r6 script
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r6 script

Universal Scriptskurb3rZploitskurb3rZploit 10.5K views 10.4K executesUpdated Oct 5, 2025
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Lua Script•930 lines (27314 chars)
local plr = game:GetService("Players").LocalPlayer

function RunCustomAnimation(Char)
	if Char:WaitForChild("Animate") ~= nil then
		Char.Animate.Disabled = true
	end
	
	Char:WaitForChild("Humanoid")

	for i,v in next, Char.Humanoid:GetPlayingAnimationTracks() do
		v:Stop()
	end

	--fake script
	local script = Char.Animate

	local Character = Char
	local Humanoid = Character:WaitForChild("Humanoid")
	local pose = "Standing"

	local UserGameSettings = UserSettings():GetService("UserGameSettings")

	local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
	local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue

	local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
	local HumanoidHipHeight = 2

	local humanoidSpeed = 0 -- speed most recently sent to us from onRunning()
	local cachedRunningSpeed = 0 -- The most recent speed used to compute blends.  Tiny variations from cachedRunningSpeed will not cause animation updates.
	local cachedLocalDirection = {x=0.0, y=0.0} -- unit 2D object space direction of motion
	local smallButNotZero = 0.0001 -- We want weights to be small but not so small the animation stops
	local runBlendtime = 0.2
	local lastLookVector = Vector3.new(0.0, 0.0, 0.0) -- used to track whether rootPart orientation is changing.
	local lastBlendTime = 0 -- The last time we blended velocities
	local WALK_SPEED = 6.4
	local RUN_SPEED = 12.8

	local EMOTE_TRANSITION_TIME = 0.1

	local currentAnim = ""
	local currentAnimInstance = nil
	local currentAnimTrack = nil
	local currentAnimKeyframeHandler = nil
	local currentAnimSpeed = 1.0

	local PreloadedAnims = {}

	local animTable = {}
	local animNames = { 
		idle = 	{
			{ id = "http://www.roblox.com/asset/?id=12521158637", weight = 9 },
			{ id = "http://www.roblox.com/asset/?id=12521162526", weight = 1 },
		},
		walk = 	{
			{ id = "http://www.roblox.com/asset/?id=12518152696", weight = 10 }
		},
		run = 	{
			{ id = "http://www.roblox.com/asset/?id=12518152696", weight = 10 } 
		},
		jump = 	{
			{ id = "http://www.roblox.com/asset/?id=12520880485", weight = 10 }
		},
		fall = 	{
			{ id = "http://www.roblox.com/asset/?id=12520972571", weight = 10 }
		},
		climb = {
			{ id = "http://www.roblox.com/asset/?id=12520982150", weight = 10 }
		},
		sit = 	{
			{ id = "http://www.roblox.com/asset/?id=12520993168", weight = 10 }
		},
		toolnone = {
			{ id = "http://www.roblox.com/asset/?id=12520996634", weight = 10 }
		},
		toolslash = {
			{ id = "http://www.roblox.com/asset/?id=12520999032", weight = 10 }
		},
		toollunge = {
			{ id = "http://www.roblox.com/asset/?id=12521002003", weight = 10 }
		},
		wave = {
			{ id = "http://www.roblox.com/asset/?id=12521004586", weight = 10 }
		},
		point = {
			{ id = "http://www.roblox.com/asset/?id=12521007694", weight = 10 }
		},
		dance = {
			{ id = "http://www.roblox.com/asset/?id=12521009666", weight = 10 },
			{ id = "http://www.roblox.com/asset/?id=12521151637", weight = 10 },
			{ id = "http://www.roblox.com/asset/?id=12521015053", weight = 10 }
		},
		dance2 = {
			{ id = "http://www.roblox.com/asset/?id=12521169800", weight = 10 },
			{ id = "http://www.roblox.com/asset/?id=12521173533", weight = 10 },
			{ id = "http://www.roblox.com/asset/?id=12521027874", weight = 10 }
		},
		dance3 = {
			{ id = "http://www.roblox.com/asset/?id=12521178362", weight = 10 },
			{ id = "http://www.roblox.com/asset/?id=12521181508", weight = 10 },
			{ id = "http://www.roblox.com/asset/?id=12521184133", weight = 10 }
		},
		laugh = {
			{ id = "http://www.roblox.com/asset/?id=12521018724", weight = 10 }
		},
		cheer = {
			{ id = "http://www.roblox.com/asset/?id=12521021991", weight = 10 }
		},
	}


