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Copy the script and paste it into your executor.
(:())()
()
.loop =
player = .Players.LocalPlayer
char = player.Character
Align = (Part0, Part1,Mesh)
Aligns = {
AlignOrientation = .(, Part0),
AlignPosition = .(, Part0)
}
Attachments = {
Attach0 = .(, Part0),
Attach1 = .(, Part1)
}
m = Part0:()
Mesh m
m:()
Part0:()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = .huge
Aligns.AlignOrientation.RigidityEnabled =
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = .huge
Aligns.AlignPosition.RigidityEnabled =
Aligns.AlignPosition.MaxForce =
(()
.loop
mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:()).p).magnitude
mag >=
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:()
Part0.Velocity = .(,,)
[].Heartbeat:()
)
{Attachments.Attach0, Attachments, Aligns}
hat = (char[].Handle,char[],)
cf = char[].CFrame*.(,-,-)*.(.(),.(-),)
hat[].CFrame = cf:() * char[].CFrame
(()
char.AncestryChanged:()
.loop =
)
plrs = :()
plr = plrs.LocalPlayer
Mouse = plr:()
char = .Workspace.non
tweenserv = :()
lighting = :()
hum = char:()
tor = char:() char:()
root = char:()
head = char:()
face = head:()
larm = char:() char:()
rarm = char:() char:()
rleg = char:() char:()
lleg = char:() char:()
neck = tor:()
rootj = root:()
LS = tor:()
RS = tor:()
LH = tor:()
RH = tor:()
bp = plr:()
cam = .CurrentCamera
hum.WalkSpeed =
hum:()
char.Animate:()
(var,func)
env = (func)
newenv = ({},{
__index = (self,k)
k==
var
env[k]
,
})
(func,newenv)
func
cors = {}
mas = .(,:())
Model0 = .()
Part1 = .()
ManualWeld2 = .()
Part3 = .()
Part4 = .()
ManualWeld5 = .()
Part6 = .()
ManualWeld7 = .()
Part8 = .()
ParticleEmitter9 = .()
ManualWeld10 = .()
Part11 = .()
ManualWeld12 = .()
Part19 = .()
ManualWeld20 = .()
Part21 = .()
ManualWeld22 = .()
Model0.Name =
Model0.Parent = mas
Part1.Name =
Part1.Parent = Model0
Part1.Material = .Material.SmoothPlastic
Part1.BrickColor = BrickColor.()
Part1.Rotation = .(, -, )
Part1.CanCollide =
Part1.Shape = .PartType.Cylinder
Part1.Size = .(, , )
Part1.CFrame = .(-, , -, , , -, , , , , , )
Part1.BottomSurface = .SurfaceType.Smooth
Part1.TopSurface = .SurfaceType.Smooth
Part1.Color = .(, , )
Part1.Position = .(-, , -)
Part1.Orientation = .(, -, )
Part1.Color = .(, , )
ManualWeld2.Name =
ManualWeld2.Parent = Part1
ManualWeld2.C0 = .(, , , , , , , , , -, , )
ManualWeld2.C1 = .(, , , , , , , , , , , )
ManualWeld2.Part0 = Part1
ManualWeld2.Part1 = Part3
Part3.Name =
Part3.Parent = Model0
Part3.Transparency =
Part3.CanCollide =
Part3.Size = .(, , )
Part3.CFrame = .(-, , -, , , , , , , , , )
Part3.BottomSurface = .SurfaceType.Smooth
Part3.TopSurface = .SurfaceType.Smooth
Part3.Position = .(-, , -)
Part4.Name =
Part4.Parent = Model0
Part4.Material = .Material.SmoothPlastic
Part4.BrickColor = BrickColor.()
Part4.Rotation = .(, -, )
Part4.CanCollide =
Part4.Shape = .PartType.Cylinder
Part4.Size = .(, , )
Part4.CFrame = .(-, , -, , , -, , , , , , )
Part4.BottomSurface = .SurfaceType.Smooth
