--[[
FE floppa
made by MyWorld#4430
[Link]/pYVHtSJmEY
shirt:
[Link]
]]
if "floppa says MyWorlds reanimate is good" then
--reanimate by MyWorld#4430 [Link]/pYVHtSJmEY
local Vector3_101 = [Link](1, 0, 1)
local netless_Y = [Link](0, 25.1, 0)
local function getNetlessVelocity(realPartVelocity) --edit this if you have a
better netless method
local netlessVelocity = realPartVelocity * Vector3_101
local mag = [Link]
if mag > 0.1 then
netlessVelocity *= 100 / mag
end
netlessVelocity += netless_Y
return netlessVelocity
end
local simradius = "shp" --simulation radius (net bypass) method
--"shp" - sethiddenproperty
--"ssr" - setsimulationradius
--false - disable
local noclipAllParts = true --set it to true if you want noclip
local flingpart = "HumanoidRootPart" --the part that will be used to fling
(ctrl + F "fling function")
local antiragdoll = true --removes hingeConstraints and ballSocketConstraints
from your character
local newanimate = false --disables the animate script and enables after
reanimation
local discharscripts = true --disables all localScripts parented to your
character before reanimation
local R15toR6 = true --tries to convert your character to r6 if its r15
local hatcollide = false --makes hats cancollide (credit to ShownApe) (works
only with reanimate method 0)
local humState16 = true --enables collisions for limbs before the humanoid dies
(using hum:ChangeState)
local addtools = false --puts all tools from backpack to character and lets you
hold them after reanimation
local hedafterneck = true --disable aligns for head and enable after neck is
removed
local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn
delay
local method = 3 --reanimation method
--methods:
--0 - breakJoints (takes [loadtime] seconds to laod)
--1 - limbs
--2 - limbs + anti respawn
--3 - limbs + breakJoints after [loadtime] seconds
--4 - remove humanoid + breakJoints
--5 - remove humanoid + limbs
local alignmode = 2 --AlignPosition mode
--modes:
--1 - AlignPosition rigidity enabled true
--2 - 2 AlignPositions rigidity enabled both true and false
--3 - AlignPosition rigidity enabled false
local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = [Link]
local heartbeat = [Link]
local renderstepped = [Link]
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = [Link]
local v3 = [Link]
local v3_0 = v3(0, 0, 0)
local inf = [Link]
local c = [Link]
if not (c and [Link]) then
return
end
[Link]:Connect(function()
c = nil
end)
local function gp(parent, name, className)
if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if ([Link] == name) and v:IsA(className) then
return v
end
end
end
return nil
end
local function align(Part0, Part1)
[Link] = [Link](0.0001, 0.0001,
0.0001, 0.0001, 0.0001)
local att0 = [Link]("Attachment", Part0)
[Link] = v3_0
[Link] = v3_0
[Link] = "att0_" .. [Link]
local att1 = [Link]("Attachment", Part1)
[Link] = v3_0
[Link] = v3_0
[Link] = "att1_" .. [Link]
if (alignmode == 1) or (alignmode == 2) then
local ape = [Link]("AlignPosition", att0)
[Link] = false
[Link] = inf
[Link] = inf
[Link] = false
[Link] = 200
ape.Attachment1 = att1
ape.Attachment0 = att0
[Link] = "AlignPositionRtrue"
[Link] = true
end
if (alignmode == 2) or (alignmode == 3) then
local apd = [Link]("AlignPosition", att0)
[Link] = false
[Link] = inf
[Link] = inf
[Link] = false
[Link] = 200
apd.Attachment1 = att1
apd.Attachment0 = att0
[Link] = "AlignPositionRfalse"
[Link] = false
end
local ao = [Link]("AlignOrientation", att0)
[Link] = inf
[Link] = inf
[Link] = false
[Link] = false
[Link] = 200
ao.Attachment1 = att1
ao.Attachment0 = att0
[Link] = false
if type(getNetlessVelocity) == "function" then
local realVelocity = v3_0
local steppedcon = stepped:Connect(function()
