
KeylessUniversal

--[[ read me NOW!!!
this is info related to the reanimate method
this was leaked with permission from ShownApe aka the one who found the original limb reanimate (and also permission from kampachi who made the original code and gave me it, we love you kam)
this is a variant of the original method which works the same way
you might be wondering why it got leaked:
when someone found this variant it got given to someone, then someone else, then someone else... and so on (including me)
till it got in the hands of a skid (feariosz0) who thought it was a good idea to use it without permission in his hub to advertise it
and get popular from it
textbook definition of skid basically
also a h1 report (aka a vulnerability report) was already filed and sent to roblox
so this will get patched soon, have fun while you still can
also please keep in mind that this code was written by me but its a remake of kampaachi's code just done and written way better (no shade)
anything after this freshly added comment was made before and not after the leak,
have fun skids, while you still can,,, :smiling_imp:
]]
-- written by Emper
-- anyone who has the method can receive this code
-- whoever originally wrote it was trying to optimize it
-- so ill be doing that here
-- although you dont really need to optimize stuff thats
-- not done in loops
-- but ill be doing it anyway since thats what they were trying to do
-- empers discord: https://discord.gg/UJ7YtqadPJ
do
-- Settings:
local DefaultAnimations = true -- doesnt work in velocity because it doesnt allow u to run localscripts
local DisableCharacterCollisions = true
local InstantRespawn = true
local ParentCharacterToRig = true
local RigTransparency = 1
--
local CFrameidentity = CFrame.identity
local Inverse = CFrameidentity.Inverse
local ToAxisAngle = CFrameidentity.ToAxisAngle
local ToEulerAnglesXYZ = CFrameidentity.ToEulerAnglesXYZ
local ToObjectSpace = CFrameidentity.ToObjectSpace
local Connections = {}
local Disconnect = nil
local game = game
local FindFirstChild = game.FindFirstChild
local FindFirstChildOfClass = game.FindFirstChildOfClass
local Players = FindFirstChildOfClass(game, "Players")
local LocalPlayer = Players.LocalPlayer
local Character = LocalPlayer.Character
local CharacterAdded = LocalPlayer.CharacterAdded
local Connect = CharacterAdded.Connect
local Wait = CharacterAdded.Wait
local Rig = Players:CreateHumanoidModelFromDescription(Players:GetHumanoidDescriptionFromUserId(LocalPlayer.UserId), Enum.HumanoidRigType.R6)
local RigAnimate = Rig.Animate
local RigHumanoid = Rig.Humanoid -- no need to do waitforchild here, its a safe index
local RigRootPart = RigHumanoid.RootPart
local RunService = FindFirstChildOfClass(game, "RunService")
local Workspace = FindFirstChildOfClass(game, "Workspace")
local GetDescendants = game.GetDescendants
local IsA = game.IsA
local WaitForChild = game.WaitForChild
local BreakJoints = Instance.new("Model").BreakJoints
local mathsin = math.sin
local next = next
local osclock = os.clock
local replicatesignal = replicatesignal
local RootPartCFrame = nil
local Motor6Ds = {}
local select = select
local sethiddenproperty = sethiddenproperty
local tableinsert = table.insert
local Vector3 = Vector3
local Vector3new = Vector3.new
local Vector3zero = Vector3.zero
--
RigAnimate.Enabled = false
Rig.Name = "non"
if Character then
if replicatesignal then
if InstantRespawn then
replicatesignal(LocalPlayer.ConnectDiedSignalBackend)
task.wait(Players.RespawnTime - 0.1)
local RootPart = FindFirstChild(Character, "HumanoidRootPart")
if RootPart then
RootPartCFrame = RootPart.CFrame
end
replicatesignal(LocalPlayer.Kill)
end
else
BreakJoints(Character)
end
end
Character = Wait(CharacterAdded)
local Animate = WaitForChild(Character, "Animate")
Animate.Enabled = false
local RootPart = WaitForChild(Character, "HumanoidRootPart")
RigRootPart.CFrame = RootPartCFrame or RootPart.CFrame
Disconnect = Connect(RigHumanoid.Died, function()
for Index, Connection in Connections do
Disconnect(Connection)
end
if ParentCharacterToRig then
Character.Parent = Rig.Parent
end
BreakJoints(Character)
Rig:Destroy()
end).Disconnect
for Index, Descendant in next, GetDescendants(Character) do
if IsA(Descendant, "Motor6D") then
Motor6Ds[Descendant] = {
Part0 = Rig[Descendant.Part0.Name],
Part1 = Rig[Descendant.Part1.Name]
}
end
end
for Index, Descendant in next, GetDescendants(Rig) do
if IsA(Descendant, "BasePart") then
Descendant.Transparency = RigTransparency
end
end
Rig.Parent = Workspace
if ParentCharacterToRig then
Character.Parent = Rig
end
task.defer(function()
local CurrentCamera = Workspace.CurrentCamera
local CameraCFrame = CurrentCamera.CFrame
LocalPlayer.Character = Rig
CurrentCamera.CameraSubject = RigHumanoid
Wait(RunService.PreRender)
Workspace.CurrentCamera.CFrame = CameraCFrame
end)
tableinsert(Connections, Connect(RunService.PostSimulation, function()
for Motor6D, Table in next, Motor6Ds do
local Part0 = Table.Part0
local Part1CFrame = Table.Part1.CFrame
Motor6D.DesiredAngle = select(3, ToEulerAnglesXYZ(Part1CFrame, Part0.CFrame))
local Delta = Inverse(Motor6D.C0) * ( Inverse(Part0.CFrame) * Part1CFrame ) * Motor6D.C1
local Axis, Angle = ToAxisAngle(Delta)
sethiddenproperty(Motor6D, "ReplicateCurrentAngle6D", Axis * Angle)
sethiddenproperty(Motor6D, "ReplicateCurrentOffset6D", Delta.Position)
end
RootPart.AssemblyAngularVelocity = Vector3zero
RootPart.AssemblyLinearVelocity = Vector3zero
RootPart.CFrame = RigRootPart.CFrame + Vector3new(0, mathsin(osclock() * 15) * 0.004, 0)
end))
tableinsert(Connections, Connect(RunService.PreSimulation, function()
for Index, BasePart in next, GetDescendants(Rig) do
if IsA(BasePart, "BasePart") then
BasePart.CanCollide = false
end
end
if DisableCharacterCollisions and not ParentCharacterToRig then
for Index, BasePart in next, GetDescendants(Character) do
if IsA(BasePart, "BasePart") then
BasePart.CanCollide = false
end
end
end
end))
end
![[KEYLESS] Moondiety Script | 17+ supported Games](https://scriptblox.com/images/sb/0-1753093706828.png)


its a patched reanimate
fym patched
go test it first