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Mini Me

The document is a Lua script for a Roblox game that manipulates player character properties, including animations, sounds, and body parts. It includes functions for handling player input, such as dancing and sitting, and manages character appearance and behavior upon death. Additionally, it features sound effects and adjustments to character dimensions and physics properties.

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hatb4095
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views21 pages

Mini Me

The document is a Lua script for a Roblox game that manipulates player character properties, including animations, sounds, and body parts. It includes functions for handling player input, such as dancing and sitting, and manages character appearance and behavior upon death. Additionally, it features sound effects and adjustments to character dimensions and physics properties.

Uploaded by

hatb4095
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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--[[dont u even dare take credit

cus dis mai law ok and if u break my law i keel u in sb

btw there's no point in re-naming "LocalPlayer" to "YOURNAMEHERE" or whatever,


localplayer is the CLIENT itself.
+ i did a small update so you still have your clothes on when small ok?
]]--

local ran,err = ypcall(function()


plr = game:service'Players'.LocalPlayer
char = plr.Character
mouse = plr:GetMouse()
humanoid = char:findFirstChild("Humanoid")
torso = char:findFirstChild("Torso")
head = char.Head
ra = char:findFirstChild("Right Arm")
la = char:findFirstChild("Left Arm")
rl = char:findFirstChild("Right Leg")
ll = char:findFirstChild("Left Leg")
rs = torso:findFirstChild("Right Shoulder")
ls = torso:findFirstChild("Left Shoulder")
rh = torso:findFirstChild("Right Hip")
lh = torso:findFirstChild("Left Hip")
neck = torso:findFirstChild("Neck")
rj = char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
anim = char:findFirstChild("Animate")
rootpart = char:findFirstChild("HumanoidRootPart")
camera = workspace.CurrentCamera
do --Removing ROBLOX's new Looped bug >_>
local function rec(x)
for i,v in pairs(x:children()) do
if v:IsA'Animation' then
v.AnimationId = 'rbxassetid://28159255'
end
rec(v)
end
end
rec(anim) --the Animate script
end

humanoid.Jump = true

wait(.4)

if anim then
anim:Destroy()
end

rj.C0 = CFrame.new()
rj.C1 = CFrame.new()

super_annoying = Instance.new("Sound", head)


super_annoying.SoundId = "http://www.roblox.com/asset/?id=130816003"
super_annoying.Volume = 0.6
super_annoying.Looped = true
barrel_roll = Instance.new("Sound", head)
barrel_roll.SoundId = "http://www.roblox.com/asset/?id=130791919"
barrel_roll.Volume = 1
barrel_roll.Looped = true
dubstep_gun = Instance.new("Sound", head)
dubstep_gun.SoundId = "http://www.roblox.com/asset/?id=130855491"
dubstep_gun.Volume = 0.6
dubstep_gun.Looped = true
you_are_pirate = Instance.new("Sound", head)
you_are_pirate.SoundId = "http://www.roblox.com/asset/?id=130888577"
you_are_pirate.Volume = 0.6
you_are_pirate.Looped = true
cant_touch = Instance.new("Sound", head)
cant_touch.SoundId = "http://www.roblox.com/asset/?id=131280929"
cant_touch.Volume = 1
cant_touch.Looped = true
gangy_style = Instance.new("Sound", head)
gangy_style.SoundId = "http://www.roblox.com/asset/?id=130844430"
gangy_style.Volume = 0.6
gangy_style.Looped = true
fox_say = Instance.new("Sound", head)
fox_say.SoundId = "http://www.roblox.com/asset/?id=130797915"
fox_say.Volume = 0.5
fox_say.Looped = true
durk = Instance.new("Sound", head)
durk.SoundId = "http://www.roblox.com/asset/?id=130776787"
durk.Volume = 0.8
durk.Looped = true
sax_guy = Instance.new("Sound", head)
sax_guy.SoundId = "http://www.roblox.com/asset/?id=130794684"
sax_guy.Volume = 0.6
sax_guy.Looped = true
heman = Instance.new("Sound", head)
heman.SoundId = "http://www.roblox.com/asset/?id=131102548"
heman.Volume = 1
heman.Looped = true
justin = Instance.new("Sound", head)
justin.SoundId = "http://www.roblox.com/asset/?id=130841252"
justin.Volume = 0.8
justin.Looped = true
brony_music = Instance.new("Sound", head)
brony_music.SoundId = "http://www.roblox.com/asset/?id=145105874"
brony_music.Volume = 1
brony_music.Looped = true
spitfire = Instance.new("Sound", head)
spitfire.SoundId = "http://www.roblox.com/asset/?id=129490596"
spitfire.Volume = 0.8
spitfire.Looped = true
burn_dem = Instance.new("Sound", head)
burn_dem.SoundId = "http://www.roblox.com/asset/?id=132399469"
burn_dem.Volume = 1
burn_dem.Looped = true
aj = Instance.new("Sound", head)
aj.SoundId = "rbxassetid://177732780"
aj.Volume = 1
aj.Looped = true

