Dive into the “Neko Script” Phenomenon in Roblox
People make games and scripts on Roblox, which is known for that. Recently, the “Neko Script” has become popular. Many Roblox fans are interested in and excited about this script, which is meant to improve the way different Roblox games work.

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-- FE Neko Maid Animations By Creo
-- Tail that CAN be used https://web.roblox.com/catalog/4645440842/Plain-White-Cat-Tail
-- For updates on script join this server
-- https://discord.gg/ad7WVB6Bxf
local NotificationBindable = Instance.new("BindableFunction")
local Msgreq = function(Title,Text,Duration,Button1Text,Button2Text)
game.StarterGui: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 = "http://www.roblox.com/asset/?id=198665867"
Bypass = "death"
if not Bypass then Bypass = "limbs" end
HumanDied = false
CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = "AliP_"..CountSCIFIMOVIELOL
AlignPos.ApplyAtCenterOfMass = true;
AlignPos.MaxForce = 67752;
AlignPos.MaxVelocity = math.huge/9e110;
AlignPos.ReactionForceEnabled = false;
AlignPos.Responsiveness = 200;
AlignPos.RigidityEnabled = false;
local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = "AliO_"..CountSCIFIMOVIELOL
AlignOri.MaxAngularVelocity = math.huge/9e110;
AlignOri.MaxTorque = 67752;
AlignOri.PrimaryAxisOnly = false;
AlignOri.ReactionTorqueEnabled = false;
AlignOri.Responsiveness = 200;
AlignOri.RigidityEnabled = false;
local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = "AthP_"..CountSCIFIMOVIELOL
local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = "AthP_"..CountSCIFIMOVIELOL
local AttachmentC=Instance.new('Attachment',Part1); AttachmentC.Name = "AthO_"..CountSCIFIMOVIELOL
local AttachmentD=Instance.new('Attachment',Part0); AttachmentD.Name = "AthO_"..CountSCIFIMOVIELOL
AttachmentC.Orientation = Angle
AttachmentA.Position = Position
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentC;
AlignOri.Attachment0 = AttachmentD;
CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
end
coroutine.wrap(function()
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:wait()
if sethiddenproperty then
while true do
game:GetService("RunService").RenderStepped:Wait()
settings().Physics.AllowSleep = false
local TBL = game:GetService("Players"):GetChildren()
for _ = 1,#TBL do local Players = TBL[_]
if Players ~= game:GetService("Players").LocalPlayer then
Players.MaximumSimulationRadius = 0
sethiddenproperty(Players,"SimulationRadius",0)
end
end
game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
sethiddenproperty(game:GetService("Players").LocalPlayer,"SimulationRadius",math.pow(math.huge,math.huge)*math.huge)
if HumanDied then break end
end
else
while true do
game:GetService("RunService").RenderStepped:Wait()
settings().Physics.AllowSleep = false
local TBL = game:GetService("Players"):GetChildren()
for _ = 1,#TBL do local Players = TBL[_]
if Players ~= game:GetService("Players").LocalPlayer then
Players.MaximumSimulationRadius = 0
end
end
game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
if HumanDied then break end
end
end
end)()
if game:GetService("Players").LocalPlayer.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
if Bypass == "limbs" then --------------------------------------------------------------------------------------------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar = game:GetService("Players").LocalPlayer["Character"]:Clone()
CloneChar.Parent = workspace
CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,2,0)
wait()
CloneChar.Humanoid.BreakJointsOnDeath = false
workspace.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
DeadChar.HumanoidRootPart:Destroy()
local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = workspace.Camera.CFrame.lookVector
local Root = CloneChar["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(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 == Enum.KeyCode.W then
WDown = true end
if Key == Enum.KeyCode.A then
ADown = true end
if Key == Enum.KeyCode.S then
SDown = true end
if Key == Enum.KeyCode.D then
DDown = true end
if Key == Enum.KeyCode.Space 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 == Enum.KeyCode.W then
WDown = false end
if Key == Enum.KeyCode.A then
ADown = false end
if Key == Enum.KeyCode.S then
SDown = false end
if Key == Enum.KeyCode.D then
DDown = false end
if Key == Enum.KeyCode.Space then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
end
coroutine.wrap(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"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position 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
Parts.CanCollide = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
pcall(function()
CloneChar.Humanoid.Health = 0
