-- MAX GODMODE + CURRENTANGLE + FE-REANIMATOR-V3 + FE HEADLESS + MOTOR6D + ANTI-FALL + GUI local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local player = Players.LocalPlayer local active = true local reanimated = false local metaHooked = false local VOID_Y = workspace.FallenPartsDestroyHeight + 25 local lastSafeCF = nil ------------------------------------------------- -- MOTOR6D SYSTEM ------------------------------------------------- local function ensureMotor6D(parent, name, part0, part1, c0, c1) if not parent or not part0 or not part1 then return nil end local existing = parent:FindFirstChild(name) if existing and existing:IsA("Motor6D") then existing.Part0 = part0 existing.Part1 = part1 if c0 then existing.C0 = c0 end if c1 then existing.C1 = c1 end existing.Enabled = true return existing end local m = Instance.new("Motor6D") m.Name = name m.Part0 = part0 m.Part1 = part1 if c0 then m.C0 = c0 end if c1 then m.C1 = c1 end m.Parent = parent return m end local function setupMotor6Ds(char) local root = char:FindFirstChild("HumanoidRootPart") local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") local head = char:FindFirstChild("Head") if not root or not torso then return end -- RootJoint (HumanoidRootPart ↔ Torso) ensureMotor6D( root, "RootJoint", root, torso, CFrame.new(0, 0, 0) * CFrame.Angles(-math.pi / 2, 0, math.pi), CFrame.new(0, 0, 0) * CFrame.Angles(-math.pi / 2, 0, math.pi) ) -- Neck (Torso ↔ Head) if head then ensureMotor6D( torso, "Neck", torso, head, CFrame.new(0, 1, 0) * CFrame.Angles(-math.pi / 2, 0, math.pi), CFrame.new(0, -0.5, 0) * CFrame.Angles(-math.pi / 2, 0, math.pi) ) end -- R6 limbs local ra = char:FindFirstChild("Right Arm") local la = char:FindFirstChild("Left Arm") local rl = char:FindFirstChild("Right Leg") local ll = char:FindFirstChild("Left Leg") if ra then ensureMotor6D(torso, "Right Shoulder", torso, ra, CFrame.new(1, 0.5, 0) * CFrame.Angles(0, math.pi / 2, 0), CFrame.new(-0.5, 0.5, 0) * CFrame.Angles(0, math.pi / 2, 0)) end if la then ensureMotor6D(torso, "Left Shoulder", torso, la, CFrame.new(-1, 0.5, 0) * CFrame.Angles(0, -math.pi / 2, 0), CFrame.new(0.5, 0.5, 0) * CFrame.Angles(0, -math.pi / 2, 0)) end if rl then ensureMotor6D(torso, "Right Hip", torso, rl, CFrame.new(0.5, -1, 0) * CFrame.Angles(0, math.pi / 2, 0), CFrame.new(0, 1, 0) * CFrame.Angles(0, math.pi / 2, 0)) end if ll then ensureMotor6D(torso, "Left Hip", torso, ll, CFrame.new(-0.5, -1, 0) * CFrame.Angles(0, -math.pi / 2, 0), CFrame.new(0, 1, 0) * CFrame.Angles(0, -math.pi / 2, 0)) end -- R15 extra local lower = char:FindFirstChild("LowerTorso") local upper = char:FindFirstChild("UpperTorso") if lower and upper and root then ensureMotor6D(root, "Root", root, lower, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0)) ensureMotor6D(lower, "Waist", lower, upper, CFrame.new(0, 0.8, 0), CFrame.new(0, -0.2, 0)) end -- Keep Motor6Ds alive (anti-break) for _, v in ipairs(char:GetDescendants()) do if v:IsA("Motor6D") then v:GetPropertyChangedSignal("Part0"):Connect(function() if active and (not v.Part0 or not v.Part1) then task.defer(function() if char and char.Parent then setupMotor6Ds(char) end end) end end) end end end ------------------------------------------------- -- ANTI-FALL ------------------------------------------------- local function antiFall(char) local root = char:FindFirstChild("HumanoidRootPart") if not root then return end for _, name in ipairs({"HumanoidRootPart", "Torso", "UpperTorso", "LowerTorso", "Head"}) do local p = char:FindFirstChild(name) if p and p:IsA("BasePart") then p.CanCollide = true end end if root.Position.Y > VOID_Y + 10 then lastSafeCF = root.CFrame end if root.Position.Y < VOID_Y then if lastSafeCF then root.CFrame = lastSafeCF + Vector3.new(0, 5, 0) else root.CFrame = CFrame.new(0, 50, 0) end root.AssemblyLinearVelocity = Vector3.zero root.AssemblyAngularVelocity = Vector3.zero end end ------------------------------------------------- -- MAX GODMODE ------------------------------------------------- local