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Script

The document contains a script for a Roblox game that implements character animations and behaviors, specifically for R6 avatars. It includes functions for creating notifications, handling character cloning, and managing player movement and interactions after death. The script also utilizes various Roblox services to manipulate character properties and simulate actions in the game environment.

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nooneherehehe12
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
143 views31 pages

Script

The document contains a script for a Roblox game that implements character animations and behaviors, specifically for R6 avatars. It includes functions for creating notifications, handling character cloning, and managing player movement and interactions after death. The script also utilizes various Roblox services to manipulate character properties and simulate actions in the game environment.

Uploaded by

nooneherehehe12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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-- Gaming

-- Use in R6 or it breaks
-- Tail that CAN be used [Link]
Tail

local NotificationBindable = [Link]("BindableFunction")


local Msgreq = function(Title,Text,Duration,Button1Text,Button2Text)
[Link]:SetCore("SendNotification", {
Title = Title;
Text = Text;
Icon = "";
Duration = Duration;
Button1 = Button1Text;
Button2 = nil;
Callback = NotificationBindable;
})
end

Msgreq("FE Neko Anims V1.6","Loading, please wait while it loads",5,nil)


local SongID = "[Link]
Bypass = "death"
if not Bypass then Bypass = "limbs" end
HumanDied = false

CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
local AlignPos = [Link]('AlignPosition', Part1); [Link] =
"AliP_"..CountSCIFIMOVIELOL
[Link] = true;
[Link] = 67752;
[Link] = [Link]/9e110;
[Link] = false;
[Link] = 200;
[Link] = false;
local AlignOri = [Link]('AlignOrientation', Part1); [Link] =
"AliO_"..CountSCIFIMOVIELOL
[Link] = [Link]/9e110;
[Link] = 67752;
[Link] = false;
[Link] = false;
[Link] = 200;
[Link] = false;
local AttachmentA=[Link]('Attachment',Part1); [Link] =
"AthP_"..CountSCIFIMOVIELOL
local AttachmentB=[Link]('Attachment',Part0); [Link] =
"AthP_"..CountSCIFIMOVIELOL
local AttachmentC=[Link]('Attachment',Part1); [Link] =
"AthO_"..CountSCIFIMOVIELOL
local AttachmentD=[Link]('Attachment',Part0); [Link] =
"AthO_"..CountSCIFIMOVIELOL
[Link] = Angle
[Link] = Position
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentC;
AlignOri.Attachment0 = AttachmentD;
CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1

end
[Link](function()
local player = [Link]
local char = [Link] or [Link]:wait()
if sethiddenproperty then
while true do
game:GetService("RunService").RenderStepped:Wait()
settings().[Link] = false
local TBL = game:GetService("Players"):GetChildren()
for _ = 1,#TBL do local Players = TBL[_]
if Players ~= game:GetService("Players").LocalPlayer then
[Link] = 0
sethiddenproperty(Players,"SimulationRadius",0)
end
end
game:GetService("Players").[Link] =
[Link]([Link],[Link])

sethiddenproperty(game:GetService("Players").LocalPlayer,"SimulationRadius",[Link]
w([Link],[Link])*[Link])
if HumanDied then break end
end
else
while true do
game:GetService("RunService").RenderStepped:Wait()
settings().[Link] = false
local TBL = game:GetService("Players"):GetChildren()
for _ = 1,#TBL do local Players = TBL[_]
if Players ~= game:GetService("Players").LocalPlayer then
[Link] = 0
end
end
game:GetService("Players").[Link] =
[Link]([Link],[Link])
if HumanDied then break end
end
end
end)()

if game:GetService("Players").[Link] ==
[Link].R6 then
if Bypass == "limbs" then
-----------------------------------------------------------------------------------
---------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar =
game:GetService("Players").LocalPlayer["Character"]:Clone()
[Link] = workspace
[Link] =
game:GetService("Players").LocalPlayer["Character"].[Link] *
[Link](0,2,0)
wait()
[Link] = false
[Link] = [Link]
[Link] = "non"
[Link] = "None"
if [Link]:FindFirstChild("face") then
[Link]:FindFirstChild("face"):Destroy() end
if
workspace[game:GetService("Players").[Link]].Head:FindFirstChild("face")
then
workspace[game:GetService("Players").[Link]].Head:FindFirstChild("face").
Parent = [Link] end

local DeadChar = workspace[game:GetService("Players").[Link]]


[Link]:Destroy()

local LVecPart = [Link]("Part", workspace) [Link] =


false [Link] = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = [Link]
local Root = CloneChar["HumanoidRootPart"]
[Link] = [Link]
[Link] = [Link]([Link],
[Link](lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
end
CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)

local CONDOWN
local WDown, ADown, SDown, DDown, SpaceDown = false, false, false,
false, false
local function KEYDOWN(_,Processed)
if HumanDied then CONDOWN:Disconnect(); return end
if Processed ~= true then
local Key = _.KeyCode
if Key == [Link].W then
WDown = true end
if Key == [Link].A then
ADown = true end
if Key == [Link].S then
SDown = true end
if Key == [Link].D then
DDown = true end
if Key == [Link] then
SpaceDown = true end end end
CONDOWN =
game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)

local CONUP
local function KEYUP(_)
if HumanDied then CONUP:Disconnect(); return end
local Key = _.KeyCode
if Key == [Link].W then
WDown = false end
if Key == [Link].A then
ADown = false end
if Key == [Link].S then
SDown = false end
if Key == [Link].D then
DDown = false end
if Key == [Link] then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)

local function MoveClone(X,Y,Z)


[Link] = [Link] * [Link](-X,Y,-Z)
workspace["non"].[Link] = [Link]
end

[Link](function()
while true do game:GetService("RunService").RenderStepped:Wait()
if HumanDied then break end
if WDown then MoveClone(0,0,1e4) end
if ADown then MoveClone(1e4,0,0) end
if SDown then MoveClone(0,0,-1e4) end
if DDown then MoveClone(-1e4,0,0) end
if SpaceDown then CloneChar["Humanoid"].Jump = true end
if WDown ~= true and ADown ~= true and SDown ~= true and
DDown ~= true then
workspace["non"].[Link] =
workspace["non"].[Link] end
end
end)()

local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)

local resetBindable = [Link]("BindableEvent")


[Link]:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback",
true)
resetBindable:Destroy()
pcall(function()
[Link] = 0
[Link] = 0
end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback",
resetBindable)