DeadChar.Humanoid.Health = 0
end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(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()
game.Players.LocalPlayer.Character = CloneChar
CloneChar:Destroy()
game.Players.LocalPlayer.Character = DeadChar
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 0
end)
break
end
end
end)()
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
coroutine.wrap(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(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
end
end
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
DeadChar.Torso["Left Shoulder"]:Destroy()
DeadChar.Torso["Right Shoulder"]:Destroy()
DeadChar.Torso["Left Hip"]:Destroy()
DeadChar.Torso["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"].Humanoid.WalkSpeed = 0
game:GetService("Players").LocalPlayer["Character"].Humanoid.JumpPower = 0
game:GetService("Players").LocalPlayer["Character"].Humanoid.AutoRotate = false
local FalseChar = Instance.new("Model", workspace); FalseChar.Name = ""
Instance.new("Part",FalseChar).Name = "Head"
Instance.new("Part",FalseChar).Name = "Torso"
Instance.new("Humanoid",FalseChar).Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"] = FalseChar
game:GetService("Players").LocalPlayer["Character"].Humanoid.Name = "FalseHumanoid"
local Clone = game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Clone()
Clone.Parent = game:GetService("Players").LocalPlayer["Character"]
Clone.Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Destroy()
game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
game:GetService("Players").LocalPlayer["Character"] = workspace[game:GetService("Players").LocalPlayer.Name]
wait(5.65)
game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
CloneChar.Parent = workspace
CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,2,0)
wait()
CloneChar.Humanoid.BreakJointsOnDeath = false
workspace.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
FalseChar:Destroy()
local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = workspace.Camera.CFrame.lookVector
local Root = CloneChar["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(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 == Enum.KeyCode.W then
WDown = true end
if Key == Enum.KeyCode.A then
ADown = true end
if Key == Enum.KeyCode.S then
SDown = true end
if Key == Enum.KeyCode.D then
DDown = true end
if Key == Enum.KeyCode.Space 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 == Enum.KeyCode.W then
WDown = false end
if Key == Enum.KeyCode.A then
ADown = false end
if Key == Enum.KeyCode.S then
SDown = false end
if Key == Enum.KeyCode.D then
DDown = false end
if Key == Enum.KeyCode.Space then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
end
coroutine.wrap(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"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position 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
Parts.CanCollide = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
CloneChar.Humanoid.Health = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(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()
game.Players.LocalPlayer.Character = CloneChar
CloneChar:Destroy()
game.Players.LocalPlayer.Character = DeadChar
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 0
end)
break
end
end
end)()
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["HumanoidRootPart"],CloneChar["HumanoidRootPart"],Vector3.new(0,0,0),Vector3.new(0,0,0))
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
if v.Name == "PlainTail" then
Tail = CloneChar[v.Name].Handle
end
SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
end
end
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
elseif Bypass == "hats" then
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local DeadChar = game.Players.LocalPlayer.Character
DeadChar.Name = "non"
local HatPosition = Vector3.new(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)
coroutine.wrap(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
DeadChar.Humanoid.Health = 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
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
SCIFIMOVIELOL(HatName.Handle,DeadChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(HatsLimb.Torso1.Handle,DeadChar["Torso"],Vector3.new(0.5,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Torso2.Handle,DeadChar["Torso"],Vector3.new(-0.5,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Larm.Handle,DeadChar["Left Arm"],Vector3.new(0,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Rarm.Handle,DeadChar["Right Arm"],Vector3.new(0,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Lleg.Handle,DeadChar["Left Leg"],Vector3.new(0,0,0),Vector3.new(90,0,0))
