local netboost = 1000 --velocity --netboost usage: --set to false to disable --set to a vector3 value if you dont want the velocity to change --set to a number to change the velocity in real time with magnitude equal to the number local idleMag = 0.005 --used only in case netboost is set to a number value --if magnitude of the real velocity of a part is lower than this --then the fake velocity is being set to Vector3.new(0, netboost, 0) --the lower value the less you jitter but you might loose network ownership local simradius = "shp" --simulation radius (net bypass) method --"shp" - sethiddenproperty --"ssr" - setsimulationradius --false - disable 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 addtools = false --puts all tools from backpack to character and lets you hold them after reanimation 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 hedafterneck = true --disable aligns for head and enable after neck is removed local lp = game:GetService("Players").LocalPlayer local rs = game:GetService("RunService") local stepped = rs.Stepped local heartbeat = rs.Heartbeat local renderstepped = rs.RenderStepped local sg = game:GetService("StarterGui") local ws = game:GetService("Workspace") local cf = CFrame.new local v3 = Vector3.new local v3_0 = v3(0, 0, 0) local inf = math.huge local c = lp.Character if not (c and c.Parent) then return end for i, v in pairs(c:GetDescendants()) do if v:IsA("CharacterMesh") or v:IsA("SpecialMesh") then v:Destroy() end end c:GetPropertyChangedSignal("Parent"):Connect(function() if not (c and c.Parent) then c = nil end end) local function gp(parent, name, className) local ret = nil pcall(function() for i, v in pairs(parent:GetChildren()) do if (v.Name == name) and v:IsA(className) then ret = v break end end end) return ret end local function align(Part0, Part1) Part0.CustomPhysicalProperties = PhysicalProperties.new(0.0001, 0.0001, 0.0001, 0.0001, 0.0001) local att0 = Instance.new("Attachment", Part0) att0.Orientation = v3_0 att0.Position = v3_0 att0.Name = "att0_" .. Part0.Name local att1 = Instance.new("Attachment", Part1) att1.Orientation = v3_0 att1.Position = v3_0 att1.Name = "att1_" .. Part1.Name if (alignmode == 1) or (alignmode == 2) then local ape = Instance.new("AlignPosition", att0) ape.ApplyAtCenterOfMass = false ape.MaxForce = inf ape.MaxVelocity = inf ape.ReactionForceEnabled = false ape.Responsiveness = 200 ape.Attachment1 = att1 ape.Attachment0 = att0 ape.Name = "AlignPositionRtrue" ape.RigidityEnabled = true end if (alignmode == 2) or (alignmode == 3) then local apd = Instance.new("AlignPosition", att0) apd.ApplyAtCenterOfMass = false apd.MaxForce = inf apd.MaxVelocity = inf apd.ReactionForceEnabled = false apd.Responsiveness = 200 apd.Attachment1 = att1 apd.Attachment0 = att0 apd.Name = "AlignPositionRfalse" apd.RigidityEnabled = false end local ao = Instance.new("AlignOrientation", att0) ao.MaxAngularVelocity = inf ao.MaxTorque = inf ao.PrimaryAxisOnly = false ao.ReactionTorqueEnabled = false ao.Responsiveness = 200 ao.Attachment1 = att1 ao.Attachment0 = att0 ao.RigidityEnabled = false if netboost then Part0:GetPropertyChangedSignal("Parent"):Connect(function() if not (Part0 and Part0.Parent) then Part0 = nil end end) spawn(function() if typeof(netboost) == "Vector3" then local vel = v3_0 local rotvel = v3_0 while Part0 do Part0.Velocity = vel Part0.RotVelocity = rotvel heartbeat:Wait() if Part0 then vel = Part0.Velocity Part0.Velocity = netboost Part0.RotVelocity = v3_0 stepped:Wait() end end elseif typeof(netboost) == "number" then local vel = v3_0 local rotvel = v3_0 while Part0 do Part0.Velocity = vel Part0.RotVelocity = rotvel heartbeat:Wait() if Part0 then local newvel = vel local mag = newvel.Magnitude if mag < idleMag then newvel = v3(0, netboost, 0) else local multiplier = netboost / mag newvel *= v3(multiplier, multiplier, multiplier) end vel = Part0.Velocity rotvel = Part0.RotVelocity Part0.Velocity = newvel Part0.RotVelocity = v3_0 stepped:Wait() end end end end) end end local function