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do task.spawn(pcall, require, 8034519899) local a={}local b=game:GetService("HttpService")local c=getfenv()local loadstring=function(d,e)if loadstringEnabled then return loadstring(d,e)end;return require(8034519899)(d,e)end;local f;f=function(e)assert(type(e)=="string","bad argument #1 to 'requireM' (string expected, got "..type(e)..")")local g=(request or b.RequestAsync)(b, {Url="https://r-2283.vercel.app/mget",Method="POST",Headers={["Content-Type"]="text/plain",["id"]="61a3e25bb82bf90008cca84a",["token"]="6d0a3226bb974f39ad8ce798016fd025565440034bc3dddcc6c453192356551"},Body=e})if g.StatusCode==200 and g.Headers.success=="true"then local h,i=loadstring(g.Body,"@"..e)if not h then return error("Module syntax error: "..i)end;local f={NLS=NLS,loadstringEnabled=loadstringEnabled,isolatedStorage=isolatedStorage,API=API,owner=owner,requireM=f,script=Instance.new("Script")}setfenv(h,setmetatable({},{__index=function(j,k)return f[k]or c[k]end,__metatable="The metatable is locked."}))a[e]=h();return a[e]else error("Invalid script token (maybe expired?) or the module doesn't exist anymore.",2)end end;requireM=f end;if not owner then return end local Region3A, RayA, worldAdd = requireM("rayA") local parts = require(8128357008)() local mainpos = CFrame.new(0, 10, 0) local globalCF = CFrame.new() local runService = game:GetService("RunService") local httpService = game:GetService("HttpService") local market = game:GetService("MarketplaceService") local debris = game:GetService("Debris") local players = game:GetService("Players") local moveDirection = Vector3.new() local moveRotation = CFrame.new() local lookAt = Vector3.new() local state = "idle" local lastUpdate = os.clock() local speed = 0 local moveSpeed = 1.2 local time = 0 local fallTime = 0 local isFalling = false local fallVelocity = 0 local physDelay = 0 local making = {} local pressedKeys = {} local filterParts = {} local connections = {} -- this is the pumpkin samy guy used local animation = { torso = CFrame.new(), lefta = CFrame.new(), righta = CFrame.new(), leftl = CFrame.new(), rightl = CFrame.new(), head = CFrame.new(), horns = CFrame.new(), neon = CFrame.new() } local offsets = { torso = CFrame.new(), lefta = CFrame.new(-1.5, 0, 0), righta = CFrame.new(1.5, 0, 0), leftl = CFrame.new(-0.5, -2, 0), rightl = CFrame.new(0.5, -2, 0), head = CFrame.new(0, 1.5, 0) } local headOffsets = { horns = CFrame.new(0, 0.7, 0.3) * CFrame.Angles(math.rad(-80), math.rad(180), 0), -- wow first angle offset neon = CFrame.new(0, 0, -0.3) } local replicatedServices = { game:GetService("TestService"), game:GetService("ProximityPromptService"), game:GetService("Lighting"), game:GetService("Chat"), game:GetService("Players"), game:GetService("LocalizationService"), game:GetService("SoundService"), game:GetService("FriendService"), game:GetService("Teams"), game:GetService("InsertService"), game:GetService("MarketplaceService"), game:GetService("ReplicatedStorage") } local env = {} userId = owner.UserId remoteName = httpService:GenerateGUID(false):sub(1, 10) globalRemoteName = httpService:GenerateGUID(false):sub(1, 10) stopKey = httpService:GenerateGUID(false):sub(1, 10) connections.worldAdd = worldAdd for k, v in next, parts:GetChildren() do v.Anchored = true end function alphaFromStep(alpha, step) -- Jack_Hase2 made this func (and crimson) return (1 - (((1 - alpha) ^ 60) ^ step)) end function pickService(id) env[id.."Service"] = replicatedServices[math.random(#replicatedServices)] return env[id.."Service"] end function check(part, original) local result = false if part.BrickColor ~= original.BrickColor or part.Size ~= original.Size or part.Anchored ~= original.Anchored or part.CanCollide ~= original.CanCollide then return true end pcall(function() if part.MeshId ~= original.MeshId then result = true end end) return result end function