Instance.new("HumanoidController", game:service'ControllerService')
Instance.new("SkateboardController", game:service'ControllerService')
Instance.new("VehicleController", game:service'ControllerService')

--minimize
rh.Parent = nil
lh.Parent = nil
rs.Parent = nil
ls.Parent = nil
neck.Parent = nil
rj.Parent = nil

rl.FormFactor = "Custom"
ll.FormFactor = "Custom"
ra.FormFactor = "Custom"
la.FormFactor = "Custom"
torso.FormFactor = "Custom"
head.FormFactor = "Custom"
rootpart.FormFactor = "Custom"

rootpart.Size = Vector3.new(.4, .4, .2)


rl.Size = Vector3.new(.2, .4, .2)
ll.Size = Vector3.new(.2, .4, .2)
ra.Size = Vector3.new(.2, .4, .2)
la.Size = Vector3.new(.2, .4, .2)
torso.Size = Vector3.new(.4, .4, .2)
head.Size = Vector3.new(.4, .2, .2)

rh.Parent = torso
lh.Parent = torso
rs.Parent = torso
ls.Parent = torso
neck.Parent = torso
rj.Parent = rootpart

if torso:findFirstChild("roblox") then
local p = Instance.new("Part", char)
p.FormFactor = "Custom"
p.Size = torso.Size
p.Transparency = 1
p:BreakJoints()
local w = Instance.new("Weld", char)
w.Part0 = p
w.Part1 = torso
torso:findFirstChild("roblox").Parent = p
end

--[[mesh1 = Instance.new("SpecialMesh", torso)


mesh1.Name = "Mesh"
mesh1.Scale = torso.Size - Vector3.new(torso.Size.x/2, torso.Size.y/2, 0)
mesh1.MeshId = "rbxasset://fonts/torso.mesh"
mesh2 = Instance.new("SpecialMesh", la)
mesh2.Name = "Mesh"
mesh2.Scale = la.Size - Vector3.new(0, la.Size.y/2, 0)
mesh2.MeshId = "rbxasset://fonts/leftarm.mesh"
mesh3 = Instance.new("SpecialMesh", ra)
mesh3.Name = "Mesh"
mesh3.Scale = ra.Size - Vector3.new(0, ra.Size.y/2, 0)
mesh3.MeshId = "rbxasset://fonts/rightarm.mesh"
mesh4 = Instance.new("SpecialMesh", ll)
mesh4.Name = "Mesh"
mesh4.Scale = ll.Size - Vector3.new(0, ll.Size.y/2, 0)
mesh4.MeshId = "rbxasset://fonts/leftleg.mesh"
mesh5 = Instance.new("SpecialMesh", rl)
mesh5.Name = "Mesh"
mesh5.Scale = rl.Size - Vector3.new(0, rl.Size.y/2, 0)
mesh5.MeshId = "rbxasset://fonts/rightleg.mesh"--]]

--0.3 = 1.5, 0.1 = 0.5, 0.2 = 1

ls.C0 = CFrame.new(-.3,.1,0)
ls.C1 = CFrame.new(0,.1,0)
rs.C0 = CFrame.new(.3,.1,0)
rs.C1 = CFrame.new(0,.1,0)
rh.C0 = CFrame.new(.1,-.2,0)
rh.C1 = CFrame.new(0, .2, 0)
lh.C0 = CFrame.new(-.1,-.2,0)
lh.C1 = CFrame.new(0, .2, 0)
neck.C0 = CFrame.new(0,.2,0)
neck.C1 = CFrame.new(0,-.1,0)

bodyc = char:findFirstChild("Body Colors")


if bodyc then
bodyc:Destroy()
end

wait(1)

local body = {}
for i,v in pairs(char:children()) do
if v:IsA'BasePart' then
print(v.Name)
body[v.Name] = {Color = v.BrickColor}
end
end

print(body.Torso)
function restorecolors()
for _,bp in pairs(char:children()) do
if bp:IsA("BasePart") then
bp.BrickColor = body[bp.Name].Color
end
end
end

local LightForTorso = Instance.new("PointLight", head)