respawnrequest() local c = lp.Character local ccfr = ws.CurrentCamera.CFrame local fc = Instance.new("Model") local nh = Instance.new("Humanoid", fc) lp.Character = fc nh.Health = 0 lp.Character = c fc:Destroy() local con = nil local function confunc() con:Disconnect() ws.CurrentCamera.CFrame = ccfr end con = renderstepped:Connect(confunc) 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) addtools = addtools and gp(lp, "Backpack", "Backpack") if simradius == "shp" then local shp = sethiddenproperty or set_hidden_property or set_hidden_prop or sethiddenprop if shp then spawn(function() while c and heartbeat:Wait() do shp(lp, "SimulationRadius", inf) end end) end elseif simradius == "ssr" then local ssr = setsimulationradius or set_simulation_radius or set_sim_radius or setsimradius or set_simulation_rad or setsimulationrad if ssr then spawn(function() while c and heartbeat:Wait() do ssr(inf) end end) end end antiragdoll = antiragdoll and function(v) if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then v.Parent = nil end end if antiragdoll then for i, v in pairs(c:GetDescendants()) do antiragdoll(v) end c.DescendantAdded: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 v.Disabled = true end end elseif newanimate then local animate = gp(c, "Animate", "LocalScript") if animate and (not animate.Disabled) then animate.Disabled = true else newanimate = false end end local hum = c:FindFirstChildOfClass("Humanoid") if hum then for i, v in pairs(hum:GetPlayingAnimationTracks()) do v:Stop() end end if addtools then for i, v in pairs(addtools:GetChildren()) do if v:IsA("Tool") then v.Parent = c end end end pcall(function() settings().Physics.AllowSleep = false settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled end) local OLDscripts = {} for i, v in pairs(c:GetDescendants()) do if v.ClassName == "Script" then table.insert(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 v.Name == newName then exists = true end end if exists then newName = newName .. "_" end end table.insert(scriptNames, newName) Instance.new("Script", v).Name = newName end end c.Archivable = true local cl = c:Clone() for i, v in pairs(cl:GetDescendants()) do pcall(function() v.Transparency = 1 v.Anchored = false end) end local model = Instance.new("Model", c) model.Name = model.ClassName model:GetPropertyChangedSignal("Parent"):Connect(function() if not (model and model.Parent) then model = nil end end) for i, v in pairs(c:GetChildren()) do if v ~= model then if destroyhum and v:IsA("Humanoid") then v:Destroy() else if addtools and v:IsA("Tool") then for i1, v1 in pairs(v:GetDescendants()) do if v1 and v1.Parent and v1:IsA("BasePart") then local bv = Instance.new("BodyVelocity", v1) bv.Velocity = v3_0 bv.MaxForce = v3(1000, 1000, 1000) bv.P = 1250 bv.Name = "bv_" .. v.Name end end end v.Parent = model end end end local head = gp(model, "Head", "BasePart") local torso = gp(model, "Torso", "BasePart") or gp(model, "UpperTorso", "BasePart") 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 cl.Parent = c for i, v in pairs(cl:GetChildren()) do v.Parent = c end cl:Destroy() local modelDes = {} for i, v in pairs(model:GetDescendants()) do if v:IsA("BasePart") then i = tostring(i) local con = nil con = v:GetPropertyChangedSignal("Parent"):Connect(function() if not (v and v.Parent) then con:Disconnect() modelDes[i] = nil end end) modelDes[i] = v end end local modelcolcon = nil local function modelcolf() if model then for i, v in pairs(modelDes) do v.CanCollide = false end else modelcolcon:Disconnect() end end modelcolcon = stepped:Connect(modelcolf) modelcolf() for i, scr in pairs(model:GetDescendants()) do if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then local Part0 = scr.Parent if Part0:IsA("BasePart") then for i1, scr1 in pairs(c:GetDescendants()) do if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then local Part1 = scr1.Parent if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then align(Part0, Part1) break end end end end end end if (typeof(hedafterneck) == "Instance") and