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The document contains a Lua script for a game that allows customization of character animations and behaviors, including options for privacy, flinging, and custom hats. It defines various animations for actions such as running, dashing, and attacking, and includes functions to handle user input for executing these animations. The script also manages character states and restores animations as needed during gameplay.
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0% found this document useful (0 votes)
22 views

message (6)

The document contains a Lua script for a game that allows customization of character animations and behaviors, including options for privacy, flinging, and custom hats. It defines various animations for actions such as running, dashing, and attacking, and includes functions to handle user input for executing these animations. The script also manages character states and restores animations as needed during gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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_G.

HideCharacter = true -- enable it for more privacy


_G.FlingEnabled = false -- disable it if u wont hurt anyone
_G.TransparentRig = true -- Visual only
_G.ToolFling = false -- false = holding, true = fling
_G.AntiFling = false -- Anti Annoying Kids who using Fling scripts
_G.HatCollide = false -- Enables Hat Collisions (Buggy)
_G.CustomHats = true -- Enable or disable custom rig feature (basically old oxide
when false)
_G.CH = { -- You can edit it for yourself (dont touch if u dont know)
Torso = {
Name= "Black",
TextureId = "14251599953",
Orientation= CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
},

LeftArm = {
Name= "LARM",
TextureId = "14255543546",
Orientation= CFrame.Angles(math.rad(0),math.rad(0),math.rad(90))
},

RightArm = {
Name= "RARM",
TextureId = "14255543546",
Orientation= CFrame.Angles(math.rad(0),math.rad(0),math.rad(90))
},

LeftLeg = {
Name= "Accessory (LARM)",
TextureId = "71060417496309",
Orientation= CFrame.Angles(math.rad(0),math.rad(0),math.rad(90))
},

RightLeg = {
Name= "Accessory (RARM)",
TextureId = "79186624401216",
Orientation= CFrame.Angles(math.rad(0),math.rad(0),math.rad(90))
}
}
loadstring(game:HttpGet("https://raw.githubusercontent.com/Nitro-GT/Oxide/refs/
heads/main/LoadstringPerma"))() -- Reanimation with Permadeath module (Needs
Replicatesignal!)
task.wait(1) -- we give it time to load properly
local p = game:GetService("Players").LocalPlayer
local c = p.Character or p.CharacterAdded:Wait()
local h = c:WaitForChild("Humanoid")
local hrp = c:WaitForChild("HumanoidRootPart")
local uis = game:GetService("UserInputService")
local ts = game:GetService("TweenService")

local dashCD = false


local run = false
local lastW = 0
local combo = 1
local stopRun = false

local anims = {
Run = "7815618175",
LeftDash = "10480796021",
RightDash = "10480793962",
BackDash = "10491993682",
Attack1 = "17325510002",
Attack2 = "17325513870",
Attack3 = "17325522388",
Attack4 = "17325537719",
Ravage = "16945550029",
SwiftSweep = "16944345619",
CollateralRuin = "17325254223",
DropKick = "17354976067",
Ult1 = "17140902079",
Ult2 = "18445236460",
StoticBomb = "17141153099"
}

local function restore()


for _, v in pairs(h:GetPlayingAnimationTracks()) do
v:Stop()
end
for _, m in pairs(c:GetDescendants()) do
if m:IsA("Motor6D") then
m.Transform = CFrame.new()
end
end
local a = c:FindFirstChild("Animate")
if a then
a.Disabled = true
task.wait()
a.Disabled = false
end
if not h:FindFirstChildOfClass("Animator") then
Instance.new("Animator", h)
end
end

local function play(id)


local a = 'rbxassetid://' .. id
local d = game:GetObjects(a)[1]
if h:FindFirstChild("Animator") then h.Animator:Destroy() end
if c:FindFirstChild("Animate") then c.Animate:Destroy() end
local j = {
["Torso"] = hrp.RootJoint,
["Right Arm"] = c.Torso["Right Shoulder"],
["Left Arm"] = c.Torso["Left Shoulder"],
["Head"] = c.Torso.Neck,
["Left Leg"] = c.Torso["Left Hip"],
["Right Leg"] = c.Torso["Right Hip"]
}
local k = d:GetKeyframes()
for i, f in pairs(k) do
local l = k[i + 1] and k[i + 1].Time - f.Time or task.wait(1 / 60)
if k[i - 1] then task.wait((f.Time - k[i - 1].Time)) end
for _, x in pairs(f:GetDescendants()) do
if j[x.Name] then
ts:Create(j[x.Name], TweenInfo.new(l), { Transform =
x.CFrame }):Play()
end
end
end
task.wait(0.25)
restore()
end

