Run it
Copy the script and paste it into your executor.
typeof_ = (() == )
now = ((time) == time) .clock
getconnections_ = getconnections
getgenv_ =
shared_ =
Players = :()
ReplicatedStorage = :()
RunService = :()
player = Players.LocalPlayer
registry = ((getgenv_) == ())
((shared_) == shared_)
KEY =
existing = registry[KEY]
(existing) == (existing.IsInstalled) ==
existing.()
existing.()
existing
settings = {
Cooldown = ,
ReleaseDelay = ,
ResolveRetry = ,
ErrorRetry = ,
}
enabled, installed = ,
unavailable =
lastTrick = -.huge
nextAt = { sprinting = , actors = , trick = }
cache = { sprinting = , actors = , button = , down = , up = }
heartbeat =
warned = {}
(key, message)
warned[key]
warned[key] =
( .. key .. .. (message))
(parent, name)
parent
parent:(name)
(module)
ok, value = (, module)
ok (value) ~= , (value)
value
(t)
cache.sprinting cache.sprinting
t < nextAt.sprinting
systems = (ReplicatedStorage, )
character = (systems, )
gameplay = (character, )
module = (gameplay, )
module
nextAt.sprinting = t + settings.ResolveRetry
value, err = (module)
value
nextAt.sprinting = t + settings.ErrorRetry
(, .. (err))
cache.sprinting = value
value
(t)
cache.actors cache.actors
t < nextAt.actors
modules = (ReplicatedStorage, )
gameplay = (modules, )
module = (gameplay, )
module
nextAt.actors = t + settings.ResolveRetry
value, err = (module)
value
nextAt.actors = t + settings.ErrorRetry
(, .. (err))
cache.actors = value
value
()
enabled installed
(signal)
signal (getconnections_) ~=
_, connection ((signal))
connection connection.Connected ~=
connection.Enabled ~=
(connection.Fire) ==
(connection.Fire, connection)
(connection.Function) ==
(connection.Function)
(sprinting, button)
(()
()
sprinting.MobileButton ~= button
(cache.up)
)
(t)
sprinting = (t)
actors = (t)
sprinting actors
button = sprinting.MobileButton
button button.Parent
nextAt.trick = t + settings.ResolveRetry
cache.button ~= button
cache.button = button
cache.down = button.MouseButton1Down
cache.up = button.MouseButton1Up
actor = actors.CurrentActors actors.CurrentActors[player]
actor actor.State actor.State.isSkating
highlight = actor.Instances actor.Instances.Sk8Highlight
highlight highlight.Adornee
lastTrick = t
(cache.down)
.(settings.ReleaseDelay, release, sprinting, button)
controller = { Settings = settings }
controller.()
enabled
controller.()
installed
controller.(value)
enabled = value
enabled lastTrick = -.huge
controller.(value)
((value) == value > , )
settings.Cooldown = value
controller.()
{
Installed = installed,
Enabled = enabled,
Unavailable = unavailable,
Cooldown = settings.Cooldown,
ReleaseDelay = settings.ReleaseDelay,
Modules = {
Sprinting = cache.sprinting ~= ,
Actors = cache.actors ~= ,
},
}
controller.()
installed =
enabled =
unavailable =
heartbeat
heartbeat:()
heartbeat =
lastTrick = -.huge
nextAt.sprinting, nextAt.actors, nextAt.trick = , ,
cache.sprinting, cache.actors = ,
cache.button, cache.down, cache.up = , ,
registry[KEY] =
controller.()
installed
enabled =
lastTrick = -.huge
controller.()
controller.()
(getconnections_) ~=
unavailable =
(, unavailable)
heartbeat = RunService.Heartbeat:(()
()
t = ()
t - lastTrick < settings.Cooldown
t < nextAt.trick
ok, failure = (tryTrick, t)
ok
nextAt.trick = t + settings.ErrorRetry
lastTrick = t - settings.Cooldown
(, .. (failure))
)
unavailable =
installed =
registry[KEY] = controller
(controller.(), )
controllerAuto Hits the skill check for you chuds

Universal