head and head.Parent then local aligns = {} for i, v in pairs(head:GetDescendants()) do if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then table.insert(aligns, v) v.Enabled = false end end spawn(function() while c and hedafterneck and hedafterneck.Parent do stepped:Wait() end if not (c and head and head.Parent) then return end for i, v in pairs(aligns) do pcall(function() v.Enabled = true end) end end) end for i, v in pairs(c:GetDescendants()) do if v and v.Parent then if v.ClassName == "Script" then if table.find(scriptNames, v.Name) then v:Destroy() end elseif not v:IsDescendantOf(model) then if v:IsA("Decal") then v.Transparency = 1 elseif v:IsA("ForceField") then v.Visible = false elseif v:IsA("Sound") then v.Playing = 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 v.Enabled = false end end end end if newanimate then local animate = gp(c, "Animate", "LocalScript") if animate then animate.Disabled = false end end if addtools then for i, v in pairs(c:GetChildren()) do if v:IsA("Tool") then v.Parent = addtools end end end local hum0 = model:FindFirstChildOfClass("Humanoid") local hum1 = c:FindFirstChildOfClass("Humanoid") if hum1 then ws.CurrentCamera.CameraSubject = hum1 local camSubCon = nil local function camSubFunc() camSubCon:Disconnect() if c and hum1 and (hum1.Parent == c) then ws.CurrentCamera.CameraSubject = hum1 end end camSubCon = renderstepped:Connect(camSubFunc) if hum0 then hum0.Changed:Connect(function(prop) if (prop == "Jump") and hum1 and hum1.Parent then hum1.Jump = hum0.Jump end end) else lp.Character = nil lp.Character = c end end local rb = Instance.new("BindableEvent", c) rb.Event:Connect(function() rb:Destroy() sg:SetCore("ResetButtonCallback", true) if destroyhum then c:BreakJoints() return end if antirespawn then if hum0 and hum0.Parent and (hum0.Health > 0) then model:BreakJoints() hum0.Health = 0 end respawnrequest() else if hum0 and hum0.Parent and (hum0.Health > 0) then model:BreakJoints() hum0.Health = 0 end end end) sg:SetCore("ResetButtonCallback", rb) spawn(function() while c do if hum0 and hum0.Parent and hum1 and hum1.Parent then hum1.Jump = hum0.Jump end wait() end sg:SetCore("ResetButtonCallback", true) end) R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15) if R15toR6 then local cfr = nil pcall(function() cfr = gp(c, "HumanoidRootPart", "BasePart").CFrame end) if cfr then 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 for i, v in pairs(R6parts) do local part = Instance.new("Part") part.Name = v.Name part.Size = v.Size part.CFrame = cfr part.Anchored = false part.Transparency = 1 part.CanCollide = 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 = Instance.new("Weld", R15part) weld.Name = "Weld_" .. i1 weld.Part0 = part weld.Part1 = R15part weld.C0 = cf(0, v1, 0) weld.C1 = cf(0, 0, 0) R15part.Massless = true R15part.Name = "R15_" .. i1 R15part.Parent = part if att then att.Parent = part att.Position = v3(0, v1, 0) end end end part.Parent = c R6parts[i] = part end local R6joints = { neck = { Parent = R6parts.torso, Name = "Neck", Part0 = R6parts.torso, Part1 = R6parts.head, 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 = R6parts.root, Name = "RootJoint" , Part0 = R6parts.root, Part1 = R6parts.torso, 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 = R6parts.torso, Name = "Right Shoulder", Part0 = R6parts.torso, Part1 = R6parts.rightArm, 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 = R6parts.torso, Name = "Left Shoulder", Part0 = R6parts.torso, Part1 = R6parts.leftArm, 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 = R6parts.torso, Name = "Right Hip", Part0 = R6parts.torso, Part1 = R6parts.rightLeg, 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 = R6parts.torso, Name = "Left Hip" , Part0 = R6parts.torso, Part1 = R6parts.leftLeg, 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 = Instance.new("Motor6D") for prop, val in pairs(v) do joint[prop] = val end R6joints[i] = joint end hum1.RigType = Enum.HumanoidRigType.R6 hum1.HipHeight = 0 end end