Run it
Copy the script and paste it into your executor.
(, :())
Players = :()
RunService = :()
TweenService = :()
player = Players.LocalPlayer
character = player.Character player.CharacterAdded:()
humanoid = character:()
npcModel = :()[]
(limb, partToWeld, originalParentPart)
partToWeld.Anchored =
partToWeld.CanCollide =
partToWeld.Massless =
relativeCFrame = originalParentPart.CFrame:(partToWeld.CFrame)
partToWeld.Parent = limb
partToWeld.CFrame = limb.CFrame * relativeCFrame
weld = .()
weld.Part0 = limb
weld.Part1 = partToWeld
weld.Parent = partToWeld
_, npcLimb (npcModel:())
npcLimb:()
playerLimb = character:(npcLimb.Name)
playerLimb
npcLimb.Name ==
npcLimb.Transparency =
npcLimb.CanCollide =
playerHead = playerLimb
faceDecal = playerHead:()
faceDecal faceDecal:()
_, child (npcLimb:())
child.Name ~= (child:() child:())
clone = child:()
clone.Name ==
clone.CFrame = clone.CFrame * .(, , )
(playerLimb, clone, npcLimb)
_, child (npcLimb:())
child:() child:()
clone = child:()
clone.Name ==
clone.CFrame = clone.CFrame * .(, , )
(playerLimb, clone, npcLimb)
npcModel:()
rightArm = character:()
rightArm
rightArm.Transparency =
_, desc (rightArm:())
desc:() desc:()
desc.Transparency =
RunService.Heartbeat:(()
rightArm
rightArm.Transparency =
_, desc (rightArm:())
desc:() desc:()
desc.Transparency =
)
tStyle = {
[.PoseEasingStyle.Linear] = .EasingStyle.Linear,
[.PoseEasingStyle.Bounce] = .EasingStyle.Bounce,
[.PoseEasingStyle.Cubic] = .EasingStyle.Cubic,
[.PoseEasingStyle.Elastic] = .EasingStyle.Elastic,
[.PoseEasingStyle.Constant] = .EasingStyle.Linear,
}
tDirection = {
[.PoseEasingDirection.In] = .EasingDirection.In,
[.PoseEasingDirection.Out] = .EasingDirection.Out,
[.PoseEasingDirection.InOut]= .EasingDirection.InOut,
}
(Model, KeyFrameSequence)
frames = {}
_, kf (KeyFrameSequence:())
.(frames, {Time = kf.Time, Keyframe = kf})
.(frames, (a,b) a.Time < b.Time )
tweens, motors, values, keyPoses = {}, {}, {}, {}
(pose)
_,v (Model:())
v:() v.Part1 v.Part0 v.Part1.Name == pose.Name v.Part0.Name == pose.Parent.Name
v
i,frame (frames)
_, pose (frame.Keyframe:())
pose:() pose.Weight >
motor = motors[pose.Name] (pose)
keyPoses[i] keyPoses[i] = {Time = frame.Time, Poses={}}
motors[pose.Name] motors[pose.Name] = motor
values[pose.Name]
cv = .()
cv.Value = motor.Transform
cv.Parent = motor
values[pose.Name] = cv
motor
keyPoses[i].Poses[pose.Name] = {Motor=motor, Pose=pose}
#keyPoses >
last = {}
i=,#keyPoses-
k1, k2 = keyPoses[i], keyPoses[i+]
dur = k2.Time - k1.Time
tweens[i] = {Time=dur, Tweens={}}
n,d (k1.Poses) last[n]=d
n,d (k2.Poses)
info = TweenInfo.(
.(last[n].Pose:().Time - k2.Time),
tStyle[last[n].Pose.EasingStyle],
tDirection[last[n].Pose.EasingDirection]
)
tweens[i].Tweens[n] = TweenService:(values[n], info, {Value=d.Pose.CFrame})
tweens, motors, values
(Model, KeyFrameSequence, looped, onFinished)
tweens, motors, values = (Model, KeyFrameSequence)
stopped =
hb
hb = RunService.Heartbeat:(()
stopped hb:()
n,motor (motors)
motor.Transform = values[n].Value
)
()
_, segment (tweens)
_, tw (segment.Tweens) tw:()
.(segment.Time)
stopped
looped stopped
stopped =
onFinished ()
stopped
.(loop)
()
stopped =
Object = :()[]
Object.Parent =
Object:(character:())
rig = Object:()
animsaves = rig:()
safe = .()
safe.Name =
safe.Parent = player:()
idleKF = animsaves.idle:()
walkKF = animsaves.walk:()
runKF = animsaves.run:()
footprintKF = animsaves.footprint:()
corruptKF = animsaves.corruptENERGY:()
m1KF = animsaves.m1:()
introKF = animsaves.intro:()
idleKF.Parent, walkKF.Parent, runKF.Parent = safe, safe, safe
footprintKF.Parent, corruptKF.Parent, m1KF.Parent, introKF.Parent = safe, safe, safe, safe
Object:()
currentStopper
currentAnim
(anim, looped, onFinished)
currentAnim ~= anim
currentStopper ()
animator = humanoid:()
animator animator.Parent =
currentAnim = anim
currentStopper = (character, anim, looped, ()
currentAnim =
onFinished ()
)
(introKF, )
isRunning =
defaultSpeed, runSpeed = ,
humanoid.WalkSpeed = defaultSpeed
RunService.RenderStepped:(()
currentAnim == introKF currentAnim == footprintKF currentAnim == corruptKF currentAnim == m1KF
moving = humanoid.MoveDirection.Magnitude >
moving
isRunning
(runKF, )
(walkKF, )
(idleKF, )
)
PlayerGui = player:()
screenGui = .()
screenGui.Name =
screenGui.ResetOnSpawn =
screenGui.Parent = PlayerGui
(name, pos, color, func)
btn = .()
btn.Name = name
btn.Size = .(, , , )
btn.Position = pos
btn.BackgroundColor3 = color
btn.TextColor3 = .(, , )
btn.Font = .Font.GothamBold
btn.TextSize =
btn.Text = name
btn.Parent = screenGui
btn.MouseButton1Click:(func)
(, .(, , , -), .(, , ), ()
isRunning = isRunning
humanoid.WalkSpeed = isRunning runSpeed defaultSpeed
btn = screenGui.Run
btn.Text = isRunning
btn.BackgroundColor3 = isRunning .(, , ) .(, , )
)
(, .(, , , -), .(, , ), ()
(footprintKF, )
)
(, .(, , , -), .(, , ), ()
(corruptKF, )
)
(, .(, , , -), .(, , ), ()
(m1KF, )
)
sound = .()
sound.Name =
sound.SoundId = ()
sound.Volume =
sound.Looped =
sound.Parent =
sound:()
humanoid.Died:(()
sound sound:() sound:()
currentStopper ()
screenGui screenGui:()
animator = humanoid:()
animator animator.Parent
animator.Parent = humanoid
)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: github.com.
Idk

Universal