LightForTorso.Color = torso.BrickColor.Color
LightForTorso.Range = 7
LightForTorso.Brightness = 1.5
local slidecount = 0
local slidecountmax = 0
local anim = ""
local lastanim = anim
local speed = 0
local looking = false
local dancing = false
local superannoying = false
local barrelroll = false
local dubstepgun = false
local foxie = false
local durka = false
local saxguy = false
local heya = false
local jb = false
local bronymusic = false
local sheddy = false
local burndem = false
local global_wait = 0

count = 0
countspeed = 1
sine = 0
sinespeed = 1

humanoid.WalkSpeed = 11

local controllerService = game:GetService("ControllerService")


local controller = controllerService:GetChildren()[1]

local colors = {"White", "Really black"}

humanoid.Died:connect(function()
for cframe_parts = 0, 100 do
local p = Instance.new("Part")
p.FormFactor = "Custom"
p.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
p.Size = Vector3.new(1, 1, 1)
Instance.new("BlockMesh", p).Scale = Vector3.new(0.05, 0.05, 0.05)
p.Locked = true
p.CanCollide = false
p.Anchored = true
p.CFrame = torso.CFrame * CFrame.Angles(math.random(-36,
36),math.random(-36, 36),math.random(-36, 36))
p.Parent = workspace
game:service'Debris':AddItem(p, 5)
coroutine.wrap(function()
while wait() do
if p ~= nil then
p.CFrame = p.CFrame * CFrame.new(0, 0.085, 0)
p.Mesh.Scale = p.Mesh.Scale - Vector3.new(0.005, 0, 0.005) +
Vector3.new(0, 0.01, 0)
p.Transparency = p.Transparency + 0.015
else
break
end
end
end)()
end
for _,v in pairs(char:children()) do
if v:IsA("Part") then
v:Destroy()
end
end

end)

mouse.KeyDown:connect(function(k)

if string.byte(k) == 50 then

if dancing then return end


sitting = not sitting
if sitting then
local ray = Ray.new(torso.Position, Vector3.new(0, -1, 0))
local hitz,enz = workspace:FindPartOnRay(ray, char)

if hitz then
controller.Parent = nil
humanoid.WalkSpeed = 0
coroutine.wrap(function()
while wait() do
humanoid.PlatformStand = true
if sitting == false then humanoid.PlatformStand = false
break end
end
end)()
rj.C0 = CFrame.new(0, -0.35, 0) * CFrame.Angles(math.rad(10), 0, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(math.pi/2-
math.rad(10), 0, -math.pi/16)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(math.pi/2-
math.rad(10), 0, math.pi/16)
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(-math.rad(10), 0, -
math.pi/10)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(-math.rad(10), 0,
math.pi/10)

miniweld = Instance.new("Weld", char)


miniweld.C0 = hitz.CFrame:toObjectSpace(rootpart.CFrame)
miniweld.Part0 = hitz
miniweld.Part1 = rootpart
else
sitting = false
return
end
else
if miniweld then
miniweld:Destroy()
end
controller.Parent = controllerService
humanoid.PlatformStand = false
humanoid.WalkSpeed = 11
end
end

if k == "w" or k == "a" or k == "s" or k == "d" or string.byte(k) == 32


then
superannoying = false
barrelroll = false
heya = false
dubstepgun = false
youpirate = false
canttouch = false
gangnam = false
sheddy = false
durka = false
saxguy = false
foxie = false
burndem = false
bronymusic = false
brony_music:stop()
fox_say:stop()
spitfire:stop()
heman:stop()
justin:stop()
jb = false
durk:stop()
restorecolors()
burn_dem:stop()
if hat then
hat:Destroy()
end
sax_guy:stop()
gangy_style:stop()
cant_touch:stop()
you_are_pirate:stop()
dubstep_gun:stop()
super_annoying:stop()
barrel_roll:stop()
dancing = false
global_wait = 0
LightForTorso.Color = torso.BrickColor.Color
end

if k == "z" then
if dancing then return end
if not sitting then
dancing = true
superannoying = true
super_annoying:play()
end
end
if k == "k" then
if dancing then return end
if not sitting then
dancing = true
sheddy = true
spitfire:play()
end
end

if k == "n" then
if dancing then return end
if not sitting then
dancing = true
gangnam = true
gangy_style:play()
end
end

if k == "r" then
if dancing then return end
if not sitting then
dancing = true
burndem = true
burn_dem:play()
end
end