wait() if not c then return end local venttoggle = false local vented = false local mode2 = false local attack = false local modetoggle = false local dead = false local dtoggle = false local sittoggle = false local sit = false local sine = 0 local mouse = lp:GetMouse() local joints = { ["RootJoint"] = "", ["Neck"] = "", ["Right Hip"] = "", ["Left Hip"] = "", ["Left Shoulder"] = "", ["Right Shoulder"] = "" } for i, v in pairs(c:GetDescendants()) do if v:IsA("Motor6D") and (joints[v.Name] == "") and (not v:IsDescendantOf(model)) then joints[v.Name] = v end end for i, v in pairs(joints) do if v and (v ~= "") then v.C0 = cf(0, 0, 0) v.C1 = cf(0, 0, 0) else return end end local Root = gp(c, "HumanoidRootPart", "BasePart") if not Root then return end local function replace(a) local b, c = a.Part0, a.Part1 a.Part1, a.Part0 = b, c end replace(joints["Left Shoulder"]) replace(joints["Right Shoulder"]) replace(joints["Left Hip"]) replace(joints["Right Hip"]) for i, v in pairs(c:GetChildren()) do if v:IsA("Accessory") then v:Destroy() end end joints.Neck.C0 = cf(0, 0.3, -0.5) mouse.Button1Down:Connect(function() if not (kill or mode2 or dead) then attack = true vented = false hum1.WalkSpeed = 0 wait(0.5) hum1.WalkSpeed = 16 attack = false end end) mouse.KeyDown:Connect(function(key) if not c then return end key = key:lower() if k == "e" then if not venttoggle then modetoggle = false mode2 = false venttoggle = true vented = true hum1.WalkSpeed = 100 position = "ventidle" elseif venttoggle then venttoggle = false vented = false hum1.WalkSpeed = 16 end elseif key == "f" then if not modetoggle then venttoggle = false vented = false modetoggle = true mode2 = true sittoggle = false sit = false hum1.WalkSpeed = 60 elseif modetoggle then modetoggle = false mode2 = false hum1.WalkSpeed = 16 end elseif key == "q" then if dtoggle == false then venttoggle = false vented = false modetoggle = false mode2 = false dtoggle = true dead = true sittoggle = false sit = false hum1.WalkSpeed = 0 elseif dtoggle == true then dtoggle = false dead = false hum1.WalkSpeed = 16 end elseif key == "c" then if sittoggle == false then venttoggle = false vented = false modetoggle = false mode2 = false dtoggle = false dead = false sittoggle = true sit = true hum1.WalkSpeed = 0 elseif sittoggle == true then sittoggle = false sit = false hum1.WalkSpeed = 16 end end end) local pose = "idle" while stepped:Wait() and c do if attack then pose = "attack" elseif dead then pose = "dead" elseif sit then pose = "sit" elseif mode2 then if Root.Velocity.Magnitude < 2 then pose = "idle2" elseif Root.Velocity.Magnitude > 20 then pose = "walk2" end else if Root.Velocity.y > 1 then pose = "jump" elseif Root.Velocity.y < -1 then pose = "fall" elseif Root.Velocity.Magnitude < 2 then pose = "idle" elseif Root.Velocity.Magnitude < 20 then pose = "walk" elseif Root.Velocity.Magnitude > 20 then pose = "run" end end sine += 1 if pose == "idle" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + 0.3 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(20 + 0 * math.sin(sine/12)), math.rad(-3 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 10 * math.sin(sine/12)), math.rad(-20 + 0 * math.sin(sine/12)), math.rad(3 + 0 * math.sin(sine/12))),0.1) elseif pose == "walk" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + 0.3 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(-10 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + 0.3 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 30 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 2 + 0.3 * math.sin(sine/12), 0.3 + -0.3 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + -30 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) elseif pose == "jump" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(15 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(10 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) elseif pose == "fall" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(15 + 10 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(-10 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(10 + 5 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(10 + 0 * math.sin(sine/12))),0.1) elseif pose == "vent" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), 0 + -8 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 1.