Idle angles

Author: w | 2025-04-25

★★★★☆ (4.9 / 3231 reviews)

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hỗ trợ newbie idle angles. The game Idle Angles is only suitable for players over 16 years old, please consider when participating in the game! Game Idle Angles unlike other classified Android games on other consoles, Idle Angels allows you to

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Idle Angles - 47.253.104.01

= 1local headness = Instance.new("Part")headness.Parent = stuffheadness.Name = ("headness")headness.Size = Vector3.new(2,1,1)headness.Transparency = 0.5headness.Material = ("Neon")headness.BrickColor = BrickColor.new("Navy blue")headness.CanCollide = falselocal Blockhead = Instance.new("BlockMesh")Blockhead.Name = ("Blockhead")Blockhead.Offset = Vector3.new(0,-0.45,0)Blockhead.Scale = Vector3.new(0.56,1.1,1.1)Blockhead.Parent = stufflocal MajesticGlow = Instance.new("PointLight")MajesticGlow.Color = Color3.new(6/225,6/255,159/255)MajesticGlow.Range = 25MajesticGlow.Shadows = falseMajesticGlow.Brightness = 1MajesticGlow.Name = ("MajesticGlow")MajesticGlow.Parent = stufffor i,v in pairs(stuff:GetChildren()) do v.Parent = scriptendendcreatestuff()wait(1)Player = game:GetService("Players").LocalPlayerPlayerGui = Player.PlayerGuiCam = workspace.CurrentCameraBackpack = Player.BackpackCharacter = Player.CharacterHumanoid = Character.HumanoidMouse = Player:GetMouse()RootPart = Character["HumanoidRootPart"]Torso = Character["Torso"]Head = Character["Head"]RightArm = Character["Right Arm"]LeftArm = Character["Left Arm"]RightLeg = Character["Right Leg"]LeftLeg = Character["Left Leg"]RootJoint = RootPart["RootJoint"]Neck = Torso["Neck"]RightShoulder = Torso["Right Shoulder"]LeftShoulder = Torso["Left Shoulder"]RightHip = Torso["Right Hip"]LeftHip = Torso["Left Hip"]local sick = Instance.new("Sound",Character)Player_Size = 1IT = Instance.newCF = CFrame.newVT = Vector3.newRAD = math.radC3 = Color3.newUD2 = UDim2.newBRICKC = BrickColor.newANGLES = CFrame.AnglesEULER = CFrame.fromEulerAnglesXYZCOS = math.cosACOS = math.acosSIN = math.sinASIN = math.asinABS = math.absMRANDOM = math.randomFLOOR = math.floorAnimation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 35local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local DAMAGEMULTIPLIER = 1local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local Rooted = falselocal SINE = 0local KEYHOLD = falselocal CHANGE = 2 / Animation_Speedlocal WALKINGANIM = falselocal VALUE1 = falselocal VALUE2 = falselocal ROBLOXIDLEANIMATION = IT("Animation")ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"ROBLOXIDLEANIMATION.AnimationId = " = Humanoidlocal WEAPONGUI = IT("ScreenGui", PlayerGui)WEAPONGUI.Name = "Weapon GUI"local Effects = IT("Folder", Character)Effects.Name = "Effects"local SKILLTEXTCOLOR = C3(0,1,0)local remember = coroutine.wrap(function() while true do for _, c in pairs(Character:GetChildren()) do if c:IsA("Folder") then Effects = c end end wait() endend)remember()local ANIMATOR = Humanoid.Animatorlocal ANIMATE = Character.Animatelocal UNANCHOR = truelocal PLAYSONG = truelocal EXTRATRANS = 0--//=================================\\--\\=================================//--//=================================\\--|| SAZERENOS' ARTIFICIAL HEARTBEAT--\\=================================//ArtificialHB =. hỗ trợ newbie idle angles. The game Idle Angles is only suitable for players over 16 years old, please consider when participating in the game! Game Idle Angles unlike other classified Android games on other consoles, Idle Angels allows you to Idle Angles (LD) เกมสะสมการ์ดสาวๆ น่ารักต่อสู้สุดมันส์! ล่าสุดนี้ได้มอบ Gift Code ให้ของขวัญฟรีที่มอบให้ผู้เล่นใหม่อย่างเรานำไปกรอกเพื่อรับไอเทมในเกมกัน Idle Angles. Sign in to start your session. Sign In. I forgot my password The game Idle Angles is only suitable for players over 16 years old, please consider when participating in the game! Game Idle Angles unlike other classified Android games on other consoles, Idle Angels allows you to experience the whole game without paying for free. However, there are some in-app purchases that make the game unbalanced. Animation_Speed) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then ANIM = "Jump" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed) end elseif TORSOVERTICALVELOCITY ANIM = "Fall" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVELOCITY ANIM = "Idle" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 /

