Run it
Copy the script and paste it into your executor.
Players = :()
PhysicsService = :()
RunService = :()
LocalPlayer = Players.LocalPlayer
(character)
character
_, obj (character:())
obj:()
obj.CollisionGroup =
obj.CanCollide =
obj.Massless =
obj.CustomPhysicalProperties = PhysicalProperties.(
,
,
,
,
)
hrp = character:()
hrp
hrp.CanCollide =
hrp.CollisionGroup =
hrp.Massless =
humanoid = character:()
humanoid
humanoid.PlatformStand =
humanoid.AutoRotate =
LocalPlayer.Character
(LocalPlayer.Character)
LocalPlayer.CharacterAdded:(forcePushable)
RunService.Heartbeat:(()
character = LocalPlayer.Character
character
hrp = character:()
hrp
hrp.CollisionGroup =
hrp.CanCollide =
hrp.Massless =
_, part (character:())
part:()
part.CollisionGroup =
part.CanCollide =
part.Massless =
)
Players.PlayerAdded:((plr)
plr.CharacterAdded:((char)
.()
_, part (char:())
part:()
part.CanCollide =
)
)
Players = :()
RunService = :()
TweenService = :()
Debris = :()
player = Players.LocalPlayer
IsExecuting =
RenderConn =
SOUND_SNAP =
SOUND_DEATH =
KILL_SOUND_ID =
CUSTOM_FACE_ID =
()
RunService.Heartbeat:(()
char = player.Character
char
hum = char:()
root = char:()
hum
hum.MaxHealth = ; hum.Health =
hum:(.HumanoidStateType.Dead, )
root IsExecuting
root.Velocity.Magnitude > root.Velocity = .zero
)
(char)
IsExecuting
_, part (char:())
part:() part.Transparency <
ghost = part:()
ghost.Parent =
ghost.CanCollide =
ghost.Anchored =
ghost.Material = .Material.Neon
ghost.Color = .(, , )
ghost:()
.(()
tween = TweenService:(ghost, TweenInfo.(), {Transparency = })
tween:()
tween.Completed:()
ghost:()
)
(char)
head = char:(, )
torso = char:() char:()
rootPart = char:()
hum = char:()
head rootPart torso
_, v (head:()) v:() v:()
customFace = .(, head)
customFace.Name =
customFace.Texture = CUSTOM_FACE_ID
customFace.Face = .NormalId.Front
rootJoint = rootPart:() rootPart:()
rjC0 = rootJoint rootJoint.C0 .()
char:() char.Animate:()
RenderConn RenderConn:()
trailCounter =
RenderConn = RunService.RenderStepped:(()
char.Parent
isMoving = hum.MoveDirection.Magnitude >
timer = ()
isMoving
trailCounter = trailCounter +
trailCounter % ==
(char)
_, obj (char:())
obj:() obj.Name ~=
obj.Color = .(, , ); obj.Material = .Material.Neon
obj:() obj:() (obj:() obj.Name ~= )
obj:()
IsExecuting
speed = isMoving
intensity = isMoving
jitter = .(.(-, )/, .(-, )/, .(-, )/)
verticalSway = .(timer * speed) * intensity
rootJoint
rootJoint.C0 = rjC0
* .(, verticalSway, )
* .(jitter)
* .(.(isMoving ), , .(.(timer * speed) * ))
rS = torso:() torso:()
lS = torso:() torso:()
rH = torso:() torso:()
lH = torso:() torso:()
rS lS rH lH
armSway = .(timer * speed) * (isMoving )
legSway = .(timer * speed) * (isMoving )
rS.C0 = .(, , ) * .(armSway, , .()) * .(jitter)
lS.C0 = .(-, , ) * .(-armSway, , .(-)) * .(jitter)
rH.C0 = .(, -, ) * .(-legSway, , )
lH.C0 = .(-, -, ) * .(legSway, , )
)
(target)
IsExecuting target == player.Character
char = player.Character
tHum = target:()
tRoot = target:()
tTorso = target:() target:()
tHead = target:()
myTorso = char:() char:()
tHum tRoot tHead myTorso tHum.Health <=