	local strafingLocomotionMap = {}
	local fallbackLocomotionMap = {}
	local locomotionMap = strafingLocomotionMap
	-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
	local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

	math.randomseed(tick())

	function findExistingAnimationInSet(set, anim)
		if set == nil or anim == nil then
			return 0
		end

		for idx = 1, set.count, 1 do
			if set[idx].anim.AnimationId == anim.AnimationId then
				return idx
			end
		end

		return 0
	end

	function configureAnimationSet(name, fileList)
		if (animTable[name] ~= nil) then
			for _, connection in pairs(animTable[name].connections) do
				connection:disconnect()
			end
		end
		animTable[name] = {}
		animTable[name].count = 0
		animTable[name].totalWeight = 0
		animTable[name].connections = {}

		-- uncomment this section to allow players to load with their
		-- own (non-classic) animations
        --[[
        local config = script:FindFirstChild(name)
        if (config ~= nil) then
            table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
            table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))

            local idx = 0

            for _, childPart in pairs(config:GetChildren()) do
                if (childPart:IsA("Animation")) then
                    local newWeight = 1
                    local weightObject = childPart:FindFirstChild("Weight")
                    if (weightObject ~= nil) then
                        newWeight = weightObject.Value
                    end
                    animTable[name].count = animTable[name].count + 1
                    idx = animTable[name].count
                    animTable[name][idx] = {}
                    animTable[name][idx].anim = childPart
                    animTable[name][idx].weight = newWeight
                    animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
                    table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
                    table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
                    table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
                    local lv = childPart:GetAttribute("LinearVelocity")
                    if lv then
                        strafingLocomotionMap[name] = {lv=lv, speed = lv.Magnitude}
                    end
                    if name == "run" or name == "walk" then

                        if lv then
                            fallbackLocomotionMap[name] = strafingLocomotionMap[name]
                        else
                            local speed = name == "run" and RUN_SPEED or WALK_SPEED
                            fallbackLocomotionMap[name] = {lv=Vector2.new(0.0, speed), speed = speed}
                            locomotionMap = fallbackLocomotionMap
                            -- If you don't have a linear velocity with your run or walk, you can't blend/strafe
                            --warn("Strafe blending disabled. No linear velocity information for "..'"'.."walk"..'"'.." and "..'"'.."run"..'"'..".")
                        end

                    end
                end
            end
        end
        ]]

		-- if you uncomment the above section, comment out this "if"-block
		if name == "run" or name == "walk" then
			local speed = name == "run" and RUN_SPEED or WALK_SPEED
			fallbackLocomotionMap[name] = {lv=Vector2.new(0.0, speed), speed = speed}
			locomotionMap = fallbackLocomotionMap
			-- If you don't have a linear velocity with your run or walk, you can't blend/strafe
			--warn("Strafe blending disabled. No linear velocity information for "..'"'.."walk"..'"'.." and "..'"'.."run"..'"'..".")
		end


		-- fallback to defaults
		if (animTable[name].count <= 0) then
			for idx, anim in pairs(fileList) do
				animTable[name][idx] = {}
				animTable[name][idx].anim = Instance.new("Animation")
				animTable[name][idx].anim.Name = name
				animTable[name][idx].anim.AnimationId = anim.id
				animTable[name][idx].weight = anim.weight
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
			end
		end

		-- preload anims
		for i, animType in pairs(animTable) do
			for idx = 1, animType.count, 1 do
				if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
					Humanoid:LoadAnimation(animType[idx].anim)
					PreloadedAnims[animType[idx].anim.AnimationId] = true
				end
			end
		end
	end

	-- Setup animation objects
	function scriptChildModified(child)
		local fileList = animNames[child.Name]
		if (fileList ~= nil) then
			configureAnimationSet(child.Name, fileList)
		else
			if child:isA("StringValue") then
				animNames[child.Name] = {}
				configureAnimationSet(child.Name, animNames[child.Name])
			end
		end	
	end

	script.ChildAdded:connect(scriptChildModified)
	script.ChildRemoved:connect(scriptChildModified)

	-- Clear any existing animation tracks
	-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
	local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
	if animator then
		local animTracks = animator:GetPlayingAnimationTracks()
		for i,track in ipairs(animTracks) do
			track:Stop(0)
			track:Destroy()
		end
	end

	for name, fileList in pairs(animNames) do
		configureAnimationSet(name, fileList)
	end
	for _,child in script:GetChildren() do
		if child:isA("StringValue") and not animNames[child.name] then
			animNames[child.Name] = {}
			configureAnimationSet(child.Name, animNames[child.Name])
		end
	end

