Dance
for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
if v:IsA("BasePart") and v.Name ~="HumanoidRootPart" then
game:GetService("RunService").Heartbeat:connect(function()
v.Velocity = Vector3.new(1, 25, 1)
end)
end
end
wait(3)
local Frame = (60)
local chr = game.Players.LocalPlayer.Character
Service =
setmetatable(
{
Get = function(Self, Serv)
if Service[Serv] then
return Service[Serv]
end
local S = game:GetService(Serv)
if S then
Service[Serv] = S
end
return S
end
},
{
__index = function(Self, Index)
local S = game:GetService(Index)
if S then
Service[Index] = S
end
return S
end
}
)
local LP = Service["Players"].LocalPlayer
local Char = LP["Character"]
local Torso, Root, Humanoid = Char["UpperTorso"], Char["HumanoidRootPart"], Char["Humanoid"]
local TService, UIS = Service["TweenService"], Service["UserInputService"]
coroutine.wrap(
function()
Root["Anchored"] = true
wait(.8)
Root["Anchored"] = false
end
)()
local Create = function(Obj, Parent)
local I = Instance.new(Obj)
I["Parent"] = Parent
return I
end
local Contains = function(Table, KV)
for K, V in next, Table do
if rawequal(KV, K) or rawequal(KV, V) then
return true
end
end
return false
end
local PoseToCF = function(Pose, Motor)
return (Motor["Part0"].CFrame * Motor["C0"] * Pose["CFrame"] * Motor["C1"]:Inverse()):ToObjectSpace(
Motor["Part0"].CFrame
)
end
local Joints = {
["LeftHand"] = game.Players.LocalPlayer.Character.LeftHand["LeftWrist"],
["LeftLowerArm"] = chr.LeftLowerArm["LeftElbow"],
["LeftUpperArm"] = chr.LeftUpperArm["LeftShoulder"],
["RightHand"] = chr.RightHand["RightWrist"],
["RightLowerArm"] = chr.RightLowerArm["RightElbow"],
["RightUpperArm"] = chr.RightUpperArm["RightShoulder"],
["UpperTorso"] = chr.UpperTorso["Waist"],
["LeftFoot"] = chr.LeftFoot["LeftAnkle"],
["LeftLowerLeg"] = chr.LeftLowerLeg["LeftKnee"],
["LeftUpperLeg"] = chr.LeftUpperLeg["LeftHip"],
["RightFoot"] = chr.RightFoot["RightAnkle"],
["RightLowerLeg"] = chr.RightLowerLeg["RightKnee"],
["RightUpperLeg"] = chr.RightUpperLeg["RightHip"],
["LowerTorso"] = chr.LowerTorso["Root"]
}
for K, V in next, Char:GetChildren() do
if V:IsA("BasePart") then
coroutine.wrap(
function()
repeat
V["CanCollide"] = false
Service["RunService"].Stepped:Wait()
until Humanoid["Health"] < 1
end
)()
end
end
for K, V in next, Joints do
local AP, AO, A0, A1 =
Create("AlignPosition", V["Part1"]),
Create("AlignOrientation", V["Part1"]),
Create("Attachment", V["Part1"]),
Create("Attachment", V["Part0"])
AP["RigidityEnabled"] = true
AO["RigidityEnabled"] = true
AP["Attachment0"] = A0
AP["Attachment1"] = A1
AO["Attachment0"] = A0
AO["Attachment1"] = A1
A0["Name"] = "CFAttachment0"
A1["Name"] = "CFAttachment1"
A0["CFrame"] = V["C1"] * V["C0"]:Inverse()
V:Remove()
end
local Edit = function(Part, Value, Duration, Style, Direction)
Style = Style or "Enum.EasingStyle.Linear"
Direction = Direction or "Enum.EasingDirection.In"
local Attachment = Part:FindFirstChild("CFAttachment0")
if Attachment ~= nil then
TService:Create(
Attachment,
TweenInfo.new(
Duration,
Enum["EasingStyle"][tostring(Style):split(".")[3]],
Enum["EasingDirection"][tostring(Direction):split(".")[3]],
0,
false,
),
{CFrame = Value}
):Play()
end
end
if not Service["RunService"]:FindFirstChild("Delta") then
local Delta = Create("BindableEvent", Service["RunService"])
Delta["Name"] = "Delta"
local A, B = 0, tick()
Service["RunService"].Delta:Fire()
Service["RunService"].Heartbeat:Connect(
function(C, D)
A = A + C
if A >= (1 / Frame) then
for I = 1, math.floor(A / (1 / Frame)) do
Service["RunService"].Delta:Fire()
end
B = tick()
A = A - (1 / Frame) * math.floor(A / (1 / Frame))
end
end
)
end
coroutine.wrap(
function()
Humanoid["Died"]:Wait()
for K, V in next, Char:GetDescendants() do
if V["Name"]:match("Align") then
V:Destroy()
end
end
end
)()
local PreloadAnimation = function(AssetId)
local Sequence = game:GetObjects("rbxassetid://" .. AssetId)[1]
assert(Sequence:IsA("KeyframeSequence"), "Instance is not a KeyframeSequence.")