if k == "x" then
if dancing then return end
if not sitting then
dancing = true
barrelroll = true
barrel_roll:play()
hat = Instance.new("Part", char)
hat.FormFactor = "Custom"
hat.CanCollide = false
hat.Size = torso.Size
hat.Locked = true
hat:breakJoints()
local hatmesh = Instance.new("SpecialMesh", hat)
hatmesh.MeshId = "http://www.roblox.com/asset/?id=29873142"
hatmesh.TextureId = "http://www.roblox.com/asset/?id=31467063"
hatmesh.Scale = Vector3.new(.22, .2, .22)
local hatweld = Instance.new("Weld", hat)
hatweld.Part0 = hat
hatweld.Part1 = torso
end
end
if k == "h" then
if dancing then return end
if not sitting then
dancing = true
heman:play()
heya = true
hat = Instance.new("Part", char)
hat.FormFactor = "Custom"
hat.CanCollide = false
hat.Size = torso.Size + Vector3.new(0.01, 0.01, 0.01)
hat.Locked = true
hat.BrickColor = BrickColor.new("Hot pink")
hat:breakJoints()
local hatweld = Instance.new("Weld", hat)
hatweld.Part0 = hat
hatweld.Part1 = torso
end
end
if k == "j" then
if dancing then return end
if not sitting then
dancing = true
justin:play()
jb = true
hat = Instance.new("Part", char)
hat.FormFactor = "Custom"
hat.CanCollide = false
hat.Size = head.Size
hat.Locked = true
hat.BrickColor = BrickColor.new("Hot pink")
hat:breakJoints()
local hatmesh = Instance.new("SpecialMesh", hat)
hatmesh.MeshId = "http://www.roblox.com/asset/?id=19999424"
hatmesh.TextureId = "http://www.roblox.com/asset/?id=20571982"
hatmesh.Scale = Vector3.new(.23, .23, .23)
local hatweld = Instance.new("Weld", hat)
hatweld.Part0 = hat
hatweld.Part1 = head
hatweld.C0 = CFrame.new(0.025, -0.05, 0)
end
end
if k == "c" then
if dancing then return end
if not sitting then
dancing = true
dubstepgun = true
dubstep_gun:play()
end
end
if k == "v" then
if dancing then return end
if not sitting then
dancing = true
youpirate = true
you_are_pirate:play()
hat = Instance.new("Part", char)
hat.FormFactor = "Custom"
hat.CanCollide = false
hat.Size = head.Size
hat.Locked = true
hat:breakJoints()
local hatmesh = Instance.new("SpecialMesh", hat)
hatmesh.MeshId = "http://www.roblox.com/asset/?id=1028848"
hatmesh.TextureId = "http://www.roblox.com/asset/?id=1028847"
hatmesh.Scale = Vector3.new(.2, .2, .2)
local hatweld = Instance.new("Weld", hat)
hatweld.Part0 = hat
hatweld.Part1 = head
hatweld.C0 = CFrame.new(0, -0.15, 0)
end
end
if k == "m" then
if dancing then return end
if not sitting then
dancing = true
canttouch = true
cant_touch:play()
end
end
if k == "b" then
if dancing then return end
if not sitting then
dancing = true
bronymusic = true
brony_music:play()
for _,bp in pairs(char:children()) do
if bp:IsA("BasePart") then
bp.BrickColor = BrickColor.new("Lavender")
end
end
hat = Instance.new("Part", char)
hat.FormFactor = "Custom"
hat.CanCollide = false
hat.Size = head.Size
hat.Locked = true
hat.BrickColor = BrickColor.new("Lavender")
hat:breakJoints()
local hatmesh = Instance.new("SpecialMesh", hat)
hatmesh.MeshId = "http://www.roblox.com/asset/?id=118186643"
hatmesh.Scale = Vector3.new(.1, .2, .1)
local hatweld = Instance.new("Weld", hat)
hatweld.Part0 = hat
hatweld.Part1 = head
hatweld.C0 = CFrame.new(0, -0.1, 0.05)
end
end

if k == "l" then
if dancing then return end
if not sitting then
dancing = true
foxie = true
fox_say:play()
hat = Instance.new("Part", char)
hat.FormFactor = "Custom"
hat.CanCollide = false
hat.Size = head.Size
hat.Locked = true
hat:breakJoints()
local hatmesh = Instance.new("SpecialMesh", hat)
hatmesh.MeshId = "http://www.roblox.com/asset/?id=25266225"
hatmesh.TextureId = "http://www.roblox.com/asset/?id=25266210"
hatmesh.Scale = Vector3.new(.2, .2, .2)
local hatweld = Instance.new("Weld", hat)
hatweld.Part0 = hat
hatweld.Part1 = head
hatweld.C0 = CFrame.new(0, -0.1, 0)
end