Part4.TopSurface = .SurfaceType.Smooth
Part4.Color = .(, , )
Part4.Position = .(-, , -)
Part4.Orientation = .(, -, )
Part4.Color = .(, , )
ManualWeld5.Name =
ManualWeld5.Parent = Part4
ManualWeld5.C0 = .(, , , , , , , , , -, , )
ManualWeld5.C1 = .(, , , , , , , , , , , )
ManualWeld5.Part0 = Part4
ManualWeld5.Part1 = Part3
Part6.Name =
Part6.Parent = Model0
Part6.Material = .Material.SmoothPlastic
Part6.BrickColor = BrickColor.()
Part6.Rotation = .(, -, )
Part6.CanCollide =
Part6.Shape = .PartType.Cylinder
Part6.Size = .(, , )
Part6.CFrame = .(-, , -, , , -, , , , , , )
Part6.BottomSurface = .SurfaceType.Smooth
Part6.TopSurface = .SurfaceType.Smooth
Part6.Color = .(, , )
Part6.Position = .(-, , -)
Part6.Orientation = .(, -, )
Part6.Color = .(, , )
ManualWeld7.Name =
ManualWeld7.Parent = Part6
ManualWeld7.C0 = .(, , , , , , , , , -, , )
ManualWeld7.C1 = .(, , -, , , , , , , , , )
ManualWeld7.Part0 = Part6
ManualWeld7.Part1 = Part3
Part8.Name =
Part8.Parent = Model0
Part8.Material = .Material.SmoothPlastic
Part8.BrickColor = BrickColor.()
Part8.Rotation = .(, -, )
Part8.CanCollide =
Part8.Shape = .PartType.Cylinder
Part8.Size = .(, , )
Part8.CFrame = .(-, , -, , , -, , , , , , )
Part8.BottomSurface = .SurfaceType.Smooth
Part8.TopSurface = .SurfaceType.Smooth
Part8.Color = .(, , )
Part8.Position = .(-, , -)
Part8.Orientation = .(, -, )
Part8.Color = .(, , )
ParticleEmitter9.Parent = Part8
ParticleEmitter9.LockedToPart =
ParticleEmitter9.Transparency = NumberSequence.(,)
ParticleEmitter9.Size = NumberSequence.(,)
ParticleEmitter9.Color = ColorSequence.(.(, , ),.(, , ))
ParticleEmitter9.EmissionDirection =
ParticleEmitter9.LightEmission =
ParticleEmitter9.Texture =
ParticleEmitter9.Lifetime = NumberRange.(, )
ParticleEmitter9.Rate =
ParticleEmitter9.RotSpeed = NumberRange.(, )
ParticleEmitter9.Speed = NumberRange.(, )
ParticleEmitter9.VelocitySpread =
ParticleEmitter9.Color = ColorSequence.(.(, , ),.(, , ))
ManualWeld10.Name =
ManualWeld10.Parent = Part8
ManualWeld10.C0 = .(, , , , , , , , , -, , )
ManualWeld10.C1 = .(, , , , , , , , , , , )
ManualWeld10.Part0 = Part8
ManualWeld10.Part1 = Part3
Part11.Name =
Part11.Parent = Model0
Part11.Material = .Material.SmoothPlastic
Part11.BrickColor = BrickColor.()
Part11.Rotation = .(, -, )
Part11.CanCollide =
Part11.Shape = .PartType.Cylinder
Part11.Size = .(, , )
Part11.CFrame = .(-, , -, , , -, , , , , , )
Part11.BottomSurface = .SurfaceType.Smooth
Part11.TopSurface = .SurfaceType.Smooth
Part11.Color = .(, , )
Part11.Position = .(-, , -)
Part11.Orientation = .(, -, )
Part11.Color = .(, , )
ManualWeld12.Name =
ManualWeld12.Parent = Part11
ManualWeld12.C0 = .(, , , , , , , , , -, , )
ManualWeld12.C1 = .(, , -, , , , , , , , , )
ManualWeld12.Part0 = Part11
ManualWeld12.Part1 = Part3
Part19.Name =
Part19.Parent = Model0
Part19.Material = .Material.Neon
Part19.BrickColor = BrickColor.()
Part19.Rotation = .(, -, )
Part19.CanCollide =
Part19.Shape = .PartType.Cylinder
Part19.Size = .(, , )
