Right Arm")
local la = char:FindFirstChild("Left Arm")
local rl = char:FindFirstChild("Right Leg")
local ll = char:FindFirstChild("Left Leg")
if ra then
ensureMotor6D(torso, "Right Shoulder", torso, ra,
CFrame.new(1, 0.5, 0) * CFrame.Angles(0, math.pi / 2, 0),
CFrame.new(-0.5, 0.5, 0) * CFrame.Angles(0, math.pi / 2, 0))
end
if la then
ensureMotor6D(torso, "Left Shoulder", torso, la,
CFrame.new(-1, 0.5, 0) * CFrame.Angles(0, -math.pi / 2, 0),
CFrame.new(0.5, 0.5, 0) * CFrame.Angles(0, -math.pi / 2, 0))
end
if rl then
ensureMotor6D(torso, "Right Hip", torso, rl,
CFrame.new(0.5, -1, 0) * CFrame.Angles(0, math.pi / 2, 0),
CFrame.new(0, 1, 0) * CFrame.Angles(0, math.pi / 2, 0))
end
if ll then
ensureMotor6D(torso, "Left Hip", torso, ll,
CFrame.new(-0.5, -1, 0) * CFrame.Angles(0, -math.pi / 2, 0),
CFrame.new(0, 1, 0) * CFrame.Angles(0, -math.pi / 2, 0))
end
-- R15 extra
local lower = char:FindFirstChild("LowerTorso")
local upper = char:FindFirstChild("UpperTorso")
if lower and upper and root then
ensureMotor6D(root, "Root", root, lower, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0))
ensureMotor6D(lower, "Waist", lower, upper, CFrame.new(0, 0.8, 0), CFrame.new(0, -0.2, 0))
end
-- Keep Motor6Ds alive (anti-break)
for _, v in ipairs(char:GetDescendants()) do
if v:IsA("Motor6D") then
v:GetPropertyChangedSignal("Part0"):Connect(function()
if active and (not v.Part0 or not v.Part1) then
task.defer(function()
if char and char.Parent then
setupMotor6Ds(char)
end
end)
end
end)
end
end
end
-------------------------------------------------
-- ANTI-FALL
-------------------------------------------------
local function antiFall(char)
local root = char:FindFirstChild("HumanoidRootPart")
if not root then return end
for _, name in ipairs({"HumanoidRootPart", "Torso", "UpperTorso", "LowerTorso", "Head"}) do
local p = char:FindFirstChild(name)
if p and p:IsA("BasePart") then
p.CanCollide = true
end
end
if root.Position.Y > VOID_Y + 10 then
lastSafeCF = root.CFrame
end
if root.Position.Y < VOID_Y then
if lastSafeCF then
root.CFrame = lastSafeCF + Vector3.new(0, 5, 0)
else
root.CFrame = CFrame.new(0, 50, 0)
end
root.AssemblyLinearVelocity = Vector3.zero
root.AssemblyAngularVelocity = Vector3.zero
end
end
-------------------------------------------------
-- MAX GODMODE
-------------------------------------------------
local function maxGodmode(char)
local hum = char:FindFirstChildOfClass("Humanoid")
local root = char:FindFirstChild("HumanoidRootPart")
if not hum then return end
hum.MaxHealth = 1e9
hum.Health = 1e9
hum.BreakJointsOnDeath = false
hum.RequiresNeck = false
setupMotor6Ds(char)
for _, state in ipairs(Enum.HumanoidStateType:GetEnumItems()) do
if state ~= Enum.HumanoidStateType.Running
and state ~= Enum.HumanoidStateType.RunningNoPhysics
and state ~= Enum.HumanoidStateType.Jumping
and state ~= Enum.HumanoidStateType.Freefall
and state ~= Enum.HumanoidStateType.Landed
and state ~= Enum.HumanoidStateType.Climbing
and state ~= Enum.HumanoidStateType.Swimming
and state ~= Enum.HumanoidStateType.GettingUp then
pcall(function() hum:SetStateEnabled(state, false) end)
end
end
if not char:FindFirstChildOfClass("ForceField") then