[Link](function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or
not CloneChar:FindFirstChild("Humanoid") or
CloneChar:FindFirstChild("Humanoid").Health <= 0 or not DeadChar or not
DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or
DeadChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
[Link] = CloneChar
CloneChar:Destroy()
[Link] = DeadChar
if resetBindable then

game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
[Link] = 0
end)
break
end
end
end)()

SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],[Link](0,0,0),[Link](0,0
,0))

SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"],[Link](0,0,0),[Link](0
,0,0))
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left
Arm"],[Link](0,0,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right
Arm"],[Link](0,0,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left
Leg"],[Link](0,0,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right
Leg"],[Link](0,0,0),[Link](0,0,0))

[Link](function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
DeadChar["Torso"].CFrame = CloneChar["Torso"].CFrame
end
end)()

for _,v in next, DeadChar:GetChildren() do


if v:IsA("Accessory") then

SCIFIMOVIELOL([Link],CloneChar[[Link]].Handle,[Link](0,0,0),[Link](0,0,
0))
end
end

for _,BodyParts in next, CloneChar:GetDescendants() do


if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
[Link] = 1 end end

[Link]["Left Shoulder"]:Destroy()
[Link]["Right Shoulder"]:Destroy()
[Link]["Left Hip"]:Destroy()
[Link]["Right Hip"]:Destroy()

elseif Bypass == "death" then


-----------------------------------------------------------------------------------
---------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar =
game:GetService("Players").LocalPlayer["Character"]:Clone()
game:GetService("Players").LocalPlayer["Character"].[Link]
= 0
game:GetService("Players").LocalPlayer["Character"].[Link]
= 0
game:GetService("Players").LocalPlayer["Character"].[Link]
= false
local FalseChar = [Link]("Model", workspace); [Link] = ""
[Link]("Part",FalseChar).Name = "Head"
[Link]("Part",FalseChar).Name = "Torso"
[Link]("Humanoid",FalseChar).Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"] = FalseChar
game:GetService("Players").LocalPlayer["Character"].[Link] =
"FalseHumanoid"
local Clone =
game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid")
:Clone()
[Link] = game:GetService("Players").LocalPlayer["Character"]
[Link] = "Humanoid"

game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid")
:Destroy()
game:GetService("Players").LocalPlayer["Character"].[Link] = 0
game:GetService("Players").LocalPlayer["Character"] =
workspace[game:GetService("Players").[Link]]
wait(5.65)
game:GetService("Players").LocalPlayer["Character"].[Link] = 0
[Link] = workspace
[Link] =
game:GetService("Players").LocalPlayer["Character"].[Link] *
[Link](0,2,0)
wait()
[Link] = false
[Link] = [Link]
[Link] = "non"
[Link] = "None"
if [Link]:FindFirstChild("face") then
[Link]:FindFirstChild("face"):Destroy() end
if
workspace[game:GetService("Players").[Link]].Head:FindFirstChild("face")
then
workspace[game:GetService("Players").[Link]].Head:FindFirstChild("face").
Parent = [Link] end

FalseChar:Destroy()

local DeadChar = workspace[game:GetService("Players").[Link]]

local LVecPart = [Link]("Part", workspace) [Link] =


false [Link] = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = [Link]
local Root = CloneChar["HumanoidRootPart"]
[Link] = [Link]
[Link] = [Link]([Link],
[Link](lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
end
CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)

local CONDOWN
local WDown, ADown, SDown, DDown, SpaceDown = false, false, false,
false, false
local function KEYDOWN(_,Processed)
if HumanDied then CONDOWN:Disconnect(); return end
if Processed ~= true then
local Key = _.KeyCode
if Key == [Link].W then
WDown = true end
if Key == [Link].A then
ADown = true end
if Key == [Link].S then
SDown = true end
if Key == [Link].D then
DDown = true end
if Key == [Link] then
SpaceDown = true end end end
CONDOWN =
game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)

local CONUP
local function KEYUP(_)
if HumanDied then CONUP:Disconnect(); return end
local Key = _.KeyCode
if Key == [Link].W then
WDown = false end
if Key == [Link].A then
ADown = false end
if Key == [Link].S then
SDown = false end
if Key == [Link].D then
DDown = false end
if Key == [Link] then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)

local function MoveClone(X,Y,Z)


[Link] = [Link] * [Link](-X,Y,-Z)
workspace["non"].[Link] = [Link]
end

[Link](function()
while true do game:GetService("RunService").RenderStepped:Wait()
if HumanDied then break end
if WDown then MoveClone(0,0,1e4) end
if ADown then MoveClone(1e4,0,0) end
if SDown then MoveClone(0,0,-1e4) end
if DDown then MoveClone(-1e4,0,0) end
if SpaceDown then CloneChar["Humanoid"].Jump = true end
if WDown ~= true and ADown ~= true and SDown ~= true and
DDown ~= true then
workspace["non"].[Link] =
workspace["non"].[Link] end
end
end)()

local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)

local resetBindable = [Link]("BindableEvent")


[Link]:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback",
true)
resetBindable:Destroy()
[Link] = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback",
resetBindable)

[Link](function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or
not CloneChar:FindFirstChild("Humanoid") or
CloneChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
[Link] = CloneChar
CloneChar:Destroy()
[Link] = DeadChar
if resetBindable then

game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
[Link] = 0
end)
break
end
end
end)()

SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],[Link](0,0,0),[Link](0,0
,0))

SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"],[Link](0,0,0),[Link](0
,0,0))
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left
Arm"],[Link](0,0,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right
Arm"],[Link](0,0,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left
Leg"],[Link](0,0,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right
Leg"],[Link](0,0,0),[Link](0,0,0))

SCIFIMOVIELOL(DeadChar["HumanoidRootPart"],CloneChar["HumanoidRootPart"],[Link]
w(0,0,0),[Link](0,0,0))

for _,v in next, DeadChar:GetChildren() do


if v:IsA("Accessory") then
if [Link] == "PlainTail" then
Tail = CloneChar[[Link]].Handle
end