Part19.CFrame = .(-, , -, , , -, , , , , , )
Part19.BottomSurface = .SurfaceType.Smooth
Part19.TopSurface = .SurfaceType.Smooth
Part19.Color = .(, , )
Part19.Position = .(-, , -)
Part19.Orientation = .(, -, )
Part19.Color = .(, , )
ManualWeld20.Name =
ManualWeld20.Parent = Part19
ManualWeld20.C0 = .(, , , , , , , , , -, , )
ManualWeld20.C1 = .(, , , , , , , , , , , )
ManualWeld20.Part0 = Part19
ManualWeld20.Part1 = Part3
Part21.Name =
Part21.Parent = Model0
Part21.Material = .Material.Neon
Part21.BrickColor = BrickColor.()
Part21.Rotation = .(, -, )
Part21.CanCollide =
Part21.Shape = .PartType.Ball
Part21.Size = .(, , )
Part21.CFrame = .(-, , -, , , -, , , , , , )
Part21.BottomSurface = .SurfaceType.Smooth
Part21.TopSurface = .SurfaceType.Smooth
Part21.Color = .(, , )
Part21.Position = .(-, , -)
Part21.Orientation = .(, -, )
Part21.Color = .(, , )
ManualWeld22.Name =
ManualWeld22.Parent = Part21
ManualWeld22.C0 = .(, , , , , , , , , -, , )
ManualWeld22.C1 = .(, , , , , , , , , , , )
ManualWeld22.Part0 = Part21
ManualWeld22.Part1 = Part3
i,v (mas:())
v.Parent = char
saber = v
outblade = Part19
outball = Part21
particle = ParticleEmitter9
main = Part3
cap = Part8
(() v:() )
mas:()
i,v (cors)
(()
(v)
)
ws = hum.WalkSpeed
jp = hum.JumpPower
nws = ws
njp = jp
rootj0 = rootj.C0
neck0 = neck.C0
LS0 = LS.C0
RS0 = RS.C0
LH0 = LH.C0
RH0 = RH.C0
rootj1 = rootj.C1
neck1 = neck.C1
LS1 = LS.C1
RS1 = RS.C1
LH1 = LH.C1
RH1 = RH.C1
pshew = .(, cap)
pshew.SoundId =
pshew.Volume =
pshew.Name =
sheww = .(, cap)
sheww.SoundId =
sheww.Volume =
sheww.Name =
wanwan = .(, outblade)
wanwan.SoundId =
wanwan.Volume =
wanwan.Name =
wanwan.Looped =
chwan = .(, outblade)
chwan.SoundId =
chwan.Volume =
chwan.Name =
pssps = .(, outblade)
pssps.SoundId =
pssps.Volume =
pssps.Name =
vomb = .(, outblade)
vomb.SoundId =
vomb.Volume =
vomb.Name =
ooowa = .(, larm)
ooowa.SoundId =
ooowa.Volume =
ooowa.Name =
koohaa = .(, head)
koohaa.SoundId =
koohaa.Volume =
koohaa.Name =
koohaa.Looped =
koohaa:()
thepos = koohaa.TimePosition
CFn = .new
CFa = .Angles
Rad = .rad
Cos = .cos
Sin = .sin
sine =
attacking =
equipped =
Changing =
Swinging =
kill =
attackstate =
Choking =
buttonC =
ff = .(, char)
ff.Visible =
hum.MaxHealth = .huge
hum.Health = .huge
shirt = .(, char)
shirt.ShirtTemplate =
pants = .(, char)
pants.PantsTemplate =
head.Transparency =
hairw = .(, hair)
hairw.Part0 = head
hairw.Part1 = hair
hairw.C1 = (, -, )
AT0 = .(, outblade)
AT0.Position = .(-, , )
AT1 = .(, outblade)
AT1.Position = .(, , )
trail = .(, outblade)
trail.Attachment0 = AT0
trail.Attachment1 = AT1
trail.Transparency = NumberSequence.({NumberSequenceKeypoint.(, , ), NumberSequenceKeypoint.(, , )})
trail.LightEmission =
trail.Lifetime =
trail.MaxLength =
trail.MinLength =
trail.WidthScale = NumberSequence.({NumberSequenceKeypoint.(, , ), NumberSequenceKeypoint.(, , )})
trail.Color = ColorSequence.({ColorSequenceKeypoint.(, .(, , ), ), ColorSequenceKeypoint.(, .(, , ), )})
mainw = .(, main)
mainw.Part0 = tor
mainw.Part1 = main