	-- ANIMATION

	-- declarations
	local toolAnim = "None"
	local toolAnimTime = 0

	local jumpAnimTime = 0
	local jumpAnimDuration = 0.31

	local toolTransitionTime = 0.1
	local fallTransitionTime = 0.2

	local currentlyPlayingEmote = false

	-- functions

	function stopAllAnimations()
		local oldAnim = currentAnim

		-- return to idle if finishing an emote
		if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
			oldAnim = "idle"
		end

		if currentlyPlayingEmote then
			oldAnim = "idle"
			currentlyPlayingEmote = false
		end

		currentAnim = ""
		currentAnimInstance = nil
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end

		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop()
			currentAnimTrack:Destroy()
			currentAnimTrack = nil
		end

		for _,v in pairs(locomotionMap) do
			if v.track then
				v.track:Stop()
				v.track:Destroy()
				v.track = nil
			end
		end

		return oldAnim
	end

	function getHeightScale()
		if Humanoid then
			if not Humanoid.AutomaticScalingEnabled then
				return 1
			end

			local scale = Humanoid.HipHeight / HumanoidHipHeight
			if AnimationSpeedDampeningObject == nil then
				AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
			end
			if AnimationSpeedDampeningObject ~= nil then
				scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
			end
			return scale
		end
		return 1
	end


	local function signedAngle(a, b)
		return -math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y)
	end

	local angleWeight = 2.0
	local function get2DWeight(px, p1, p2, sx, s1, s2)
		local avgLength = 0.5 * (s1 + s2)

		local p_1 = {x = (sx - s1)/avgLength, y = (angleWeight * signedAngle(p1, px))}
		local p12 = {x = (s2 - s1)/avgLength, y = (angleWeight * signedAngle(p1, p2))}	
		local denom = smallButNotZero + (p12.x*p12.x + p12.y*p12.y)
		local numer = p_1.x * p12.x + p_1.y * p12.y
		local r = math.clamp(1.0 - numer/denom, 0.0, 1.0)
		return r
	end

	local function blend2D(targetVelo, targetSpeed)
		local h = {}
		local sum = 0.0
		for n,v1 in pairs(locomotionMap) do
			if targetVelo.x * v1.lv.x < 0.0 or targetVelo.y * v1.lv.y < 0 then
				-- Require same quadrant as target
				h[n] = 0.0
				continue
			end
			h[n] = math.huge
			for j,v2 in pairs(locomotionMap) do
				if targetVelo.x * v2.lv.x < 0.0 or targetVelo.y * v2.lv.y < 0 then
					-- Require same quadrant as target
					continue
				end
				h[n] = math.min(h[n], get2DWeight(targetVelo, v1.lv, v2.lv, targetSpeed, v1.speed, v2.speed))
			end
			sum += h[n]
		end

		--truncates below 10% contribution
		local sum2 = 0.0
		local weightedVeloX = 0
		local weightedVeloY = 0
		for n,v in pairs(locomotionMap) do

			if (h[n] / sum > 0.1) then
				sum2 += h[n]
				weightedVeloX += h[n] * v.lv.x
				weightedVeloY += h[n] * v.lv.y
			else
				h[n] = 0.0
			end
		end
		local animSpeed
		local weightedSpeedSquared = weightedVeloX * weightedVeloX + weightedVeloY * weightedVeloY
		if weightedSpeedSquared > smallButNotZero then
			animSpeed = math.sqrt(targetSpeed * targetSpeed / weightedSpeedSquared)
		else
			animSpeed = 0
		end

		animSpeed = animSpeed / getHeightScale()
		local groupTimePosition = 0
		for n,v in pairs(locomotionMap) do
			if v.track.IsPlaying then
				groupTimePosition = v.track.TimePosition
				break
			end
		end
		for n,v in pairs(locomotionMap) do
			-- if not loco
			if h[n] > 0.0 then
				if not v.track.IsPlaying then 
					v.track:Play(runBlendtime)
					v.track.TimePosition = groupTimePosition
				end

				local weight = math.max(smallButNotZero, h[n] / sum2)
				v.track:AdjustWeight(weight, runBlendtime)
				v.track:AdjustSpeed(animSpeed)
			else
				v.track:Stop(runBlendtime)
			end
		end