SCIFIMOVIELOL([Link],CloneChar[[Link]].Handle,[Link](0,0,0),[Link](0,0,
0))
end
end

for _,BodyParts in next, CloneChar:GetDescendants() do


if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
[Link] = 1 end end
elseif Bypass == "hats" then
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local DeadChar = [Link]
[Link] = "non"
local HatPosition = [Link](0,0,0)
local HatName = "MediHood"
local HatsLimb = {
Rarm = DeadChar:FindFirstChild("Hat1"),
Larm = DeadChar:FindFirstChild("Pink Hair"),
Rleg = DeadChar:FindFirstChild("Robloxclassicred"),
Lleg = DeadChar:FindFirstChild("Kate Hair"),
Torso1 = DeadChar:FindFirstChild("Pal Hair"),
Torso2 = DeadChar:FindFirstChild("LavanderHair")
}
HatName = DeadChar:FindFirstChild(HatName)

[Link](function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not DeadChar or not DeadChar:FindFirstChild("Head") or
not DeadChar:FindFirstChild("Humanoid") or
DeadChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
if resetBindable then

game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
[Link] = 0
end)
break
end
end
end)()

local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)

SCIFIMOVIELOL([Link],DeadChar["Head"],[Link](0,0,0),[Link](0,0,0)
)

SCIFIMOVIELOL([Link],DeadChar["Torso"],[Link](0.5,0,0),Vector3
.new(90,0,0))
SCIFIMOVIELOL([Link],DeadChar["Torso"],[Link](-
0.5,0,0),[Link](90,0,0))
SCIFIMOVIELOL([Link],DeadChar["Left
Arm"],[Link](0,0,0),[Link](90,0,0))
SCIFIMOVIELOL([Link],DeadChar["Right
Arm"],[Link](0,0,0),[Link](90,0,0))
SCIFIMOVIELOL([Link],DeadChar["Left
Leg"],[Link](0,0,0),[Link](90,0,0))
SCIFIMOVIELOL([Link],DeadChar["Right
Leg"],[Link](0,0,0),[Link](90,0,0))

for i,v in pairs(HatsLimb) do


[Link]:FindFirstChild("AccessoryWeld"):Destroy()
if [Link]:FindFirstChild("Mesh") then
[Link]:FindFirstChild("Mesh"):Destroy() end
if [Link]:FindFirstChild("SpecialMesh") then
[Link]:FindFirstChild("SpecialMesh"):Destroy() end
end
[Link]:FindFirstChild("AccessoryWeld"):Destroy()
end
else
if Bypass == "limbs" then
-----------------------------------------------------------------------------------
---------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar = game:GetObjects("rbxassetid://5227463276")[1]
[Link] = workspace
[Link] =
game:GetService("Players").LocalPlayer["Character"].[Link] *
[Link](0,0.5,0.1)
[Link] = false
[Link] = [Link]
[Link] = "non"
[Link] = "None"
if [Link]:FindFirstChild("face") then
[Link]:FindFirstChild("face"):Destroy() end
if
workspace[game:GetService("Players").[Link]].Head:FindFirstChild("face")
then
workspace[game:GetService("Players").[Link]].Head:FindFirstChild("face").
Parent = [Link] end

local DeadChar = workspace[game:GetService("Players").[Link]]


[Link]:Destroy()

local LVecPart = [Link]("Part", workspace) [Link] =


false [Link] = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = [Link]
local Root = CloneChar["HumanoidRootPart"]
[Link] = [Link]
[Link] = [Link]([Link],
[Link](lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
end
CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)

local CONDOWN
local WDown, ADown, SDown, DDown, SpaceDown = false, false, false,
false, false
local function KEYDOWN(_,Processed)
if HumanDied then CONDOWN:Disconnect(); return end
if Processed ~= true then
local Key = _.KeyCode
if Key == [Link].W then
WDown = true end
if Key == [Link].A then
ADown = true end
if Key == [Link].S then
SDown = true end
if Key == [Link].D then
DDown = true end
if Key == [Link] then
SpaceDown = true end end end
CONDOWN =
game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)

local CONUP
local function KEYUP(_)
if HumanDied then CONUP:Disconnect(); return end
local Key = _.KeyCode
if Key == [Link].W then
WDown = false end
if Key == [Link].A then
ADown = false end
if Key == [Link].S then
SDown = false end
if Key == [Link].D then
DDown = false end
if Key == [Link] then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
[Link] = [Link] * [Link](-X,Y,-Z)
workspace["non"].[Link] = [Link]
end

[Link](function()
while true do game:GetService("RunService").RenderStepped:Wait()
if HumanDied then break end
if WDown then MoveClone(0,0,1e4) end
if ADown then MoveClone(1e4,0,0) end
if SDown then MoveClone(0,0,-1e4) end
if DDown then MoveClone(-1e4,0,0) end
if SpaceDown then CloneChar["Humanoid"].Jump = true end
if WDown ~= true and ADown ~= true and SDown ~= true and
DDown ~= true then
workspace["non"].[Link] =
workspace["non"].[Link] end
end
end)()

local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)

local resetBindable = [Link]("BindableEvent")


[Link]:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback",
true)
resetBindable:Destroy()
[Link] = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback",
resetBindable)

[Link](function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or
not CloneChar:FindFirstChild("Humanoid") or
CloneChar:FindFirstChild("Humanoid").Health <= 0 or not DeadChar or not
DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChild("Humanoid") or
DeadChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
[Link] = CloneChar
CloneChar:Destroy()
[Link] = DeadChar
if resetBindable then

game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
[Link] = 0
end)
break
end
end
end)()

for _,v in next, DeadChar:GetChildren() do


if v:IsA("Accessory") then
v:Clone().Parent = CloneChar
end
end

for _,v in next, DeadChar:GetDescendants() do


if v:IsA("Motor6D") and [Link] ~= "Neck" then
v:Destroy()
end
end

SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],[Link](0,0,0),[Link](0,0
,0))

SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],[Link](0,0.2,0),Vector
[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],[Link](0,-
0.78,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left
Arm"],[Link](0,0.375,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left
Arm"],[Link](0,-0.215,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left
Arm"],[Link](0,-0.825,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right
Arm"],[Link](0,0.375,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right
Arm"],[Link](0,-0.215,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right
Arm"],[Link](0,-0.825,0),[Link](0,0,0))

SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left
Leg"],[Link](0,0.575,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left
Leg"],[Link](0,-0.137,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left
Leg"],[Link](0,-0.787,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right
Leg"],[Link](0,0.575,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right
Leg"],[Link](0,-0.137,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right
Leg"],[Link](0,-0.787,0),[Link](0,0,0))