[Link] = realVelocity
end)
local heartbeatcon = heartbeat:Connect(function()
realVelocity = [Link]
[Link] = getNetlessVelocity(realVelocity)
end)
[Link]:Connect(function()
Part0 = nil
steppedcon:Disconnect()
heartbeatcon:Disconnect()
end)
end
end
local function respawnrequest()
local ccfr = [Link]
local c = [Link]
[Link] = nil
[Link] = c
local con = nil
con = [Link]:Connect(function(prop)
if (prop ~= "Parent") and (prop ~= "CFrame") then
return
end
[Link] = ccfr
con:Disconnect()
end)
end
local destroyhum = (method == 4) or (method == 5)
local breakjoints = (method == 0) or (method == 4)
local antirespawn = (method == 0) or (method == 2) or (method == 3)
hatcollide = hatcollide and (method == 0)
addtools = addtools and gp(lp, "Backpack", "Backpack")
local fenv = getfenv()
local shp = [Link] or fenv.set_hidden_property or
fenv.set_hidden_prop or [Link]
local ssr = [Link] or fenv.set_simulation_radius or
fenv.set_sim_radius or [Link] or fenv.set_simulation_rad or
[Link]
if shp and (simradius == "shp") then
spawn(function()
while c and heartbeat:Wait() do
shp(lp, "SimulationRadius", inf)
end
end)
elseif ssr and (simradius == "ssr") then
spawn(function()
while c and heartbeat:Wait() do
ssr(inf)
end
end)
end
antiragdoll = antiragdoll and function(v)
if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
[Link] = nil
end
end
if antiragdoll then
for i, v in pairs(c:GetDescendants()) do
antiragdoll(v)
end
[Link]:Connect(antiragdoll)
end
if antirespawn then
respawnrequest()
end
if method == 0 then
wait(loadtime)
if not c then
return
end
end
if discharscripts then
for i, v in pairs(c:GetChildren()) do
if v:IsA("LocalScript") then
[Link] = true
end
end
elseif newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate and (not [Link]) then
[Link] = true
else
newanimate = false
end
end
if addtools then
for i, v in pairs(addtools:GetChildren()) do
if v:IsA("Tool") then
[Link] = c
end
end
end
pcall(function()
settings().[Link] = false
settings().[Link] =
[Link]
end)
local OLDscripts = {}
for i, v in pairs(c:GetDescendants()) do
if [Link] == "Script" then
[Link](OLDscripts, v)
end
end
local scriptNames = {}
for i, v in pairs(c:GetDescendants()) do
if v:IsA("BasePart") then
local newName = tostring(i)
local exists = true
while exists do
exists = false
for i, v in pairs(OLDscripts) do
if [Link] == newName then
exists = true
end
end
if exists then
newName = newName .. "_"
end
end
[Link](scriptNames, newName)
[Link]("Script", v).Name = newName
end
end
[Link] = true
local hum = c:FindFirstChildOfClass("Humanoid")
if hum then
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
v:Stop()
end
end
local cl = c:Clone()
if hum and humState16 then
hum:ChangeState([Link])
if destroyhum then
wait(1.6)
end
end
if hum and [Link] and destroyhum then
hum:Destroy()
end
if not c then
return
end
local head = gp(c, "Head", "BasePart")
local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart")
local root = gp(c, "HumanoidRootPart", "BasePart")
if hatcollide and c:FindFirstChildOfClass("Accessory") then
local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health",
"Script")
if not (torso and root and anything) then
return
end
torso:Destroy()
root:Destroy()
if shp then
for i,v in pairs(c:GetChildren()) do
if v:IsA("Accessory") then
shp(v, "BackendAccoutrementState", 0)
end
end
end
anything:Destroy()
end
for i, v in pairs(cl:GetDescendants()) do
if v:IsA("BasePart") then
[Link] = 1
[Link] = false
end
end
local model = [Link]("Model", c)
[Link] = [Link]
[Link]:Connect(function()
model = nil
end)
for i, v in pairs(c:GetChildren()) do
if v ~= model then
if addtools and v:IsA("Tool") then
for i1, v1 in pairs(v:GetDescendants()) do
if v1 and [Link] and v1:IsA("BasePart") then