	end

	local function getWalkDirection()
		local walkToPoint = Humanoid.WalkToPoint
		local walkToPart = Humanoid.WalkToPart
		if Humanoid.MoveDirection ~= Vector3.zero then
			return Humanoid.MoveDirection
		elseif walkToPart or walkToPoint ~= Vector3.zero then
			local destination
			if walkToPart then
				destination = walkToPart.CFrame:PointToWorldSpace(walkToPoint)
			else
				destination = walkToPoint
			end
			local moveVector = Vector3.zero
			if Humanoid.RootPart then
				moveVector = destination - Humanoid.RootPart.CFrame.Position
				moveVector = Vector3.new(moveVector.x, 0.0, moveVector.z)
				local mag = moveVector.Magnitude
				if mag > 0.01 then
					moveVector /= mag
				end
			end
			return moveVector
		else
			return Humanoid.MoveDirection
		end
	end

	local function updateVelocity(currentTime)

		local tempDir

		if locomotionMap == strafingLocomotionMap then

			local moveDirection = getWalkDirection()

			if not Humanoid.RootPart then
				return
			end

			local cframe = Humanoid.RootPart.CFrame
			if math.abs(cframe.UpVector.Y) < smallButNotZero or pose ~= "Running" or humanoidSpeed < 0.001 then
				-- We are horizontal!  Do something  (turn off locomotion)
				for n,v in pairs(locomotionMap) do
					if v.track then
						v.track:AdjustWeight(smallButNotZero, runBlendtime)
					end
				end
				return
			end
			local lookat = cframe.LookVector
			local direction = Vector3.new(lookat.X, 0.0, lookat.Z)
			direction = direction / direction.Magnitude --sensible upVector means this is non-zero.
			local ly = moveDirection:Dot(direction)
			if ly <= 0.0 and ly > -0.05 then
				ly = smallButNotZero -- break quadrant ties in favor of forward-friendly strafes
			end
			local lx = direction.X*moveDirection.Z - direction.Z*moveDirection.X
			local tempDir = Vector2.new(lx, ly) -- root space moveDirection
			local delta = Vector2.new(tempDir.x-cachedLocalDirection.x, tempDir.y-cachedLocalDirection.y)
			-- Time check serves the purpose of the old keyframeReached sync check, as it syncs anim timePosition
			if delta:Dot(delta) > 0.001 or math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then
				cachedLocalDirection = tempDir
				cachedRunningSpeed = humanoidSpeed
				lastBlendTime = currentTime
				blend2D(cachedLocalDirection, cachedRunningSpeed)
			end 
		else
			if math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then
				cachedRunningSpeed = humanoidSpeed
				lastBlendTime = currentTime
				blend2D(Vector2.yAxis, cachedRunningSpeed)
			end
		end
	end

	function setAnimationSpeed(speed)
		if currentAnim ~= "walk" then
			if speed ~= currentAnimSpeed then
				currentAnimSpeed = speed
				currentAnimTrack:AdjustSpeed(currentAnimSpeed)
			end
		end
	end

	function keyFrameReachedFunc(frameName)
		if (frameName == "End") then
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end

			if currentlyPlayingEmote then
				if currentAnimTrack.Looped then
					-- Allow the emote to loop
					return
				end

				repeatAnim = "idle"
				currentlyPlayingEmote = false
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end

	function rollAnimation(animName)
		local roll = math.random(1, animTable[animName].totalWeight)
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end
		return idx
	end

	local maxVeloX, minVeloX, maxVeloY, minVeloY

	local function destroyRunAnimations()
		for _,v in pairs(strafingLocomotionMap) do
			if v.track then
				v.track:Stop()
				v.track:Destroy()
				v.track = nil
			end
		end
		for _,v in pairs(fallbackLocomotionMap) do
			if v.track then
				v.track:Stop()
				v.track:Destroy()
				v.track = nil
			end
		end
		cachedRunningSpeed = 0
	end

	local function resetVelocityBounds(velo)
		minVeloX = 0
		maxVeloX = 0
		minVeloY = 0
		maxVeloY = 0
	end

	local function updateVelocityBounds(velo)
		if velo then 
			if velo.x > maxVeloX then maxVeloX = velo.x end
			if velo.y > maxVeloY then maxVeloY = velo.y end
			if velo.x < minVeloX then minVeloX = velo.x end
			if velo.y < minVeloY then minVeloY = velo.y end
		end
	end