[Link](function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
DeadChar["UpperTorso"].CFrame = CloneChar["Torso"].CFrame *
[Link](0,0.2,0)
end
end)()

for _,v in next, DeadChar:GetChildren() do


if v:IsA("Accessory") then

SCIFIMOVIELOL([Link],CloneChar[[Link]].Handle,[Link](0,0,0),[Link](0,0,
0))
end
end

for _,BodyParts in next, CloneChar:GetDescendants() do


if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
[Link] = 1 end end

elseif Bypass == "death" then


-----------------------------------------------------------------------------------
---------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar = game:GetObjects("rbxassetid://5227463276")[1]
game:GetService("Players").LocalPlayer["Character"].[Link]
= 0
game:GetService("Players").LocalPlayer["Character"].[Link]
= 0
game:GetService("Players").LocalPlayer["Character"].[Link]
= false
local FalseChar = [Link]("Model", workspace); [Link] = ""
[Link]("Part",FalseChar).Name = "Head"
[Link]("Part",FalseChar).Name = "UpperTorso"
[Link]("Humanoid",FalseChar).Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"] = FalseChar
game:GetService("Players").LocalPlayer["Character"].[Link] =
"FalseHumanoid"
local Clone =
game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid")
:Clone()
[Link] = game:GetService("Players").LocalPlayer["Character"]
[Link] = "Humanoid"

game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid")
:Destroy()
game:GetService("Players").LocalPlayer["Character"].[Link] = 0
game:GetService("Players").LocalPlayer["Character"] =
workspace[game:GetService("Players").[Link]]
wait(5.65)
game:GetService("Players").LocalPlayer["Character"].[Link] = 0
[Link] = workspace
[Link] =
game:GetService("Players").LocalPlayer["Character"].[Link] *
[Link](0,0.5,0.1)
wait()
[Link] = false
[Link] = [Link]
[Link] = "non"
[Link] = "None"
if [Link]:FindFirstChild("face") then
[Link]:FindFirstChild("face"):Destroy() end
if
workspace[game:GetService("Players").[Link]].Head:FindFirstChild("face")
then
workspace[game:GetService("Players").[Link]].Head:FindFirstChild("face").
Parent = [Link] end

FalseChar:Destroy()

local DeadChar = workspace[game:GetService("Players").[Link]]

local LVecPart = [Link]("Part", workspace) [Link] =


false [Link] = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = [Link]
local Root = CloneChar["HumanoidRootPart"]
[Link] = [Link]
[Link] = [Link]([Link],
[Link](lookVec.X * 9999, lookVec.Y, lookVec.Z * 9999))
end
CONVEC = game:GetService("RunService").Heartbeat:Connect(VECTORUNIT)

local CONDOWN
local WDown, ADown, SDown, DDown, SpaceDown = false, false, false,
false, false
local function KEYDOWN(_,Processed)
if HumanDied then CONDOWN:Disconnect(); return end
if Processed ~= true then
local Key = _.KeyCode
if Key == [Link].W then
WDown = true end
if Key == [Link].A then
ADown = true end
if Key == [Link].S then
SDown = true end
if Key == [Link].D then
DDown = true end
if Key == [Link] then
SpaceDown = true end end end
CONDOWN =
game:GetService("UserInputService").InputBegan:Connect(KEYDOWN)

local CONUP
local function KEYUP(_)
if HumanDied then CONUP:Disconnect(); return end
local Key = _.KeyCode
if Key == [Link].W then
WDown = false end
if Key == [Link].A then
ADown = false end
if Key == [Link].S then
SDown = false end
if Key == [Link].D then
DDown = false end
if Key == [Link] then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)

local function MoveClone(X,Y,Z)


[Link] = [Link] * [Link](-X,Y,-Z)
workspace["non"].[Link] = [Link]
end

[Link](function()
while true do game:GetService("RunService").RenderStepped:Wait()
if HumanDied then break end
if WDown then MoveClone(0,0,1e4) end
if ADown then MoveClone(1e4,0,0) end
if SDown then MoveClone(0,0,-1e4) end
if DDown then MoveClone(-1e4,0,0) end
if SpaceDown then CloneChar["Humanoid"].Jump = true end
if WDown ~= true and ADown ~= true and SDown ~= true and
DDown ~= true then
workspace["non"].[Link] =
workspace["non"].[Link] end
end
end)()

local con
function UnCollide()
if HumanDied then con:Disconnect(); return end
for _,Parts in next, CloneChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
[Link] = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)

local resetBindable = [Link]("BindableEvent")


[Link]:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback",
true)
resetBindable:Destroy()
[Link] = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback",
resetBindable)

[Link](function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or
not CloneChar:FindFirstChild("Humanoid") or
CloneChar:FindFirstChild("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
[Link] = CloneChar
CloneChar:Destroy()
[Link] = DeadChar
if resetBindable then

game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
[Link] = 0
end)
break
end
end
end)()

for _,v in next, DeadChar:GetChildren() do


if v:IsA("Accessory") then
v:Clone().Parent = CloneChar
end
end

SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],[Link](0,0,0),[Link](0,0
,0))

SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],[Link](0,0.2,0),Vector
[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],[Link](0,-
0.78,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left
Arm"],[Link](0,0.375,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left
Arm"],[Link](0,-0.215,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left
Arm"],[Link](0,-0.825,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right
Arm"],[Link](0,0.375,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right
Arm"],[Link](0,-0.215,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right
Arm"],[Link](0,-0.825,0),[Link](0,0,0))

SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left
Leg"],[Link](0,0.575,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left
Leg"],[Link](0,-0.137,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left
Leg"],[Link](0,-0.787,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right
Leg"],[Link](0,0.575,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right
Leg"],[Link](0,-0.137,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right
Leg"],[Link](0,-0.787,0),[Link](0,0,0))
SCIFIMOVIELOL(DeadChar["HumanoidRootPart"],CloneChar["HumanoidRootPart"],[Link]
w(0,0,0),[Link](0,0,0))

for _,v in next, DeadChar:GetChildren() do


if v:IsA("Accessory") then

SCIFIMOVIELOL([Link],CloneChar[[Link]].Handle,[Link](0,0,0),[Link](0,0,
0))
end
end

for _,BodyParts in next, CloneChar:GetDescendants() do


if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
[Link] = 1 end end
if [Link]:FindFirstChild("Neck") then
[Link]:BreakJoints()
end
end
end
local CloneChar = [Link]

ArtificialHB = [Link]('BindableEvent', script)


