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Get the Fe Henry Stickmin Distraction Dance

The Fe Henry Stickmin Distraction Dance code is below. Copy & inject it into the game. Enjoy!


HumanDied = false
local CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
 local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = "AliP_"..CountSCIFIMOVIELOL
 AlignPos.ApplyAtCenterOfMass = true;
 AlignPos.MaxForce = 5772000--67752;
 AlignPos.MaxVelocity = math.huge/9e110;
 AlignPos.ReactionForceEnabled = false;
 AlignPos.Responsiveness = 200;
 AlignPos.RigidityEnabled = false;
 local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = "AliO_"..CountSCIFIMOVIELOL
 AlignOri.MaxAngularVelocity = math.huge/9e110;
 AlignOri.MaxTorque = 5772000
 AlignOri.PrimaryAxisOnly = false;
 AlignOri.ReactionTorqueEnabled = false;
 AlignOri.Responsiveness = 200;
 AlignOri.RigidityEnabled = false;
 local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = "Ath_"..CountSCIFIMOVIELOL
 local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = "Ath_"..CountSCIFIMOVIELOL
 AttachmentA.Orientation = Angle or Vector3.new(0,0,0)
 AttachmentA.Position = Position or Vector3.new(0,0,0)
 AlignPos.Attachment1 = AttachmentA;
 AlignPos.Attachment0 = AttachmentB;
 AlignOri.Attachment1 = AttachmentA;
 AlignOri.Attachment0 = AttachmentB;
 CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
 return {AlignPos,AlignOri,AttachmentA,AttachmentB}
end

if _G.netted ~= true then
 _G.netted = true
 coroutine.wrap(function()
  settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
  settings().Physics.AllowSleep = false
  game:GetService("RunService").RenderStepped:Connect(function()
   game:FindFirstChildOfClass("Players").LocalPlayer.MaximumSimulationRadius=math.pow(math.huge,math.huge)
   sethiddenproperty(game:FindFirstChildOfClass("Players").LocalPlayer,"SimulationRadius",math.huge*math.huge)
  end)
 end)()
end

game:FindFirstChildOfClass("Players").LocalPlayer["Character"].Archivable = true
local hatnameclone = {}
for _,v in next, game:FindFirstChildOfClass("Players").LocalPlayer["Character"]:GetChildren() do
 if v:IsA("Accessory") then
  if hatnameclone[v.Name] then
   if hatnameclone[v.Name] == "s" then
    hatnameclone[v.Name] = {}
   end
   table.insert(hatnameclone[v.Name],v)
  else
   hatnameclone[v.Name] = "s"
  end
 end
end
for _,v in pairs(hatnameclone) do
 if type(v) == "table" then
  local num = 1
  for _,w in pairs(v) do
   w.Name = w.Name..num
   num = num + 1
  end
 end
end
hatnameclone = nil

local DeadChar = game:FindFirstChildOfClass("Players").LocalPlayer.Character

local fldr = Instance.new("Folder",game:FindFirstChildOfClass("Players").LocalPlayer["Character"])
fldr.Name = "DMYF"
local CloneChar = DeadChar:Clone()
local ANIMATIONHERE
if CloneChar:FindFirstChild("Animate") then
 ANIMATIONHERE = CloneChar:FindFirstChild("Animate"):Clone()
 CloneChar:FindFirstChild("Animate"):Destroy()
end
if CloneChar:FindFirstChildOfClass("Folder") then CloneChar:FindFirstChildOfClass("Folder"):Destroy() end
if CloneChar.Torso:FindFirstChild("Neck") then
 local Clonessss = CloneChar.Torso:FindFirstChild("Neck"):Clone()
 Clonessss.Part0 = nil
 Clonessss.Part1 = DeadChar.Head
 Clonessss.Parent = DeadChar.Torso
end
CloneChar.Parent = fldr
CloneChar.HumanoidRootPart.CFrame = DeadChar.HumanoidRootPart.CFrame
CloneChar.Humanoid.BreakJointsOnDeath = false
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"

