Roblox FE Mr.Chill Script – R6 ONLY

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  • Jun 16, 2022

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Description

This new Roblox FE Mr.Chill Script is one of a kind, and it comes with yet another amazing animation that looks pretty cool. This also includes keybinds so that you can easily control your character in-game.

Keybinds of Roblox FE Mr.Chill Script:

  • z: Default (Chill)
  • x: Floating
  • c: Glitch (Not Chill)
  • v: Sprint Toggle

 Features of FE Mr.Chill Script:

  • FE Animation Script
  • Mr.Chill

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How to use Roblox FE Mr.Chill Script - R6 ONLY?

  1. Press the "Get Script" button to Copy the "Roblox FE Mr.Chill Script - R6 ONLY" .
  2. Lua scripts require a Lua Executor, Open your executor and attach it to the game.
  3. After copying & pasting the script in your executor press the "Execute" button and "Roblox FE Mr.Chill Script - R6 ONLY" will show up in the game.
  4. If you find an old/faulty script, please let us know using the "Report" section.
  5. If you need an exploit, check out our Free Roblox Exploits Category.

Roblox FE Mr.Chill Script – R6 ONLY

--[[ Binds: z: Default (Chill) x: Floating c: Glitch (Not Chill) v: Sprint Toggle ]] clickfling = true -- set this to false if u dont want click fling or use torso fling function rmesh(a) if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end old=game.Players.LocalPlayer.Character game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name] for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do if v:IsA('Mesh') or v:IsA('SpecialMesh') then v:Remove() end end for i = 1 , 2 do game.Players.LocalPlayer.Character=old end end a=game.Players.LocalPlayer b=game.Players.LocalPlayer.Character c={}d=table.insert e=false for D,E in next,game:GetService("Players").LocalPlayer.Character:GetDescendants()do if E:IsA("BasePart")then d(c,game:GetService("RunService").Heartbeat:connect(function()pcall(function()E.Velocity=Vector3.new(-30,0,0)sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)game.Players.LocalPlayer.ReplicationFocus=workspace end)end))end end function f(D,E,F)game.StarterGui:SetCore("SendNotification",{Title=D;Text=E;Duration=F or 5;})end local x=game:GetService("RunService")g=Instance.new('Folder',b)g.Name='CWExtra'b.Archivable=true local y=b:Clone()y.Name='NexoPD'for D,E in next,y:GetDescendants()do if E:IsA('BasePart')or E:IsA('Decal')then E.Transparency=1 end end h=5.65 a.Character=nil a.Character=b b.Humanoid.AutoRotate=false b.Humanoid.WalkSpeed=0 b.Humanoid.JumpPower=0 b.Torso.Anchored=true f('Nexo','Reanimating...\nPlease wait '..h..' seconds.')wait(h)b.Torso.Anchored=false f('Nexo','Reanimated..')b.Humanoid.Health=0 y.Animate.Disabled=true y.Parent=g y.HumanoidRootPart.CFrame=b.HumanoidRootPart.CFrame*CFrame.new(0,5,0)function i(D,E,F,G)Instance.new("Attachment",D)Instance.new("AlignPosition",D)Instance.new("AlignOrientation",D)Instance.new("Attachment",E)D.Attachment.Name=D.Name E.Attachment.Name=D.Name D.AlignPosition.Attachment0=D[D.Name]D.AlignOrientation.Attachment0=D[D.Name]D.AlignPosition.Attachment1=E[D.Name]D.AlignOrientation.Attachment1=E[D.Name]E[D.Name].Position=F or Vector3.new()D[D.Name].Orientation=G or Vector3.new()D.AlignPosition.MaxForce=999999999 D.AlignPosition.MaxVelocity=math.huge D.AlignPosition.ReactionForceEnabled=false D.AlignPosition.Responsiveness=math.huge D.AlignOrientation.Responsiveness=math.huge D.AlignPosition.RigidityEnabled=false D.AlignOrientation.MaxTorque=999999999 D.Massless=true end function j(D,E,F)Instance.new("Attachment",D)Instance.new("AlignPosition",D)Instance.new("Attachment",E)D.Attachment.Name=D.Name E.Attachment.Name=D.Name D.AlignPosition.Attachment0=D[D.Name]D.AlignPosition.Attachment1=E[D.Name]E[D.Name].Position=F or Vector3.new()D.AlignPosition.MaxForce=999999999 D.AlignPosition.MaxVelocity=math.huge D.AlignPosition.ReactionForceEnabled=false D.AlignPosition.Responsiveness=math.huge D.Massless=true end for D,E in next,b:GetDescendants()do if E:IsA('BasePart')then d(c,x.RenderStepped:Connect(function()E.CanCollide=false end))end end for D,E in next,b:GetDescendants()do if E:IsA('BasePart')then d(c,x.Stepped:Connect(function()E.CanCollide=false end))end end for D,E in next,y:GetDescendants()do if E:IsA('BasePart')then d(c,x.RenderStepped:Connect(function()E.CanCollide=false end))end end for D,E in next,y:GetDescendants()do if E:IsA('BasePart')then