[Link] = 'Heartbeat'
script:WaitForChild('Heartbeat')
frame = 1 / 60
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
[Link]:Fire()

game:GetService('RunService').Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
[Link]:Fire()
lastframe = tick()
else
for i = 1, [Link](tf / frame) do
[Link]:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * [Link](tf / frame)
end
end
end)
local makesound = function(soundid,speed,volume,parent)
local sound = [Link]("Sound")
[Link] = soundid
[Link] = 100
[Link] =speed
[Link] = volume
[Link] = parent
return sound
end
local Callerp = function(Start,End,Percent)
return (Start - (End - Start) * Percen)
end
function swait(t)
game:GetService('RunService').Stepped:wait()
end

local TweenService = game:GetService("TweenService")


local CF = [Link]
local CFA = [Link]
local head = CloneChar:WaitForChild("Head")
local tors = CloneChar:WaitForChild("Torso")
local huma = CloneChar:WaitForChild("Humanoid")
[Link] = " "
local neck = [Link]("Weld",tors)
neck.Part0 = tors
neck.Part1 = head
neck.C0 = CF(0,1.5,0)
local nek = neck.C1
[Link] = true
local root = [Link].C0
local rs = tors["Right Shoulder"].C0
local ls = tors["Left Shoulder"].C0
local rh = tors["Right Hip"].C0
local lh = tors["Left Hip"].C0
local RootPart = CloneChar:WaitForChild("HumanoidRootPart")
local Humanoid = [Link]
local ActiveTracks = Humanoid:GetPlayingAnimationTracks()
[Link] = 80
local Attacking = false
local AttackANVal = 1
local bambam = [Link]("BodyThrust")
[Link] = [Link]
[Link] = [Link](1000,0,1000)
[Link] = [Link]
rayCast = function(Pos, Dir, Max, Ignore)

return game:service("Workspace"):FindPartOnRay([Link](Pos, [Link] * (Max


or 999.999)), (CloneChar and [Link]))
end
Spawn(function()
for i,v in next,
game:GetService("Players").[Link]:GetDescendants() do
if v:IsA("BasePart") and [Link] ~="HumanoidRootPart" then
s = game:GetService("RunService").Heartbeat:connect(function()
[Link] = [Link](0,35,0)
wait(0.3)
end)
end
end
end)
spawn(function()
repeat
wait()
until [Link] < 0.1
s:Disconnect()
end)
if Tail ~= nil then
TailWeld = [Link]

else
TailWeld = [Link]("Weld",workspace)
Msgreq("FE Neko Anims V1.6","Loading Without Tail Accessory (Check top of
script for the accessory)",5,nil)
end
local TC0 = TailWeld.C0 * [Link](0,0,0.4)
local Song = [Link]("Sound",RootPart)
[Link] = SongID
[Link] = true
Song:Play()
local Running = false

local MakeTween = function(timetack,easingstyle,easingdirection,repeats,flipflop)


local newtween = [Link](
timetack,
easingstyle,
easingdirection,
repeats,
flipflop,
0
)
return newtween
end
local DOTWEEN = function(Part,tim,value)
local Tween =
MakeTween(tim,[Link],[Link],0,false)
TweenService:Create(Part,Tween,{C0= value}):Play()
end
local LerpStyle = function(lerpmagnet,easingstyle,easingdirection)
local newstyle =
TweenService:GetValue(lerpmagnet,easingstyle,easingdirection)
return newstyle
end

local SpinKick = function()


if Attacking == false then
Attacking = true
for i = 0,60,1 do
swait()
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.8,[Link],Enum.E
[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,0,0) *
CFA([Link](30),[Link](0),[Link](0)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs *
CF(0.0,0,0) * CFA([Link](0),[Link](0),[Link](-
20)),LerpStyle(0.1,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](20)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](-20 + -
10)),LerpStyle(0.1,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](-30 - -
6)),LerpStyle(0.1,[Link],[Link]))
end
[Link] = [Link]
[Link] =
[Link]
[Link] = true
for i = 0,60,1 do
swait()
[Link] = [Link] + [Link](0,0.6,0)
[Link] = [Link]["Right
Leg"].Position
[Link] =
[Link]
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.8,[Link],Enum.E
[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,0,0) * CFA([Link](-20 + -
36*i),[Link](0),[Link](0)),LerpStyle(0.1,[Link],[Link]
[Link]))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs *
CF(0.0,0,0) *
CFA([Link](0),[Link](30),[Link](40)),LerpStyle(0.1,[Link],Enum
.[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls *
CF(0,0,0) * CFA([Link](0),[Link](-30),[Link](-
40)),LerpStyle(0.1,[Link],[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](50)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](30)),LerpStyle(0.1,[Link],Enum.
[Link]))
end
[Link] = false
Attacking = false
end
end

local ComboCont = 1
local Attack = function()
if Attacking == false then
Attacking = true
if ComboCont == 1 then
for i = 0,10,1 do
swait()
[Link] = [Link]["Right
Arm"].Position
[Link] =
[Link]["Right Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.8,[Link],Enum.E
[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,0,0) * CFA([Link](-
30),[Link](0),[Link](80)),LerpStyle(0.1,[Link],[Link]
[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0.5,0,-1.2) *
CFA([Link](0),[Link](90),[Link](90)),LerpStyle(0.1,[Link],Enum
.[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls
* CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](20)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](10)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](30)),LerpStyle(0.1,[Link],Enum.
[Link]))
end

for i = 0,15,1 do
swait()
[Link] = [Link]["Right
Arm"].Position

[Link] =
[Link]["Right Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.8,[Link],Enum.E
[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,-3,0) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.1,[Link],Enum.E
[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0.5,0,0) * CFA([Link](0),[Link](-
85),[Link](90)),LerpStyle(0.1,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls
* CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](20)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](40)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](30)),LerpStyle(0.1,[Link],Enum.
[Link]))
end
ComboCont = 2
elseif ComboCont == 2 then
for i = 0,10,1 do
swait()
[Link] = [Link]["Left
Arm"].Position