local ff = Instance.new("ForceField")
ff.Visible = false
ff.Parent = char
end
for _, v in ipairs(char:GetDescendants()) do
if v:IsA("TouchTransmitter") or v:IsA("TouchInterest") then
pcall(function() v:Destroy() end)
end
end
for _, name in ipairs({"HumanoidRootPart", "Torso", "UpperTorso", "LowerTorso", "Head"}) do
local p = char:FindFirstChild(name)
if p and p:IsA("BasePart") then
p.CanCollide = true
end
end
if root then
root:GetPropertyChangedSignal("AssemblyLinearVelocity"):Connect(function()
if active and root and root.AssemblyLinearVelocity.Magnitude > 80 then
root.AssemblyLinearVelocity = Vector3.zero
root.AssemblyAngularVelocity = Vector3.zero
end
end)
lastSafeCF = root.CFrame
end
pcall(function()
local mt = getrawmetatable(hum)
if mt and not metaHooked then
setreadonly(mt, false)
local old = mt.__newindex
mt.__newindex = function(self, key, value)
if key == "Health" and typeof(value) == "number" and value < 1e9 then
value = 1e9
elseif key == "MaxHealth" then
value = 1e9
end
return old(self, key, value)
end
setreadonly(mt, true)
metaHooked = true
end
end)
hum.HealthChanged:Connect(function(hp)
if active and hum and hum.Parent and hp < 1e9 then
hum.Health = 1e9
hum.MaxHealth = 1e9
hum:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
pcall(function() hum:ChangeState(Enum.HumanoidStateType.Running) end)
end
end)
end
-------------------------------------------------
-- CURRENTANGLE V4
-------------------------------------------------
local function loadCurrentAngle()
print("[*] Loading CurrentAngle V4...")
local oldsettings = settings
local s = _G
s["Use default animations"] = true
s["Local character transparency level"] = 1
s["Disable character scripts"] = true
s["Fake character should collide"] = true
s["Parent real character to fake character"] = false
s["Respawn character"] = true
s["Instant respawn"] = false
s["Hide HumanoidRootPart"] = false
s["PermaDeath fake character"] = true
s["R15 Reanimate"] = false
s["Click Fling"] = false
s["Anti-Fling"] = true
s["Client sided display mode"] = 1
s["Fallback prompt"] = false
s["Respawn mode"] = "BreakJoints"
s["Names to exclude from transparency"] = {}
local ok = pcall(function()
loadstring(game:HttpGet("https://raw.githubusercontent.com/somethingsimade/CurrentAngleV4/refs/heads/main/v4.lua"))()
end)
if not ok then
ok = pcall(function()
loadstring(game:HttpGet("https://raw.githubusercontent.com/somethingsimade/CurrentAngleV4/refs/heads/main/currentanglev2.5.lua"))()
end)
end
settings = oldsettings
if ok then print("[+] CurrentAngle loaded") end
return ok
end
-------------------------------------------------
-- FE-REANIMATOR-V3
-------------------------------------------------
local function loadFEReanimatorV3()
print("[*] Loading FE-Reanimator-v3...")
local ok = pcall(function()
loadstring(game:HttpGet("https://raw.githubusercontent.com/olidragon210/fe-reanimator-v3/main/reanimatorv3"))()
end)
if ok then print("[+] FE-Reanimator-v3 loaded") end
return ok
end
-------------------------------------------------
-- FE HEADLESS (Nullware)
-------------------------------------------------
local function loadFEHeadless()
print("[*] Loading FE Headless / Nullware...")