local bv = [Link]("BodyVelocity", v1)
[Link] = v3_0
[Link] = v3(1000, 1000, 1000)
bv.P = 1250
[Link] = "bv_" .. [Link]
end
end
end
if v:IsA("CharacterMesh") then
v:Destroy()
else
[Link] = model
end
end
end
if breakjoints then
model:BreakJoints()
else
if head and torso then
for i, v in pairs(model:GetDescendants()) do
if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or
v:IsA("Motor") or v:IsA("Motor6D") then
local save = false
if (v.Part0 == torso) and (v.Part1 == head) then
save = true
end
if (v.Part0 == head) and (v.Part1 == torso) then
save = true
end
if save then
if hedafterneck then
hedafterneck = v
end
else
v:Destroy()
end
end
end
end
if method == 3 then
spawn(function()
wait(loadtime)
if model then
model:BreakJoints()
end
end)
end
end
[Link] = c
for i, v in pairs(cl:GetChildren()) do
[Link] = c
end
cl:Destroy()
local noclipmodel = (noclipAllParts and c) or model
local noclipcon = nil
local function uncollide()
if noclipmodel then
for i, v in pairs(noclipmodel:GetDescendants()) do
if v:IsA("BasePart") then
[Link] = false
end
end
else
noclipcon:Disconnect()
end
end
noclipcon = stepped:Connect(uncollide)
uncollide()
for i, scr in pairs(model:GetDescendants()) do
if ([Link] == "Script") and [Link](scriptNames, [Link]) then
local Part0 = [Link]
if Part0:IsA("BasePart") then
for i1, scr1 in pairs(c:GetDescendants()) do
if ([Link] == "Script") and ([Link] ==
[Link]) and (not scr1:IsDescendantOf(model)) then
local Part1 = [Link]
if ([Link] == [Link]) and
([Link] == [Link]) then
align(Part0, Part1)
break
end
end
end
end
end
end
if (typeof(hedafterneck) == "Instance") and head then
local aligns = {}
local con = nil
con = [Link]:Connect(function(prop)
if (prop == "Parent") and not [Link] then
con:Disconnect()
for i, v in pairs(aligns) do
[Link] = true
end
end
end)
for i, v in pairs(head:GetDescendants()) do
if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
i = tostring(i)
aligns[i] = v
[Link]:Connect(function()
aligns[i] = nil
end)
[Link] = false
end
end
end
for i, v in pairs(c:GetDescendants()) do
if v and [Link] then
if [Link] == "Script" then
if [Link](scriptNames, [Link]) then
v:Destroy()
end
elseif not v:IsDescendantOf(model) then
if v:IsA("Decal") then
[Link] = 1
elseif v:IsA("ForceField") then
[Link] = false
elseif v:IsA("Sound") then
[Link] = false
elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or
v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles")
then
[Link] = false
end
end
end
end
if newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate then
[Link] = false
end
end
if addtools then
for i, v in pairs(c:GetChildren()) do
if v:IsA("Tool") then
[Link] = addtools
end
end
end
local hum0 = model:FindFirstChildOfClass("Humanoid")
if hum0 then
[Link]:Connect(function()
hum0 = nil
end)
end
local hum1 = c:FindFirstChildOfClass("Humanoid")
if hum1 then
[Link]:Connect(function()
hum1 = nil
end)
end
if hum1 then
[Link] = hum1
local camSubCon = nil
local function camSubFunc()
camSubCon:Disconnect()
if c and hum1 then
[Link] = hum1
end
end
camSubCon = renderstepped:Connect(camSubFunc)
if hum0 then
[Link]:Connect(function(prop)
if hum1 and (prop == "Jump") then
[Link] = [Link]
end
end)
else
respawnrequest()
end
end
local rb = [Link]("BindableEvent", c)
[Link]:Connect(function()
rb:Destroy()
sg:SetCore("ResetButtonCallback", true)
if destroyhum then
c:BreakJoints()
return
end
if hum0 and ([Link] > 0) then
model:BreakJoints()
[Link] = 0
end
if antirespawn then
respawnrequest()
end
end)
sg:SetCore("ResetButtonCallback", rb)
spawn(function()
while c do
if hum0 and hum1 then
[Link] = [Link]
end
wait()
end
sg:SetCore("ResetButtonCallback", true)
end)
R15toR6 = R15toR6 and hum1 and ([Link] == [Link].R15)
if R15toR6 then