[Link] =
[Link]["Left Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](90),[Link](0)),LerpStyle(0.8,[Link],Enum.
[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,0,0) * CFA([Link](-
30),[Link](0),[Link](90)),LerpStyle(0.1,[Link],[Link]
[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](-
12)),LerpStyle(0.1,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls
* CF(0,0,0) * CFA([Link](0),[Link](0),[Link](-
90)),LerpStyle(0.1,[Link],[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](10)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](30)),LerpStyle(0.1,[Link],Enum.
[Link]))
end

for i = 0,10,1 do
swait()
[Link] = [Link]["Left
Arm"].Position

[Link] =
[Link]["Left Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](-
90),[Link](0)),LerpStyle(0.8,[Link],[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,-3,0) * CFA([Link](0),[Link](0),[Link](-
90)),LerpStyle(0.1,[Link],[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](-
12)),LerpStyle(0.1,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls
* CF(0,0,0.5) * CFA([Link](0),[Link](90),[Link](-
90)),LerpStyle(0.1,[Link],[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](10)),LerpStyle(0.1,[Link],Enum.
[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh *
CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](30)),LerpStyle(0.1,[Link],Enum.
[Link]))
end
ComboCont = 3
elseif ComboCont == 3 then
for i = 0,10,1 do
swait()
[Link] = [Link]["Right
Leg"].Position

[Link] =
[Link]["Left Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.8,[Link],Enum.E
[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,0,0) * CFA([Link](10),[Link](0),[Link](-
50)),LerpStyle(0.2,[Link],[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](-
5)),LerpStyle(0.2,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls
* CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](8)),LerpStyle(0.2,[Link],Enum.E
[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0,0,0) * CFA([Link](0),[Link](-50),[Link](-
98)),LerpStyle(0.2,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh *
CF(0,0,0) *
CFA([Link](0),[Link](20),[Link](0)),LerpStyle(0.2,[Link],Enum.
[Link]))
end

for i = 0,15,1 do
swait()
[Link] = [Link]["Right
Leg"].Position

[Link] =
[Link]["Left Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](90),[Link](0)),LerpStyle(0.8,[Link],Enum.
[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,-3,0) * CFA([Link](-
40),[Link](0),[Link](90)),LerpStyle(0.2,[Link],[Link]
[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](-
5)),LerpStyle(0.2,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls
* CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](8)),LerpStyle(0.2,[Link],Enum.E
[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0,0,0) * CFA([Link](0),[Link](90),[Link](-
90+40)),LerpStyle(0.2,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh *
CF(0,0,0) * CFA([Link](0),[Link](-
90),[Link](0)),LerpStyle(0.2,[Link],[Link]))
end
ComboCont = 1
end
Attacking = false
end
end
local Mouse = [Link]:GetMouse()
local B1Hold = false
Mouse.Button1Down:Connect(function()
B1Hold = true
while B1Hold == true do
wait()
Attack()
end
end)
local Running = false
Mouse.Button1Up:Connect(function()
B1Hold = false
end)
[Link]:Connect(function(key)
if key == "z" then
SpinKick()
else
if key == "t" and Attacking == false then
Attacking = true
makesound("rbxassetid://6433451653",1,1,tors):Play()
for i=0,100 do
swait()
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA([Link]( -15
+
[Link]([Link](time()*16)*15)),0,0),LerpStyle(0.2,[Link],[Link]
[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,0,0) * CFA([Link](-10 +
[Link](time()*16)*10),[Link](0),[Link](0)),LerpStyle(0.1*1,[Link].L
inear,[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0,0.4 + [Link](time()*17)*0.4,0) *
CFA(0,[Link](90),[Link](123)),LerpStyle(0.07*1,[Link],[Link]
[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls
* CF(0,0,0) * CFA([Link](10),0,[Link](-
90)),LerpStyle(0.07*1,[Link],[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0,0,0) * CFA([Link](0),[Link](-30 + [Link](time()*17)*20),[Link](-10 +
[Link](time()*16)*10)),LerpStyle(0.1*1,[Link],[Link]
[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh *
CF(0,0,0) * CFA([Link](0),[Link](0),[Link](10 + [Link](time()*16)*-
10)),LerpStyle(0.1*1,[Link],[Link]))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 *
[Link]([Link](-20 + [Link](-time()*3.83)*-20),[Link](-
[Link](time()*3.83/2)*24),0),LerpStyle(0.1*1,[Link],[Link]
[Link]))
end
Attacking = false
else
if key == "r" and Attacking == false then
Attacking = true
while
[Link] < 0.1 do
swait()

[Link] = [Link]
neck.C1 = neck.C1:Lerp(nek * CF(0,-0.4,0) *
CFA([Link](-90),[Link](-
[Link](time()*3)*30),0),LerpStyle(0.3,[Link],[Link].
InOut))
[Link].C0 =
[Link].C0:Lerp(root * CF(0,0,-2.5) *
CFA([Link](78),[Link]([Link](time()*3)*12),[Link]([Link]([Link](time()*
3)*40))),LerpStyle(0.3*1,[Link],[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0.3,0.4 +0.4+[Link](time()*3)*0.2,-0.4 -
0.2+[Link](time()*3)*0.2) * CFA([Link](-
45)+[Link]([Link](time()*3)*12),[Link](0),[Link](180 -
10+[Link](time()*3)*5)),LerpStyle(0.1*1,[Link],[Link]
[Link]))
tors["Left Shoulder"].C0 = tors["Left
Shoulder"].C0:Lerp(ls * CF(-0.3,0.4+[Link](time()*3)*0.2,-0.4 -
0.2+[Link](time()*3)*0.2) * CFA([Link](-45)-
[Link]([Link](time()*3)*12),[Link](0),[Link](-180 + 10
+[Link](time()*3)*5)),LerpStyle(0.1*1,[Link],[Link]
[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0,0,0) * CFA([Link](-
[Link](time()*3)*12),[Link]([Link](time()*3)*30),[Link](-12 - 50 +
[Link](time()*3)*30)),LerpStyle(0.3*1,[Link],[Link]
[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh *
CF(0,0,0) * CFA([Link](-
[Link](time()*3)*12),[Link]([Link](time()*3)*30),[Link](12 + 50 +
[Link](time()*3)*30)),LerpStyle(0.3*1,[Link],[Link]
[Link]))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 *
[Link]([Link](0),0,[Link]([Link](time()*3)*40)),LerpStyle(0.1*1,Enum.E
[Link],[Link]))