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User6786

= 1local headness = Instance.new("Part")headness.Parent = stuffheadness.Name = ("headness")headness.Size = Vector3.new(2,1,1)headness.Transparency = 0.5headness.Material = ("Neon")headness.BrickColor = BrickColor.new("Navy blue")headness.CanCollide = falselocal Blockhead = Instance.new("BlockMesh")Blockhead.Name = ("Blockhead")Blockhead.Offset = Vector3.new(0,-0.45,0)Blockhead.Scale = Vector3.new(0.56,1.1,1.1)Blockhead.Parent = stufflocal MajesticGlow = Instance.new("PointLight")MajesticGlow.Color = Color3.new(6/225,6/255,159/255)MajesticGlow.Range = 25MajesticGlow.Shadows = falseMajesticGlow.Brightness = 1MajesticGlow.Name = ("MajesticGlow")MajesticGlow.Parent = stufffor i,v in pairs(stuff:GetChildren()) do v.Parent = scriptendendcreatestuff()wait(1)Player = game:GetService("Players").LocalPlayerPlayerGui = Player.PlayerGuiCam = workspace.CurrentCameraBackpack = Player.BackpackCharacter = Player.CharacterHumanoid = Character.HumanoidMouse = Player:GetMouse()RootPart = Character["HumanoidRootPart"]Torso = Character["Torso"]Head = Character["Head"]RightArm = Character["Right Arm"]LeftArm = Character["Left Arm"]RightLeg = Character["Right Leg"]LeftLeg = Character["Left Leg"]RootJoint = RootPart["RootJoint"]Neck = Torso["Neck"]RightShoulder = Torso["Right Shoulder"]LeftShoulder = Torso["Left Shoulder"]RightHip = Torso["Right Hip"]LeftHip = Torso["Left Hip"]local sick = Instance.new("Sound",Character)Player_Size = 1IT = Instance.newCF = CFrame.newVT = Vector3.newRAD = math.radC3 = Color3.newUD2 = UDim2.newBRICKC = BrickColor.newANGLES = CFrame.AnglesEULER = CFrame.fromEulerAnglesXYZCOS = math.cosACOS = math.acosSIN = math.sinASIN = math.asinABS = math.absMRANDOM = math.randomFLOOR = math.floorAnimation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 35local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local DAMAGEMULTIPLIER = 1local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local Rooted = falselocal SINE = 0local KEYHOLD = falselocal CHANGE = 2 / Animation_Speedlocal WALKINGANIM = falselocal VALUE1 = falselocal VALUE2 = falselocal ROBLOXIDLEANIMATION = IT("Animation")ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"ROBLOXIDLEANIMATION.AnimationId = " = Humanoidlocal WEAPONGUI = IT("ScreenGui", PlayerGui)WEAPONGUI.Name = "Weapon GUI"local Effects = IT("Folder", Character)Effects.Name = "Effects"local SKILLTEXTCOLOR = C3(0,1,0)local remember = coroutine.wrap(function() while true do for _, c in pairs(Character:GetChildren()) do if c:IsA("Folder") then Effects = c end end wait() endend)remember()local ANIMATOR = Humanoid.Animatorlocal ANIMATE = Character.Animatelocal UNANCHOR = truelocal PLAYSONG = truelocal EXTRATRANS = 0--//=================================\\--\\=================================//--//=================================\\--|| SAZERENOS' ARTIFICIAL HEARTBEAT--\\=================================//ArtificialHB =

2025-04-06
User7246

Animation_Speed) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then ANIM = "Jump" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed) end elseif TORSOVERTICALVELOCITY ANIM = "Fall" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVELOCITY ANIM = "Idle" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 /

2025-04-25
User2331

= BRICKC("Institutional black"); --2nd color for the weapon. Custom_Color_3 = BRICKC("Institutional red"); --Color for the abilities. Custom_Color_4 = BRICKC("Institutional red"); --Color for the secondary bar. Custom_Color_5 = BRICKC("Institutional red"); --Color for the mana bar. Custom_Color_6 = BRICKC("Institutional red"); --Color for the health bar. Custom_Color_7 = BRICKC("Institutional red"); --Color for the stun bar. Custom_Color_8 = BRICKC("Institutional red"); --Background for the mana bar. Custom_Color_9 = BRICKC("Institutional red"); --Background for the secondary mana bar. Custom_Color_10 = BRICKC("Institutional red"); --Background for the stun bar. Custom_Color_11 = BRICKC("Institutional red"); --Background for the health bar. Custom_Color_12 = BRICKC("Institutional red"); --Background for the abilities.}Player_Size = 1 --Size of the player.Animation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 16local Effects2 = {}--//=================================\\--|| END OF CUSTOMIZATION--\\=================================// local function weldBetween(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end--//=================================\\--|| USEFUL VALUES--\\=================================//local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local CO1 = 0local CO2 = 0local CO3 = 0local CO4 = 0local CHANGEDEFENSE = 0local CHANGEDAMAGE = 0local CHANGEMOVEMENT = 0local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local LASTPOINT = nillocal BLCF = nillocal SCFR = nillocal STAGGERHITANIM = falselocal STAGGERANIM = falselocal STUNANIM = falselocal CRITCHANCENUMBER = 0local IDLENUMBER

2025-04-03

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