SCIFIMOVIELOL(HatsLimb.Rleg.Handle,DeadChar["Right Leg"],Vector3.new(0,0,0),Vector3.new(90,0,0))
for i,v in pairs(HatsLimb) do
v.Handle:FindFirstChild("AccessoryWeld"):Destroy()
if v.Handle:FindFirstChild("Mesh") then v.Handle:FindFirstChild("Mesh"):Destroy() end
if v.Handle:FindFirstChild("SpecialMesh") then v.Handle:FindFirstChild("SpecialMesh"):Destroy() end
end
HatName.Handle:FindFirstChild("AccessoryWeld"):Destroy()
end
else
if Bypass == "limbs" then --------------------------------------------------------------------------------------------------------------------
game:GetService("Players").LocalPlayer["Character"].Archivable = true
local CloneChar = game:GetObjects("rbxassetid://5227463276")[1]
CloneChar.Parent = workspace
CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,0.5,0.1)
CloneChar.Humanoid.BreakJointsOnDeath = false
workspace.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
DeadChar.HumanoidRootPart:Destroy()
local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = workspace.Camera.CFrame.lookVector
local Root = CloneChar["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(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 == Enum.KeyCode.W then
WDown = true end
if Key == Enum.KeyCode.A then
ADown = true end
if Key == Enum.KeyCode.S then
SDown = true end
if Key == Enum.KeyCode.D then
DDown = true end
if Key == Enum.KeyCode.Space 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 == Enum.KeyCode.W then
WDown = false end
if Key == Enum.KeyCode.A then
ADown = false end
if Key == Enum.KeyCode.S then
SDown = false end
if Key == Enum.KeyCode.D then
DDown = false end
if Key == Enum.KeyCode.Space then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
end
coroutine.wrap(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"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position 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
Parts.CanCollide = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
CloneChar.Humanoid.Health = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(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()
game.Players.LocalPlayer.Character = CloneChar
CloneChar:Destroy()
game.Players.LocalPlayer.Character = DeadChar
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 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 v.Name ~= "Neck" then
v:Destroy()
end
end
SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],Vector3.new(0,0.2,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],Vector3.new(0,-0.78,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
DeadChar["UpperTorso"].CFrame = CloneChar["Torso"].CFrame * CFrame.new(0,0.2,0)
end
end)()
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
end
end
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 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"].Humanoid.WalkSpeed = 0
game:GetService("Players").LocalPlayer["Character"].Humanoid.JumpPower = 0
game:GetService("Players").LocalPlayer["Character"].Humanoid.AutoRotate = false
local FalseChar = Instance.new("Model", workspace); FalseChar.Name = ""
Instance.new("Part",FalseChar).Name = "Head"
Instance.new("Part",FalseChar).Name = "UpperTorso"
Instance.new("Humanoid",FalseChar).Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"] = FalseChar
game:GetService("Players").LocalPlayer["Character"].Humanoid.Name = "FalseHumanoid"
local Clone = game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Clone()
Clone.Parent = game:GetService("Players").LocalPlayer["Character"]
Clone.Name = "Humanoid"
game:GetService("Players").LocalPlayer["Character"]:FindFirstChild("FalseHumanoid"):Destroy()
game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
game:GetService("Players").LocalPlayer["Character"] = workspace[game:GetService("Players").LocalPlayer.Name]
wait(5.65)
game:GetService("Players").LocalPlayer["Character"].Humanoid.Health = 0
CloneChar.Parent = workspace
CloneChar.HumanoidRootPart.CFrame = game:GetService("Players").LocalPlayer["Character"].HumanoidRootPart.CFrame * CFrame.new(0,0.5,0.1)
wait()
CloneChar.Humanoid.BreakJointsOnDeath = false
workspace.Camera.CameraSubject = CloneChar.Humanoid
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"
if CloneChar.Head:FindFirstChild("face") then CloneChar.Head:FindFirstChild("face"):Destroy() end
if workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face") then workspace[game:GetService("Players").LocalPlayer.Name].Head:FindFirstChild("face").Parent = CloneChar.Head end
FalseChar:Destroy()
local DeadChar = workspace[game:GetService("Players").LocalPlayer.Name]
local LVecPart = Instance.new("Part", workspace) LVecPart.CanCollide = false LVecPart.Transparency = 1
local CONVEC
local function VECTORUNIT()
if HumanDied then CONVEC:Disconnect(); return end
