Run it
Copy the script and paste it into your executor.
lplr = .Players.LocalPlayer
char = lplr.Character lplr.CharacterAdded:()
katana1 =
katana2 =
bat =
katana1 char:():() char:():()
katana2 char:():() char:():()
bat char:():()
plrgui: = lplr:()
gui: = plrgui:()
ultbar: = gui:()
ultbarclr: = ultbar:().Bar.Bar
ulttext: = ultbar:()
ulttext.Text =
ultbarclr.BackgroundColor3 = .(, , )
hotbar: = plrgui:()
backpack = hotbar:()
hotbarf: = backpack:()
bbb1, bbb2, bbb3, bbb4 = hotbarf[], hotbarf[], hotbarf[], hotbarf[]
bb1, bb2, bb3, bb4 = bbb1[], bbb2[], bbb3[], bbb4[]
b1, b2, b3, b4 = bb1[], bb2[], bb3[], bb4[]
()
b1.Text =
b2.Text =
b3.Text =
b4.Text =
()
()
b1.Text =
b2.Text =
b3.Text =
b4.Text =
oldAnimations = {
m1 = ,
m2 = ,
m3 = ,
m4 = ,
ds = ,
up = ,
wc = ,
fdash = ,
bdash = ,
ldash = ,
rdash = ,
awk = ,
move1 = ,
move2 = ,
move3 = ,
move4 = ,
amove1 = ,
amove2 = ,
amove3 = ,
amove4 = ,
}
newAnimations = {
m1 = ,
m2 = ,
m3 = ,
m4 = ,
ds = ,
up = ,
wc = ,
fdash = ,
bdash = ,
ldash = ,
rdash = ,
awk = ,
move1 = ,
move2 = ,
move3 = ,
move4 = ,
amove1 = ,
amove2 = ,
amove3 = ,
amove4 = ,
}
(msg: )
.ReplicatedStorage.DefaultChatSystemChatEvents.SayMessageRequest:(msg, )
(id, details)
humanoid = char:()
humanoid humanoid:()
()
animation = .()
animation.AnimationId = .. (id)
animator: = humanoid:()
animationTrack = animator:(animation)
animationTrack:()
details
details.Priority
animationTrack.Priority = details.Priority
details.Looped ~=
animationTrack.Looped = details.Looped
details.Speed
animationTrack:(details.Speed)
details.TimePosition
animationTrack.TimePosition = details.TimePosition
details.Weight
animationTrack:(details.Weight)
animationTrack
handlers = {
m1 = () ,
m2 = () ,
m3 = () ,
m4 = () ,
wc = () ,
fdash = () ,
bdash = () ,
ldash = () ,
rdash = () ,
awk = ()
()
.()
()
,
move1 = (tr)
hrp = char:()
bloodvfx = .ReplicatedStorage.Resources.BloodSplatter.Attachment:()
bloodvfx.Parent = char:()
_, v (.ReplicatedStorage.Resources.BloodSplatter.Attachment:())
v:()
v.Enabled =
v:()
bloodvfx:()
.()
tr.IsPlaying
blood = .()
blood.Size = .(, , )
blood.CFrame = hrp.CFrame * .(, , -)
blood.CanCollide =
blood.Anchored =
blood.Color = .(, , )
blood.Material = .Material.Neon
blood.CastShadow =
blood.Parent =
_, v (.ReplicatedStorage.Resources.BloodSplatter.Attachment:())
v:()
cl = v:()
cl.Parent = blood
cl:()
:():(blood, )
,
move2 = (tr:)
bloodvfx = .ReplicatedStorage.Resources.BloodSplatter.Attachment:()
bloodvfx.Parent = char:()
_, v (.ReplicatedStorage.Resources.BloodSplatter.Attachment:())
v:()
v.Enabled =
c = tr.Ended:(()
bloodvfx:()
)
.()
bloodvfx:()
c:()
,
move3 = (newtr)
hrp = char:()
.()
bv = .()
bv.MaxForce = .(.huge, , .huge)
bv.Velocity = hrp.CFrame.LookVector *
bv.Parent = hrp
.(()
bv.Velocity = hrp.CFrame.LookVector *
.()
)
:():(bv, )
newtr:()
(, { Weight = , Speed = })
,
move4 = ()
()
,
amove1 = ()
()
,
amove2 = ()
()
,
amove3 = ()
()
,
amove4 = ()
()
,
}
animDt = {
move2 = { Speed = },
}
hum = char:()
animator = hum:()
k, v (oldAnimations)
animator.AnimationPlayed:((tr)
tr.Animation.AnimationId == .. v tr.Animation.AnimationId ~= .. newAnimations[k]
tr:()
trdt = animDt[k] { Weight = }
trdt[] trdt.Weight =
newtr = (newAnimations[k], trdt)
.(() handlers[k](newtr) )
k ==
.()
()
)
lplr:():(()
lplr:() ==
.() ()
)
(:())()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
Custom Animations & Combo Extenders + no stun + no cooldown hub

Universal