wait(1 / 60) Player_Size = 1/10 --Size of the player. Disable_Moving_Arms = false --Keeps the arms from moving around. Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms. Player = game:GetService("Players").Salvo_Starly PlayerGui = Player.PlayerGui Backpack = Player.Backpack Character = Player.Character Humanoid = Character.Humanoid Mouse = 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"] 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 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)) --|| RESIZE PLAYER if Player_Size ~= 1 then RootPart.Size = RootPart.Size * Player_Size Torso.Size = Torso.Size * Player_Size Head.Size = Head.Size * Player_Size RightArm.Size = RightArm.Size * Player_Size LeftArm.Size = LeftArm.Size * Player_Size RightLeg.Size = RightLeg.Size * Player_Size LeftLeg.Size = LeftLeg.Size * Player_Size RootJoint.Parent = RootPart Neck.Parent = Torso RightShoulder.Parent = Torso LeftShoulder.Parent = Torso RightHip.Parent = Torso LeftHip.Parent = Torso RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)) Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0 LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0 if Disable_Moving_Arms == false then RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5) LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5) else RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) end RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) for _, v in pairs (Character:GetDescendants()) do if v:IsA("Weld") or v:IsA("Snap") then local p1 = v.Part1 v.Part1 = nil local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components() v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12) local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C0:components() v.C0 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12) v.Part1 = p1 elseif v:IsA("BasePart") then elseif v:IsA("SpecialMesh") then local ssss=v if v.MeshType ~= "Head" and (v.Parent ~= Head and v.Parent.Parent ~= Head and v.Parent.Parent.Parent ~= Head) then ssss.Scale = VT(ssss.Scale.x * Player_Size, ssss.Scale.y * Player_Size, ssss.Scale.z * Player_Size) end elseif v:IsA("BlockMesh") then local ssss=v ssss.Scale = VT(ssss.Scale.x * Player_Size, ssss.Scale.y * Player_Size, ssss.Scale.z * Player_Size) elseif v:IsA("CylinderMesh") then local ssss=v ssss.Scale = VT(ssss.Scale.x * Player_Size, ssss.Scale.y * Player_Size, ssss.Scale.z * Player_Size) end end for _, c in pairs(Character:GetDescendants()) do if c:IsA("BasePart") then c.CustomPhysicalProperties = PhysicalProperties.new(.5, 1, .2, 1, .2) c.Massless=true end end end