end
Attacking = false
else if key == "f" then
if Running == false then
Running = true
[Link] = 40
else
Running = false
[Link] = 20
end
elseif key == "x" and Attacking == false and
[Link]:FindFirstChildWhichIsA("Humanoid") ~= nil then
Attacking = true
Camera = [Link]
[Link] = "Scriptable"
local Target = [Link]
for i = 0,200,1 do
swait()
[Link] =
[Link]:Lerp([Link](([Link] * [Link](0,0,-
5)).Position,[Link]),1)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](20),[Link](0),[Link](0)),LerpStyle(0.8,[Link],Enum.
[Link]))
[Link].C0 =
[Link].C0:Lerp(root * CF(0,0,0) *
CFA([Link](20),[Link](0),[Link](0)),LerpStyle(0.5,[Link],Enum.
[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA([Link](-
25),[Link](0),[Link](00)),LerpStyle(0.5,[Link],[Link]
[Link]))
tors["Left Shoulder"].C0 = tors["Left
Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA([Link](-
25),[Link](0),[Link](00)),LerpStyle(0.5,[Link],[Link]
[Link]))
tors["Right Hip"].C0 = tors["Right
Hip"].C0:Lerp(rh * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](20+ -
40)),LerpStyle(0.5,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left
Hip"].C0:Lerp(lh * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](-20+ -
4)),LerpStyle(0.1,[Link],[Link]))
end

for i = 0,20,1 do
swait()
[Link] =
[Link]:Lerp([Link](([Link] * [Link](0,0,-
3)).Position,[Link]),1)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.8,[Link],Enum.E
[Link]))
[Link].C0 =
[Link].C0:Lerp(root * CF(0,0,0) *
CFA([Link](20),[Link](0),[Link](0)),LerpStyle(0.5,[Link],Enum.
[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA([Link](-
40),[Link](0),[Link](00)),LerpStyle(0.5,[Link],[Link]
[Link]))
tors["Left Shoulder"].C0 = tors["Left
Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA([Link](-
40),[Link](0),[Link](00)),LerpStyle(0.5,[Link],[Link]
[Link]))
tors["Right Hip"].C0 = tors["Right
Hip"].C0:Lerp(rh * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](20+ -
40)),LerpStyle(0.5,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left
Hip"].C0:Lerp(lh * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](-20+ -
4)),LerpStyle(0.1,[Link],[Link]))
end
[Link] = [Link] *
[Link](0,0,-8)
for i = 0,100,1 do
swait()

[Link] =
[Link]
[Link] =
[Link]:Lerp([Link](([Link] * [Link](-
3,0,0)).Position,[Link]),0.2)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.8,[Link],Enum.E
[Link]))
[Link].C0 =
[Link].C0:Lerp(root * CF(0,0,0) *
CFA([Link](20),[Link](0),[Link](0)),LerpStyle(0.5,[Link],Enum.
[Link]))
tors["Right Shoulder"].C0 = tors["Right
Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA([Link](-80),[Link](0),[Link](-
20)),LerpStyle(0.5,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left
Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA([Link](-
80),[Link](0),[Link](20)),LerpStyle(0.5,[Link],[Link]
[Link]))
tors["Right Hip"].C0 = tors["Right
Hip"].C0:Lerp(rh * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](20+ -
40)),LerpStyle(0.5,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left
Hip"].C0:Lerp(lh * CF(0,0,0) * CFA([Link](0),[Link](0),[Link](-20+ -
4)),LerpStyle(0.1,[Link],[Link]))
end
Attacking = false
[Link] = "Custom"
end
end
end
end
end)
local RLA = [Link](0,0,0)

local Anim = "Idle"

[Link] = 20
Msgreq("FE Neko Anims V1.6","FE Neko Animations Loaded, have fun - Made by
Creo",5,nil)
while true do
swait()
hitfloor = rayCast([Link], [Link]([Link],
[Link] - [Link](0, 0.5, 0)).lookVector, 4, CloneChar)
local torvel = ([Link] *
[Link](1, 0, 1)).magnitude
local velderp = [Link].y
if [Link].y > 0 and hitfloor == nil then
Anim = "Jumping"

elseif [Link].y < 0 and hitfloor == nil then


Anim = "Falling"
elseif torvel < .5 and hitfloor ~= nil then
Anim = "Idle"
elseif torvel > .5 and hitfloor ~= nil then
Anim = "Walking"
end
local W1 = [Link]*
[Link]
local W2 = [Link]*
[Link]
WVA = W1.X+W1.Z
RLV = W2.X+W2.Z

