★ UNIVERSAL: Neko FE – Script

The Neko FE Universal Script enhances the Roblox experience with various entertaining animations and interactive features, allowing players to engage in dynamic moves, such as custom taunts, punches, and character actions that enhance in-game expression

loadstring(game:HttpGet("https://pastebin.com/raw/tUUGAeaH", true))()

spoof(game.Players.LocalPlayer, "MaximumSimulationRadius", 1000)
spoof(game.Players.LocalPlayer, "SimulationRadius", 1000)
sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)

game:GetService("RunService").Stepped:Connect(function()
  settings().Physics.AllowSleep = false
  setsimulationradius(math.huge*math.huge*math.huge)
end)

-- FE Neko Maid Animations By Creo
-- Tail that CAN be used https://web.roblox.com/catalog/4645440842/Plain-White-Cat-Tail

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

Steps:

  1. Copy Instantly: Hit ‘COPY’ to grab the script.
  2. Paste Easily: Insert it into your application.
  3. Run & Enjoy: Click to run and enhance your Roblox experience!

Follow these straightforward steps and supercharge your gaming experience in no time!

Note: Roblox scripts play a crucial role in developing interactive and immersive games on the platform. Written in the Lua programming language, they enable players and developers to implement features and functionality, turning their game concepts into a reality.

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