local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso",
"BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or
c:FindFirstChildWhichIsA("BasePart")
if part then
local cfr = [Link]
local R6parts = {
head = {
Name = "Head",
Size = v3(2, 1, 1),
R15 = {
Head = 0
}
},
torso = {
Name = "Torso",
Size = v3(2, 2, 1),
R15 = {
UpperTorso = 0.2,
LowerTorso = -0.8
}
},
root = {
Name = "HumanoidRootPart",
Size = v3(2, 2, 1),
R15 = {
HumanoidRootPart = 0
}
},
leftArm = {
Name = "Left Arm",
Size = v3(1, 2, 1),
R15 = {
LeftHand = -0.85,
LeftLowerArm = -0.2,
LeftUpperArm = 0.4
}
},
rightArm = {
Name = "Right Arm",
Size = v3(1, 2, 1),
R15 = {
RightHand = -0.85,
RightLowerArm = -0.2,
RightUpperArm = 0.4
}
},
leftLeg = {
Name = "Left Leg",
Size = v3(1, 2, 1),
R15 = {
LeftFoot = -0.85,
LeftLowerLeg = -0.15,
LeftUpperLeg = 0.6
}
},
rightLeg = {
Name = "Right Leg",
Size = v3(1, 2, 1),
R15 = {
RightFoot = -0.85,
RightLowerLeg = -0.15,
RightUpperLeg = 0.6
}
}
}
for i, v in pairs(c:GetChildren()) do
if v:IsA("BasePart") then
for i1, v1 in pairs(v:GetChildren()) do
if v1:IsA("Motor6D") then
v1.Part0 = nil
end
end
end
end
[Link] = true
for i, v in pairs(R6parts) do
local part = part:Clone()
part:ClearAllChildren()
[Link] = [Link]
[Link] = [Link]
[Link] = cfr
[Link] = false
[Link] = 1
[Link] = false
for i1, v1 in pairs(v.R15) do
local R15part = gp(c, i1, "BasePart")
local att = gp(R15part, "att1_" .. i1,
"Attachment")
if R15part then
local weld = [Link]("Weld", R15part)
[Link] = "Weld_" .. i1
weld.Part0 = part
weld.Part1 = R15part
weld.C0 = cf(0, v1, 0)
weld.C1 = cf(0, 0, 0)
[Link] = true
[Link] = "R15_" .. i1
[Link] = part
if att then
[Link] = part
[Link] = v3(0, v1, 0)
end
end
end
[Link] = c
R6parts[i] = part
end
local R6joints = {
neck = {
Parent = [Link],
Name = "Neck",
Part0 = [Link],
Part1 = [Link],
C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rootJoint = {
Parent = [Link],
Name = "RootJoint" ,
Part0 = [Link],
Part1 = [Link],
C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rightShoulder = {
Parent = [Link],
Name = "Right Shoulder",
Part0 = [Link],
Part1 = [Link],
C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftShoulder = {
Parent = [Link],
Name = "Left Shoulder",
Part0 = [Link],
Part1 = [Link],
C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
},
rightHip = {
Parent = [Link],
Name = "Right Hip",
Part0 = [Link],
Part1 = [Link],
C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftHip = {
Parent = [Link],
Name = "Left Hip" ,
Part0 = [Link],
Part1 = [Link],
C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
}
}
for i, v in pairs(R6joints) do
local joint = [Link]("Motor6D")
for prop, val in pairs(v) do
joint[prop] = val
end
R6joints[i] = joint
end
[Link] = [Link].R6
[Link] = 0
end
end
--fling function
--usage: fling([part or CFrame or Vector3], [fling duration (seconds)],
[rotation velocity (Vector3)])
local flingpart0 = gp(model, flingpart, "BasePart")
local flingpart1 = gp(c, flingpart, "BasePart")
local fling = function() end
if flingpart0 and flingpart1 then
[Link]:Connect(function()
flingpart0 = nil
fling = function() end
end)
[Link]:Connect(function()
flingpart1 = nil
fling = function() end
end)
--[Link] = true
local att0 = gp(flingpart0, "att0_" .. [Link], "Attachment")
local att1 = gp(flingpart1, "att1_" .. [Link], "Attachment")
if att0 and att1 then
fling = function(target, duration, rotVelocity)
if (typeof(target) == "Instance" and target:IsA("BasePart")) or
(typeof(target) == "CFrame") then
target = [Link]
elseif typeof(target) ~= "Vector3" then
return
end
if type(duration) ~= number then
duration = tonumber(duration) or 0.5
end
if typeof(rotVelocity) ~= "Vector3" then
rotVelocity = v3(20000, 20000, 20000)
end