mainw.C1 = (, , )
bld = .(, saber)
bld.Size = .(, , )
bld.CanCollide =
bld.Transparency =
bldw = .(, bld)
bldw.Part0 = outblade
bldw.Part1 = bld
outblade.Transparency =
outball.Transparency =
trail.Enabled =
particle.Transparency = NumberSequence.(, )
particle.LockedToPart =
particle.Enabled =
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = /
tf =
allowframeloss =
tossremainder =
lastframe = ()
.Heartbeat:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.Heartbeat:()
lastframe = ()
i = , .(tf / frame)
.Heartbeat:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(num)
num == num ==
:().Stepped:()
i = , num
:().Stepped:()
(a, b, t)
a:(b, t)
(id, vol, par, name, looped)
par:(name)
sound = .(, par)
sound.SoundId = id
sound.Volume = vol
looped ==
sound.Looped =
sound.Name = name
sound:()
sound
sound = par:(name)
sound:()
sound
(id, vol, par, name, looped)
par:(name)
sound = .(, par)
sound.SoundId = id
sound.Volume = vol
looped ==
sound.Looped =
sound.Name = name
sound:()
sound
sound = par:(name)
sound:()
sound
(part, pos, part2, pos2, par2)
parp = .(, char)
parp.Size = .(, , )
parp.Transparency =
parp.CanCollide =
parpw = .(, parp)
parpw.Part0 = part
parpw.Part1 = parp
parpw.C1 = pos
pare = .(, parp)
pare.LockedToPart =
pare.Transparency = NumberSequence.(, )
pare.Size = NumberSequence.(, )
pare.Lifetime = NumberRange.()
pare.Rotation = NumberRange.(, )
pare.Rate =
pare.RotSpeed = NumberRange.(, )
pare.Speed = NumberRange.()
pare.Color = ColorSequence.(.(, , ),.(, , ))
pare.SpreadAngle = .(, )
pare.Texture =
parp2 = parp:()
parp2.Parent = par2
parp2w = parp2:()
parp2w.Part0 = part2
parp2w.Part1 = parp2
parp2w.C1 = pos2
parp, parp2
()
attacking == equipped == Changing ==
attacking =
Changing =
hum.WalkSpeed =
hum.JumpPower =
i = ,,
neck.C1 = (neck.C1, neck1 * ((-), , (-)), i)
rootj.C1 = (rootj.C1, rootj1, i)
LS.C1 = (LS.C1, LS1 * ((), , ), i)
RS.C1 = (RS.C1, RS1 * ((), (-), (-)), i)
LH.C1 = (LH.C1, LH1 * ((), , ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0 * (, , -) * (, (), ), i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
(, , cap, , )
(, , cap, , )
(, , cap, , )
equipped =
mainw.Part0 = rarm
mainw.C1 = (, , ) * (, (), )
outblade.Transparency =
outball.Transparency =
trail.Enabled =
particle.Transparency = NumberSequence.(, )
particle.LockedToPart =
particle.Enabled =
i = ,,
neck.C1 = (neck.C1, neck1, i)
rootj.C1 = (rootj.C1, rootj1, i)
LS.C1 = (LS.C1, LS1 * ((), , ), i)
RS.C1 = (RS.C1, RS1 * ((), , ), i)
LH.C1 = (LH.C1, LH1 * ((), , ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0, i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
hum.WalkSpeed = nws
hum.JumpPower = njp
Changing =
attacking =
attacking == equipped == Changing ==
attacking =
Changing =
hum.WalkSpeed =
hum.JumpPower =
(, , cap, , )
(, , cap, , )
(, , cap, , )
outblade.Transparency =
outball.Transparency =
trail.Enabled =
particle.Transparency = NumberSequence.(, )
particle.LockedToPart =
particle.Enabled =
i = ,,
