Move character body part

currently struggling with trying to move the player character head a tiny bit up, I don’t code much so I always forget basic stuff.

body = 0.7 --change to how you want to scale the player's character
head = 1 --change to how you want to scale the player's head

local Players = game:GetService("Players")
local r6 = false
local r15 = false

local function onCharacterAdded(character)

	local hum = character:FindFirstChild('Humanoid')

	if hum.RigType == Enum.RigType.R15 then task.wait(3)

		r15 = true

		print(r15)

		print('currently R15')

		local humDesc = hum:WaitForChild("HumanoidDescription")

		local HS = hum.HeadScale
		local BDS = hum.BodyDepthScale
		local BWS = hum.BodyWidthScale
		local BHS = hum.BodyHeightScale

		HS.Value = HS.Value * head
		BDS.Value = BDS.Value * body
		BWS.Value = BWS.Value * body
		BHS.Value = BHS.Value * body

	end

	if r15 == false then task.wait(3)

		print('currently R6')

		local LastGrowth = 0

		local AllowedAttachments = {
			"FaceCenterAttachment",
			"FaceFrontAttachment",
			"HairAttachment",
			"HatAttachment",
			"NeckAttachment"
		}

		if time() - LastGrowth > 1 then
			LastGrowth = time()

			if character:FindFirstChild("AppliedGrowth") == nil then
				local Motors = {}
				local NewMotors = {}
				local NewVal = Instance.new("BoolValue")
				NewVal.Name = "AppliedGrowth"
				NewVal.Parent = character


				for i,v in pairs(character.Torso:GetChildren()) do
					if v:IsA("Motor6D") then
						table.insert(Motors, v)
					end
				end
				table.insert(Motors, character.HumanoidRootPart.RootJoint)

				local HatWelds = {}
				for i,v in pairs(character:GetChildren()) do
					if v:IsA("Accessory") then
						if v:FindFirstChild("Handle") then
							local Handle = v.Handle
							if Handle:FindFirstChild("HatAttachment") or Handle:FindFirstChild("FaceFrontAttachment")
								or Handle:FindFirstChild("HairAttachment")
							then
								Handle.AccessoryWeld.C0 = CFrame.new((Handle.AccessoryWeld.C0.p * head)) * (Handle.AccessoryWeld.C0 - Handle.AccessoryWeld.C0.p)
								Handle.AccessoryWeld.C1 = CFrame.new((Handle.AccessoryWeld.C1.p * head)) * (Handle.AccessoryWeld.C1 - Handle.AccessoryWeld.C1.p)
								table.insert(HatWelds, {Handle.AccessoryWeld:Clone(), Handle})
								if Handle:FindFirstChild("Mesh") then
									Handle.Mesh.Scale = Handle.Mesh.Scale * head
									Handle.Mesh.Offset = Handle.Mesh.Offset * head
								elseif Handle:FindFirstChild("SpecialMesh") then
									Handle.SpecialMesh.Scale = Handle.SpecialMesh.Scale * head
									Handle.SpecialMesh.Offset = Handle.SpecialMesh.Offset * head
								end
							elseif Handle:FindFirstChild("WaistFrontAttachment")
								or Handle:FindFirstChild("WaistBackAttachment") or Handle:FindFirstChild("BodyBackAttachment")
								or Handle:FindFirstChild("BodyFrontAttachment") or Handle:FindFirstChild("RightShoulderAttachment") or Handle:FindFirstChild("LeftShoulderAttachment") then
								Handle.AccessoryWeld.C0 = CFrame.new((Handle.AccessoryWeld.C0.p * body)) * (Handle.AccessoryWeld.C0 - Handle.AccessoryWeld.C0.p)
								Handle.AccessoryWeld.C1 = CFrame.new((Handle.AccessoryWeld.C1.p * body)) * (Handle.AccessoryWeld.C1 - Handle.AccessoryWeld.C1.p)
								table.insert(HatWelds, {Handle.AccessoryWeld:Clone(), Handle})
								if Handle:FindFirstChild("Mesh") then
									Handle.Mesh.Scale = Handle.Mesh.Scale * body
									Handle.Mesh.Offset = Handle.Mesh.Offset * body
								elseif Handle:FindFirstChild("SpecialMesh") then
									Handle.SpecialMesh.Scale = Handle.SpecialMesh.Scale * body
									Handle.SpecialMesh.Offset = Handle.SpecialMesh.Offset * body
								end
							elseif Handle:FindFirstChild("NeckAttachment") then
								Handle.AccessoryWeld.C0 = CFrame.new((Handle.AccessoryWeld.C0.p * body)) * (Handle.AccessoryWeld.C0 - Handle.AccessoryWeld.C0.p)
								Handle.AccessoryWeld.C1 = CFrame.new((Handle.AccessoryWeld.C1.p * body)) * (Handle.AccessoryWeld.C1 - Handle.AccessoryWeld.C1.p)
								table.insert(HatWelds, {Handle.AccessoryWeld:Clone(), Handle})
								if Handle:FindFirstChild("Mesh") then
									Handle.Mesh.Scale = Handle.Mesh.Scale * head
									Handle.Mesh.Offset = Handle.Mesh.Offset * body
								elseif Handle:FindFirstChild("SpecialMesh") then
									Handle.SpecialMesh.Scale = Handle.SpecialMesh.Scale * head
									Handle.SpecialMesh.Offset = Handle.SpecialMesh.Offset * body
								end	
							end
						end					
					end
				end

				for i,v in pairs(Motors) do

					local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = v.C0:components()
					X = X * body
					Y = Y * body
					Z = Z * body
					R00 = R00 * body
					R01 = R01 * body
					R02 = R02 * body
					R10 = R10 * body
					R11 = R11 * body
					R12 = R12 * body
					R20 = R20 * body
					R21 = R21 * body
					R22 = R22 * body
					v.C0 = CFrame.new(X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22)

					local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = v.C1:components()
					X = X * body
					Y = Y * body
					Z = Z * body
					R00 = R00 * body
					R01 = R01 * body
					R02 = R02 * body
					R10 = R10 * body
					R11 = R11 * body
					R12 = R12 * body
					R20 = R20 * body
					R21 = R21 * body
					R22 = R22 * body
					v.C1 = CFrame.new(X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22)

					table.insert(NewMotors, {v:Clone(), v.Parent})
					v:Destroy()
				end

				for i,v in pairs(character:GetChildren()) do
					if v:IsA("BasePart") then
						if v.Name == "Head" then
							v.Size = v.Size * head
							--v.CFrame = character.Torso.CFrame * CFrame.new(0,1.2,0)
						else
							v.Size = v.Size * body
						end
					end
				end


				for i,v in pairs(NewMotors) do
					v[1].Parent = v[2]
				end

				for i,v in pairs(HatWelds) do
					--v[1].Part1 = character.Head
					--v[1].Parent = v[2]
				end
			end
		end		

	end
	
	-- implement head height here

end

local function onPlayerAdded(player)
	player.CharacterAdded:Connect(onCharacterAdded)
end

Players.PlayerAdded:Connect(onPlayerAdded)

thats the whole script, it makes the player small depending if its r15 or r6 , I need to higher the head of the model a tiny bit, any help?