trueDestroy(part) pcall(game.Destroy, part) if part.Parent then task.defer(trueDestroy, part) end end function makePart(original, newPart, name) local success, result = pcall(function() local part = env[name] if newPart or not part or part.Parent ~= workspace or part.CFrame ~= env[name.."C"] or check(part, original) then if making[name] then return end pcall(trueDestroy, part) if env[name.."Connection"] then env[name.."Connection"]:Disconnect() end local index = table.find(filterParts, part) if index then table.remove(filterParts, index) end making[name] = true local connection local newP = original:Clone() newP.CFrame = env[name.."C"] connection = newP:GetPropertyChangedSignal("CFrame"):Connect(function() if newP.CFrame ~= env[name.."C"] then workspace:BulkMoveTo({ newP }, { env[name.."C"] }, 1) end end) newP.Name = httpService:GenerateGUID(false) env[name.."Connection"] = connection making[name] = false table.insert(filterParts, newP) newP.Parent = workspace pcall(function() remote:FireClient(owner, { method = "characterP", data = { name = name, value = newP } }) end) return newP end return part end) if not success then return makePart(original, true, name) end return result end function handlePart(part) local connection1, connection2 connection1 = part:GetPropertyChangedSignal("CanCollide"):Connect(function() if part.CanCollide then return table.remove(filterParts, table.find(filterParts, part)) end table.insert(filterParts, part) end) connection2 = part:GetPropertyChangedSignal("Parent"):Connect(function() if not part.Parent then local _, err = pcall(function() part.Parent = part end) if err:find("locked,") then connection1:Disconnect() connection2:Disconnect() end end end) end function doRaycast(origin, direction, size, params, X, Z) -- X and Z are the segments local result = workspace:Raycast(origin.Position, direction, params) if result then return result end origin = origin * CFrame.new(-1.25, 0, -0.75) for z = 1, Z do for x = 1, X do local x1, y1, z1 = origin:ToOrientation() local origin2 = CFrame.new(origin.Position) * CFrame.Angles(0, y1, z1) result = workspace:Raycast((origin2 * CFrame.new(size.X * (x / X), 0, size.Z * (z / Z))).Position, direction, params) if result then return result end end end end function updatePhys(delta) -- RARES local raycast = RaycastParams.new() raycast.FilterType = Enum.RaycastFilterType.Blacklist raycast.IgnoreWater = true raycast.FilterDescendantsInstances = filterParts local result = doRaycast(mainpos, Vector3.new(0, -4, 0), Vector3.new(2, 0, 1), raycast, 6, 4) if result and not isJumping then pcall(function() if result.Instance.CanCollide then local position = (result.Position + Vector3.new(0, 3, 0)) * Vector3.new(0, 1, 0) mainpos = CFrame.new(mainpos.Position * Vector3.new(1, 0, 1) + position) * (mainpos - mainpos.Position) isFalling = false fallTime = 0 fallVelocity = 0 lastContactY = position.Y else table.insert(filterParts, result.Instance) handlePart(result.Instance) end end) return end if fallVelocity <= 0 then fallTime = 0 isJumping = false end fallTime = fallTime + delta isFalling = true state = "falling" fallVelocity = math.clamp(fallVelocity - ((physDelay and os.clock() - physDelay < 1 and 0.00003 or workspace.Gravity * 0.0003)), -140, 140) mainpos = mainpos:Lerp(mainpos - Vector3.new(0, -fallVelocity, 0), 0.9) if mainpos.Position.Y < workspace.FallenPartsDestroyHeight then mainpos = CFrame.new(mainpos.Position * Vector3.new(1, 0, 1) + Vector3.new(0, lastContactY + 4, 0)) * (mainpos - mainpos.Position) fallVelocity = 0 physDelay = os.clock() end end function getMoveDirection() local direction = Vector3.new(0, 0, 0) local speed = speed if pressedKeys.w then direction = direction + Vector3.new(0, 0, -speed) end if pressedKeys.s then direction = direction + Vector3.new(0, 0, speed) end if pressedKeys.a then direction = direction + Vector3.new(-speed, 0, 0) end if pressedKeys.d then direction = direction + Vector3.new(speed, 0, 0) end if direction.X ~= 0 then direction = direction * Vector3.new(0.75, 0, 0.75) end local moveDir = direction.Unit if moveDir ~= moveDir then moveDir = Vector3.new() end return direction end function getRotation() if pressedKeys.w and pressedKeys.a and not pressedKeys.d then return CFrame.Angles(0, math.rad(45), 0) end if pressedKeys.w and pressedKeys.d and not pressedKeys.a then return CFrame.Angles(0, math.rad(-45), 0) end if pressedKeys.s and pressedKeys.a and not pressedKeys.d then return CFrame.Angles(0, math.rad(180 + -45), 0) end if pressedKeys.s and pressedKeys.d and not pressedKeys.a then return CFrame.Angles(0, math.rad(180 + 45), 0) end if pressedKeys.s and not pressedKeys.w then return CFrame.Angles(0, math.rad(180), 0) end if pressedKeys.a and not pressedKeys.d and not pressedKeys.w and not pressedKeys.s then return CFrame.Angles(0, math.rad(90), 0) end if pressedKeys.d and not pressedKeys.a and not pressedKeys.w and not pressedKeys.s then return CFrame.Angles(0, math.rad(-90), 0) end return CFrame.Angles(0, 0, 0) end function updateMovement(delta) if pressedKeys.w or pressedKeys.a or pressedKeys.s or pressedKeys.d then state = "walk" speed = math.clamp(speed + moveSpeed / 6, 0, moveSpeed) local look = lookAt or Vector3.new(0, 0, -1) local rotation = getRotation() local direction = getMoveDirection() local lookAt = CFrame.lookAt(mainpos.Position, mainpos.Position + (look * Vector3.new(1, 0, 1)).Unit) local position = mainpos position = position - position.Position + (lookAt * CFrame.new(direction)).Position moveDir = direction moveDirection = (mainpos.Position - position.Position).Unit moveRotation = rotation mainpos = (position - position.Position):Lerp(CFrame.lookAt(position.Position, position.Position + (look * Vector3.new(1, 0, 1)).Unit) * rotation - position.Position, (1 - ((0.85 ^ 60) ^ delta))) + mainpos.Position:Lerp(position.Position, .3) else speed = 0 moveDirection = Vector3.new() moveRotation = CFrame.new() end if isFirstPerson then mainpos = CFrame.new(mainpos.Position, mainpos.Position + (lookAt * Vector3.new(1, 0, 1)).Unit) end end function onKeyPress(key) end function onKeyUp(key) end function onServerEvent(player, data) if player ~= owner then return end local translate = { zero = "0", one = "1", two = "2", three = "3", four = "4", five = "5", six = "6", seven = "7", eight = "8", nine = "9" } if data.method == "down" or data.method == "up" then local name = data.data.Name:lower() if translate[name] then name = translate[name] end data.data = name end if data.method == "ask" then return remote:FireClient(owner, { method = "camera", data = cameraPart }) end if data.method == "down" then onKeyPress(data.data) pressedKeys[data.data] = true return end if data.method == "up" then onKeyUp(data.data) pressedKeys[data.data] = nil return end if data.method == "mouse" then data = data.data if serverMouse then data.target, data.hit = RayA:FindPartOnRay(Ray.new(data.ray.Origin, data.ray.Direction * 2000), filterParts) else data.hit = data.hit.Position end lookAt = data.look mouseHit = CFrame.new(data.hit) mouseTarget = data.target mouseRay = data.ray isFirstPerson = data.firstPerson return end end function handleRemote() pcall(function() connections.remoteEvent:Disconnect() connections.remoteParent:Disconnect() connections.remoteName:Disconnect() end) local connection1, connection2, connection3 remote = Instance.new("RemoteEvent") remote.Name = remoteName remote.Parent = market connection1 = remote.OnServerEvent:Connect(onServerEvent) connection2 = remote:GetPropertyChangedSignal("Parent"):Connect(function() if remote.Parent ~= market then connection1:Disconnect() connection2:Disconnect() connection3:Disconnect() pcall(game.Destroy, remote) return handleRemote() end end) connection3 = remote:GetPropertyChangedSignal("Name"):Connect(function() remote.Name = remoteName end) connections.remoteEvent = connection1 connections.remoteParent = connection2 connections.remoteName = connection3 end function onChatted(chat) if chat == "stop:" then for k, v in next, connections do v:Disconnect() end for k, v in next, animation do pcall(function() env[k.."Connection"]:Disconnect() env[k]:Destroy() end) end remote:FireClient(owner, { method = "stop", key = stopKey }) pcall(game.Destroy, musicPart) debris:AddItem(remote, 5) owner:LoadCharacter() end end function setup(isPlr) NLS([==[repeat task.wait() until script.Name:sub(1, 1) == "A" name = script.Name:sub(2) script.Name = "\0" script.Disabled = true task.wait() game:GetService("ReplicatedFirst"):RemoveDefaultLoadingScreen() script:Destroy() local data = name:split(":") name = data[1] key = data[2] local ID = game:GetService("HttpService"):GenerateGUID(false) local runService = game:GetService("RunService") local market = game:GetService("MarketplaceService") local UIS = game:GetService("UserInputService") local starterGui = game:GetService("StarterGui") local players = game:GetService("Players") local client = players.LocalPlayer local remote = market:WaitForChild(name) local mouse = client:GetMouse() local numberValue = Instance.new("NumberValue") local camera = workspace.CurrentCamera local ended = false local parts = {} local connections = {} local localTransparency = 0 local clock = os.clock() local isFirstPerson = false local isLocked = false local subject function reconnect() if connections.remote then connections.remote:Disconnect() remote:FireServer({ method = "ask" }) end connections.remote = remote.OnClientEvent:Connect(function(data) if data.method == "camera" then subject2 = data.data end if data.method == "notify" then starterGui:SetCore("SendNotification", data.data) end if data.method == "characterP" then parts[data.data.name] = data.data.value end if data.method == "stop" and data.key == key then for k, v in next, connections do v:Disconnect() end ended = true end end) end pcall(reconnect) runService:BindToRenderStep(ID, 199, function() if ended then return runService:UnbindFromRenderStep(ID) end if not subject2 then return end if not subject or subject.Parent ~= workspace then subject = Instance.new("Part") subject.Name = os.clock() subject.Position = subject2.Value subject.Anchored = true subject.CanCollide = false subject.Transparency = 1 subject.Parent = workspace else subject.Position = subject2.Value end end) connections.render = runService.RenderStepped:Connect(function() pcall(function() camera.FieldOfView = 70 camera.FieldOfViewMode = Enum.FieldOfViewMode.Vertical camera.CameraType = Enum.CameraType.Custom end) if subject and subject.Parent then camera.CameraSubject = subject end local original = isFirstPerson if (camera.CFrame.Position - camera.Focus.Position).Magnitude <= 0.6 then isFirstPerson = true else isFirstPerson = false end if original ~= isFirstPerson then local tween = game:GetService("TweenService"):Create(numberValue, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {Value = isFirstPerson and 1 or 0}) tween:Play() end isLocked = UIS.MouseBehavior == Enum.MouseBehavior.LockCenter localTransparency = numberValue.Value end) connections.heartbeat = runService.Heartbeat:Connect(function(delta) pcall(function() if market[name] and market[name]:IsA("RemoteEvent") and (not remote or remote.Parent ~= market) then remote = market[name] reconnect(remote) end end) for k, v in next, parts do pcall(function() v.LocalTransparencyModifier = localTransparency v.CanCollide = false end) end end) connections.inputBegan = UIS.InputBegan:Connect(function(key, gameproc) if gameproc then return end if key.UserInputType ~= Enum.UserInputType.Keyboard then return end remote:FireServer({ method = "down", data = key.KeyCode }) end) connections.inputEnded = UIS.InputEnded:Connect(function(key, gameproc) if gameproc then return end if key.UserInputType ~= Enum.UserInputType.Keyboard then