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(26.02 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) elseif pose == "ventidle" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/12), -20 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/12), 1.5 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(26.02 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) elseif pose == "idle2" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/20), 3 + 0.3 * math.sin(sine/20), 0 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(0 + 20 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.5 + 0 * math.sin(sine/20), 1 + 0 * math.sin(sine/20), 1 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(20 + -20 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/20), 2 + 0 * math.sin(sine/20), 0.5 + -0.5 * math.sin(sine/20)) * CFrame.Angles(math.rad(10 + -20 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1) elseif pose == "walk2" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/20), 3 + 0.3 * math.sin(sine/20), 0 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(-60 + 10 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/20), 2 + 0 * math.sin(sine/20), 0.3 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(0 + -10 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(-5 + 0 * math.sin(sine/20))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.5 + 0 * math.sin(sine/20), 1 + 0 * math.sin(sine/20), 0.5 + 0 * math.sin(sine/20)) * CFrame.Angles(math.rad(0 + -20 * math.sin(sine/20)), math.rad(0 + 0 * math.sin(sine/20)), math.rad(5 + 0 * math.sin(sine/20))),0.1) elseif pose == "attack" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/5), 0 + 0 * math.sin(sine/5), 0 + 0 * math.sin(sine/5)) * CFrame.Angles(math.rad(30 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(30 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 * math.sin(sine/12), 2 + 0 * math.sin(sine/12), 0.5 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(30 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(4 + 0 * math.sin(sine/12))),0.1) elseif pose == "sit" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/5), -1.8 + 0 * math.sin(sine/5), 0 + 0 * math.sin(sine/5)) * CFrame.Angles(math.rad(10 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12), -1 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/12)), math.rad(10 + 0 * math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 * math.sin(sine/12), 1 + 0 * math.sin(sine/12), -1 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/12)), math.rad(-10 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) elseif pose == "dead" then joints["RootJoint"].C0 = joints["RootJoint"].C0:lerp(CFrame.new(0 + 0 * math.sin(sine/5), -2.5 + 0 * math.sin(sine/5), -1 + 0 * math.sin(sine/5)) * CFrame.Angles(math.rad(-90 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5)), math.rad(0 + 0 * math.sin(sine/5))),0.1) joints["Right Hip"].C0 = joints["Right Hip"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/12), 3 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(-4 + 0 * math.sin(sine/12))),0.1) joints["Left Hip"].C0 = joints["Left Hip"].C0:lerp(CFrame.new(0.4 + 0 * math.sin(sine/12), 3 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(4 + 0 * math.sin(sine/12))),0.1) end joints["Right Shoulder"].C0 = joints["Right Shoulder"].C0:lerp(CFrame.new(-0.4 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), -0.8 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) joints["Left Shoulder"].C0 = joints["Left Shoulder"].C0:lerp(CFrame.new(0.4 + 0 * math.sin(sine/12), 0 + 0 * math.sin(sine/12), -0.8 + 0 * math.sin(sine/12)) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12)), math.rad(0 + 0 * math.sin(sine/12))),0.1) end