Roblox R15 Scripts, (Latest September) Direct Copy

Certainly! Roblox R15 scripts play an important part in improving the gaming experience by allowing developers to build engaging animations and interactions inside their games. These scripts bring games to life by creating dynamic character motions, enabling thrilling fighting scenes, or adding humorous emotes. If you’re looking for these scripts, you’re in luck! Continue reading to learn more, download, or immediately copy your favorite script to improve your Roblox gaming activities. Let us investigate the limitless potential of R15 programming!

WhatsApp Group Join Now
Telegram Group Join Now
Discord Group Join Now

Script NameRoblox R15 Scripts
Use OptionsCopy & Download
Update Date03.09.2023

Click To Copy

 
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,
                0
            ),
            {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)

Here’s a step-by-step guide to using the Roblox R15 Scripts from Pastebin:

  • Click on the “COPY” button to automatically copy the script.
  • Paste the copied script into your script application.
  • Run the script and you’re all set.

These simple instructions allow players to quickly and easily utilize the script to enhance their Roblox R15 Scripts gaming experience.

If you are unable to copy or you do not want to use this script now, then you can download this script, click on the download button below to download.

Also Read: Mukuro Blox Fruits Script

What are the Roblox R15 Scripts?

R15 scripts, often known as R15 animations, are Lua scripts that developers may use to generate bespoke animations for characters that use the R15 rig. These scripts allow you to manage a player’s character’s movement and behavior in a Roblox game. R15 scripts can execute the following typical tasks:

1. Custom Animations: You can use R15 scripts to create custom animations for your characters, such as walking, running, jumping, dancing, and more. These animations can be triggered by various in-game events or player actions.

2. Character Manipulation: R15 scripts enable you to manipulate the position and rotation of individual body parts of a character, allowing for precise control over how a character moves and behaves.

3. Interaction with Objects: You can use R15 scripts to make characters interact with objects in the game world, such as picking up items, pushing buttons, or opening doors.

4. Combat Systems: R15 scripts can be used to create combat systems, including melee and ranged attacks, health management, and damage calculations.

5. Emotes and Gestures: Developers often use R15 scripts to implement emotes and gestures that allow players to express themselves in the game.

Also Read: Crypto Tycoon Script

Relative You tube Video

Disclaimer

Thebloxscript.com is a fan site and is not associated with, promoted by, or authorized by Roblox Scripts, or any other business or brand. This website was made with education in mind. We do not endorse or support any form of illicit software, software piracy, etc.

Contact Us: [email protected]

Conclusion

Roblox R15 scripts, in conclusion, are useful tools for game creators, improving gameplay with custom animations, interactive features, and immersive experiences. They enable developers to create dynamic environments and interesting individuals. These scripts not only increase player enjoyment but also demonstrate the Roblox platform’s boundless creative potential, making them a crucial component for anybody wishing to take their Roblox game to the next level.

Sharing Is Caring:

Leave a Comment