local lookVec = workspace.Camera.CFrame.lookVector
local Root = CloneChar["HumanoidRootPart"]
LVecPart.Position = Root.Position
LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(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 == Enum.KeyCode.W then
WDown = true end
if Key == Enum.KeyCode.A then
ADown = true end
if Key == Enum.KeyCode.S then
SDown = true end
if Key == Enum.KeyCode.D then
DDown = true end
if Key == Enum.KeyCode.Space 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 == Enum.KeyCode.W then
WDown = false end
if Key == Enum.KeyCode.A then
ADown = false end
if Key == Enum.KeyCode.S then
SDown = false end
if Key == Enum.KeyCode.D then
DDown = false end
if Key == Enum.KeyCode.Space then
SpaceDown = false end end
CONUP = game:GetService("UserInputService").InputEnded:Connect(KEYUP)
local function MoveClone(X,Y,Z)
LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z)
workspace["non"].Humanoid.WalkToPoint = LVecPart.Position
end
coroutine.wrap(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"].Humanoid.WalkToPoint = workspace["non"].HumanoidRootPart.Position 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
Parts.CanCollide = false
end
end
for _,Parts in next, DeadChar:GetDescendants() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
con = game:GetService("RunService").Stepped:Connect(UnCollide)
local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
CloneChar.Humanoid.Health = 0
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
coroutine.wrap(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()
game.Players.LocalPlayer.Character = CloneChar
CloneChar:Destroy()
game.Players.LocalPlayer.Character = DeadChar
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
DeadChar.Humanoid.Health = 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"],Vector3.new(0,0,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["UpperTorso"],CloneChar["Torso"],Vector3.new(0,0.2,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LowerTorso"],CloneChar["Torso"],Vector3.new(0,-0.78,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperArm"],CloneChar["Left Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerArm"],CloneChar["Left Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftHand"],CloneChar["Left Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperArm"],CloneChar["Right Arm"],Vector3.new(0,0.375,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerArm"],CloneChar["Right Arm"],Vector3.new(0,-0.215,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightHand"],CloneChar["Right Arm"],Vector3.new(0,-0.825,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftUpperLeg"],CloneChar["Left Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftLowerLeg"],CloneChar["Left Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["LeftFoot"],CloneChar["Left Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightUpperLeg"],CloneChar["Right Leg"],Vector3.new(0,0.575,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightLowerLeg"],CloneChar["Right Leg"],Vector3.new(0,-0.137,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["RightFoot"],CloneChar["Right Leg"],Vector3.new(0,-0.787,0),Vector3.new(0,0,0))
SCIFIMOVIELOL(DeadChar["HumanoidRootPart"],CloneChar["HumanoidRootPart"],Vector3.new(0,0,0),Vector3.new(0,0,0))
for _,v in next, DeadChar:GetChildren() do
if v:IsA("Accessory") then
SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
end
end
for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
if DeadChar.Head:FindFirstChild("Neck") then
game.Players.LocalPlayer.Character:BreakJoints()
end
end
end
local CloneChar = workspace.non
ArtificialHB = Instance.new('BindableEvent', script)
ArtificialHB.Name = 'Heartbeat'
script:WaitForChild('Heartbeat')
frame = 1 / 60
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.Heartbeat:Fire()
game:GetService('RunService').Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.Heartbeat:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.Heartbeat:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
local makesound = function(soundid,speed,volume,parent)
local sound = Instance.new("Sound")
sound.SoundId = soundid
sound.RollOffMaxDistance = 100
sound.PlaybackSpeed =speed
sound.Volume = volume
sound.Parent = 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 = CFrame.new
local CFA = CFrame.Angles
local head = CloneChar:WaitForChild("Head")
local tors = CloneChar:WaitForChild("Torso")
local huma = CloneChar:WaitForChild("Humanoid")
huma.DisplayName = " "
local neck = Instance.new("Weld",tors)
neck.Part0 = tors
neck.Part1 = head
neck.C0 = CF(0,1.5,0)
local nek = neck.C1
neck.Enabled = true
local root = CloneChar.HumanoidRootPart.RootJoint.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 = CloneChar.Humanoid