end
if k == "f" then
if dancing then return end
if not sitting then
dancing = true
durka = true
durk:play()
end
end
if k == "g" then
if dancing then return end
if not sitting then
dancing = true
saxguy = true
sax_guy:play()
hat = Instance.new("Part", char)
hat.FormFactor = "Custom"
hat.CanCollide = false
hat.Size = head.Size
hat.Locked = true
hat:breakJoints()
local hatmesh = Instance.new("SpecialMesh", hat)
hatmesh.MeshId = "http://www.roblox.com/asset/?id=44410178"
hatmesh.TextureId = "http://www.roblox.com/asset/?id=44410320"
hatmesh.Scale = Vector3.new(.25, .25, .25)
local hatweld = Instance.new("Weld", hat)
hatweld.Part0 = hat
hatweld.Part1 = la
hatweld.C0 = CFrame.new(-0.18, -0.05, .04) * CFrame.Angles(math.pi -
math.rad(18), 0, math.pi/4)
end
end

if k == "q" then
if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude >=
14 then return end
if sitting then return end
looking = true
rj.C0 = CFrame.new(-math.pi/6, 0,0) * CFrame.Angles(0, 0,
math.pi/4)
end
if k == "e" then
if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude >=
14 then return end
if sitting then return end
looking = true
rj.C0 = CFrame.new(math.pi/6, 0,0) * CFrame.Angles(0, 0,
-math.pi/4)
end
if k == "t" then
if dancing then return end
if sitting then return end
dancing = true
aj:play()
end
if string.byte(k) == 48 or string.byte(k) == 47 then
if sitting then return end
humanoid.WalkSpeed = 18
end
if string.byte(k) == 52 then
if sitting then return end
humanoid.WalkSpeed = 6
end
end)

mouse.KeyUp:connect(function(k)
if string.byte(k) == 48 or string.byte(k) == 47 then
if sitting then return end
humanoid.WalkSpeed = 11
end
if k == "w" or k == "a" or k == "s" or k == "d" or string.byte(k) == 32
then
superannoying = false
barrelroll = false
heya = false
dubstepgun = false
youpirate = false
canttouch = false
gangnam = false
sheddy = false
durka = false
saxguy = false
foxie = false
burndem = false
bronymusic = false
aj:stop()
brony_music:stop()
fox_say:stop()
spitfire:stop()
heman:stop()
justin:stop()
jb = false
durk:stop()
restorecolors()
burn_dem:stop()
if hat then
hat:Destroy()
end
sax_guy:stop()
gangy_style:stop()
cant_touch:stop()
you_are_pirate:stop()
dubstep_gun:stop()
super_annoying:stop()
barrel_roll:stop()
dancing = false
global_wait = 0
LightForTorso.Color = torso.BrickColor.Color
end

if k == "q" then
if looking then
if sitting then return end
rj.C0 = CFrame.new()
looking = false
end
end
if k == "e" then
if looking then
if sitting then return end
rj.C0 = CFrame.new()
looking = false
end
end
end)

game:service'RunService'.Stepped:connect(function()
count = (count % 100) + (countspeed/2)
angle = math.pi * math.sin(math.pi*2/100*count)

if slidecount < slidecountmax then


slidecount = slidecount + speed
end
if slidecount > slidecountmax then
slidecount = slidecount - speed
end
if global_wait == 380 then global_wait = 0 end

sine = sine + sinespeed


if not dancing then
if not sitting then
local ray = Ray.new(rootpart.Position, Vector3.new(0, -1, 0))
local hitz, enz = workspace:FindPartOnRay(ray, char)
if not hitz then
ls.C0 = CFrame.new(-.3,.1,0) *
CFrame.Angles((math.pi/8/5*slidecount) + math.pi + angle*0.05, 0, 0)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles((math.pi/8/5*slidecount) +
math.pi + -angle*0.05, 0, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(-angle*0.28, 0, 0)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(angle*0.28, 0, 0)
if not looking then
rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(-math.pi/8/5*slidecount, 0,
0)
end
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.pi/8/5*slidecount, 0,
0)
elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 2
then