neck.C1 = (neck.C1, neck1, i)
rootj.C1 = (rootj.C1, rootj1, i)
LS.C1 = (LS.C1, LS1 * ((), , ), i)
RS.C1 = (RS.C1, RS1 * ((), , ), i)
LH.C1 = (LH.C1, LH1 * ((), , ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0, i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
i = ,,
neck.C1 = (neck.C1, neck1 * ((-), , (-)), i)
rootj.C1 = (rootj.C1, rootj1, i)
LS.C1 = (LS.C1, LS1 * ((), , ), i)
RS.C1 = (RS.C1, RS1 * ((), (-), (-)), i)
LH.C1 = (LH.C1, LH1 * ((), , ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0 * (, , -) * (, (), ), i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
mainw.Part0 = tor
mainw.C1 = (, , )
equipped =
hum.WalkSpeed = nws
hum.JumpPower = njp
Changing =
attacking =
()
attacking == equipped == Swinging ==
attacking =
Swinging =
kill =
hum.WalkSpeed =
hum.JumpPower =
hey = bld.Touched:((hit)
kill == hit.Parent:() hit:(char)
kill =
killman = hit.Parent
killhum = killman:()
up =
i = ,
cutpart = .(, killman)
cutpart.Size = .(hit.Size.X, hit.Size.Y / , hit.Size.Z)
cutpart.BrickColor = hit.BrickColor
cutpart.Material = hit.Material
cutpart.Transparency = hit.Transparency
cutpart.Reflectance = hit.Reflectance
cutpart.BackSurface = hit.BackSurface
cutpart.BottomSurface = hit.BottomSurface
cutpart.FrontSurface = hit.FrontSurface
cutpart.LeftSurface = hit.LeftSurface
cutpart.RightSurface = hit.RightSurface
cutpart.TopSurface = hit.TopSurface
up ==
cutpart.CFrame = hit.CFrame * (, hit.Size.Y / , )
up =
cutpart.CFrame = hit.CFrame * (, -(hit.Size.Y / ), )
up =
hit:()
attackstate ==
(, , outblade, , )
attackstate ==
(, , outblade, , )
kill == hit.Parent.Parent:() hit:(char)
kill =
killman = hit.Parent.Parent
killhum = killman:()
up =
i = ,
cutpart = .(, killman)
cutpart.Size = .(hit.Size.X, hit.Size.Y / , hit.Size.Z)
cutpart.BrickColor = hit.BrickColor
cutpart.Material = hit.Material
cutpart.Transparency = hit.Transparency
cutpart.Reflectance = hit.Reflectance
cutpart.BackSurface = hit.BackSurface
cutpart.BottomSurface = hit.BottomSurface
cutpart.FrontSurface = hit.FrontSurface
cutpart.LeftSurface = hit.LeftSurface
cutpart.RightSurface = hit.RightSurface
cutpart.TopSurface = hit.TopSurface
up ==
cutpart.CFrame = hit.CFrame * (, hit.Size.Y / , )
up =
cutpart.CFrame = hit.CFrame * (, -(hit.Size.Y / ), )
up =
hit:()
attackstate ==
(, , outblade, , )
attackstate ==
(, , outblade, , )
)
attackstate ==
attackstate =
i = ,,
neck.C1 = (neck.C1, neck1 * (, , (-)), i)
rootj.C1 = (rootj.C1, rootj1, i)
LS.C1 = (LS.C1, LS1 * ((), , ), i)
RS.C1 = (RS.C1, RS1 * ((), (-), (-)), i)
LH.C1 = (LH.C1, LH1 * ((), , ), i)
RH.C1 = (RH.C1, RH1 * (, , ) * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0 * (, (), ), i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
(, , outblade, , )
i = ,,
neck.C1 = (neck.C1, neck1 * (, , ()), i)
rootj.C1 = (rootj.C1, rootj1, i)
LS.C1 = (LS.C1, LS1 * ((), , ), i)
RS.C1 = (RS.C1, RS1 * ((), (-), (-)), i)
LH.C1 = (LH.C1, LH1 * ((), , ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0 * (, (-), ), i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