function maxGodmode(char) local hum = char:FindFirstChildOfClass("Humanoid") local root = char:FindFirstChild("HumanoidRootPart") if not hum then return end hum.MaxHealth = 1e9 hum.Health = 1e9 hum.BreakJointsOnDeath = false hum.RequiresNeck = false setupMotor6Ds(char) for _, state in ipairs(Enum.HumanoidStateType:GetEnumItems()) do if state ~= Enum.HumanoidStateType.Running and state ~= Enum.HumanoidStateType.RunningNoPhysics and state ~= Enum.HumanoidStateType.Jumping and state ~= Enum.HumanoidStateType.Freefall and state ~= Enum.HumanoidStateType.Landed and state ~= Enum.HumanoidStateType.Climbing and state ~= Enum.HumanoidStateType.Swimming and state ~= Enum.HumanoidStateType.GettingUp then pcall(function() hum:SetStateEnabled(state, false) end) end end if not char:FindFirstChildOfClass("ForceField") then local ff = Instance.new("ForceField") ff.Visible = false ff.Parent = char end for _, v in ipairs(char:GetDescendants()) do if v:IsA("TouchTransmitter") or v:IsA("TouchInterest") then pcall(function() v:Destroy() end) end end for _, name in ipairs({"HumanoidRootPart", "Torso", "UpperTorso", "LowerTorso", "Head"}) do local p = char:FindFirstChild(name) if p and p:IsA("BasePart") then p.CanCollide = true end end if root then root:GetPropertyChangedSignal("AssemblyLinearVelocity"):Connect(function() if active and root and root.AssemblyLinearVelocity.Magnitude > 80 then root.AssemblyLinearVelocity = Vector3.zero root.AssemblyAngularVelocity = Vector3.zero end end) lastSafeCF = root.CFrame end pcall(function() local mt = getrawmetatable(hum) if mt and not metaHooked then setreadonly(mt, false) local old = mt.__newindex mt.__newindex = function(self, key, value) if key == "Health" and typeof(value) == "number" and value < 1e9 then value = 1e9 elseif key == "MaxHealth" then value = 1e9 end return old(self, key, value) end setreadonly(mt, true) metaHooked = true end end) hum.HealthChanged:Connect(function(hp) if active and hum and hum.Parent and hp < 1e9 then hum.Health = 1e9 hum.MaxHealth = 1e9 hum:SetStateEnabled(Enum.HumanoidStateType.Dead, false) pcall(function() hum:ChangeState(Enum.HumanoidStateType.Running) end) end end) end ------------------------------------------------- -- CURRENTANGLE V4 ------------------------------------------------- local function loadCurrentAngle() print("[*] Loading CurrentAngle V4...") local oldsettings = settings local s = _G s["Use default animations"] = true s["Local character transparency level"] = 1 s["Disable character scripts"] = true s["Fake character should collide"] = true s["Parent real character to fake character"] = false s["Respawn character"] = true s["Instant respawn"] = false s["Hide HumanoidRootPart"] = false s["PermaDeath fake character"] = true s["R15 Reanimate"] = false s["Click Fling"] = false s["Anti-Fling"] = true s["Client sided display mode"] = 1 s["Fallback prompt"] = false s["Respawn mode"] = "BreakJoints" s["Names to exclude from transparency"] = {} local ok = pcall(function() loadstring(game:HttpGet("https://raw.githubusercontent.com/somethingsimade/CurrentAngleV4/refs/heads/main/v4.lua"))() end) if not ok then ok = pcall(function() loadstring(game:HttpGet("https://raw.githubusercontent.com/somethingsimade/CurrentAngleV4/refs/heads/main/currentanglev2.5.lua"))() end) end settings = oldsettings if ok then print("[+] CurrentAngle loaded") end return ok end ------------------------------------------------- -- FE-REANIMATOR-V3 ------------------------------------------------- local function loadFEReanimatorV3() print("[*] Loading FE-Reanimator-v3...") local ok = pcall(function() loadstring(game:HttpGet("https://raw.githubusercontent.com/olidragon210/fe-reanimator-v3/main/reanimatorv3"))() end) if ok then print("[+] FE-Reanimator-v3 loaded") end return ok end ------------------------------------------------- -- FE HEADLESS (Nullware) ------------------------------------------------- local function loadFEHeadless() print("[*] Loading FE Headless / Nullware...") _G.UnReanimateKey = "q" _G.ReanimateKey = "e" _G.R6ToggleKey = "r" _G.GodmodeToggleKey = "t" _G.CharacterBug = false _G.GodMode = true _G.R6 = false _G.FastLoading = true _G.AutoReanimate = true local ok = pcall(function() loadstring(game:HttpGet("https://paste.ee/r/e4oZ2/0"))() end) if ok then print("[+] FE Headless loaded") end return ok end ------------------------------------------------- -- REANIMATE LOADER ------------------------------------------------- local function startReanimate() if reanimated then return end reanimated = true local success = loadCurrentAngle() if not success then success = loadFEReanimatorV3() end if not success then success = loadFEHeadless() end -- Re-apply Motor6Ds after reanimate task.delay(0.5, function() local char = player.Character if char then setupMotor6Ds(char) end end) if success then print("[+] Reanimate active") else warn("All reanimates failed") reanimated = false end end ------------------------------------------------- -- DRAGGABLE GUI ------------------------------------------------- local function createGui() local gui = Instance.new("ScreenGui") gui.Name = "GodmodeToggle" gui.ResetOnSpawn = false gui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling gui.Parent = player:WaitForChild("PlayerGui") local frame = Instance.new("Frame") frame.Size = UDim2.new(0, 160, 0, 70) frame.Position = UDim2.new(0, 20, 0.4, 0) frame.BackgroundColor3 = Color3.fromRGB(25, 25, 30) frame.BorderSizePixel = 0 frame.Active = true frame.Draggable = true frame.Parent = gui Instance.new("UICorner", frame).CornerRadius = UDim.new(0, 8) local stroke = Instance.new("UIStroke", frame) stroke.Color = Color3.fromRGB(0, 170, 255) stroke.Thickness = 1.5 local title = Instance.new("TextLabel", frame) title.Size = UDim2.new(1, 0, 0, 22) title.BackgroundTransparency = 1 title.Text = "GODMODE" title.TextColor3 = Color3.fromRGB(0, 200, 255) title.Font = Enum.Font.GothamBold title.TextSize = 13 local toggle = Instance.new("TextButton", frame) toggle.Size = UDim2.new(1, -16, 0, 32) toggle.Position = UDim2.new(0, 8, 0, 28) toggle.BackgroundColor3 = Color3.fromRGB(0, 140, 60) toggle.Text = "REANIMATE: OFF" toggle.TextColor3 = Color3.fromRGB(255, 255, 255) toggle.Font = Enum.Font.GothamBold toggle.TextSize = 12 Instance.new("UICorner", toggle).CornerRadius = UDim.new(0, 6) toggle.MouseButton1Click:Connect(function() if reanimated then toggle.Text = "ALREADY ACTIVE" toggle.BackgroundColor3 = Color3.fromRGB(80, 80, 80) return end toggle.Text = "LOADING..." toggle.BackgroundColor3 = Color3.fromRGB(180, 120, 0) startReanimate() task.wait(0.8) if reanimated then toggle.Text = "REANIMATE: ON" toggle.BackgroundColor3 = Color3.fromRGB(0, 140, 60) else toggle.Text = "FAILED - RETRY" toggle.BackgroundColor3 = Color3.fromRGB(160, 40, 40) task.wait(1.5) toggle.Text = "REANIMATE: OFF" toggle.BackgroundColor3 = Color3.fromRGB(0, 140, 60) end end) end ------------------------------------------------- -- SETUP ------------------------------------------------- local function onCharacter(char) task.wait(0.35) metaHooked = false lastSafeCF = nil maxGodmode(char) local hum = char:WaitForChild("Humanoid", 5) if not hum then return end hum.Died:Connect(function() task.wait(0.12) startReanimate() end) hum.HealthChanged:Connect(function(hp) if hp <= 0 and not reanimated then task.wait(0.08) startReanimate() end end) end player.CharacterAdded:Connect(onCharacter) if player.Character then onCharacter(player.Character) end createGui() RunService.Heartbeat:Connect(function() if not active then return end local char = player.Character if not char then return end local hum = char:FindFirstChildOfClass("Humanoid") if hum and hum.Health < 1e9 then hum.Health = 1e9 hum.MaxHealth = 1e9 hum:SetStateEnabled(Enum.HumanoidStateType.Dead, false) end antiFall(char) end) print("=== GODMODE + MOTOR6D + CURRENTANGLE + FE-REANIM + FE HEADLESS ===") print("Motor6D joints locked (RootJoint, Neck, Shoulders, Hips)") print("Drag GUI | Click to reanimate")