local function playLoop(id)


stopRun = false
local a = 'rbxassetid://' .. id
local d = game:GetObjects(a)[1]
if h:FindFirstChild("Animator") then h.Animator:Destroy() end
if c:FindFirstChild("Animate") then c.Animate:Destroy() end
local j = {
["Torso"] = hrp.RootJoint,
["Right Arm"] = c.Torso["Right Shoulder"],
["Left Arm"] = c.Torso["Left Shoulder"],
["Head"] = c.Torso.Neck,
["Left Leg"] = c.Torso["Left Hip"],
["Right Leg"] = c.Torso["Right Hip"]
}
local k = d:GetKeyframes()
task.spawn(function()
while not stopRun and run do
for i, f in pairs(k) do
local l = k[i + 1] and k[i + 1].Time - f.Time or
task.wait(1 / 60)
if k[i - 1] then task.wait((f.Time - k[i - 1].Time)) end
for _, x in pairs(f:GetDescendants()) do
if j[x.Name] then
ts:Create(j[x.Name], TweenInfo.new(l),
{ Transform = x.CFrame }):Play()
end
end
end
task.wait(0.01)
end
restore()
end)
end

local function playCombo()


if combo == 1 then play(anims.Attack1)
elseif combo == 2 then play(anims.Attack2)
elseif combo == 3 then play(anims.Attack3)
elseif combo == 4 then play(anims.Attack4) end
combo += 1 if combo > 4 then combo = 1 end
end

uis.InputBegan:Connect(function(i, g)
if g then return end

-- DASH Q + A/D/S
if i.KeyCode == Enum.KeyCode.Q and not dashCD then
local l = uis:IsKeyDown(Enum.KeyCode.A)
local r = uis:IsKeyDown(Enum.KeyCode.D)
local b = uis:IsKeyDown(Enum.KeyCode.S)
dashCD = true
if l then
hrp.CFrame = hrp.CFrame * CFrame.new(-5, 0, 0)
task.spawn(function() play(anims.LeftDash) end)
elseif r then
hrp.CFrame = hrp.CFrame * CFrame.new(5, 0, 0)
task.spawn(function() play(anims.RightDash) end)
elseif b then
hrp.CFrame = hrp.CFrame * CFrame.new(0, 0, math.random(5, 10))
task.spawn(function() play(anims.BackDash) end)
end
task.wait(0.2)
dashCD = false
end

-- DOUBLE W TO RUN
if i.KeyCode == Enum.KeyCode.W then
local t = tick()
if t - lastW < 0.3 then
if not run then
h.WalkSpeed = 32
run = true
playLoop(anims.Run)
end
else
lastW = t
end
end

-- STOP RUN WHEN DIRECTION RELEASE


if i.KeyCode == Enum.KeyCode.S or i.KeyCode == Enum.KeyCode.A or i.KeyCode ==
Enum.KeyCode.D then
if run then
h.WalkSpeed = 16
run = false
stopRun = true
restore()
end
end

-- STOP RUN WHEN STANDING


h.Running:Connect(function(s)
if s == 0 and run then
h.WalkSpeed = 16
run = false
stopRun = true
restore()
end
end)

-- COMBO 1-4
if i.KeyCode == Enum.KeyCode.One then combo = 1 playCombo() end
if i.KeyCode == Enum.KeyCode.Two then combo = 2 playCombo() end
if i.KeyCode == Enum.KeyCode.Three then combo = 3 playCombo() end
if i.KeyCode == Enum.KeyCode.Four then combo = 4 playCombo() end

-- SPECIALS Z–M
if i.KeyCode == Enum.KeyCode.Z then play(anims.Ravage) end
if i.KeyCode == Enum.KeyCode.X then play(anims.SwiftSweep) end
if i.KeyCode == Enum.KeyCode.C then play(anims.CollateralRuin) end
if i.KeyCode == Enum.KeyCode.V then play(anims.DropKick) end
if i.KeyCode == Enum.KeyCode.B then play(anims.Ult1) end
if i.KeyCode == Enum.KeyCode.N then play(anims.Ult2) end
if i.KeyCode == Enum.KeyCode.M then play(anims.StoticBomb) end
end)

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