Run it
Copy the script and paste it into your executor.
plrs = :()
tweener = :()
lightingSvc = :()
me = plrs.LocalPlayer
cfg = {
Variant = ,
OutfitVariant = ,
UseDeathEffect = ,
UseGlowingHelmet = ,
UseLowHealthMusic = ,
Sword = {Position = .(-, -, ), Rotation = .(, , ), Scale = .(, , )},
RightArm = {Position = .(, , -), Rotation = .(, .(-), ), Scale = .(, , )},
LeftArm = {Position = .(, , -), Rotation = .(, .(-), ), Scale = .(, , )},
Helmet = {Position = .(, , -), Rotation = .(, .(), ), Scale = .(, , )},
Armor = {Position = .(, , ), Rotation = .(, .(), ), Scale = .(, , )},
}
stuff = {
SwordMesh = ,
SwordTexture = ,
RightArmMesh = ,
RightArmTexture = ,
LeftArmMesh = ,
LeftArmTexture = ,
HelmetMesh = ,
HelmetGlowMesh = ,
HelmetTexture = ,
HelmetGlowTexture = ,
ArmorMesh = ,
ArmorTexture = ,
Shirts = {
Default = ,
Alternate = ,
Stylized =
},
Pants = {
Default = ,
Alternate = ,
Stylized =
}
}
skins = {
RoaringKnight = {BodyColor = BrickColor.()}
}
(hc)
h = hc:()
h h.RigType == .HumanoidRigType.R6
(n, mesh, tex, s)
p = .()
p.Name = n
p.Size = .(,,)
p.CanCollide =
p.Massless =
p.Anchored =
m = .()
m.MeshType = .MeshType.FileMesh
m.MeshId = mesh
m.TextureId = tex
m.Scale = s .(,,)
m.Parent = p
p
(char, n, meshId, texId, bodyName, data)
bd = char:(bodyName)
bd
prt = (n, meshId, texId, data.Scale)
prt.Parent = char
wl = .()
wl.Part0 = bd
wl.Part1 = prt
wl.C0 = data.Position * data.Rotation
wl.Parent = prt
()
ch = me.Character me.CharacterAdded:()
v = skins[cfg.Variant]
v
(ch)
_,it (ch:())
it:() it:() it:() it:()
it:()
head = ch:()
head
_,dd (head:())
dd:() dd:()
head.Transparency =
_,bp (ch:())
bp:()
bp.BrickColor = v.BodyColor
shirtObj = .()
shirtObj.ShirtTemplate = stuff.Shirts[cfg.OutfitVariant]
shirtObj.Parent = ch
pantsObj = .()
pantsObj.PantsTemplate = stuff.Pants[cfg.OutfitVariant]
pantsObj.Parent = ch
(ch, , stuff.SwordMesh, stuff.SwordTexture, , cfg.Sword)
(ch, , stuff.RightArmMesh, stuff.RightArmTexture, , cfg.RightArm)
(ch, , stuff.LeftArmMesh, stuff.LeftArmTexture, , cfg.LeftArm)
helmMesh = cfg.UseGlowingHelmet stuff.HelmetGlowMesh stuff.HelmetMesh
helmTex = cfg.UseGlowingHelmet stuff.HelmetGlowTexture stuff.HelmetTexture
(ch, , helmMesh, helmTex, , cfg.Helmet)
(ch, , stuff.ArmorMesh, stuff.ArmorTexture, , cfg.Armor)
me.CharacterAdded:((c)
c:()
.()
(c)
()
)
me.Character (me.Character)
.()
()
ui = .()
ui.Parent = me:()
ui.IgnoreGuiInset =
ui.ResetOnSpawn =
bubble = .()
bubble.Parent = ui
bubble.AnchorPoint = .(,)
bubble.Position = .(,,,)
bubble.Size = .(,,,)
bubble.Image =
bubble.BackgroundTransparency =
bubble.Visible =
inside = .()
inside.Parent = bubble
inside.Size = .(,,,)
inside.Position = .(,,,)
inside.BackgroundTransparency =
txt = .()
txt.Parent = inside
txt.BackgroundTransparency =
txt.Size = .(,-,,)
txt.Position = .(,,,)
txt.TextColor3 = .(,,)
txt.Font = .Font.Arcade
txt.TextSize =
txt.TextWrapped =
txt.TextXAlignment = .TextXAlignment.Left
txt.TextYAlignment = .TextYAlignment.Top
(msg)
msg msg ==
bubble.Visible =
txt.Text =
tweener:(bubble, TweenInfo.(), {
Position = .(,,,)
}):()
.()
full = ..msg
i = , #full
txt.Text = .(full, , i)
.()
.()
tweener:(bubble, TweenInfo.(), {
Position = .(,,,)
}):()
.()
bubble.Visible =
plrs.LocalPlayer.Chatted:(showDialogue)
()
(char)
deathOverlay = .()
deathOverlay.Name =
deathOverlay.Size = .(, , , )
deathOverlay.Position = .(, , , )
deathOverlay.BackgroundTransparency =
deathOverlay.Image =
deathOverlay.Parent = me:()
snd = .()
snd.Name =
snd.SoundId =
snd.Volume =
snd.Parent = me.PlayerGui
snd:()
ccFlash = .()
ccFlash.Name =
ccFlash.Brightness =
ccFlash.Contrast =
ccFlash.Saturation =
ccFlash.Parent = lightingSvc
hi = .()
hi.Adornee = char
hi.FillColor = .(,,)
hi.OutlineColor = .(,,)
hi.FillTransparency =
hi.OutlineTransparency =
hi.DepthMode = .HighlightDepthMode.AlwaysOnTop
hi.Parent = char
()
deathOverlay:()
ccFlash:()
hi:()
snd:()
me.CharacterAdded:(()
.()
()
)
isMusicPlaying =
()
isMusicPlaying
gui = me:()
mus = gui:()
mus
mus = .()
mus.Name =
mus.SoundId =
mus.Volume =
mus.Looped =
mus.Parent = gui
mus:()
isMusicPlaying =
()
isMusicPlaying
gui = me:()
mus = gui:()
mus
mus:()
isMusicPlaying =
(h)
h
h.HealthChanged:((current)
cfg.UseLowHealthMusic
()
current <= isMusicPlaying
()
current <= current >=
()
)
me.Character me.Character:()
(me.Character.Humanoid)
me.CharacterAdded:((c)
h = c:()
(h)
)
me.CharacterAdded:((ch)
ch:().Died:(()
cfg.UseDeathEffect
(ch)
)
)
me.Character
h = me.Character:()
h
h.Died:(()
cfg.UseDeathEffect
(me.Character)
)
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