IsExecuting =
tHum.PlatformStand =
tRoot.CFrame = char.HumanoidRootPart.CFrame * .(, , -)
snapWeld = .(, char.HumanoidRootPart)
snapWeld.Part0 = char.HumanoidRootPart; snapWeld.Part1 = tRoot; snapWeld.C0 = .(, , -)
rS = myTorso:() myTorso:()
lS = myTorso:() myTorso:()
rS lS
reachInfo = TweenInfo.(, .EasingStyle.Quart, .EasingDirection.Out)
TweenService:(rS, reachInfo, {C0 = .(, , -) * .(.(), , .(-))}):()
TweenService:(lS, reachInfo, {C0 = .(-, , -) * .(.(), , .())}):()
sKill = .(, char.Head); sKill.SoundId = KILL_SOUND_ID; sKill:()
sSnap = .(, tRoot); sSnap.SoundId = SOUND_SNAP; sSnap.Volume = ; sSnap:()
neck = tTorso:() tHead:()
neck neck:()
orig = neck.C0
TweenService:(neck, TweenInfo.(, .EasingStyle.Back), {C0 = orig * .(, , .())}):()
.()
tHum.Health =
_, v (target:()) v:() v:() v:() v:()
_, part (target:())
part:()
part.CanCollide =
part.Velocity = .(.(-, ), , .(-, ))
snapWeld snapWeld:()
.()
IsExecuting =
()
RunService.Heartbeat:(()
char = player.Character
char char:() IsExecuting
_, other (:())
other:() other ~= char other:() other:()
(other.HumanoidRootPart.Position - char.HumanoidRootPart.Position).Magnitude <
(other)
)
player.CharacterAdded:(applyHorrorState)
player.Character (player.Character)
Players = :()
RunService = :()
UserInputService = :()
TweenService = :()
player = Players.LocalPlayer
IsLaughing =
EMOTE_DURATION =
SOUND_ID =
CurrentMotionMode =
(parent)
bgui = .()
bgui.Name =
bgui.Adornee = parent
bgui.Size = .(, , , )
bgui.StudsOffset = .(, , )
bgui.AlwaysOnTop =
text = .()
text.Parent = bgui
text.BackgroundTransparency =
text.Size = .(, , , )
text.Text =
text.Font = .Font.SpecialElite
text.TextColor3 = .(, , )
text.TextStrokeColor3 = .(, , )
text.TextStrokeTransparency =
text.TextScaled =
bgui.Parent = parent
bgui, text
UserInputService.InputBegan:((input, gpe)
gpe IsLaughing IsExecuting
input.KeyCode == .KeyCode.H
char = player.Character
char char:()
IsLaughing =
CurrentMotionMode = .(, )
( .. CurrentMotionMode)
sound = .()
sound.SoundId = SOUND_ID
sound.PlaybackSpeed =
sound.Volume =
sound.Parent = char.Head
sound:()
ui, label = (char.Head)
.(EMOTE_DURATION, ()
IsLaughing =
CurrentMotionMode =
ui ui:()
sound sound:()
)
)
RunService.RenderStepped:(()
char = player.Character
char
torso = char:() char:()
head = char:()
laughUI = head head:()
torso head IsLaughing
neck = torso:() head:()
rS = torso:() torso:()
lS = torso:() torso:()
timer = ()
laughUI laughUI:()
shake =
laughUI.TextLabel.Position = .(
, .(-shake, shake),
, .(-shake, shake)
)
defaultNeck = .(, , ) * .(.(-), , .())
defaultRS = .(, , ) * .(, , .())
defaultLS = .(-, , ) * .(, , .(-))
IsLaughing
nodAngle = .(timer * ) *
CurrentMotionMode ==
rS rS.C0 = rS.C0:(.(, , ) * .(.(), , .()), * )
lS lS.C0 = lS.C0:(.(-, , ) * .(.(), , .(-)), * )
neck
neck.C0 = neck.C0:(.(, , ) * .(.(-) + nodAngle, , .()), * )
CurrentMotionMode ==
rS rS.C0 = rS.C0:(defaultRS, * )
lS
raisedC0 = .(-, , -)
* .(.(), , .())
lS.C0 = lS.C0:(raisedC0, * )
neck
neck.C0 = neck.C0:(.(, , ) * .(.(-) + nodAngle, , .()), * )
)
()This script is visual btw But enjoy :)

Universal