getgenv().Time = 1 -- Adjust the time waited before adding the items getgenv().Head = { 0000000000, 0000000000 -- Add more head accessory IDs } getgenv().Torso = { 0000000000 -- Add more torso accessory IDs } --//------------------------------------------------------------------------------------------\\-- local function weldParts(part0, part1, c0, c1) local weld = Instance.new("Weld") weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 weld.C1 = c1 weld.Parent = part0 return weld end local function findAttachment(rootPart, name) for _, descendant in pairs(rootPart:GetDescendants()) do if descendant:IsA("Attachment") and descendant.Name == name then return descendant end end end local function addAccessoryToCharacter(accessoryId, parentPart) local accessory = game:GetObjects("rbxassetid://" .. tostring(accessoryId))[1] local character = game.Players.LocalPlayer.Character accessory.Parent = game.Workspace local handle = accessory:FindFirstChild("Handle") if handle then local attachment = handle:FindFirstChildOfClass("Attachment") if attachment then local parentAttachment = findAttachment(parentPart, attachment.Name) if parentAttachment then weldParts(parentPart, handle, parentAttachment.CFrame, attachment.CFrame) end else local parent = character:FindFirstChild(parentPart.Name) if parent then local attachmentPoint = accessory.AttachmentPoint weldParts(parent, handle, CFrame.new(0, 0.5, 0), attachmentPoint.CFrame) end end end accessory.Parent = game.Players.LocalPlayer.Character end local function onCharacterAdded(character) wait(getgenv().Time) -- Wait for the character to fully load for _, accessoryId in ipairs(getgenv().Head) do addAccessoryToCharacter(accessoryId, character.Head) end for _, accessoryId in ipairs(getgenv().Torso) do addAccessoryToCharacter(accessoryId, character:FindFirstChild("UpperTorso") or character:FindFirstChild("Torso")) end end game.Players.LocalPlayer.CharacterAdded:Connect(onCharacterAdded) if game.Players.LocalPlayer.Character then onCharacterAdded(game.Players.LocalPlayer.Character) end