if Attacking == false then


[Link] =
[Link]
if Anim == "Falling" then
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0.3) *
CFA([Link](20),0,0),LerpStyle(0.4,[Link],[Link]
Out))
[Link].C0 = [Link].C0:Lerp(root
*CF(0,0,0) *
CFA(0,0,0),LerpStyle(0.4,[Link],[Link]))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs *
CF(0,0,0) * CFA([Link](-
40),0,[Link](5)),LerpStyle(0.4,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls *
CF(0,0,0) * CFA([Link](-40),0,[Link](-
5)),LerpStyle(0.4,[Link],[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0.4,0.8,0) *
CFA(0,0,[Link](10)),LerpStyle(0.4,[Link],[Link]
t))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0.4,0.5,0)
*
CFA(0,0,[Link](50)),LerpStyle(0.4,[Link],[Link]
t))
elseif Anim == "Jumping" then
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0.3) * CFA([Link](-
20),0,0),LerpStyle(0.4,[Link],[Link]))
[Link].C0 = [Link].C0:Lerp(root
*CF(0,0,0) *
CFA(0,0,0),LerpStyle(0.4,[Link],[Link]))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs *
CF(0,0,0) * CFA(0,[Link](-40),[Link](-
20)),LerpStyle(0.4,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls *
CF(0,0,0) *
CFA(0,[Link](40),[Link](20)),LerpStyle(0.4,[Link],[Link]
[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh *
CF(0.4,0.8,0) * CFA(0,0,[Link](-
10)),LerpStyle(0.4,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0.4,0.5,0)
* CFA(0,0,[Link](-
50)),LerpStyle(0.4,[Link],[Link]))
elseif Anim == "Idle" then
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](7+[Link](time()*3.83)*-5 + (-6 +
[Link](time()*3.83)*6 )),[Link](-24) + [Link](
[Link]((time()*3.83)/2)*10),[Link](-[Link]((time()*3.83)/2)*13)),LerpStyle(0.
2,[Link],[Link]))
[Link].C0 = [Link].C0:Lerp(root *
CF(0,0,[Link]((time()*3.83))/10) *
CFA([Link](0),[Link](0),[Link](0)),LerpStyle(0.4*1,[Link],En
[Link]))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs *
CF(-0.1,[Link]((time()*3.83))/10,0) * CFA([Link](-5)- -[Link]((-
time()*3.83))/8.7,[Link](0),[Link](5)+[Link]((-time()*3.83))/
8.7),LerpStyle(0.3*1,[Link],[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls *
CF(0.1,[Link]((time()*3.83))/10,0) * CFA([Link](-5)- -[Link]((-
time()*3.83))/8.7,[Link](0),[Link](-5)-[Link]((-time()*3.83))/
8.7),LerpStyle(0.3*1,[Link],[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,-
[Link]((time()*3.83))/8,0) * CFA([Link](-4),[Link](-
12),[Link](8)),LerpStyle(0.4*1,[Link],[Link]
))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,-
[Link]((time()*3.83))/8,0) * CFA([Link](-
1),[Link](7),[Link](2)),LerpStyle(0.4*1,[Link],[Link]
[Link]))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * [Link]([Link](-20 +
[Link](-time()*3.83)*-20),[Link](-
[Link](time()*3.83/2)*24),0),LerpStyle(0.1*1,[Link],[Link]
[Link]))
elseif Anim == "Walking" and Running == false then
RLA = [Link](([Link]((time()*8))/1)*0.5 *WVA,0.3*(1-WVA),
([Link]((time()*8))/1)*0.5 *RLV) *
[Link]((-[Link]((time()*8))/1.5)*RLV,0,([Link]((time()*8))/1.2)*WVA)
LLA = [Link](([Link]((time()*8))/1)*0.5 *WVA,0.3*(1-WVA),
([Link]((time()*8))/1)*0.5 *RLV) *
[Link]((-[Link]((time()*8))/1.5)*RLV,0,([Link]((time()*8))/1.2)*WVA)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) *
CFA([Link](7),[Link]([Link]((time()*8))*0.2 + [Link](-
[Link].Y*8),[Link](-85),[Link](85)),[Link](-
[Link].Y*0.4)),LerpStyle(0.4,[Link],[Link]
[Link]))
[Link].C0 = [Link].C0:Lerp(root *CF(0,-
[Link]((time()*8*2))/3.2,-[Link]((time()*8*2))/3) * CFA([Link]( -15 + 10 +
WVA*15) + -[Link]([Link](time() *(8*2))*10),[Link]( [Link](0) - -
[Link].Y/50,[Link](-
20),[Link](20)),[Link]((time()*8))*0.2),LerpStyle(0.4,[Link],Enu
[Link]))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs *
CF(-[Link]((time()*8))/4.5,0,0) * CFA([Link](-5),-[Link]((time()*8))*0.1 +
[Link]([Link].Y*3),-
[Link]((time()*8))*0.4),LerpStyle(0.4,[Link],[Link].
InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls *
CF(-[Link]((time()*8))/4.5,0,0) * CFA([Link](-5),-[Link]((time()*8))*0.1 +
[Link]([Link].Y*3),-
[Link]((time()*8))*0.4),LerpStyle(0.4,[Link],[Link].
InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,
([Link]((time()*8))/8),0) * RLA * CFA(0, (-
[Link]((time()*8))*0.5)*WVA,[Link]( -15 + 10 + WVA*15) + -
[Link]([Link](time()
*(8*2))*10)),LerpStyle(0.2,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,(-
[Link]((time()*8))/8),0) * LLA * CFA(0, (-[Link]((time()*8))*0.5)*WVA,-
[Link]( -15 + 10 + WVA*15) + [Link]([Link](time()
*(8*2))*10)),LerpStyle(0.2,[Link],[Link]))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * [Link]([Link](-30 +
[Link](-time()*8)*-20),0,-[Link](-[Link](time()*8/2)*20 +
RLV*2)),LerpStyle(0.1*1,[Link],[Link]))
elseif Anim == "Walking" and Running == true then
RLA = [Link](0,(0.5 + [Link](time()*15)*0.5)*WVA+ 0.2,(0.5
- [Link](time()*15)*0.5)*RLV+ 0.2) * [Link](0,-
[Link]([Link](time()*15)*80)*RLV,[Link]([Link](time()*15)*80)*WVA)
LLA = [Link](0,(0.5 + [Link](time()*15)*0.5)*WVA- 0.2,(-
0.5 + [Link](time()*15)*0.5)*RLV- 0.2) * [Link](0,-
[Link]([Link](time()*15)*80)*RLV,[Link](-[Link](time()*15)*80)*WVA)
RAA = [Link](0,0.8 +
[Link](time()*15)*0.9*WVA,[Link](time()*15)*0.9*RLV) *
[Link](0,[Link](-
[Link](time()*15)*85)*RLV,[Link]([Link](time()*15)*85)*WVA)
LAA = [Link](0,0.8 +
[Link](time()*15)*0.9*WVA,[Link](time()*15)*0.9*-RLV) *
[Link](0,[Link](-[Link](time()*15)*85)*RLV,[Link](-
[Link](time()*15)*85)*WVA)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(0,[Link](-
[Link].Y*5),0),LerpStyle(0.4,[Link],[Link]
[Link]))
[Link].C0 = [Link].C0:Lerp(root *CF((-1 -
[Link](time()*15)*2)*RLV,(-1 - [Link](time()*15)*2)*WVA,-1 + 0.5 -
[Link](time()*15)*0.8) * CFA([Link](80 -
[Link](time()*15)*20),0,0),LerpStyle(0.4,[Link],[Link]
[Link]))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs *
CF(0.6+ [Link](time()*15)*1,0,-0.6)* RAA * CFA([Link](-10 - -
[Link](time()*15*2)*10),0,[Link](80)),LerpStyle(0.6,[Link],Enum.
[Link]))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls *
CF(-0.6+ -[Link](time()*15)*1,0,-0.6) * LAA * CFA([Link](-10 - -
[Link](time()*15*2)*10),0,[Link](-
80)),LerpStyle(0.6,[Link],[Link]))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4 + -
[Link](time()*15)*0.9,0,0) * RLA * CFA(0,
0,[Link](50)),LerpStyle(0.6,[Link],[Link]))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(-0.4+
[Link](time()*15)*0.9,0,0) * LLA * CFA(0, 0,[Link](-
80)),LerpStyle(0.6,[Link],[Link]))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * [Link](0,0.7,0.3) *
[Link]([Link](-110 + [Link](-time()*15)*-20),-
[Link](RLV*30),0),LerpStyle(0.1*1,[Link],[Link]
Out))
end
end
end

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