local ActiveTracks = Humanoid:GetPlayingAnimationTracks()
Humanoid.JumpPower = 80
local Attacking = false
local AttackANVal = 1
local bambam = Instance.new("BodyThrust")
bambam.Parent = game.Players.LocalPlayer.Character.HumanoidRootPart
bambam.Force = Vector3.new(1000,0,1000)
bambam.Location = game.Players.LocalPlayer.Character.HumanoidRootPart.Position
rayCast = function(Pos, Dir, Max, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), (CloneChar and game.Players.LocalPlayer.Character))
end
Spawn(function()
for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
if v:IsA("BasePart") and v.Name ~="HumanoidRootPart" then
s = game:GetService("RunService").Heartbeat:connect(function()
v.Velocity = Vector3.new(0,35,0)
wait(0.3)
end)
end
end
end)
spawn(function()
repeat
wait()
until Humanoid.Health < 0.1
s:Disconnect()
end)
if Tail ~= nil then
TailWeld = Tail.AccessoryWeld
else
TailWeld = Instance.new("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 * CFrame.new(0,0,0.4)
local Song = Instance.new("Sound",RootPart)
Song.SoundId = SongID
Song.Looped = true
Song:Play()
local Running = false
local MakeTween = function(timetack,easingstyle,easingdirection,repeats,flipflop)
local newtween = TweenInfo.new(
timetack,
easingstyle,
easingdirection,
repeats,
flipflop,
0
)
return newtween
end
local DOTWEEN = function(Part,tim,value)
local Tween = MakeTween(tim,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,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(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(30),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20 + -10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-30 - -6)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
bambam.Location = game.Players.LocalPlayer.Character.Torso.Position
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character.Torso.Position
RootPart.Anchored = true
for i = 0,60,1 do
swait()
RootPart.Position = RootPart.Position + Vector3.new(0,0.6,0)
bambam.Location = game.Players.LocalPlayer.Character["Right Leg"].Position
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character.Torso.Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-20 + -36*i),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.0,0,0) * CFA(math.rad(0),math.rad(30),math.rad(40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(-30),math.rad(-40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(50)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
RootPart.Anchored = 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()
bambam.Location = game.Players.LocalPlayer.Character["Right Arm"].Position
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Right Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-30),math.rad(0),math.rad(80)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.5,0,-1.2) * CFA(math.rad(0),math.rad(90),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
for i = 0,15,1 do
swait()
bambam.Location = game.Players.LocalPlayer.Character["Right Arm"].Position
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Right Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.5,0,0) * CFA(math.rad(0),math.rad(-85),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(40)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
ComboCont = 2
elseif ComboCont == 2 then
for i = 0,10,1 do
swait()
bambam.Location = game.Players.LocalPlayer.Character["Left Arm"].Position
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Left Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-30),math.rad(0),math.rad(90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-12)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
for i = 0,10,1 do
swait()
bambam.Location = game.Players.LocalPlayer.Character["Left Arm"].Position
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Left Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(-90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(0),math.rad(0),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-12)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0.5) * CFA(math.rad(0),math.rad(90),math.rad(-90)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(30)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
ComboCont = 3
elseif ComboCont == 3 then
for i = 0,10,1 do
swait()
bambam.Location = game.Players.LocalPlayer.Character["Right Leg"].Position
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Left Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(10),math.rad(0),math.rad(-50)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-5)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(8)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(-50),math.rad(-98)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(20),math.rad(0)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