-- idle anim

anim = "Idle"
if anim ~= lastanim then
if lastanim == "Walking" then
speed = 0.5
slidecount = 1
slidecountmax = 0
elseif lastanim == "Running" then
speed = 2.5
slidecount = 5
slidecountmax = 0
else
slidecount = 0
slidecountmax = 0
end
end
countspeed = 1
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(angle*0.02, 0, 0)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(-angle*0.02, 0, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(-angle*0.01, 0, 0)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(angle*0.01, 0, 0)
if not looking then
rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(-math.pi/8/5*slidecount, 0,
0)
end
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.pi/8/5*slidecount, 0,
0)
elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 14
then
looking = false
-- walk anim
anim = "Walking"
if anim ~= lastanim then
speed = 0.2
slidecount = 0
slidecountmax = 1
if lastanim == "Running" then
slidecount = 5
end
end
countspeed = 6
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(angle*0.3, 0,
math.abs(angle*0.02))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(-angle*0.3, 0, -
math.abs(angle*0.02))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(-angle*0.28, 0, -
math.abs(angle*0.01))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(angle*0.28, 0,
math.abs(angle*0.01))
rj.C0 = CFrame.new(0, math.abs(-angle*0.035), 0) * CFrame.Angles(-
math.pi/8/5*slidecount, 0, 0)
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.pi/8/5*slidecount, 0,
0)
elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude >= 14
then
--run anim
anim = "Running"
if anim ~= lastanim then
speed = 1
slidecount = 0
slidecountmax = 5
if lastanim == "Walking" then
slidecount = 1
end
end

looking = false
countspeed = 9
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(angle*0.4, 0,
math.abs(angle*0.07))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(-angle*0.4, 0, -
math.abs(angle*0.07))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(-angle*0.38, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(angle*0.38, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.pi/8/5*slidecount, 0,
0)
rj.C0 = CFrame.new(0, math.abs(-angle*.055), 0) * CFrame.Angles(-
math.pi/8/5*slidecount, math.sin(angle*0.05), 0)
end

lastanim = anim
else
countspeed = 1
local ray = Ray.new(rootpart.Position, Vector3.new(0, -2, 0))
local hitz, enz = workspace:FindPartOnRay(ray, char)
if not hitz then
rj.C0 = CFrame.new(0, -0.5, 0) * CFrame.Angles(-math.pi/2, 0, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(math.rad(30), 0, -
math.pi/16)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(math.rad(30), 0,
math.pi/16)
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(-math.pi-math.rad(30),
0, -math.pi/10)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(-math.pi-math.rad(30),
0, math.pi/10)
else
rj.C0 = CFrame.new(0, -0.35, 0) * CFrame.Angles(math.rad(10), 0, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(math.pi/2-
math.rad(10), 0, -math.pi/16)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(math.pi/2-
math.rad(10), 0, math.pi/16)
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(-math.rad(10), 0, -
math.pi/10)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(-math.rad(10), 0,
math.pi/10)
end

neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(angle*0.055, 0, 0)