d(c,x.Stepped:Connect(function()E.CanCollide=false end))end end for D,E in next,b:GetDescendants()do if E:IsA('Accessory')then i(E.Handle,y[E.Name].Handle)end end i(b['Head'],y['Head'])i(b['Torso'],y['Torso'])j(b['HumanoidRootPart'],y['Torso'],Vector3.new(0,0,0))i(b['Right Arm'],y['Right Arm'])i(b['Left Arm'],y['Left Arm'])i(b['Right Leg'],y['Right Leg'])i(b['Left Leg'],y['Left Leg'])k=a:GetMouse()local z=Instance.new("Part",g)z.CanCollide=false z.Transparency=1 d(c,x.RenderStepped:Connect(function()local D=workspace.CurrentCamera.CFrame.lookVector local E=y["HumanoidRootPart"]z.Position=E.Position z.CFrame=CFrame.new(z.Position,Vector3.new(D.X*10000,D.Y,D.Z*10000))end))l=false m=false n=false o=false p=false function q(D)r=Instance.new('BodyAngularVelocity',D)r.AngularVelocity=Vector3.new(9e9,9e9,9e9)r.MaxTorque=Vector3.new(9e9,9e9,9e9)end q(b.HumanoidRootPart)k=a:GetMouse()s=Instance.new('BodyPosition',b.HumanoidRootPart)s.P=9e9 s.D=9e9 s.MaxForce=Vector3.new(99999,99999,99999)local A d(c,x.Heartbeat:Connect(function()if A==true then s.Position=k.Hit.p b.HumanoidRootPart.Position=k.Hit.p else s.Position=y.Torso.Position b.HumanoidRootPart.Position=y.Torso.Position end end))local B=Instance.new("SelectionBox")B.Adornee=b.HumanoidRootPart B.LineThickness=0.02 B.Color3=Color3.fromRGB(250,0,0)B.Parent=b.HumanoidRootPart B.Name="RAINBOW"t=B if clickfling then d(c,k.Button1Down:Connect(function()A=true end))d(c,k.Button1Up:Connect(function()A=false end))end d(c,k.KeyDown:Connect(function(D)if D==' 'then p=true end if D=='w'then l=true end if D=='s'then m=true end if D=='a'then n=true end if D=='d'then o=true end end))d(c,k.KeyUp:Connect(function(D)if D==' 'then p=false end if D=='w'then l=false end if D=='s'then m=false end if D=='a'then n=false end if D=='d'then o=false end end))local function C(D,E,F)z.CFrame=z.CFrame*CFrame.new(-D,E,-F)y.Humanoid.WalkToPoint=z.Position end d(c,x.RenderStepped:Connect(function()if l==true then C(0,0,1e4)end if m==true then C(0,0,-1e4)end if n==true then C(1e4,0,0)end if o==true then C(-1e4,0,0)end if p==true then y.Humanoid.Jump=true end if l~=true and n~=true and m~=true and o~=true then y.Humanoid.WalkToPoint=y.HumanoidRootPart.Position end end))workspace.CurrentCamera.CameraSubject=y.Humanoid u=Instance.new('BindableEvent')d(c,u.Event:Connect(function()y:Destroy()e=true v=false for D,E in next,b:GetDescendants()do if E:IsA('BasePart')then E.Anchored=true end end w=b.Humanoid:Clone()b.Humanoid:Destroy()w.Parent=b game.Players:Chat('-re')for D,E in pairs(c)do E:Disconnect()end game:GetService("StarterGui"):SetCore("ResetButtonCallback",true)u:Remove()end))game:GetService("StarterGui"):SetCore("ResetButtonCallback",u) 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') reanim = workspace.Camera.CameraSubject.Parent function hat(h,p,c1,c0,m) reanim[h].Handle.AccessoryWeld.Part1=reanim[p] reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new() reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1) if m == true then rmesh(h) end end m=game.Players.LocalPlayer:GetMouse() 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,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LS.C1 = CF(0,0.5,0)*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)) -- for modes u can go in this link : https://Nexo.notxeneon15.repl.co/nexo/modes.lua -- ^^ Don't use that it's fucking shit local Mouse = a:GetMouse() local CurMode = 'Default' local ModeChanger = Mouse.KeyDown:Connect(function(key) if key == "z" then CurMode = 'Default' elseif key == "x" then CurMode = 'Floating' elseif key == "c" then CurMode = 'Glitch' elseif key == "v" then if reanim.Humanoid.WalkSpeed == 32 then reanim.Humanoid.WalkSpeed = 16 else reanim.Humanoid.WalkSpeed = 32 end end end) coroutine.wrap(function() while true do -- anim changer if HumanDied then ModeChanger: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 CurMode == 'Default' then if reanim.Humanoid.Jump then -- jump --jump clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(170+-5*math.cos(sine/10)),math.rad(-15+-5*math.cos(sine/10)),math.rad(10+-5*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(170+5*math.cos(sine/10)),math.rad(15+5*math.cos(sine/10)),math.rad(-10+5*math.cos(sine/10))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+5*math.cos(sine/5)),math.rad(-15+5*math.cos(sine/5)),math.rad(10+5*math.cos(sine/10))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-5*math.cos(sine/5)),math.rad(15+-5*math.cos(sine/5)),math.rad(-10+-5*math.cos(sine/10))),.2)elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall --fall clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(170+-5*math.cos(sine/10)),math.rad(-15+-5*math.cos(sine/10)),math.rad(10+-5*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(170+5*math.cos(sine/10)),math.rad(15+5*math.cos(sine/10)),math.rad(-10+5*math.cos(sine/10))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+5*math.cos(sine/5)),math.rad(-15+5*math.cos(sine/5)),math.rad(10+5*math.cos(sine/10))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-5*math.cos(sine/5)),math.rad(15+-5*math.cos(sine/5)),math.rad(-10+-5*math.cos(sine/10))),.2)elseif Root.Velocity.Magnitude < 2 then -- idle --idle clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+1*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) elseif Root.Velocity.Magnitude < 20 then -- walk --walk clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+1*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-10+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+28*math.cos(sine/10)),math.rad(0+15*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-28*math.cos(sine/10)),math.rad(0+15*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-28*math.cos(sine/10)),math.rad(0+-15*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+28*math.cos(sine/10)),math.rad(0+-15*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+5*math.cos(sine/5)),math.rad(0+-3*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-20+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+38*math.cos(sine/5)),math.rad(0+15*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-38*math.cos(sine/5)),math.rad(0+15*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+-38*math.cos(sine/5)),math.rad(0+-15*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(10+38*math.cos(sine/5)),math.rad(0+-15*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) end elseif CurMode == 'Floating' then if reanim.Humanoid.Jump then -- jump --jump clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/25),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(112+5*math.cos(sine/20)),math.rad(-15+5*math.cos(sine/20)),math.rad(36+5*math.cos(sine/20))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(112+-5*math.cos(sine/20)),math.rad(15+-5*math.cos(sine/20)),math.rad(-36+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+5*math.cos(sine/20)),math.rad(-32+5*math.cos(sine/20)),math.rad(13+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+-5*math.cos(sine/20)),math.rad(32+-5*math.cos(sine/20)),math.rad(-13+-5*math.cos(sine/20))),.2) elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall --fall clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/25),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(112+5*math.cos(sine/20)),math.rad(-15+5*math.cos(sine/20)),math.rad(36+5*math.cos(sine/20))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(112+-5*math.cos(sine/20)),math.rad(15+-5*math.cos(sine/20)),math.rad(-36+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+5*math.cos(sine/20)),math.rad(-32+5*math.cos(sine/20)),math.rad(13+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+-5*math.cos(sine/20)),math.rad(32+-5*math.cos(sine/20)),math.rad(-13+-5*math.cos(sine/20))),.2) elseif Root.Velocity.Magnitude < 2 then -- idle --idle clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/25),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-60+5*math.cos(sine/20)),math.rad(-15+5*math.cos(sine/20)),math.rad(36+5*math.cos(sine/20))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-60+5*math.cos(sine/20)),math.rad(15+5*math.cos(sine/20)),math.rad(-36+5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+5*math.cos(sine/20)),math.rad(-32+5*math.cos(sine/20)),math.rad(13+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+-5*math.cos(sine/20)),math.rad(32+-5*math.cos(sine/20)),math.rad(-13+-5*math.cos(sine/20))),.2) elseif Root.Velocity.Magnitude < 20 then -- walk --walk clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/25),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-32+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(112+5*math.cos(sine/20)),math.rad(-15+5*math.cos(sine/20)),math.rad(36+5*math.cos(sine/20))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(112+-5*math.cos(sine/20)),math.rad(15+-5*math.cos(sine/20)),math.rad(-36+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+5*math.cos(sine/20)),math.rad(-32+5*math.cos(sine/20)),math.rad(13+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+-5*math.cos(sine/20)),math.rad(32+-5*math.cos(sine/20)),math.rad(-13+-5*math.cos(sine/20))),.2)elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+2*math.cos(sine/10)),math.rad(0+-1*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/25),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-32+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(112+5*math.cos(sine/20)),math.rad(-15+5*math.cos(sine/20)),math.rad(36+5*math.cos(sine/20))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(112+-5*math.cos(sine/20)),math.rad(15+-5*math.cos(sine/20)),math.rad(-36+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+5*math.cos(sine/20)),math.rad(-32+5*math.cos(sine/20)),math.rad(13+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-40+-5*math.cos(sine/20)),math.rad(32+-5*math.cos(sine/20)),math.rad(-13+-5*math.cos(sine/20))),.2)end elseif CurMode == 'Glitch' then if reanim.Humanoid.Jump then -- jump --jump clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+15*math.cos(sine/10)),math.rad(0+-1280*math.cos(sine/10)),math.rad(0+15*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+5*math.cos(sine/10)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/5)),math.rad(0+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(45+5*math.cos(sine/20)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(45+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/20)),math.rad(0+-5*math.cos(sine/20))),.2) elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall --fall clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+15*math.cos(sine/10)),math.rad(0+-1280*math.cos(sine/10)),math.rad(0+15*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+5*math.cos(sine/10)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/5)),math.rad(0+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(45+5*math.cos(sine/20)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(45+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/20)),math.rad(0+-5*math.cos(sine/20))),.2) elseif Root.Velocity.Magnitude < 2 then -- idle --idle clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+15*math.cos(sine/10)),math.rad(0+-1280*math.cos(sine/10)),math.rad(0+15*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(60+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-78+5*math.cos(sine/10)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-78+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/5)),math.rad(0+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(45+5*math.cos(sine/20)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(45+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/20)),math.rad(0+-5*math.cos(sine/20))),.2) elseif Root.Velocity.Magnitude < 20 then -- walk --walk clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+15*math.cos(sine/10)),math.rad(0+-1280*math.cos(sine/10)),math.rad(0+15*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-64+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+5*math.cos(sine/10)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/5)),math.rad(0+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-25+5*math.cos(sine/20)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-25+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/20)),math.rad(0+-5*math.cos(sine/20))),.2) elseif Root.Velocity.Magnitude > 20 then -- run --run clerp here NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+15*math.cos(sine/10)),math.rad(0+-1280*math.cos(sine/10)),math.rad(0+15*math.cos(sine/10))),.2) RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),3+0.52*math.cos(sine/5),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-64+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2) RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+5*math.cos(sine/10)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+0*math.cos(sine/10))),.2) LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.01*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(120+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/5)),math.rad(0+-5*math.cos(sine/20))),.2) RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-25+5*math.cos(sine/20)),math.rad(0+1280*math.cos(sine/5)),math.rad(0+5*math.cos(sine/20))),.2) LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+-0.02*math.cos(sine/10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-25+-5*math.cos(sine/20)),math.rad(0+-1280*math.cos(sine/20)),math.rad(0+-5*math.cos(sine/20))),.2) end end srv.RenderStepped:Wait() end end)()