wait(.06)
local Class = {}
Class["Speed"] = 1
local Yield = function(Seconds)
local Time = Seconds * (Frame + Sequence:GetKeyframes()[#Sequence:GetKeyframes()].Time)
for I = 1, Time, Class["Speed"] do
Service["RunService"].Delta["Event"]:Wait()
end
end
Class["Stopped"] = false
Class["Complete"] = Instance.new("BindableEvent")
Class["Play"] = function()
Class["Stopped"] = false
coroutine.wrap(
function()
repeat
for K = 1, #Sequence:GetKeyframes() do
local K0, K1, K2 =
Sequence:GetKeyframes()[K - 1],
Sequence:GetKeyframes()[K],
Sequence:GetKeyframes()[K + 1]
if Class["Stopped"] ~= true and Humanoid["Health"] > 0 then
if K0 ~= nil then
Yield(K1["Time"] - K0["Time"])
end
coroutine.wrap(
function()
for I = 1, #K1:GetDescendants() do
local Pose = K1:GetDescendants()[I]
if Contains(Joints, Pose["Name"]) then
local Duration =
K2 ~= nil and (K2["Time"] - K1["Time"]) / Class["Speed"] or .5
Edit(
Char[Pose["Name"]],
PoseToCF(Pose, Joints[Pose["Name"]]),
Duration,
Pose["EasingStyle"],
Pose["EasingDirection"]
)
end
end
end
)()
end
end
Class["Complete"]:Fire()
until Sequence["Loop"] ~= true or Class["Stopped"] ~= false or Humanoid["Health"] < 1
end
)()
end
Class["Stop"] = function()
Class["Stopped"] = true
end
Class["Reset"] = function()
coroutine.wrap(
function()
wait(.02)
assert(Class["Stopped"], "Track Must Be Stopped First!")
for K, V in next, Joints do
local Part = Char[K]
if Part ~= nil then
local Attachment = Part:FindFirstChild("CFAttachment0")
if Attachment ~= nil then
Attachment["CFrame"] = V["C1"] * V["C0"]:Inverse()
end
end
end
end
)()
end
return Class
end
Humanoid.WalkSpeed = 16
local Anims = {
["Idle"] = PreloadAnimation(4211217646),
["Walk"] = PreloadAnimation(913376220),
["Run"] = PreloadAnimation(913376220),
["Jump"] = PreloadAnimation(507765000),
["Fall"] = PreloadAnimation(507767968)
}
wait(1)
local Connections = {}
Mouse = LP:GetMouse()
local Dancing, Running = false, false
local StopAll = function()
for K, V in next, Anims do
if V["Stopped"] ~= true then
V:Stop()
end
end
end
Anims["Idle"]:Play()
Dancing = false
Anims["Walk"].Stopped = true
Anims["Run"].Stopped = true
Connections["Run"] =
Humanoid["Running"]:Connect(
function(Speed)
if Speed > 6 and Dancing ~= true and Anims["Walk"].Stopped ~= false and runnning ~= true then
Anims["Idle"]:Stop()
Anims["Jump"]:Stop()
Anims["Fall"]:Stop()
Anims["Run"]:Stop()
Anims["Walk"]:Play()
elseif Speed < 5 and Dancing ~= true and Anims["Walk"].Stopped ~= true and runnning ~= true then
Anims["Walk"]:Stop()
Anims["Jump"]:Stop()
Anims["Fall"]:Stop()
Anims["Run"]:Stop()
Anims["Idle"]:Play()