end
else
if superannoying then
countspeed = 5
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2, 0,
math.abs(angle*0.07))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2, 0, -
math.abs(angle*0.07))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.1, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.1, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.035), 0) * CFrame.Angles(0,
math.sin(angle*0.15), 0)
elseif barrelroll then
countspeed = 5
sinespeed = 0.1
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi + angle*0.2, 0,
math.abs(angle*0.07))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi + angle*0.2, 0, -
math.abs(angle*0.07))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(0, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(0, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(math.sin(sine)*2.5, 0, 0) *
CFrame.Angles(-math.pi/2, math.sin(sine)*4.5, 0)
elseif dubstepgun then
global_wait = (global_wait % 380) + 1
countspeed = 5
if global_wait < 249 - 40 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2, 0,
-math.abs(angle*0.27))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2, 0,
math.abs(angle*0.27))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.1, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.1, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.035), 0) * CFrame.Angles(0,
math.sin(angle*0.15), 0)
elseif global_wait > 249 - 40 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 +
angle*0.4, 0, math.abs(angle*0.11))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi + angle*0.2, 0, -
math.abs(angle*0.11))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.1, 0, -
math.abs(angle*0.09))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.1, 0,
math.abs(angle*0.09))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.075), 0) * CFrame.Angles(0,
math.pi/3 + math.sin(angle*0.15), 0)
end
elseif youpirate then
global_wait = (global_wait % 380) + 1
countspeed = 5
if global_wait < 79 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.1, 0,
-math.abs(angle*0.07))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(angle*0.2, 0,
math.abs(angle*0.07))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.1, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.1, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.02), 0) * CFrame.Angles(0,
math.sin(angle*0.15), 0)
elseif global_wait < 299 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi + angle*0.2,
0, math.abs(angle*0.11))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi + angle*0.2, 0, -
math.abs(angle*0.11))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.2, 0, -
math.abs(angle*0.1))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.2, 0,
math.abs(angle*0.1))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1),
math.sin(angle*0.19), 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.055+0.2), 0) * CFrame.Angles(0,
math.sin(angle*0.15), 0)
elseif global_wait > 299 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 +
angle*0.1, 0, -math.abs(angle*0.07))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(angle*0.2, 0,
math.abs(angle*0.07))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.1, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.1, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.02), 0) * CFrame.Angles(0,
math.sin(angle*0.15), 0)
end
elseif canttouch then
countspeed = 5
global_wait = (global_wait % 160) + 1
if global_wait == 160 then global_wait = 0 end
if global_wait < 39 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2, 0,
-math.abs(angle*0.07))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2, 0,
math.abs(angle*0.07))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.1, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.1, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.03), 0) * CFrame.Angles(0, -
math.pi/6, 0)
elseif global_wait < 79 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2,
0, -math.abs(angle*0.07))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2, 0,
math.abs(angle*0.07))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.1, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.1, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.03), 0) * CFrame.Angles(0,
math.pi/6, 0)
elseif global_wait < 119 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(0.01, 0, 0.17)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(0.01, 0, -0.17)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(0, -
math.abs(angle*0.05), -math.abs(angle*0.06))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(0, -math.abs(angle*0.05),
math.abs(angle*0.06))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.02), 0) * CFrame.Angles(0, 0, 0)
torso.CFrame = torso.CFrame * CFrame.new(0.05, 0, 0)
elseif global_wait > 119 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(0.01, 0, 0.17)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(0.01, 0, -0.17)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(0, -
math.abs(angle*0.05), -math.abs(angle*0.06))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(0, -math.abs(angle*0.05),
math.abs(angle*0.06))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.02), 0) * CFrame.Angles(0, 0, 0)
torso.CFrame = torso.CFrame * CFrame.new(-0.05, 0, 0)
end
elseif gangnam then
countspeed = 5
if global_wait == 180 then global_wait = 0 end
global_wait = (global_wait % 180) + 1
if global_wait < 89 then
ls.C0 = CFrame.new(-.2,.1,-.1) * CFrame.Angles(math.pi/2.5 +
math.abs(angle*0.2), 0, math.pi/3 + math.abs(angle*0.05))
rs.C0 = CFrame.new(.2,.1,-.1) * CFrame.Angles(math.pi/2.5 +
math.abs(angle*0.2), 0, -math.pi/3 + -math.abs(angle*0.05))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(math.abs(angle*0.1), 0,
-math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-math.abs(angle*0.1), 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.035), 0) * CFrame.Angles(0,
math.sin(angle*0.05), 0)
elseif global_wait > 89 then
ls.C0 = CFrame.new(-.2,.1,-.1) * CFrame.Angles(math.pi/2.5 +
