1. --fe simple gun script
  2. --[[hats:
  3. https://www.roblox.com/catalog/7806887000/CR-L-4-Back
  4. https://www.roblox.com/catalog/4504231783/Elemental-Crystal-Golem-Shoulder-Rock
  5. 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]]
  6. HumanDied = false
  7. local reanim
  8. function noplsmesh(hat)
  9. _G.OldCF=workspace.Camera.CFrame
  10. oldchar=game.Players.LocalPlayer.Character
  11. game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
  12. for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do
  13. if v:IsA('Mesh') or v:IsA('SpecialMesh') then
  14. v:Remove()
  15. end
  16. end
  17. game.Players.LocalPlayer.Character=oldchar
  18. wait()
  19. workspace.Camera.CFrame=_G.OldCF
  20. game.Players.LocalPlayer.Character=oldchar
  21. end
  22. _G.ClickFling=true -- Set this to true if u want.
  23. loadstring(game:HttpGet(('https://raw.githubusercontent.com/XeneonPlays/Nexo/main/NexoPD'),true))()
  24. IT = Instance.new
  25. CF = CFrame.new
  26. VT = Vector3.new
  27. RAD = math.rad
  28. C3 = Color3.new
  29. UD2 = UDim2.new
  30. BRICKC = BrickColor.new
  31. ANGLES = CFrame.Angles
  32. EULER = CFrame.fromEulerAnglesXYZ
  33. COS = math.cos
  34. ACOS = math.acos
  35. SIN = math.sin
  36. ASIN = math.asin
  37. ABS = math.abs
  38. MRANDOM = math.random
  39. FLOOR = math.floor
  40. speed = 1
  41. sine = 1
  42. srv = game:GetService('RunService')
  43. function hatset(yes,part,c1,c0,nm)
  44. reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
  45. reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
  46. reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5
  47. if nm==true then
  48. noplsmesh(yes)
  49. end
  50. end
  51. --put the hat script converted below
  52. reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD
  53. RJ = reanim.HumanoidRootPart.RootJoint
  54. RS = reanim.Torso['Right Shoulder']
  55. LS = reanim.Torso['Left Shoulder']
  56. RH = reanim.Torso['Right Hip']
  57. LH = reanim.Torso['Left Hip']
  58. Root = reanim.HumanoidRootPart
  59. NECK = reanim.Torso.Neck
  60. NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  61. NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  62. RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  63. RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  64. RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  65. LS.C1 = CF(0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  66. RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  67. LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  68. RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  69. LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  70. RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  71. LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  72. Mode='1'
  73. mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k)
  74. if k == 'z' then-- first mode
  75. Mode='1'
  76. elseif k == 'x' then-- second mode
  77. Mode='2'
  78. elseif k == 'urkeybind' then-- third mode
  79. Mode='3'
  80. end
  81. end)
  82. coroutine.wrap(function()
  83. while true do -- anim changer
  84. if HumanDied then mousechanger:Disconnect() break end
  85. sine = sine + speed
  86. local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  87. local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
  88. local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  89. local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
  90. local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
  91. local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
  92. if lookvector > reanim.Humanoid.WalkSpeed then
  93. lookvector = reanim.Humanoid.WalkSpeed
  94. end
  95. if lookvector < -reanim.Humanoid.WalkSpeed then
  96. lookvector = -reanim.Humanoid.WalkSpeed
  97. end
  98. if rightvector > reanim.Humanoid.WalkSpeed then
  99. rightvector = reanim.Humanoid.WalkSpeed
  100. end
  101. if rightvector < -reanim.Humanoid.WalkSpeed then
  102. rightvector = -reanim.Humanoid.WalkSpeed
  103. end
  104. local lookvel = lookvector / reanim.Humanoid.WalkSpeed
  105. local rightvel = rightvector / reanim.Humanoid.WalkSpeed
  106. if Mode == '1' then
  107. if Root.Velocity.y > 1 then -- jump
  108. --jump clerp here
  109. elseif Root.Velocity.y < -1 then -- fall
  110. --fall clerp here
  111. elseif Root.Velocity.Magnitude < 2 then -- idle
  112. 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)
  113. 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)
  114. 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)
  115. 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)
  116. 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)
  117. 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)
  118. 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)
  119. 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)
  120. elseif Root.Velocity.Magnitude < 20 then -- walk
  121. 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)
  122. 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)
  123. 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)
  124. 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)
  125. 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)
  126. 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)
  127. 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)
  128. 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)
  129. elseif Root.Velocity.Magnitude > 20 then -- run
  130. --run clerp here
  131. end
  132. elseif Mode == '2' then
  133. if Root.Velocity.y > 1 then -- jump
  134. --jump clerp here
  135. elseif Root.Velocity.y < -1 then -- fall
  136. --fall clerp here
  137. elseif Root.Velocity.Magnitude < 2 then -- idle
  138. 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)
  139. 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)
  140. 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)
  141. 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)
  142. 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)
  143. 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)
  144. 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)
  145. 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)
  146. elseif Root.Velocity.Magnitude < 20 then -- walk
  147. 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)
  148. 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)
  149. 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)
  150. 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)
  151. 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)
  152. 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)
  153. 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)
  154. 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)
  155. elseif Root.Velocity.Magnitude > 20 then -- run
  156. --run clerp here
  157. end
  158. elseif Mode == '3' then
  159. if Root.Velocity.y > 1 then -- jump
  160. --jump clerp here
  161. elseif Root.Velocity.y < -1 then -- fall
  162. --fall clerp here
  163. elseif Root.Velocity.Magnitude < 2 then -- idle
  164. --idle clerp here
  165. elseif Root.Velocity.Magnitude < 20 then -- walk
  166. --walk clerp here
  167. elseif Root.Velocity.Magnitude > 20 then -- run
  168. --run clerp here
  169. end
  170. end
  171. srv.RenderStepped:Wait()
  172. end
  173. end)()
  174. --Created using Nexo Animator