	local function checkVelocityBounds(velo)
		if maxVeloX == 0 or minVeloX == 0 or maxVeloY == 0 or minVeloY == 0 then
			if locomotionMap == strafingLocomotionMap then
				warn("Strafe blending disabled.  Not all quadrants of motion represented.")
			end
			locomotionMap = fallbackLocomotionMap
		else
			locomotionMap = strafingLocomotionMap
		end
	end

	local function setupWalkAnimation(anim, animName, transitionTime, humanoid)
		resetVelocityBounds()
		-- check to see if we need to blend a walk/run animation
		for n,v in pairs(locomotionMap) do
			v.track = humanoid:LoadAnimation(animTable[n][1].anim)
			v.track.Priority = Enum.AnimationPriority.Core
			updateVelocityBounds(v.lv)
		end
		checkVelocityBounds()
	end

	local function switchToAnim(anim, animName, transitionTime, humanoid)
		-- switch animation		
		if (anim ~= currentAnimInstance) then

			if (currentAnimTrack ~= nil) then
				currentAnimTrack:Stop(transitionTime)
				currentAnimTrack:Destroy()
			end
			if (currentAnimKeyframeHandler ~= nil) then
				currentAnimKeyframeHandler:disconnect()
			end


			currentAnimSpeed = 1.0

			currentAnim = animName
			currentAnimInstance = anim	-- nil in the case of locomotion

			if animName == "walk" then
				setupWalkAnimation(anim, animName, transitionTime, humanoid)
			else
				destroyRunAnimations()
				-- load it to the humanoid; get AnimationTrack
				currentAnimTrack = humanoid:LoadAnimation(anim)
				currentAnimTrack.Priority = Enum.AnimationPriority.Core

				currentAnimTrack:Play(transitionTime)	

				-- set up keyframe name triggers
				currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
			end
		end
	end

	function playAnimation(animName, transitionTime, humanoid)
		local idx = rollAnimation(animName)
		local anim = animTable[animName][idx].anim

		switchToAnim(anim, animName, transitionTime, humanoid)
		currentlyPlayingEmote = false
	end

	function playEmote(emoteAnim, transitionTime, humanoid)
		switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
		currentlyPlayingEmote = true
	end

	-------------------------------------------------------------------------------------------
	-------------------------------------------------------------------------------------------

	local toolAnimName = ""
	local toolAnimTrack = nil
	local toolAnimInstance = nil
	local currentToolAnimKeyframeHandler = nil

	function toolKeyFrameReachedFunc(frameName)
		if (frameName == "End") then
			playToolAnimation(toolAnimName, 0.0, Humanoid)
		end
	end


	function playToolAnimation(animName, transitionTime, humanoid, priority)
		local idx = rollAnimation(animName)
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then

			if (toolAnimTrack ~= nil) then
				toolAnimTrack:Stop()
				toolAnimTrack:Destroy()
				transitionTime = 0
			end

			-- load it to the humanoid; get AnimationTrack
			toolAnimTrack = humanoid:LoadAnimation(anim)
			if priority then
				toolAnimTrack.Priority = priority
			end

			-- play the animation
			toolAnimTrack:Play(transitionTime)
			toolAnimName = animName
			toolAnimInstance = anim

			currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
		end
	end

	function stopToolAnimations()
		local oldAnim = toolAnimName

		if (currentToolAnimKeyframeHandler ~= nil) then
			currentToolAnimKeyframeHandler:disconnect()
		end

		toolAnimName = ""
		toolAnimInstance = nil
		if (toolAnimTrack ~= nil) then
			toolAnimTrack:Stop()
			toolAnimTrack:Destroy()
			toolAnimTrack = nil
		end

		return oldAnim
	end

	-------------------------------------------------------------------------------------------
	-------------------------------------------------------------------------------------------
	-- STATE CHANGE HANDLERS

	function onRunning(speed)
		local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
		local speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75
		humanoidSpeed = speed
		if speed > speedThreshold then
			playAnimation("walk", 0.2, Humanoid)
			if pose ~= "Running" then
				pose = "Running"
				updateVelocity(0) -- Force velocity update in response to state change
			end
		else
			if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
				playAnimation("idle", 0.2, Humanoid)
				pose = "Standing"
			end
		end



	end

	function onDied()
		pose = "Dead"
	end

	function onJumping()
		playAnimation("jump", 0.1, Humanoid)
		jumpAnimTime = jumpAnimDuration
		pose = "Jumping"
	end

	function onClimbing(speed)
		local scale = 5.0
		playAnimation("climb", 0.1, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Climbing"
	end