attackstate ==
attackstate =
i = ,,
neck.C1 = (neck.C1, neck1 * (, , ()), i)
rootj.C1 = (rootj.C1, rootj1, i)
LS.C1 = (LS.C1, LS1 * ((), , ), i)
RS.C1 = (RS.C1, RS1 * ((), (-), (-)), i)
LH.C1 = (LH.C1, LH1 * ((), , ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0, i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
(, , outblade, , )
i = ,,
neck.C1 = (neck.C1, neck1 * (, , (-)), i)
rootj.C1 = (rootj.C1, rootj1 * (, , (-)), i)
LS.C1 = (LS.C1, LS1 * ((), , ), i)
RS.C1 = (RS.C1, RS1 * ((-), (), (-)), i)
LH.C1 = (LH.C1, LH1 * ((), , ), i)
RH.C1 = (RH.C1, RH1 * ((), (), ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0, i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
hum.WalkSpeed = nws
hum.JumpPower = njp
kill =
hey:()
Swinging =
attacking =
()
attacking == Choking ==
attacking =
Choking =
hum.WalkSpeed =
hum.JumpPower =
Mouse.Target ~= Mouse.Target.Parent:()
theguy = Mouse.Target.Parent
thehum = theguy:()
thehum.Health >
thehead = theguy:()
thetor = theguy:() theguy:()
root.CFrame = (root.CFrame.p, .(Mouse.Hit.x, root.CFrame.y, Mouse.Hit.z))
thetor.CFrame = (thetor.CFrame.p, .(root.CFrame.x, thetor.CFrame.y, root.CFrame.z))
thetorframe = thetor.CFrame
forpar, forpar2 = (larm, (, , ), thehead, (, , ), theguy)
thetor.Anchored ==
thetor.Anchored =
thebv = .(, thetor)
thebv.MaxForce = .(.huge, .huge, .huge)
thebv.Position = thetorframe.p
(, , larm, , )
i = ,,
neck.C1 = (neck.C1, neck1 * (, , (-)) , i)
rootj.C1 = (rootj.C1, rootj1 * (, , ()), i)
LS.C1 = (LS.C1, LS1 * ((), , ()), i)
RS.C1 = (RS.C1, RS1 * (, (), ), i)
LH.C1 = (LH.C1, LH1 * ((), (-), ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0, i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
thebv.Position = thetorframe * (, , ).p
i = ,,
neck.C1 = (neck.C1, neck1 * ((), , (-)), i)
rootj.C1 = (rootj.C1, rootj1 * (, , ()), i)
LS.C1 = (LS.C1, LS1 * ((), , ()), i)
RS.C1 = (RS.C1, RS1 * (, (), ), i)
LH.C1 = (LH.C1, LH1 * ((), (-), ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0, i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
i = ,.huge
buttonC == thehum.Health >
thehum.Health = thehum.Health -
()
buttonC == thehum.Health <=
thehum.Health <=
(, , thetor, , )
thebv:()
forpar:()
forpar2:()
Mouse.Target ~= Mouse.Target.Parent.Parent:()
theguy = Mouse.Target.Parent.Parent
thehum = theguy:()
thehum.Health >
thehead = theguy:()
thetor = theguy:() theguy:()
root.CFrame = (root.CFrame.p, .(Mouse.Hit.x, root.CFrame.y, Mouse.Hit.z))
thetor.CFrame = (thetor.CFrame.p, .(root.CFrame.x, root.CFrame.y, root.CFrame.z))
thetorframe = thetor.CFrame
forpar, forpar2 = (larm, (, , ), thehead, (, , ), theguy)
thetor.Anchored ==
thetor.Anchored =
thebv = .(, thetor)
thebv.MaxForce = .(.huge, .huge, .huge)
thebv.Position = thetorframe.p
(, , larm, , )
i = ,,
neck.C1 = (neck.C1, neck1 * (, , (-)) , i)
rootj.C1 = (rootj.C1, rootj1 * (, , ()), i)
LS.C1 = (LS.C1, LS1 * ((), , ()), i)
RS.C1 = (RS.C1, RS1 * (, (), ), i)
