--fe simple gun script --[[hats: https://www.roblox.com/catalog/7806887000/CR-L-4-Back https://www.roblox.com/catalog/4504231783/Elemental-Crystal-Golem-Shoulder-Rock NOTE: while using non shooting walk; you might see the legs slanted; but don't worry the legs appear normal on other people's screens]] HumanDied = false local reanim function noplsmesh(hat) _G.OldCF=workspace.Camera.CFrame oldchar=game.Players.LocalPlayer.Character game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name] for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do if v:IsA('Mesh') or v:IsA('SpecialMesh') then v:Remove() end end game.Players.LocalPlayer.Character=oldchar wait() workspace.Camera.CFrame=_G.OldCF game.Players.LocalPlayer.Character=oldchar end _G.ClickFling=true -- Set this to true if u want. loadstring(game:HttpGet(('https://raw.githubusercontent.com/XeneonPlays/Nexo/main/NexoPD'),true))() IT = Instance.new CF = CFrame.new VT = Vector3.new RAD = math.rad C3 = Color3.new UD2 = UDim2.new BRICKC = BrickColor.new ANGLES = CFrame.Angles EULER = CFrame.fromEulerAnglesXYZ COS = math.cos ACOS = math.acos SIN = math.sin ASIN = math.asin ABS = math.abs MRANDOM = math.random FLOOR = math.floor speed = 1 sine = 1 srv = game:GetService('RunService') function hatset(yes,part,c1,c0,nm) reanim[yes].Handle.AccessoryWeld.Part1=reanim[part] reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new() reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5 if nm==true then noplsmesh(yes) end end --put the hat script converted below reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD RJ = reanim.HumanoidRootPart.RootJoint RS = reanim.Torso['Right Shoulder'] LS = reanim.Torso['Left Shoulder'] RH = reanim.Torso['Right Hip'] LH = reanim.Torso['Left Hip'] Root = reanim.HumanoidRootPart NECK = reanim.Torso.Neck NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LS.C1 = CF(0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) Mode='1' mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k) if k == 'z' then-- first mode Mode='1' elseif k == 'x' then-- second mode Mode='2' elseif k == 'urkeybind' then-- third mode Mode='3' end end) coroutine.wrap(function() while true do -- anim changer if HumanDied then mousechanger:Disconnect() break end sine = sine + speed local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0)) local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char) local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0)) local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char) local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z if lookvector > reanim.Humanoid.WalkSpeed then lookvector = reanim.Humanoid.WalkSpeed end if lookvector < -reanim.Humanoid.WalkSpeed then lookvector = -reanim.Humanoid.WalkSpeed end if rightvector > reanim.Humanoid.WalkSpeed then rightvector = reanim.Humanoid.WalkSpeed end if rightvector < -reanim.Humanoid.WalkSpeed then rightvector = -reanim.Humanoid.WalkSpeed end local lookvel = lookvector / reanim.Humanoid.WalkSpeed local rightvel = rightvector / reanim.Humanoid.WalkSpeed if Mode == '1' then if Root.Velocity.y > 1 then -- jump --jump clerp here elseif Root.Velocity.y < -1 then -- fall --fall clerp here elseif Root.Velocity.Magnitude < 2 then -- idle hatset('RockAccessory','Torso',CFrame.new(),reanim['RockAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/15),90+0*math.cos(sine/15),0+0*math.cos(sine/15))*ANGLES(RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15))),1),false) hatset('Meshes/CRL4Accessory','Right Arm',CFrame.new(),reanim['Meshes/CRL4Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(1+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-84+0*math.cos(sine/13)),RAD(183+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false) NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/130),1+0*math.cos(sine/130),0+0*math.cos(sine/130))*ANGLES(RAD(-22+0*math.cos(sine/130)),RAD(0+20*math.cos(sine/130)),RAD(0+0*math.cos(sine/130))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/100),0.3+0.2*math.cos(sine/100),0+0*math.cos(sine/100))*ANGLES(RAD(83+0*math.cos(sine/100)),RAD(27+0*math.cos(sine/100)),RAD(-51+0*math.cos(sine/100))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/100),0.5+0*math.cos(sine/100),0+0*math.cos(sine/100))*ANGLES(RAD(-2+0*math.cos(sine/100)),RAD(18+0*math.cos(sine/100)),RAD(1+0*math.cos(sine/100))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/-85),-1+0*math.cos(sine/-85),0+0*math.cos(sine/-85))*ANGLES(RAD(0+0*math.cos(sine/-85)),RAD(0+0*math.cos(sine/-85)),RAD(3+0*math.cos(sine/-85))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-6+0*math.cos(sine/13)),RAD(-4+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude < 20 then -- walk hatset('RockAccessory','Torso',CFrame.new(),reanim['RockAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/15),90+0*math.cos(sine/15),0+0*math.cos(sine/15))*ANGLES(RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15))),1),false) hatset('Meshes/CRL4Accessory','Right