for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") and v.Name ~="HumanoidRootPart" then game:GetService("RunService").Heartbeat:connect(function() v.Velocity = Vector3.new(0,35,0) wait(0.5) end) end end game:GetService("StarterGui"):SetCore("SendNotification", { Title = "Notification"; Text = "Netless activated"; Icon = "rbxthumb://type=Asset&id=5107182114&w=150&h=150"}) Duration = 16; local HatChar = game.Players.LocalPlayer.Character local Hat = HatChar:FindFirstChild("WDW_FoamFinger") Hat.Handle.SpecialMesh:Destroy() HumanDied = false local reanim function noplsmesh(hat) _G.OldCF=workspace.Camera.CFrame oldchar=game.Players.LocalPlayer.Character game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name] for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do if v:IsA('Mesh') or v:IsA('SpecialMesh') then v:Remove() end end game.Players.LocalPlayer.Character=oldchar wait() workspace.Camera.CFrame=_G.OldCF game.Players.LocalPlayer.Character=oldchar end _G.ClickFling=false -- Set this to true if u want. loadstring(game:HttpGet(('https://raw.githubusercontent.com/OofHead-FE/nexo-before-deleted/main/NexoPD'),true))() IT = Instance.new CF = CFrame.new VT = Vector3.new RAD = math.rad C3 = Color3.new UD2 = UDim2.new BRICKC = BrickColor.new ANGLES = CFrame.Angles EULER = CFrame.fromEulerAnglesXYZ COS = math.cos ACOS = math.acos SIN = math.sin ASIN = math.asin ABS = math.abs MRANDOM = math.random FLOOR = math.floor speed = 1 sine = 1 srv = game:GetService('RunService') function hatset(yes,part,c1,c0,nm) reanim[yes].Handle.AccessoryWeld.Part1=reanim[part] reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new() reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5 if nm==true then noplsmesh(yes) end end --put the hat script converted below reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD RJ = reanim.HumanoidRootPart.RootJoint RS = reanim.Torso['Right Shoulder'] LS = reanim.Torso['Left Shoulder'] RH = reanim.Torso['Right Hip'] LH = reanim.Torso['Left Hip'] Root = reanim.HumanoidRootPart NECK = reanim.Torso.Neck NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LS.C1 = CF(0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) Mode='1' mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k) if k == 'r' then-- first mode Mode='1' elseif k == 'e' then-- second mode Mode='2' elseif k == 'urkeybind' then-- third mode Mode='3' end end) attacklol=game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function() Mode='Attack0' wait(1) -- Time Of Attack Mode='Attack1' end) coroutine.wrap(function() while true do -- anim changer if HumanDied then mousechanger:Disconnect() break end sine = sine + speed local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0)) local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char) local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0)) local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char) local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z if lookvector > reanim.Humanoid.WalkSpeed then lookvector = reanim.Humanoid.WalkSpeed end if lookvector < -reanim.Humanoid.WalkSpeed then lookvector = -reanim.Humanoid.WalkSpeed end if rightvector > reanim.Humanoid.WalkSpeed then rightvector = reanim.Humanoid.WalkSpeed end if rightvector < -reanim.Humanoid.WalkSpeed then rightvector = -reanim.Humanoid.WalkSpeed end local lookvel = lookvector / reanim.Humanoid.WalkSpeed local rightvel = rightvector / reanim.Humanoid.WalkSpeed if Mode == '1' then if Root.Velocity.y > 1 then -- jump --jump clerp here elseif Root.Velocity.y < -1 then -- fall --fall clerp here elseif Root.Velocity.Magnitude < 2 then -- idle NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+10*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0.2*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+10.4*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-33+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0 = reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),-0.3+0*math.cos(sine/13))*ANGLES(RAD(0+3*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude < 20 then -- walk NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+10*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0.2*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-10.4*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-30*math.cos(sine/13)),RAD(-6+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+20*math.cos(sine/13)),RAD(3+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0 = reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/13),0.5+0*math.cos(sine/13),-0.4+0*math.cos(sine/13))*ANGLES(RAD(34+15*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here end elseif Mode == '2' then if Root.Velocity.y > 1 then -- jump --jump clerp here elseif Root.Velocity.y < -1 then -- fall --fall clerp here elseif Root.Velocity.Magnitude < 2 then -- idle NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),-0.5+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-37+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(0+3*math.cos(sine/1),1+-2*math.cos(sine/1),0+8*math.cos(sine/1))*ANGLES(RAD(130+10*math.cos(sine/1)),RAD(32+0*math.cos(sine/1)),RAD(-26+0*math.cos(sine/1))),.3) LS.C0 = LS.C0:Lerp(CF(0+5*math.cos(sine/1),0.5+4*math.cos(sine/1),0+-7*math.cos(sine/1))*ANGLES(RAD(94+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),0+-0.1*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(1+0*math.cos(sine/13)),RAD(-6+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(3+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0 = reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/2),0.5+0*math.cos(sine/2),-0.6+0*math.cos(sine/2))*ANGLES(RAD(36+15*math.cos(sine/2)),RAD(0+0*math.cos(sine/2)),RAD(0+0*math.cos(sine/2))),.3) elseif Root.Velocity.Magnitude < 20 then -- walk NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(21+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),-0.5+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-37+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(0+3*math.cos(sine/1),1+-2*math.cos(sine/1),0+8*math.cos(sine/1))*ANGLES(RAD(130+10*math.cos(sine/1)),RAD(32+0*math.cos(sine/1)),RAD(-26+0*math.cos(sine/1))),.3) LS.C0 = LS.C0:Lerp(CF(0+5*math.cos(sine/1),0.5+4*math.cos(sine/1),0+-7*math.cos(sine/1))*ANGLES(RAD(94+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),0+-0.1*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(1+0*math.cos(sine/13)),RAD(-6+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(3+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0 = reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/2),0.5+0*math.cos(sine/2),-0.6+0*math.cos(sine/2))*ANGLES(RAD(36+15*math.cos(sine/2)),RAD(0+0*math.cos(sine/2)),RAD(0+0*math.cos(sine/2))),.3) elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here end elseif Mode == '3' then if Root.Velocity.y > 1 then -- jump --jump clerp here elseif Root.Velocity.y < -1 then -- fall --fall clerp here elseif Root.Velocity.Magnitude < 2 then -- idle --idle clerp here elseif Root.Velocity.Magnitude < 20 then -- walk --walk clerp here elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here end elseif Mode == 'Attack0' then NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(5+0*math.cos(sine/13)),RAD(-37+0*math.cos(sine/13)),RAD(1+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-13+0*math.cos(sine/13)),RAD(30+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(105+0*math.cos(sine/13)),RAD(18+0*math.cos(sine/13)),RAD(30+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(101+0*math.cos(sine/13)),RAD(18+0*math.cos(sine/13)),RAD(-44+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(18+0*math.cos(sine/13)),RAD(-51+0*math.cos(sine/13)),RAD(12+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(3+0*math.cos(sine/13)),RAD(-2+0*math.cos(sine/13)),RAD(-4+0*math.cos(sine/13))),.3) reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0 = reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/2),0.6+0*math.cos(sine/2),-0.5+0*math.cos(sine/2))*ANGLES(RAD(0+0*math.cos(sine/2)),RAD(0+0*math.cos(sine/2)),RAD(0+0*math.cos(sine/2))),.3) elseif Mode == 'Attack1' then NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-13+0*math.cos(sine/13)),RAD(-30+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(101+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(14+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0.1*math.cos(sine/13),-1+0*math.cos(sine/13))*ANGLES(RAD(105+0*math.cos(sine/13)),RAD(-15+0*math.cos(sine/13)),RAD(-15+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+-0.1*math.cos(sine/13),-0.2+0*math.cos(sine/13))*ANGLES(RAD(21+0*math.cos(sine/13)),RAD(30+0*math.cos(sine/13)),RAD(-11+0*math.cos(sine/13))),.3) reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0 = reanim['WDW_FoamFinger'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/2),0.6+0*math.cos(sine/2),-0.5+0*math.cos(sine/2))*ANGLES(RAD(21+2*math.cos(sine/2)),RAD(0+0*math.cos(sine/2)),RAD(0+0*math.cos(sine/2))),.3) end srv.RenderStepped:Wait() end end)() --This was copied from neptunian V local muter = false local ORGID = 335167645 local ORVOL = 1.15 local ORPIT = 1.01 local kan = Instance.new("Sound",char) kan.Volume = 0 if not NoSound then kan.Volume = 1.15 end kan.TimePosition = 0 kan.PlaybackSpeed = 1.01 kan.Pitch = 1.01 kan.SoundId = "rbxassetid://335167645" kan.Name = "Saitama" kan.Looped = true kan:Play() --Created using Nexo Animator