LH.C1 = (LH.C1, LH1 * ((), (-), ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0, i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
thebv.Position = thetorframe * (, , ).p
i = ,,
neck.C1 = (neck.C1, neck1 * ((), , (-)), i)
rootj.C1 = (rootj.C1, rootj1 * (, , ()), i)
LS.C1 = (LS.C1, LS1 * ((), , ()), i)
RS.C1 = (RS.C1, RS1 * (, (), ), i)
LH.C1 = (LH.C1, LH1 * ((), (-), ), i)
RH.C1 = (RH.C1, RH1 * ((), , ), i)
neck.C0 = (neck.C0, neck0 * ((), , ), i)
rootj.C0 = (rootj.C0, rootj0, i)
LS.C0 = (LS.C0, LS0, i)
RS.C0 = (RS.C0, RS0, i)
LH.C0 = (LH.C0, LH0, i)
RH.C0 = (RH.C0, RH0, i)
()
i = ,.huge
buttonC == thehum.Health >
thehum.Health = thehum.Health -
()
buttonC == thehum.Health <=
thehum.Health <=
(, , thetor, , )
thebv:()
forpar:()
forpar2:()
hum.WalkSpeed = nws
hum.JumpPower = njp
Choking =
attacking =
(k)
k ==
()
k ==
buttonC ==
buttonC =
()
(k)
k ==
buttonC ==
buttonC =
()
()
Mouse.KeyDown:(kdown)
Mouse.KeyUp:(kup)
Mouse.Button1Down:(lmdown)
()
()
sine = sine +
torvel = (root.Velocity * .(, , )).magnitude
Changing ==
state =
Swinging ==
state =
Choking ==
state =
< root.Velocity.y
state =
- > root.Velocity.y
state =
torvel <
state =
tor.Velocity.magnitude <
state =
state ==
neck.C1 = (neck.C1, neck1 * ((-), , ), )
rootj.C1 = (rootj.C1, rootj1 * ((-), , ), )
LS.C1 = (LS.C1, LS1 * ((), , ), )
RS.C1 = (RS.C1, RS1 * ((), , ), )
LH.C1 = (LH.C1, LH1 * (, -, -) * ((-), , (-)), )
RH.C1 = (RH.C1, RH1 * (-, -, ) * ((-), , ()), )
neck.C0 = (neck.C0, neck0, )
rootj.C0 = (rootj.C0, rootj0, )
LS.C0 = (LS.C0, LS0, )
RS.C0 = (RS.C0, RS0, )
LH.C0 = (LH.C0, LH0, )
RH.C0 = (RH.C0, RH0, )
state ==
neck.C1 = (neck.C1, neck1 * ((-), , ), )
rootj.C1 = (rootj.C1, rootj1 * ((), , ), )
LS.C1 = (LS.C1, LS1 * ((), , ), )
RS.C1 = (RS.C1, RS1 * ((), , ), )
LH.C1 = (LH.C1, LH1 * (, -, -) * ((-), , ), )
RH.C1 = (RH.C1, RH1 * (-, -, -) * ((-), , ), )
neck.C0 = (neck.C0, neck0, )
rootj.C0 = (rootj.C0, rootj0, )
LS.C0 = (LS.C0, LS0, )
RS.C0 = (RS.C0, RS0, )
LH.C0 = (LH.C0, LH0 * (, , ()), )
RH.C0 = (RH.C0, RH0 * (, , (-)), )
state ==
neck.C1 = (neck.C1, neck1 * ((- * (sine / )), , ), )
rootj.C1 = (rootj.C1, rootj1 * (, , * (sine / )) * ((- * (sine / )), , ), )
LS.C1 = (LS.C1, LS1 * (, * (sine / ), ) * ((), , ), )
RS.C1 = (RS.C1, RS1 * (, * (sine / ), ) * ((), , ), )
LH.C1 = (LH.C1, LH1 * (, - * (sine / ), ) * ((), , ( * (sine / ))), )
RH.C1 = (RH.C1, RH1 * (, - * (sine / ), ) * ((), , (- * (sine / ))), )
neck.C0 = (neck.C0, neck0 * ((), , ), )
rootj.C0 = (rootj.C0, rootj0 * ((), , ), )
LS.C0 = (LS.C0, LS0, )
RS.C0 = (RS.C0, RS0, )
LH.C0 = (LH.C0, LH0, )
RH.C0 = (RH.C0, RH0, )
state ==
neck.C1 = (neck.C1, neck1 * ((- * (sine / )), , ), )
rootj.C1 = (rootj.C1, rootj1 * (, , * (sine / )) * ((-), , ( * (sine / ))), )
LS.C1 = (LS.C1, LS1 * (, , (- * (sine / ))), )
RS.C1 = (RS.C1, RS1 * (, , (- * (sine / ))), )
LH.C1 = (LH.C1, LH1 * ( * (sine / ), - * (sine / ), ) * (, , ( * (sine / ))), )
RH.C1 = (RH.C1, RH1 * ( * (sine / ), * (sine / ), ) * (, , ( * (sine / ))), )