Arm',CFrame.new(),reanim['Meshes/CRL4Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(1+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-84+0*math.cos(sine/13)),RAD(183+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false) NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/130),1+0*math.cos(sine/130),0+0*math.cos(sine/130))*ANGLES(RAD(1+0*math.cos(sine/130)),RAD(-0+20*math.cos(sine/130)),RAD(0+0*math.cos(sine/130))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/90),0+0*math.cos(sine/90),0+0*math.cos(sine/90))*ANGLES(RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/100),0.3+0.2*math.cos(sine/100),0+0*math.cos(sine/100))*ANGLES(RAD(63+0*math.cos(sine/100)),RAD(-15+0*math.cos(sine/100)),RAD(-75+0*math.cos(sine/100))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/100),0.5+0.2*math.cos(sine/100),0+0*math.cos(sine/100))*ANGLES(RAD(76+0*math.cos(sine/100)),RAD(18+0*math.cos(sine/100)),RAD(27+0*math.cos(sine/100))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/11),-1+0*math.cos(sine/11),0+0*math.cos(sine/11))*ANGLES(RAD(0+25*math.cos(sine/11)),RAD(0+0*math.cos(sine/11)),RAD(-6+0*math.cos(sine/11))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/11),-1+-0.2*math.cos(sine/11),0+0*math.cos(sine/11))*ANGLES(RAD(0+-25*math.cos(sine/11)),RAD(0+0*math.cos(sine/11)),RAD(-5+0*math.cos(sine/11))),.3) elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here end elseif Mode == '2' then if Root.Velocity.y > 1 then -- jump --jump clerp here elseif Root.Velocity.y < -1 then -- fall --fall clerp here elseif Root.Velocity.Magnitude < 2 then -- idle hatset('RockAccessory','Torso',CFrame.new(),reanim['RockAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/6),-0.5+0*math.cos(sine/6),90+90*math.cos(sine/6))*ANGLES(RAD(0+0*math.cos(sine/6)),RAD(0+0*math.cos(sine/6)),RAD(0+0*math.cos(sine/6))),1),false) hatset('Meshes/CRL4Accessory','Right Arm',CFrame.new(),reanim['Meshes/CRL4Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(1.3+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(270+0*math.cos(sine/13)),RAD(177+0*math.cos(sine/13)),RAD(85+0*math.cos(sine/13))),1),false) NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),0+0.1*math.cos(sine/1))*ANGLES(RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/1),0+0*math.cos(sine/1),0+0.05*math.cos(sine/1))*ANGLES(RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/1),0.5+0*math.cos(sine/1),0+0.3*math.cos(sine/1))*ANGLES(RAD(85+0*math.cos(sine/1)),RAD(3+0*math.cos(sine/1)),RAD(-15+0*math.cos(sine/1))),.3) LS.C0 = LS.C0:Lerp(CF(-0.5+0*math.cos(sine/1),0.5+0*math.cos(sine/1),-0.7+0.3*math.cos(sine/1))*ANGLES(RAD(83+0*math.cos(sine/1)),RAD(10+0*math.cos(sine/1)),RAD(45+0*math.cos(sine/1))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(3+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-8+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude < 20 then -- walk hatset('RockAccessory','Torso',CFrame.new(),reanim['RockAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/6),-0.5+0*math.cos(sine/6),90+90*math.cos(sine/6))*ANGLES(RAD(0+0*math.cos(sine/6)),RAD(0+0*math.cos(sine/6)),RAD(0+0*math.cos(sine/6))),1),false) hatset('Meshes/CRL4Accessory','Right Arm',CFrame.new(),reanim['Meshes/CRL4Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(1.3+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(270+0*math.cos(sine/13)),RAD(177+0*math.cos(sine/13)),RAD(85+0*math.cos(sine/13))),1),false) NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),0+0.1*math.cos(sine/1))*ANGLES(RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/1),0+0*math.cos(sine/1),0+0.05*math.cos(sine/1))*ANGLES(RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/1),0.5+0*math.cos(sine/1),0+0.3*math.cos(sine/1))*ANGLES(RAD(85+0*math.cos(sine/1)),RAD(3+0*math.cos(sine/1)),RAD(-15+0*math.cos(sine/1))),.3) LS.C0 = LS.C0:Lerp(CF(-0.5+0*math.cos(sine/1),0.5+0*math.cos(sine/1),-0.7+0.3*math.cos(sine/1))*ANGLES(RAD(83+0*math.cos(sine/1)),RAD(10+0*math.cos(sine/1)),RAD(45+0*math.cos(sine/1))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-28*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(3+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+30*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-6+0*math.cos(sine/13))),.3) elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here end elseif Mode == '3' then if Root.Velocity.y > 1 then -- jump --jump clerp here elseif Root.Velocity.y < -1 then -- fall --fall clerp here elseif Root.Velocity.Magnitude < 2 then -- idle --idle clerp here elseif Root.Velocity.Magnitude < 20 then -- walk --walk clerp here elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here end end srv.RenderStepped:Wait() end end)() --Created using Nexo Animator