	function onGettingUp()
		pose = "GettingUp"
	end

	function onFreeFall()
		if (jumpAnimTime <= 0) then
			playAnimation("fall", fallTransitionTime, Humanoid)
		end
		pose = "FreeFall"
	end

	function onFallingDown()
		pose = "FallingDown"
	end

	function onSeated()
		pose = "Seated"
	end

	function onPlatformStanding()
		pose = "PlatformStanding"
	end

	-------------------------------------------------------------------------------------------
	-------------------------------------------------------------------------------------------

	function onSwimming(speed)
		if speed > 0 then
			pose = "Running"
		else
			pose = "Standing"
		end
	end

	function animateTool()
		if (toolAnim == "None") then
			playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
			return
		end

		if (toolAnim == "Slash") then
			playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
			return
		end

		if (toolAnim == "Lunge") then
			playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
			return
		end
	end

	function getToolAnim(tool)
		for _, c in ipairs(tool:GetChildren()) do
			if c.Name == "toolanim" and c.className == "StringValue" then
				return c
			end
		end
		return nil
	end

	local lastTick = 0

	function stepAnimate(currentTime)
		local amplitude = 1
		local frequency = 1
		local deltaTime = currentTime - lastTick
		lastTick = currentTime

		local climbFudge = 0
		local setAngles = false

		if (jumpAnimTime > 0) then
			jumpAnimTime = jumpAnimTime - deltaTime
		end

		if (pose == "FreeFall" and jumpAnimTime <= 0) then
			playAnimation("fall", fallTransitionTime, Humanoid)
		elseif (pose == "Seated") then
			playAnimation("sit", 0.5, Humanoid)
			return
		elseif (pose == "Running") then
			playAnimation("walk", 0.2, Humanoid)
			updateVelocity(currentTime)
		elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
			stopAllAnimations()
			amplitude = 0.1
			frequency = 1
			setAngles = true
		end

		-- Tool Animation handling
		local tool = Character:FindFirstChildOfClass("Tool")
		if tool and tool:FindFirstChild("Handle") then
			local animStringValueObject = getToolAnim(tool)

			if animStringValueObject then
				toolAnim = animStringValueObject.Value
				-- message recieved, delete StringValue
				animStringValueObject.Parent = nil
				toolAnimTime = currentTime + .3
			end

			if currentTime > toolAnimTime then
				toolAnimTime = 0
				toolAnim = "None"
			end

			animateTool()
		else
			stopToolAnimations()
			toolAnim = "None"
			toolAnimInstance = nil
			toolAnimTime = 0
		end
	end


	-- connect events
	Humanoid.Died:connect(onDied)
	Humanoid.Running:connect(onRunning)
	Humanoid.Jumping:connect(onJumping)
	Humanoid.Climbing:connect(onClimbing)
	Humanoid.GettingUp:connect(onGettingUp)
	Humanoid.FreeFalling:connect(onFreeFall)
	Humanoid.FallingDown:connect(onFallingDown)
	Humanoid.Seated:connect(onSeated)
	Humanoid.PlatformStanding:connect(onPlatformStanding)
	Humanoid.Swimming:connect(onSwimming)

	-- setup emote chat hook
	game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
		local emote = ""
		if (string.sub(msg, 1, 3) == "/e ") then
			emote = string.sub(msg, 4)
		elseif (string.sub(msg, 1, 7) == "/emote ") then
			emote = string.sub(msg, 8)
		end

		if (pose == "Standing" and emoteNames[emote] ~= nil) then
			playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
		end
	end)

	-- emote bindable hook
	script:WaitForChild("PlayEmote").OnInvoke = function(emote)
		-- Only play emotes when idling
		if pose ~= "Standing" then
			return
		end

		if emoteNames[emote] ~= nil then
			-- Default emotes
			playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)

			return true, currentAnimTrack
		elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
			-- Non-default emotes
			playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)

			return true, currentAnimTrack
		end

		-- Return false to indicate that the emote could not be played
		return false
	end

	if Character.Parent ~= nil then
		-- initialize to idle
		playAnimation("idle", 0.1, Humanoid)
		pose = "Standing"
	end

	-- loop to handle timed state transitions and tool animations
	task.spawn(function()
		while Character.Parent ~= nil do
			local _, currentGameTime = wait(0.1)
			stepAnimate(currentGameTime)
		end
	end)
end

RunCustomAnimation(plr.Character)

plr.CharacterAdded:Connect(function(Char)
	RunCustomAnimation(Char)
end)

Features & Information

cool

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