math.abs(angle*0.2), 0, math.pi/3 + math.abs(angle*0.05))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi +
math.sin(angle*0.1), 0, -math.sin(angle*0.1))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(math.abs(angle*0.1), 0,
-math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-math.abs(angle*0.1), 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.035), 0) * CFrame.Angles(0,
math.sin(angle*0.05), 0)
end
elseif foxie then
countspeed = 5
global_wait = (global_wait % 380) + 2
if global_wait < 89 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi +
math.abs(angle*0.1), 0, -math.abs(angle*0.2))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi +
math.abs(angle*0.1), 0, math.abs(angle*0.2))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(math.abs(angle*0.1), 0,
-math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-math.abs(angle*0.1), 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.035), 0) * CFrame.Angles(0,
math.rad(global_wait*4), 0)
elseif global_wait > 89 then
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 +
math.abs(angle*0.2), 0, math.abs(angle*0.05))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/2 +
math.abs(angle*0.2), 0, -math.abs(angle*0.05))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(math.abs(angle*0.1), 0,
-math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-math.abs(angle*0.1), 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0,
math.sin(angle*0.1))
rj.C0 = CFrame.new(0, math.abs(-angle*.035), 0) * CFrame.Angles(0,
math.sin(angle*0.05), 0)
end
elseif durka then
countspeed = 2
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 +
math.abs(angle*0.2), 0, math.abs(angle*0.07))
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(angle*0.1, 0, -
math.abs(angle*0.07))
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.05, 0, -
math.abs(angle*0.03))
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.05, 0,
math.abs(angle*0.03))
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(angle*0.1), 0, 0)
rj.C0 = CFrame.new(0, math.abs(-angle*.035), 0) * CFrame.Angles(0,
math.sin(angle*0.05), 0)
elseif saxguy then
countspeed = 5
ls.C0 = CFrame.new(-.25,.1,-.1) * CFrame.Angles(math.pi/2.5, 0,
math.pi/4)
rs.C0 = CFrame.new(.25,.1,-.1) * CFrame.Angles(math.rad(60), 0, -
math.pi/4)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(-math.abs(angle*0.1), 0,
-0.06)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-math.abs(angle*0.1), 0,
0.06)
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(0, 0, 0)
rj.C0 = CFrame.new(0, -math.abs(angle*0.01), math.abs(angle*0.01)) *
CFrame.Angles(math.abs(angle*0.1), 0, 0)
elseif heya then
countspeed = 5
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi + -angle*0.2, -
angle*0.1, 0)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi + angle*0.2,
angle*0.1, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.05, angle*0.1, -
0.06)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.05, -angle*0.1,
0.06)
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(0.2), 0, 0)
rj.C0 = CFrame.new(0, math.abs(angle*0.05), 0) * CFrame.Angles(0,
math.sin(angle*0.07), 0)
elseif jb then
countspeed = 5
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/2 + -angle*0.2, -
angle*0.1, 0)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/2 + angle*0.2,
angle*0.1, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.05, angle*0.1, -
0.06)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.05, -angle*0.1,
0.06)
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(0.2), 0, 0)
rj.C0 = CFrame.new(0, math.abs(angle*0.05), 0) * CFrame.Angles(0,
math.abs(angle*0.1), 0)
elseif bronymusic then
countspeed = 5
ls.C0 = CFrame.new(-.1,.1,-.15) * CFrame.Angles(math.pi/2 + -
angle*0.1, -angle*0.1, 0)
rs.C0 = CFrame.new(.1,.1,-.15) * CFrame.Angles(math.pi/2 + angle*0.1,
angle*0.1, 0)
lh.C0 = CFrame.new(-.1,-.25,0) * CFrame.Angles(math.pi/2 + angle*0.1,
0, 0)
rh.C0 = CFrame.new(.1,-.25,0) * CFrame.Angles(math.pi/2 + -angle*0.1,
0, 0)
neck.C0 = CFrame.new(0,.25,0) * CFrame.Angles(math.pi/2 +
math.abs(angle*0.25), 0, 0)
rj.C0 = CFrame.new(0, -0.2 + math.abs(angle*0.05), 0) * CFrame.Angles(-
math.rad(85), 0, 0)
elseif sheddy then
countspeed = 7
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/4 + -
angle*0.4, -angle*0.1, 0)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/4 + angle*0.4,
angle*0.1, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.05, angle*0.1, -
0.06)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.05, -angle*0.1,
0.06)
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(0.2), 0, 0)
rj.C0 = CFrame.new(0, math.abs(angle*0.05), 0) * CFrame.Angles(0,
math.abs(angle*0.1), 0)
elseif burndem then
countspeed = 4
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/4 + -angle*0.4,
-angle*0.1, 0)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/4 + angle*0.4,
angle*0.1, 0)
lh.C0 = CFrame.new(-.1,-.2,0) * CFrame.Angles(angle*0.05, angle*0.1, -
0.06)
rh.C0 = CFrame.new(.1,-.2,0) * CFrame.Angles(-angle*0.05, -angle*0.1,
0.06)
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(0.2), 0, 0)
rj.C0 = CFrame.new(0, math.abs(angle*0.05), 0) * CFrame.Angles(0,
math.abs(angle*0.1), 0)
elseif aj.IsPlaying then
countspeed = 5
ls.C0 = CFrame.new(-.3,.1,0) * CFrame.Angles(math.pi/4 + -(angle)*0.4,
-angle*0.1, 0)
rs.C0 = CFrame.new(.3,.1,0) * CFrame.Angles(math.pi/4 + (angle)*0.4, -
angle*0.1, 0)
lh.C0 = CFrame.new(-.1,-.2 - math.cos(count*.025)*.02,0) *
CFrame.Angles(angle*0.05, 0, -0.06)
rh.C0 = CFrame.new(.1,-.2+math.cos(count*.025)*.02,0) * CFrame.Angles(-
angle*0.05, 0, 0.06)
neck.C0 = CFrame.new(0,.2,0) * CFrame.Angles(math.abs(0.2), 0, 0)
rj.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, math.cos(angle*0.1), 0)
end
end
end)

plr.Chatted:connect(function(msg)
game:service'Chat':Chat(head, msg, 1)
if msg == "die/" then
char:breakJoints()
end
end)

end)
if not ran and err then
print(err)
end

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