for i = 0,15,1 do
swait()
bambam.Location = game.Players.LocalPlayer.Character["Right Leg"].Position
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = game.Players.LocalPlayer.Character["Left Arm"].Position
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,-3,0) * CFA(math.rad(-40),math.rad(0),math.rad(90)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-5)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(8)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(90),math.rad(-90+40)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(-90),math.rad(0)),LerpStyle(0.2,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
ComboCont = 1
end
Attacking = false
end
end
local Mouse = game.Players.LocalPlayer: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)
Mouse.KeyDown: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(math.rad( -15 + math.rad(math.sin(time()*16)*15)),0,0),LerpStyle(0.2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(-10 + math.sin(time()*16)*10),math.rad(0),math.rad(0)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0.4 + math.sin(time()*17)*0.4,0) * CFA(0,math.rad(90),math.rad(123)),LerpStyle(0.07*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(10),0,math.rad(-90)),LerpStyle(0.07*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(-30 + math.sin(time()*17)*20),math.rad(-10 + math.sin(time()*16)*10)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(10 + math.sin(time()*16)*-10)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(-20 + math.sin(-time()*3.83)*-20),math.rad(-math.sin(time()*3.83/2)*24),0),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
end
Attacking = false
else
if key == "r" and Attacking == false then
Attacking = true
while game.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude < 0.1 do
swait()
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = tors.Position
neck.C1 = neck.C1:Lerp(nek * CF(0,-0.4,0) * CFA(math.rad(-90),math.rad(-math.cos(time()*3)*30),0),LerpStyle(0.3,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,-2.5) * CFA(math.rad(78),math.rad(math.sin(time()*3)*12),math.rad(math.rad(math.sin(time()*3)*40))),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.3,0.4 +0.4+math.sin(time()*3)*0.2,-0.4 -0.2+math.sin(time()*3)*0.2) * CFA(math.rad(-45)+math.rad(math.sin(time()*3)*12),math.rad(0),math.rad(180 - 10+math.cos(time()*3)*5)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(-0.3,0.4+0.4-math.sin(time()*3)*0.2,-0.4 -0.2+math.sin(time()*3)*0.2) * CFA(math.rad(-45)-math.rad(math.sin(time()*3)*12),math.rad(0),math.rad(-180 + 10 +math.cos(time()*3)*5)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(-math.sin(time()*3)*12),math.rad(math.sin(time()*3)*30),math.rad(-12 - 50 + math.cos(time()*3)*30)),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(-math.sin(time()*3)*12),math.rad(math.sin(time()*3)*30),math.rad(12 + 50 + math.cos(time()*3)*30)),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(0),0,math.rad(math.cos(time()*3)*40)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
end
Attacking = false
else if key == "f" then
if Running == false then
Running = true
Humanoid.WalkSpeed = 40
else
Running = false
Humanoid.WalkSpeed = 20
end
elseif key == "x" and Attacking == false and Mouse.Target.Parent:FindFirstChildWhichIsA("Humanoid") ~= nil then
Attacking = true
Camera = workspace.CurrentCamera
Camera.CameraType = "Scriptable"
local Target = Mouse.Target.Parent
for i = 0,200,1 do
swait()
Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(0,0,-5)).Position,head.CFrame.Position),1)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-25),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-25),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
for i = 0,20,1 do
swait()
Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(0,0,-3)).Position,head.CFrame.Position),1)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-40),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-40),math.rad(0),math.rad(00)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
RootPart.CFrame = Target.HumanoidRootPart.CFrame * CFrame.new(0,0,-8)
for i = 0,100,1 do
swait()
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = Target.HumanoidRootPart.Position
Camera.CFrame = Camera.CFrame:Lerp(CFrame.new((head.CFrame * CFrame.new(-3,0,0)).Position,Target.HumanoidRootPart.CFrame.Position),0.2)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.8,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,0) * CFA(math.rad(20),math.rad(0),math.rad(0)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,-0.5,0) * CFA(math.rad(-80),math.rad(0),math.rad(-20)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,-0.5,0) * CFA(math.rad(-80),math.rad(0),math.rad(20)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(20+ -40)),LerpStyle(0.5,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,0,0) * CFA(math.rad(0),math.rad(0),math.rad(-20+ -4)),LerpStyle(0.1,Enum.EasingStyle.Back,Enum.EasingDirection.Out))