neck.C0 = (neck.C0, neck0 * ((), , ), )
rootj.C0 = (rootj.C0, rootj0, )
LS.C0 = (LS.C0, LS0, )
RS.C0 = (RS.C0, RS0, )
LH.C0 = (LH.C0, LH0 * (, , ()), )
RH.C0 = (RH.C0, RH0 * (, , (-)), )
head:()
koohaa = .(, head)
koohaa.SoundId =
koohaa.Name =
koohaa.Volume =
koohaa.TimePosition = thepos
koohaa.Looped =
koohaa:()
thepos = koohaa.TimePosition
()
sine = sine +
torvel = (root.Velocity * .(, , )).magnitude
Changing ==
state =
Swinging ==
state =
Choking ==
state =
< root.Velocity.y
state =
- > root.Velocity.y
state =
torvel <
state =
tor.Velocity.magnitude <
state =
state ==
neck.C1 = (neck.C1, neck1 * ((-), , ), )
rootj.C1 = (rootj.C1, rootj1 * ((-), , ), )
LS.C1 = (LS.C1, LS1 * ((), , ), )
RS.C1 = (RS.C1, RS1 * ((), , ), )
LH.C1 = (LH.C1, LH1 * (, -, -) * ((-), , (-)), )
RH.C1 = (RH.C1, RH1 * (-, -, ) * ((-), , ()), )
neck.C0 = (neck.C0, neck0, )
rootj.C0 = (rootj.C0, rootj0, )
LS.C0 = (LS.C0, LS0, )
RS.C0 = (RS.C0, RS0, )
LH.C0 = (LH.C0, LH0, )
RH.C0 = (RH.C0, RH0, )
state ==
neck.C1 = (neck.C1, neck1 * ((-), , ), )
rootj.C1 = (rootj.C1, rootj1 * ((), , ), )
LS.C1 = (LS.C1, LS1 * ((), , ), )
RS.C1 = (RS.C1, RS1 * ((), , ), )
LH.C1 = (LH.C1, LH1 * (, -, -) * ((-), , ), )
RH.C1 = (RH.C1, RH1 * (-, -, -) * ((-), , ), )
neck.C0 = (neck.C0, neck0, )
rootj.C0 = (rootj.C0, rootj0, )
LS.C0 = (LS.C0, LS0, )
RS.C0 = (RS.C0, RS0, )
LH.C0 = (LH.C0, LH0 * (, , ()), )
RH.C0 = (RH.C0, RH0 * (, , (-)), )
state ==
neck.C1 = (neck.C1, neck1 * ((- * (sine / )), , ), )
rootj.C1 = (rootj.C1, rootj1 * (, , * (sine / )) * ((- * (sine / )), , ), )
LS.C1 = (LS.C1, LS1 * (, * (sine / ), ) * ((), , ), )
RS.C1 = (RS.C1, RS1 * (, * (sine / ), ) * ((), , ), )
LH.C1 = (LH.C1, LH1 * (, - * (sine / ), ) * ((), , ( * (sine / ))), )
RH.C1 = (RH.C1, RH1 * (, - * (sine / ), ) * ((), , (- * (sine / ))), )
neck.C0 = (neck.C0, neck0 * ((), , ), )
rootj.C0 = (rootj.C0, rootj0 * ((), , ), )
LS.C0 = (LS.C0, LS0, )
RS.C0 = (RS.C0, RS0, )
LH.C0 = (LH.C0, LH0, )
RH.C0 = (RH.C0, RH0, )
state ==
neck.C1 = (neck.C1, neck1 * ((- * (sine / )), , ), )
rootj.C1 = (rootj.C1, rootj1 * (, , * (sine / )) * ((-), , ( * (sine / ))), )
LS.C1 = (LS.C1, LS1 * (, , (- * (sine / ))), )
RS.C1 = (RS.C1, RS1 * (, , (- * (sine / ))), )
LH.C1 = (LH.C1, LH1 * ( * (sine / ), - * (sine / ), ) * (, , ( * (sine / ))), )
RH.C1 = (RH.C1, RH1 * ( * (sine / ), * (sine / ), ) * (, , ( * (sine / ))), )
neck.C0 = (neck.C0, neck0 * ((), , ), )
rootj.C0 = (rootj.C0, rootj0, )
LS.C0 = (LS.C0, LS0, )
RS.C0 = (RS.C0, RS0, )
LH.C0 = (LH.C0, LH0 * (, , ()), )
RH.C0 = (RH.C0, RH0 * (, , (-)), )
head:()
koohaa = .(, head)
koohaa.SoundId =
koohaa.Name =
koohaa.Volume =
koohaa.TimePosition = thepos
koohaa.Looped =
koohaa:()
thepos = koohaa.TimePosition
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: www.roblox.com, raw.githubusercontent.com.
Warning: This doesnt work if you dont have the red light saber so you gotta buy it first so heres the link: https://www.roblox.com/catalog/5979445178/Saber-Simulator-Red-Light-Saber

Universal