for _,v in next, DeadChar:GetChildren() do
 if v:IsA("Accessory") then
  local topacc = false
  if v.Handle:FindFirstChildOfClass("Weld") then v.Handle:FindFirstChildOfClass("Weld"):Destroy() end
  v.Handle.Massless = true
  v.Handle.CanCollide = false
  if v.Handle:FindFirstChildOfClass("Attachment") then
   local ath__ = v.Handle:FindFirstChildOfClass("Attachment")
   if ath__.Name == "HatAttachment" or ath__.Name == "HairAttachment" or ath__.Name == "FaceFrontAttachment" or ath__.Name == "FaceCenterAttachment" then
    topacc = ath__.Name
   end
  end
        local bv = Instance.new("BodyVelocity",v.Handle)
  bv.Velocity = Vector3.new(0,0,0)
  coroutine.wrap(function()
   if topacc then
    local allthings = SCIFIMOVIELOL(v.Handle,DeadChar.Torso,Vector3.new(0,1.5,0)+ (DeadChar.Head[topacc].Position + (v.Handle[topacc].Position*-1)),Vector3.new(0,0,0))
    local normaltop = allthings[1].Attachment1
    local alipos = allthings[1]
    local alirot = allthings[2]
    local p0 = v.Handle
    local p1 = DeadChar.Head
    alipos.Parent = CloneChar:FindFirstChild(v.Name).Handle
    alirot.Parent = CloneChar:FindFirstChild(v.Name).Handle
    while true do
     game:GetService("RunService").RenderStepped:wait()
     if HumanDied then break end
     coroutine.wrap(function()
      if alipos.Attachment1 == normaltop then
       p0.CFrame = p0.CFrame:lerp((((DeadChar.Torso.CFrame * CFrame.new(0,1.5,0)) * p1[topacc].CFrame) * p0[topacc].CFrame:inverse()),1)
      else
       v.Handle.CFrame = v.Handle.CFrame:lerp(alipos.Attachment1.Parent.CFrame * CFrame.new(alipos.Attachment1.Position) * CFrame.Angles(math.rad(alipos.Attachment1.Rotation.X),math.rad(alipos.Attachment1.Rotation.Y),math.rad(alipos.Attachment1.Rotation.Z)),1)
      end
     end)()
    end
   else
    SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
   end
  end)()
    end
end

local a = DeadChar.Torso
local b = DeadChar.HumanoidRootPart
local c = DeadChar.Humanoid
a.Parent = game:FindFirstChildOfClass("Workspace")
c.Parent = game:FindFirstChildOfClass("Workspace")
local told = a:Clone()
local told1 = c:Clone()
b["RootJoint"].Part0 = told
b["RootJoint"].Part1 = DeadChar.Head
a.Name = "torso"
a.Neck:Destroy()
c.Name = "Mizt Hub Best"
told.Parent = DeadChar
told1.Parent = DeadChar
DeadChar.PrimaryPart = told
told1.Health = 0
b:Destroy()
a.Parent = DeadChar
c.Parent = DeadChar
told:Destroy()
told1:Destroy()
a.Name = "Torso"

if CloneChar.Head:FindFirstChildOfClass("Decal") then CloneChar.Head:FindFirstChildOfClass("Decal").Transparency = 1 end
if DeadChar:FindFirstChild("Animate") then DeadChar:FindFirstChild("Animate"):Destroy() end

local Collider
function UnCollide()
    if HumanDied then Collider:Disconnect(); return end
    --[[for _,Parts in next, CloneChar:GetChildren() do
        if Parts:IsA("BasePart") then
            Parts.CanCollide = false 
        end 
    end]]
    for _,Parts in next, DeadChar:GetChildren() do
        if Parts:IsA("BasePart") then
        Parts.CanCollide = false
        end 
    end 
end
Collider = game:GetService("RunService").Stepped:Connect(UnCollide)

local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
    game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
 resetBindable:Destroy()
 HumanDied = true
    pcall(function()
  game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
  DeadChar.Head:Destroy()
  DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
  game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
  if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
 end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)

coroutine.wrap(function()
    while true do
        game:GetService("RunService").RenderStepped:wait()
        if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChildOfClass("Humanoid") or CloneChar:FindFirstChildOfClass("Humanoid").Health <= 0 and not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChildOfClass("Humanoid") or DeadChar:FindFirstChildOfClass("Humanoid").Health <= 0 then 
            HumanDied = true
            pcall(function()
    game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
    DeadChar.Head:Destroy()
    DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
    game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
    if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
   end)
            if resetBindable then
                game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
                resetBindable:Destroy()
            end
            break
        end  
    end
end)()


SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"])
SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"])
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"])
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"])
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"])
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"])

for _,v in pairs(DeadChar:GetChildren()) do
 if v:IsA("BasePart") and v.Name ~= "Head" then
  --[[local bv = Instance.new("BodyVelocity",v)
  bv.Velocity = Vector3.new(0,0,0)
  coroutine.wrap(function()
   while true do
    game:GetService("RunService").RenderStepped:wait()
    if HumanDied then break end
    v.CFrame = CloneChar[v.Name].CFrame
   end
  end)()]]
 elseif v:IsA("BasePart") and v.Name == "Head" then
  local bv = Instance.new("BodyVelocity",v)
  bv.Velocity = Vector3.new(0,0,0)
  coroutine.wrap(function()
   while true do
    game:GetService("RunService").RenderStepped:wait()
    if HumanDied then break end
    v.CFrame = DeadChar.Torso.CFrame * CFrame.new(0,1.5,0)
   end
  end)()
 end
end

for _,BodyParts in next, CloneChar:GetDescendants() do
if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
game:GetService("RunService").RenderStepped:wait()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
game:FindFirstChildOfClass("Workspace"):FindFirstChildOfClass("Camera").CameraSubject = CloneChar.Humanoid

for _,v in next, DeadChar:GetChildren() do
 if v:IsA("Accessory") then
  if v.Handle:FindFirstChildOfClass("Weld") then v.Handle:FindFirstChildOfClass("Weld"):Destroy() end
 end
end
wait(0.1)

IT = Instance.new
CF = CFrame.new
VT = Vector3.new
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
NS = NumberSequence.new
NSK = NumberSequenceKeypoint.new
RAY = Ray.new
CS = ColorSequence.new
NR = NumberRange.new
TI = TweenInfo.new
RAND = Random.new

ANGLES = CFrame.Angles

COS = math.cos
ACOS = math.acos
RAD = math.rad
SIN = math.sin
MRANDOM = math.random
MHUGE = math.huge
FLOOR = math.floor
SQRT = math.sqrt
CEIL = math.ceil

Character = game.Players.LocalPlayer.Character
Torso = Character.Torso
Root = Character.HumanoidRootPart
Neck = Torso.Neck
RootJoint = Root.RootJoint
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]

--values and other stuff

NeckOrg = CF(0,-.5,0) * ANGLES(RAD(-90),0,RAD(180))
RootJointOrg = CF(0,0,0) * ANGLES(RAD(-90),0,RAD(180))
LeftShoulderOrg = CF(.5,.5,0) * ANGLES(0,RAD(-90),0)
RightShoulderOrg = CF(-.5,.5,0) * ANGLES(0,RAD(90),0)
LeftHipOrg = CF(-.5,1,0) * ANGLES(0,RAD(-90),0)
RightHipOrg = CF(.5,1,0) * ANGLES(0,RAD(90),0)

HB = game["Run Service"].Heartbeat

local so = IT("Sound")
so.SoundId = "rbxassetid://5599347184"
so.Looped = true
so.Volume = 4
so.Parent = Root

repeat wait() until so.IsLoaded

function co(f)
 coroutine.resume(coroutine.create(f))
end

function Clerp(joint,cf,bool)
 local s = .45/1.825
 local dir = Enum.EasingDirection.Out
 if bool == false then
  dir = Enum.EasingDirection.In
  s = .35/1.825
 end
 game.TweenService:Create(joint,TweenInfo.new(s,Enum.EasingStyle.Sine,dir),{C1 = cf}):Play()
 if joint == RightHip then
  wait(s)
 end
end

function swait(NUMBER)
 if NUMBER == 0 or NUMBER == nil then
  HB:Wait()
 else
  for i=1,NUMBER do
   HB:Wait()
  end
 end
end

Clerp(Neck,NeckOrg,false)
Clerp(RootJoint,RootJointOrg * CF(0,0,.5),false)
Clerp(LeftShoulder,LeftShoulderOrg * ANGLES(RAD(60),0,RAD(15)),false)
Clerp(RightShoulder,RightShoulderOrg * ANGLES(RAD(60),0,RAD(-15)),false)
Clerp(LeftHip,LeftHipOrg * CF(.5,-.5,0),false)
Clerp(RightHip,RightHipOrg * CF(-.5,-.5,0),false)

so:Play()

while true do
 Clerp(Neck,NeckOrg)
 Clerp(RootJoint,RootJointOrg * ANGLES(0,0,RAD(-45)))
 Clerp(LeftShoulder,LeftShoulderOrg * ANGLES(RAD(105),0,RAD(120)))
 Clerp(RightShoulder,RightShoulderOrg * ANGLES(RAD(105),0,RAD(-120)))
 Clerp(LeftHip,LeftHipOrg * CF(.5,-.5,0))
 Clerp(RightHip,RightHipOrg)
 