elseif Speed < 5 and Dancing ~= true and Anims["Jump"].Stopped ~= true or Anims["Fall"].Stopped ~= true then
Anims["Walk"]:Stop()
Anims["Jump"]:Stop()
Anims["Fall"]:Stop()
Anims["Run"]:Stop()
Anims["Idle"]:Play()
end
end
)
Connections["Jumping"] =
Humanoid["Jumping"]:Connect(
function(active)
if active and Dancing ~= true and Anims["Jump"].Stopped ~= false then
Anims["Idle"]:Stop()
Anims["Walk"]:Stop()
Anims["Fall"]:Stop()
Anims["Run"]:Stop()
Anims["Jump"]:Play()
end
end
)
Connections["FreeFalling"] =
Humanoid["FreeFalling"]:Connect(
function(active)
if active and Dancing ~= true and Anims["Jump"].Stopped ~= false then
Anims["Idle"]:Stop()
Anims["Walk"]:Stop()
Anims["Jump"]:Stop()
Anims["Run"]:Stop()
Anims["Fall"]:Play()
end
end
)
Mouse.KeyDown:connect(
function(key)
if key:lower() == string.char(48) then --string.char(48) is just shift
if Humanoid and Anims["Walk"].Stopped ~= true then
Anims["Walk"]:Stop()
Anims["Jump"]:Stop()
Anims["Fall"]:Stop()
Anims["Idle"]:Stop()
Anims["Run"]:Play()
runnning = true
Humanoid.WalkSpeed = 26
end
end
end
)
--When button is lifted
Mouse.KeyUp:connect(
function(key)
if key:lower() == string.char(48) then --string.char(48) is just shift
if Humanoid then
runnning = false
Humanoid.WalkSpeed = 16
end
end
end
)
wait(1)
local Bind = function(Id, Key, Speed)
Speed = Speed or 1
local Animation = PreloadAnimation(Id)
table.insert(Anims, Animation)
local V =
UIS.InputBegan:Connect(
function(Input, P)
if Input.KeyCode == Enum.KeyCode[Key] and P ~= true then
if Dancing ~= true then
Dancing = true
StopAll()
wait(.1)
Animation:Play()
Animation["Speed"] = Speed
else
Dancing = false
StopAll()
wait(.1)
Anims["Idle"]:Play()
end
end
end
)
end
Bind(10507080897, "Q", 1)
wait(0.1)
Bind(10731649737, "Y", 1)
wait(0.1)
Bind(10724052169 , "E", 1)
wait(0.1)
Bind(10722615238 , "R", 1)
wait(0.1)
Bind(5971749922, "T", 1)
wait(0.1)
Bind(5349599731, "U", 2)
wait(0.1)
Bind(5641878449, "F", 1)
wait(0.1)
Bind(5943669474, "O", 1)
wait(0.1)
Bind(6024896974, "G", 1)
wait(0.1)
Bind(10881761394, "H", 1)
wait(0.1)
Bind(1574383214, "J", 1)
wait(0.1)
Bind(10881753261, "K", 1)
wait(0.1)
Bind(5349600811, "L", 1)
wait(0.1)
Bind(10881645631, "Z", 1)
wait(0.1)
Bind(10881661040, "X", 1)
wait(0.1)
Bind(10881685708, "C", 1)
wait(0.1)
Bind(5943658900, "V", 1)
wait(0.1)
Bind(10881733560, "B", 1)
wait(0.1)
Bind(10881694331, "N", 1)
wait(0.1)
Bind(5927871610, "M", 1)
Sturdy Script - Pastebin.com (2024)
References
- https://pastebin.com/hVvmgMHb
- https://pastebin.com/bnTq6Ug8
- https://create.roblox.com/docs/resources/modules/emote-bar
- https://pastebin.com/rykug8WY
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