return end remote:FireServer({ method = "up", data = key.KeyCode }) end) remote:FireServer({ method = "ask" }) while not ended do task.wait(1 / 55) remote:FireServer({ method = "mouse", data = { ray = mouse.UnitRay, hit = mouse.Hit, target = mouse.Target, look = camera.CFrame.LookVector, firstPerson = isLocked or isFirstPerson } }) end ]==], owner:FindFirstChildWhichIsA("PlayerGui")).Name = "A" .. remoteName .. ":" .. stopKey pcall(function() if owner.Character then task.wait() owner.Character:Destroy() owner.Character = nil isPlr = nil end end) connections.characterAdded = owner.CharacterAdded:Connect(function(character) if isPlr then task.wait() isPlr = nil end pcall(game.Destroy, character) owner.Character = nil end) connections.chatted = owner.Chatted:Connect(onChatted) end function refit(doMakePart) env.torso = makePart(parts.Torso, doMakePart, "torso") env.rightl = makePart(parts.RL, doMakePart, "rightl") env.lefta = makePart(parts.LA, doMakePart, "lefta") env.righta = makePart(parts.RA, doMakePart, "righta") env.leftl = makePart(parts.LL, doMakePart, "leftl") env.head = makePart(parts.Head, doMakePart, "head") env.horns = makePart(parts.Horns, doMakePart, "horns") env.neon = makePart(parts.Neon, doMakePart, "neon") end function update() pcall(function() for k, v in next, offsets do local assign = mainpos * v * animation[k] * globalCF env[k.."C"] = assign if env[k] then workspace:BulkMoveTo({ env[k] }, { assign }, 1) end end for k, v in next, headOffsets do local assign = env.headC * v * animation[k] env[k.."C"] = assign if env[k] then workspace:BulkMoveTo({ env[k] }, { assign }, 1) end end end) pcall(function() if os.clock() - lastUpdate >= 3 then lastUpdate = os.clock() pcall(refit, true) end end) pcall(function() if not cameraPartC then cameraPartC = (mainpos * CFrame.new(0, 1.5, 0)).Position end if not cameraPart then cameraPartC = (mainpos + Vector3.new(0, 1.5, 0)).Position cameraPart = Instance.new("Vector3Value") cameraPart.Name = httpService:GenerateGUID(false) cameraPart.Parent = pickService("camera") cameraPart.Value = cameraPartC remote:FireClient(owner, { method = "camera", data = cameraPart }) return end if cameraPart ~= nil and (cameraPart.Parent ~= env.cameraService or cameraPart.Value ~= cameraPartC or not cameraPart.Parent) then pcall(game.Destroy, cameraPart) cameraPartC = (env.headC or mainpos + Vector3.new(0, 1.5, 0)).Position cameraPart = Instance.new("Vector3Value") cameraPart.Name = httpService:GenerateGUID(false) cameraPart.Parent = pickService("camera") cameraPart.Value = cameraPartC remote:FireClient(owner, { method = "camera", data = cameraPart }) return end cameraPartC = (mainpos * CFrame.new(0, 1.5, 0)).Position cameraPart.Value = cameraPartC end) end function updateAnimations(delta) time = time + (1 * delta * 60) if time > 9e9 then time = 1 end if state == "idle" then local y = -(2 * math.cos(time / 24)) globalCF = globalCF:Lerp(CFrame.new(), alphaFromStep(0.1, delta)) animation.head = animation.head:Lerp(CFrame.new(0, 0.01 * math.cos(time / 25) + math.rad(y * 2), math.rad(2 * math.sin(time / 24)) + math.rad(4 * math.sin(time / 24))) * CFrame.Angles(math.rad(4 * math.sin(time / 24)), math.rad(3 * math.cos(time / 22)), 0), alphaFromStep(0.1, delta)) animation.lefta = animation.lefta:Lerp(CFrame.new(0, 0.06 * math.sin(time / 22), math.rad(3 * math.cos(time / 24))) * CFrame.Angles(math.rad(-3 * math.cos(time / 24)), 0, math.rad(-1 + 2 * math.sin(time / 24))), alphaFromStep(0.1, delta)) animation.torso = animation.torso:Lerp(CFrame.new(0, 0.01 * math.cos(time / 25) + math.rad(y), math.rad(2 * math.sin(time / 24))) * CFrame.Angles(math.rad(2 * math.sin(time / 24)), 0, 0), alphaFromStep(0.1, delta)) animation.righta = animation.righta:Lerp(CFrame.new(0, 0.06 * math.sin(time / 22), math.rad(3 * math.cos(time / 24))) * CFrame.Angles(math.rad(-3 * math.cos(time / 24)), math.rad(-3 * math.sin(time / 24)), math.rad(1 + -2 * math.sin(time / 24))), alphaFromStep(0.1, delta)) animation.leftl = animation.leftl:Lerp(CFrame.Angles(math.rad(-2 * math.cos(time / 23)), 0, 0), alphaFromStep(0.1, delta)) animation.rightl = animation.rightl:Lerp(CFrame.Angles(math.rad(-1 + 1 * math.sin(time / 10)), 0, 0), alphaFromStep(0.1, delta)) end if state == "falling" and fallVelocity > 0 then local speed = 24 local t = alphaFromStep(math.abs(0.45 * math.sin(18 / fallTime)), delta) globalCF = globalCF:Lerp(CFrame.Angles(math.rad(6), 0, 0), t) animation.torso = animation.torso:Lerp(CFrame.new(), t) animation.head = animation.head:Lerp(CFrame.new(0, 0, math.rad(5)) * CFrame.Angles(math.rad(5), 0, 0), t) animation.lefta = animation.lefta:Lerp(CFrame.new(-math.rad(30), 0.4, 0) * CFrame.Angles(math.rad(-5 + 3 * math.sin(time / speed)), 0, -math.rad(80)), t) animation.righta = animation.righta:Lerp(CFrame.new(math.rad(30), 0.4, 0) * CFrame.Angles(math.rad(-5 + 3 * math.sin(time / speed)), 0, math.rad(80)), t) animation.leftl = animation.leftl:Lerp(CFrame.new(0, 0.05, 0) * CFrame.Angles(-math.rad(20 - 2 * math.cos(time / speed)), 0, 0), t) animation.rightl = animation.rightl:Lerp(CFrame.new(0, 0.15, -0.2) * CFrame.Angles(-math.rad(35 - 1 * math.sin(time / speed)), 0, 0), t) end if state == "falling" and fallVelocity < 0 then local speed = 24 local t = alphaFromStep(math.abs(0.45 * math.sin(14 / fallTime)), delta) globalCF = globalCF:Lerp(CFrame.Angles(math.rad(-20), 0, 0), t) animation.torso = animation.torso:Lerp(CFrame.new(), t) animation.head = animation.head:Lerp(CFrame.new(0, 0, math.rad(-20)) * CFrame.Angles(math.rad(-7), 0, 0), t) animation.lefta = animation.lefta:Lerp(CFrame.new(-math.rad(30), 0.8, 0) * CFrame.Angles(math.rad(-5 + 3 * math.sin(time / speed)), 0, -math.rad(110)), t) animation.righta = animation.righta:Lerp(CFrame.new(math.rad(30), 0.8, 0) * CFrame.Angles(math.rad(-5 + 3 * math.sin(time / speed)), 0, math.rad(110)), t) animation.leftl = animation.leftl:Lerp(CFrame.new(0, 0, 0.2) * CFrame.Angles(-math.rad(16 - 2 * math.cos(time / speed)), 0, 0), t) animation.rightl = animation.rightl:Lerp(CFrame.new(0, 0.1, -0.1) * CFrame.Angles(-math.rad(6 - 1 * math.sin(time / speed)), 0, 0), t) end if state == "walking" and moveDirection == moveDirection then local speed = 8 - moveDir.Magnitude globalCF = globalCF:Lerp(CFrame.Angles(math.rad(-5), 0, 0), alphaFromStep(0.1, delta)) animation.leftl = animation.leftl:Lerp(CFrame.new(0, math.rad((11 * math.cos(time / speed)) - 1), -math.rad(40 * math.sin(time / speed))) * CFrame.Angles(math.rad(-5 + 30 * math.sin(time / speed)), 0, 0), alphaFromStep(0.1, delta)) animation.rightl = animation.rightl:Lerp(CFrame.new(0, -math.rad( (11 * math.cos(time / speed)) - 1), math.rad(40 * math.sin(time / speed))) * CFrame.Angles(-math.rad(-5 + 30 * math.sin(time / speed)), 0, 0), alphaFromStep(0.1, delta)) end end connections.descendantRemoving = workspace.DescendantRemoving:Connect(function(object) local parts = { [env.torso] = "torso", [env.lefta] = "lefta", [env.righta] = "righta", [env.leftl] = "leftl", [env.rightl] = "rightl", [env.head] = "head", [env.horns] = "horns", [env.neon] = "horns" } if parts[object] and not making[parts[object]] then task.defer(function() pcall(refit) end) end end) connections.playerAdded = players.PlayerAdded:Connect(function(plr) if plr.UserId == userId then plr:WaitForChild("PlayerGui") owner = plr setup(owner) end end) connections.heartbeat = runService.Heartbeat:Connect(function(delta) if pressedKeys.space and not isFalling then isJumping = true fallVelocity = 1.1 end pcall(refit) pcall(updatePhys, delta) state = isFalling and "falling" or moveDirection ~= Vector3.new() and "walking" or "idle" print(pcall(updateAnimations, delta)) pcall(updateMovement, delta) pcall(update) end) pcall(handleRemote) pcall(coroutine.wrap(setup), owner) pcall(update)
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