 Clerp(Neck,NeckOrg,false)
 Clerp(RootJoint,RootJointOrg * CF(0,0,.5),false)
 Clerp(LeftShoulder,LeftShoulderOrg * ANGLES(RAD(-45),0,RAD(120)),false)
 Clerp(RightShoulder,RightShoulderOrg * ANGLES(RAD(-45),0,RAD(-120)),false)
 Clerp(LeftHip,LeftHipOrg * CF(.5,-.5,0),false)
 Clerp(RightHip,RightHipOrg * CF(-.5,-.5,0),false)
 
 Clerp(Neck,NeckOrg)
 Clerp(RootJoint,RootJointOrg * ANGLES(0,0,RAD(45)))
 Clerp(LeftShoulder,LeftShoulderOrg * ANGLES(0,0,RAD(120)))
 Clerp(RightShoulder,RightShoulderOrg * ANGLES(0,0,RAD(-120)))
 Clerp(LeftHip,LeftHipOrg)
 Clerp(RightHip,RightHipOrg * CF(-.5,-.5,0))
 
 Clerp(Neck,NeckOrg,false)
 Clerp(RootJoint,RootJointOrg * CF(0,0,.5),false)
 Clerp(LeftShoulder,LeftShoulderOrg * ANGLES(RAD(25),0,0),false)
 Clerp(RightShoulder,RightShoulderOrg * ANGLES(RAD(25),0,0),false)
 Clerp(LeftHip,LeftHipOrg * CF(.5,-.5,0),false)
 Clerp(RightHip,RightHipOrg * CF(-.5,-.5,0),false)
 
 Clerp(Neck,NeckOrg)
 Clerp(RootJoint,RootJointOrg * ANGLES(0,0,RAD(-45)))
 Clerp(LeftShoulder,LeftShoulderOrg * ANGLES(RAD(60),0,RAD(15)))
 Clerp(RightShoulder,RightShoulderOrg * ANGLES(RAD(60),0,RAD(-15)))
 Clerp(LeftHip,LeftHipOrg * CF(.5,-.5,0))
 Clerp(RightHip,RightHipOrg)
 
 Clerp(Neck,NeckOrg,false)
 Clerp(RootJoint,RootJointOrg * CF(0,0,.5),false)
 Clerp(LeftShoulder,LeftShoulderOrg * CF(0,-.5,0) * ANGLES(RAD(-45),0,RAD(15)),false)
 Clerp(RightShoulder,RightShoulderOrg * CF(0,-.5,0) * ANGLES(RAD(-45),0,RAD(-15)),false)
 Clerp(LeftHip,LeftHipOrg * CF(.5,-.5,0),false)
 Clerp(RightHip,RightHipOrg * CF(-.5,-.5,0),false)
 
 Clerp(Neck,NeckOrg)
 Clerp(RootJoint,RootJointOrg * ANGLES(0,0,RAD(45)))
 Clerp(LeftShoulder,LeftShoulderOrg * ANGLES(RAD(-105),0,RAD(20)))
 Clerp(RightShoulder,RightShoulderOrg * ANGLES(RAD(-105),0,RAD(-20)))
 Clerp(LeftHip,LeftHipOrg)
 Clerp(RightHip,RightHipOrg * CF(-.5,-.5,0))
 
 Clerp(Neck,NeckOrg,false)
 Clerp(RootJoint,RootJointOrg * CF(0,0,.5),false)
 Clerp(LeftShoulder,LeftShoulderOrg * ANGLES(RAD(60),0,RAD(15)),false)
 Clerp(RightShoulder,RightShoulderOrg * ANGLES(RAD(60),0,RAD(-15)),false)
 Clerp(LeftHip,LeftHipOrg * CF(.5,-.5,0),false)
 Clerp(RightHip,RightHipOrg * CF(-.5,-.5,0),false)
end