end
Attacking = false
Camera.CameraType = "Custom"
end
end
end
end
end)
local RLA = CFrame.new(0,0,0)
local Anim = "Idle"
Humanoid.WalkSpeed = 20
Msgreq("FE Neko Anims V1.6","FE Neko Animations Loaded, have fun - Made by Creo",5,nil)
while true do
swait()
hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 0.5, 0)).lookVector, 4, CloneChar)
local torvel = (game.Players.LocalPlayer.Character.Humanoid.MoveDirection * Vector3.new(1, 0, 1)).magnitude
local velderp = RootPart.Velocity.y
if RootPart.Velocity.y > 0 and hitfloor == nil then
Anim = "Jumping"
elseif RootPart.Velocity.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 = game.Players.LocalPlayer.Character.Humanoid.MoveDirection* RootPart.CFrame.LookVector
local W2 = game.Players.LocalPlayer.Character.Humanoid.MoveDirection* RootPart.CFrame.RightVector
WVA = W1.X+W1.Z
RLV = W2.X+W2.Z
if Attacking == false then
game.Players.LocalPlayer.Character.HumanoidRootPart.Position = tors.Position
if Anim == "Falling" then
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0.3) * CFA(math.rad(20),0,0),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF(0,0,0) * CFA(0,0,0),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(math.rad(-40),0,math.rad(5)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(math.rad(-40),0,math.rad(-5)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4,0.8,0) * CFA(0,0,math.rad(10)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0.4,0.5,0) * CFA(0,0,math.rad(50)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
elseif Anim == "Jumping" then
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0.3) * CFA(math.rad(-20),0,0),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF(0,0,0) * CFA(0,0,0),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0,0,0) * CFA(0,math.rad(-40),math.rad(-20)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0,0,0) * CFA(0,math.rad(40),math.rad(20)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4,0.8,0) * CFA(0,0,math.rad(-10)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0.4,0.5,0) * CFA(0,0,math.rad(-50)),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
elseif Anim == "Idle" then
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(7+math.cos(time()*3.83)*-5 + (-6 + math.sin(time()*3.83)*6 )),math.rad(-24) + math.rad( math.sin((time()*3.83)/2)*10),math.rad(-math.cos((time()*3.83)/2)*13)),LerpStyle(0.2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root * CF(0,0,math.cos((time()*3.83))/10) * CFA(math.rad(0),math.rad(0),math.rad(0)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(-0.1,math.cos((time()*3.83))/10,0) * CFA(math.rad(-5)- -math.sin((-time()*3.83))/8.7,math.rad(0),math.rad(5)+math.cos((-time()*3.83))/8.7),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(0.1,math.cos((time()*3.83))/10,0) * CFA(math.rad(-5)- -math.sin((-time()*3.83))/8.7,math.rad(0),math.rad(-5)-math.cos((-time()*3.83))/8.7),LerpStyle(0.3*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,-math.cos((time()*3.83))/8,0) * CFA(math.rad(-4),math.rad(-12),math.rad(8)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,-math.cos((time()*3.83))/8,0) * CFA(math.rad(-1),math.rad(7),math.rad(2)),LerpStyle(0.4*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(-20 + math.sin(-time()*3.83)*-20),math.rad(-math.sin(time()*3.83/2)*24),0),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
elseif Anim == "Walking" and Running == false then
RLA = CFrame.new((math.sin((time()*8))/1)*0.5 *WVA,0.3*(1-WVA),(math.sin((time()*8))/1)*0.5 *RLV) * CFrame.Angles((-math.sin((time()*8))/1.5)*RLV,0,(math.sin((time()*8))/1.2)*WVA)
LLA = CFrame.new((math.sin((time()*8))/1)*0.5 *WVA,0.3*(1-WVA),(math.sin((time()*8))/1)*0.5 *RLV) * CFrame.Angles((-math.sin((time()*8))/1.5)*RLV,0,(math.sin((time()*8))/1.2)*WVA)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(math.rad(7),math.clamp(math.cos((time()*8))*0.2 + math.rad(-RootPart.RotVelocity.Y*8),math.rad(-85),math.rad(85)),math.rad(-RootPart.RotVelocity.Y*0.4)),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF(0,-math.sin((time()*8*2))/3.2,-math.sin((time()*8*2))/3) * CFA(math.rad( -15 + 10 + WVA*15) + -math.rad(math.sin(time() *(8*2))*10),math.clamp( math.rad(0) - -RootPart.RotVelocity.Y/50,math.rad(-20),math.rad(20)),math.cos((time()*8))*0.2),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(-math.sin((time()*8))/4.5,0,0) * CFA(math.rad(-5),-math.sin((time()*8))*0.1 + math.rad(RootPart.RotVelocity.Y*3),-math.sin((time()*8))*0.4),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(-math.sin((time()*8))/4.5,0,0) * CFA(math.rad(-5),-math.sin((time()*8))*0.1 + math.rad(RootPart.RotVelocity.Y*3),-math.sin((time()*8))*0.4),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0,(math.cos((time()*8))/8),0) * RLA * CFA(0, (-math.sin((time()*8))*0.5)*WVA,math.rad( -15 + 10 + WVA*15) + -math.rad(math.sin(time() *(8*2))*10)),LerpStyle(0.2,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(0,(-math.cos((time()*8))/8),0) * LLA * CFA(0, (-math.sin((time()*8))*0.5)*WVA,-math.rad( -15 + 10 + WVA*15) + math.rad(math.sin(time() *(8*2))*10)),LerpStyle(0.2,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.Angles(math.rad(-30 + math.sin(-time()*8)*-20),0,-math.rad(-math.sin(time()*8/2)*20 + RLV*2)),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
elseif Anim == "Walking" and Running == true then
RLA = CFrame.new(0,(0.5 + math.cos(time()*15)*0.5)*WVA+ 0.2,(0.5 - math.cos(time()*15)*0.5)*RLV+ 0.2) * CFrame.Angles(0,-math.rad(math.sin(time()*15)*80)*RLV,math.rad(math.sin(time()*15)*80)*WVA)
LLA = CFrame.new(0,(0.5 + math.cos(time()*15)*0.5)*WVA- 0.2,(-0.5 + math.cos(time()*15)*0.5)*RLV- 0.2) * CFrame.Angles(0,-math.rad(math.sin(time()*15)*80)*RLV,math.rad(-math.sin(time()*15)*80)*WVA)
RAA = CFrame.new(0,0.8 + math.sin(time()*15)*0.9*WVA,math.sin(time()*15)*0.9*RLV) * CFrame.Angles(0,math.rad(-math.cos(time()*15)*85)*RLV,math.rad(math.cos(time()*15)*85)*WVA)
LAA = CFrame.new(0,0.8 + math.sin(time()*15)*0.9*WVA,math.sin(time()*15)*0.9*-RLV) * CFrame.Angles(0,math.rad(-math.cos(time()*15)*85)*RLV,math.rad(-math.cos(time()*15)*85)*WVA)
neck.C1 = neck.C1:Lerp(nek * CF(0,0,0) * CFA(0,math.rad(-RootPart.RotVelocity.Y*5),0),LerpStyle(0.4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
RootPart.RootJoint.C0 = RootPart.RootJoint.C0:Lerp(root *CF((-1 - math.sin(time()*15)*2)*RLV,(-1 - math.sin(time()*15)*2)*WVA,-1 + 0.5 -math.sin(time()*15)*0.8) * CFA(math.rad(80 - math.cos(time()*15)*20),0,0),LerpStyle(0.4,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Shoulder"].C0 = tors["Right Shoulder"].C0:Lerp(rs * CF(0.6+ math.sin(time()*15)*1,0,-0.6)* RAA * CFA(math.rad(-10 - -math.cos(time()*15*2)*10),0,math.rad(80)),LerpStyle(0.6,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Left Shoulder"].C0 = tors["Left Shoulder"].C0:Lerp(ls * CF(-0.6+ -math.sin(time()*15)*1,0,-0.6) * LAA * CFA(math.rad(-10 - -math.cos(time()*15*2)*10),0,math.rad(-80)),LerpStyle(0.6,Enum.EasingStyle.Back,Enum.EasingDirection.InOut))
tors["Right Hip"].C0 = tors["Right Hip"].C0:Lerp(rh * CF(0.4 + -math.cos(time()*15)*0.9,0,0) * RLA * CFA(0, 0,math.rad(50)),LerpStyle(0.6,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
tors["Left Hip"].C0 = tors["Left Hip"].C0:Lerp(lh * CF(-0.4+ math.cos(time()*15)*0.9,0,0) * LLA * CFA(0, 0,math.rad(-80)),LerpStyle(0.6,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
TailWeld.C0 = TailWeld.C0:Lerp(TC0 * CFrame.new(0,0.7,0.3) * CFrame.Angles(math.rad(-110 + math.sin(-time()*15)*-20),-math.rad(RLV*30),0),LerpStyle(0.1*1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut))
end
end
end
Here’s how to use the Roblox Script from Pastebin, step by step:
- When you click the “COPY” button, the script will be copied quickly.
- Copy the script and then paste it into you
- r script tool.
- Just run the script, and you’re done.
With these simple steps, players can quickly and easily use the script to improve their Roblox game experience.
To download this script, click on the button below. If you can’t copy it or don’t want to use it right now, use the download button.
| Script Name | FE Neko Script |
| Use Options | Copy & Download |
| Update Date | 23.10.2023 |
What is the “Neko Script”?
The “Neko Script” in Roblox is a multifaceted script that adds automatic features and improvements to different Roblox games to make them more fun to play.
Features of the “Neko Script”
The script has many features that make it suitable for a wide group of players.
Frequently Asked Questions
How does the “Neko Script” make Roblox games better?
It adds more complex game elements that make the gameplay more immersive and interesting.
Is it hard to put this plan into action?
With the right tools, like the YouTube guide, it can be added without any problems.
Is there something wrong with this story that we know of?
As with any script, problems can happen, but the Roblox community often gives comments and fixes.
Conclusion
There is no doubt that the “Neko Script” has had a big effect on the Roblox platform. By adding more advanced game features, it has made the whole gaming experience better for players. Such creative stories will definitely be very important in shaping Roblox’s future as it continues to grow.