if not (target and flingpart0 and flingpart1 and att0 and att1)
then
return
end
local flingpart = flingpart0:Clone()
[Link] = 1
[Link] = v3(0.01, 0.01, 0.01)
[Link] = false
[Link] = "flingpart_" .. [Link]
[Link] = true
[Link]:Connect(function()
flingpart = nil
end)
[Link] = flingpart1
if [Link] > 0.5 then
[Link] = 0.5
end
[Link] = flingpart
for i, v in pairs(att0:GetChildren()) do
if v:IsA("AlignOrientation") then
[Link] = false
end
end
local con = nil
con = heartbeat:Connect(function()
if target and flingpart and flingpart0 and flingpart1 and att0
and att1 then
[Link] = rotVelocity
[Link] = target
else
con:Disconnect()
end
end)
local steppedRotVel = v3(
((target.X > 0) and -1) or 1,
((target.Y > 0) and -1) or 1,
((target.Z > 0) and -1) or 1
)
local con = nil
con = stepped:Connect(function()
if target and flingpart and flingpart0 and flingpart1 and att0
and att1 then
[Link] = steppedRotVel
[Link] = target
else
con:Disconnect()
end
end)
wait(duration)
target = nil
if not (flingpart and flingpart0 and flingpart1 and att0 and att1)
then
return
end
[Link] = v3_0
[Link] = flingpart1
for i, v in pairs(att0:GetChildren()) do
if v:IsA("AlignOrientation") then
[Link] = true
end
end
flingpart:Destroy()
end
end
end
end
wait()
local c = game:GetService("Players").[Link]
local function gp(parent, name, className)
if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if ([Link] == name) and v:IsA(className) then
return v
end
end
end
return nil
end
local head = gp(c, "Head", "BasePart")
if not head then return print("head not found") end
local torso = gp(c, "Torso", "BasePart")
if not torso then return print("torso not found") end
local humanoidRootPart = gp(c, "HumanoidRootPart", "BasePart")
if not humanoidRootPart then return print("humanoid root part not found") end
local leftArm = gp(c, "Left Arm", "BasePart")
if not leftArm then return print("left arm not found") end
local rightArm = gp(c, "Right Arm", "BasePart")
if not rightArm then return print("right arm not found") end
local leftLeg = gp(c, "Left Leg", "BasePart")
if not leftLeg then return print("left leg not found") end
local rightLeg = gp(c, "Right Leg", "BasePart")
if not rightLeg then return print("right leg not found") end
--find rig joints
local neck = gp(torso, "Neck", "Motor6D")
if not neck then return print("neck not found") end
local rootJoint = gp(humanoidRootPart, "RootJoint", "Motor6D")
if not rootJoint then return print("root joint not found") end
local leftShoulder = gp(torso, "Left Shoulder", "Motor6D")
if not leftShoulder then return print("left shoulder not found") end
local rightShoulder = gp(torso, "Right Shoulder", "Motor6D")
if not rightShoulder then return print("right shoulder not found") end
local leftHip = gp(torso, "Left Hip", "Motor6D")
if not leftHip then return print("left hip not found") end
local rightHip = gp(torso, "Right Hip", "Motor6D")
if not rightHip then return print("right hip not found") end
local cf, euler = [Link], [Link]
neck.C0 = cf(0, -0.5, 0.5) * euler(-1.5882496193148399, 0, -3.1590459461097367)
rootJoint.C0 = cf(0, -3, -0.5) * euler(-1.5882496193148399, 0, -3.1590459461097367)
leftShoulder.C0 = cf(0, 0.5, 1) * euler(0, -1.5882496193148399, 0)
rightShoulder.C0 = cf(0, 0.5, 1) * euler(0, 1.5707963267948966, 0)
leftHip.C0 = cf(-1, 0.9, 0.5) * euler(1.5707963267948966, -1.0471975511965976,
1.5707963267948966)
rightHip.C0 = cf(0, -0.8, 0.5) * euler(1.5707963267948966, 1.0471975511965976,
1.5707963267948966)
for i, v in pairs(c:GetChildren()) do
if v:IsA("Accessory") then
v:Destroy()
end
end
local hum1 = c:FindFirstChildOfClass("Humanoid")
if hum1 then
game:GetService("Workspace").[Link] = hum1
[Link] = 1
[Link] = 14
[Link] = 0
[Link] = [Link](0, -3, 0)
end