P3NG0DZ Rave Mode

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local sound = Instance.new("Sound", game.Workspace) sound.SoundId = "rbxassetid://3049846202" sound.Looped = true sound:Play() HumanDied = false local reanim local te local ct local m 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 loadstring(game:HttpGet(('https://raw.githubusercontent.com/XeneonPlays/Nexo/main/NexoReanimate'),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 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 == 'h' then-- first mode Mode='1' elseif k == 'j' 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 NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/6.5),1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+50*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+-44*math.cos(sine/6.5))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/6.5),0+1*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+45*math.cos(sine/6.5)),RAD(0+1*math.cos(sine/6.5)),RAD(0+10*math.cos(sine/6.5))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/6.5),0.5+1*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+10*math.cos(sine/6.5)),RAD(0+52*math.cos(sine/6.5)),RAD(0+63*math.cos(sine/6.5))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/6.5),0.5+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+0*math.cos(sine/6.5)),RAD(0+-48*math.cos(sine/6.5)),RAD(0+-111*math.cos(sine/6.5))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(1+-91*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+0*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+-55*math.cos(sine/6.5))),.3) elseif Root.Velocity.Magnitude < 20 then -- walk NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/6.5),1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+50*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+-44*math.cos(sine/6.5))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/6.5),0+1*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+45*math.cos(sine/6.5)),RAD(0+1*math.cos(sine/6.5)),RAD(0+10*math.cos(sine/6.5))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/6.5),0.5+1*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+10*math.cos(sine/6.5)),RAD(0+52*math.cos(sine/6.5)),RAD(0+63*math.cos(sine/6.5))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/6.5),0.5+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+0*math.cos(sine/6.5)),RAD(0+-48*math.cos(sine/6.5)),RAD(0+-111*math.cos(sine/6.5))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(1+-91*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+0*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+-55*math.cos(sine/6.5))),.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 NECK.C0 = NECK.C0:Lerp(CF(0+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(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/6.5),0+1*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+41*math.cos(sine/6.5)),RAD(0+32*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/6.5),0.5+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(27+0*math.cos(sine/6.5)),RAD(130+0*math.cos(sine/6.5)),RAD(36+-169*math.cos(sine/6.5))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(63+50*math.cos(sine/13)),RAD(1+85*math.cos(sine/13)),RAD(-71+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+1*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+14*math.cos(sine/6.5))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+0*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+-48*math.cos(sine/6.5))),.3) elseif Root.Velocity.Magnitude < 20 then -- walk NECK.C0 = NECK.C0:Lerp(CF(0+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(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/6.5),0+1*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+41*math.cos(sine/6.5)),RAD(0+32*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/6.5),0.5+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(27+0*math.cos(sine/6.5)),RAD(130+0*math.cos(sine/6.5)),RAD(36+-169*math.cos(sine/6.5))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(63+50*math.cos(sine/13)),RAD(1+85*math.cos(sine/13)),RAD(-71+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+1*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+14*math.cos(sine/6.5))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+0*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+-48*math.cos(sine/6.5))),.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 NECK.C0 = NECK.C0:Lerp(CF(0+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(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/6.5),0+1*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+41*math.cos(sine/6.5)),RAD(0+32*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/6.5),0.5+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(27+0*math.cos(sine/6.5)),RAD(130+0*math.cos(sine/6.5)),RAD(36+-169*math.cos(sine/6.5))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(63+50*math.cos(sine/13)),RAD(1+85*math.cos(sine/13)),RAD(-71+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+1*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+14*math.cos(sine/6.5))),.3) LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/6.5),-1+0*math.cos(sine/6.5),0+0*math.cos(sine/6.5))*ANGLES(RAD(0+0*math.cos(sine/6.5)),RAD(0+0*math.cos(sine/6.5)),RAD(0+-48*math.cos(sine/6.5))),.3) 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
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