_G.UnReanimateKey = "q"
_G.ReanimateKey = "e"
_G.R6ToggleKey = "r"
_G.GodmodeToggleKey = "t"
_G.CharacterBug = false
_G.GodMode = true
_G.R6 = false
_G.FastLoading = true
_G.AutoReanimate = true
local ok = pcall(function()
loadstring(game:HttpGet("https://paste.ee/r/e4oZ2/0"))()
end)
if ok then print("[+] FE Headless loaded") end
return ok
end
-------------------------------------------------
-- REANIMATE LOADER
-------------------------------------------------
local function startReanimate()
if reanimated then return end
reanimated = true
local success = loadCurrentAngle()
if not success then
success = loadFEReanimatorV3()
end
if not success then
success = loadFEHeadless()
end
-- Re-apply Motor6Ds after reanimate
task.delay(0.5, function()
local char = player.Character
if char then setupMotor6Ds(char) end
end)
if success then
print("[+] Reanimate active")
else
warn("All reanimates failed")
reanimated = false
end
end
-------------------------------------------------
-- DRAGGABLE GUI
-------------------------------------------------
local function createGui()
local gui = Instance.new("ScreenGui")
gui.Name = "GodmodeToggle"
gui.ResetOnSpawn = false
gui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
gui.Parent = player:WaitForChild("PlayerGui")
local frame = Instance.new("Frame")
frame.Size = UDim2.new(0, 160, 0, 70)
frame.Position = UDim2.new(0, 20, 0.4, 0)
frame.BackgroundColor3 = Color3.fromRGB(25, 25, 30)
frame.BorderSizePixel = 0
frame.Active = true
frame.Draggable = true
frame.Parent = gui
Instance.new("UICorner", frame).CornerRadius = UDim.new(0, 8)
local stroke = Instance.new("UIStroke", frame)
stroke.Color = Color3.fromRGB(0, 170, 255)
stroke.Thickness = 1.5
local title = Instance.new("TextLabel", frame)
title.Size = UDim2.new(1, 0, 0, 22)
title.BackgroundTransparency = 1
title.Text = "GODMODE"
title.TextColor3 = Color3.fromRGB(0, 200, 255)
title.Font = Enum.Font.GothamBold
title.TextSize = 13
local toggle = Instance.new("TextButton", frame)
toggle.Size = UDim2.new(1, -16, 0, 32)
toggle.Position = UDim2.new(0, 8, 0, 28)
toggle.BackgroundColor3 = Color3.fromRGB(0, 140, 60)
toggle.Text = "REANIMATE: OFF"
toggle.TextColor3 = Color3.fromRGB(255, 255, 255)
toggle.Font = Enum.Font.GothamBold
toggle.TextSize = 12
Instance.new("UICorner", toggle).CornerRadius = UDim.new(0, 6)
toggle.MouseButton1Click:Connect(function()
if reanimated then
toggle.Text = "ALREADY ACTIVE"
toggle.BackgroundColor3 = Color3.fromRGB(80, 80, 80)
return
end
toggle.Text = "LOADING..."
toggle.BackgroundColor3 = Color3.fromRGB(180, 120, 0)
startReanimate()
task.wait(0.8)
if reanimated then
toggle.Text = "REANIMATE: ON"
toggle.BackgroundColor3 = Color3.fromRGB(0, 140, 60)
else
toggle.Text = "FAILED - RETRY"
toggle.BackgroundColor3 = Color3.fromRGB(160, 40, 40)
task.wait(1.5)
toggle.Text = "REANIMATE: OFF"
toggle.BackgroundColor3 = Color3.fromRGB(0, 140, 60)
end
end)
end
-------------------------------------------------
-- SETUP
-------------------------------------------------
local function onCharacter(char)
task.wait(0.35)
metaHooked = false
lastSafeCF = nil
maxGodmode(char)
local hum = char:WaitForChild("Humanoid", 5)
if not hum then return end
hum.Died:Connect(function()
task.wait(0.12)
startReanimate()
end)
hum.HealthChanged:Connect(function(hp)
if hp <= 0 and not reanimated then
task.wait(0.08)
startReanimate()
end
end)
end
player.CharacterAdded:Connect(onCharacter)
if player.Character then
onCharacter(player.Character)
end
createGui()
RunService.Heartbeat:Connect(function()
if not active then return end
local char = player.Character
if not char then return end
local hum = char:FindFirstChildOfClass("Humanoid")
if hum and hum.Health < 1e9 then
hum.Health = 1e9
hum.MaxHealth = 1e9
hum:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
end
antiFall(char)
end)
print("=== GODMODE + MOTOR6D + CURRENTANGLE + FE-REANIM + FE HEADLESS ===")
print("Motor6D joints locked (RootJoint, Neck, Shoulders, Hips)")
print("Drag GUI | Click to reanimate")



only works on pc