Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
CAS = :()
lp = Players.LocalPlayer
char = lp.Character lp.CharacterAdded:()
hum = char:()
root = char:()
ASSETS = {
mario_idle = ,
mario_walk = {
,
,
},
mario_jump = ,
mario_crouch = ,
mario_longjump = {
,
,
},
mario_punch = {
,
,
}
}
MAX_SPEED =
ACCEL =
LJ_POP_FORCE =
LJ_GLIDE_FORCE =
GLIDE_GRAVITY = -
currentSpeed =
isCrouching =
isPunching =
isLongJumping =
ljStartTime =
jumpStage =
lastJump =
sg = .(, lp:())
sg.Name =
sg.ResetOnSpawn =
bb = .(, root)
bb.Size = .(, , , )
bb.AlwaysOnTop =
bb.Adornee = root
img = .(, bb)
img.Size = .(, , , )
img.BackgroundTransparency =
img.ResampleMode = .ResamplerMode.Pixelated
img.Image = ASSETS.mario_idle
()
_, v (char:())
v:() v:() v.Transparency =
()
(text, pos, color)
b = .(, sg)
b.Size = .(, , , )
b.Position = pos
b.Text = text
b.BackgroundColor3 = color
b.TextScaled =
b.TextColor3 = .(,,)
b.ZIndex =
b
zBtn = (, .(, -, , -), .(, , ))
bBtn = (, .(, -, , -), .(, , ))
zBtn.MouseButton1Down:(() isCrouching = )
zBtn.MouseButton1Up:(() isCrouching = )
bBtn.Activated:(()
isPunching
isPunching =
.(, () isPunching = )
)
hum.Jumping:(()
now = ()
isCrouching currentSpeed >
isLongJumping =
ljStartTime = now
root.Velocity = (root.CFrame.LookVector * LJ_GLIDE_FORCE) + .(, LJ_POP_FORCE, )
.(, () isLongJumping = )
now - lastJump < jumpStage = (jumpStage + ) % jumpStage =
heights = {, , }
root.Velocity = root.Velocity * .(,,) + .(, heights[jumpStage+], )
lastJump = now
)
animTimer, walkFrame, punchFrame, ljFrame = , , ,
RunService.RenderStepped:((dt)
moveDir = hum.MoveDirection
moving = moveDir.Magnitude >
ljTime = () - ljStartTime
isLongJumping
ljTime <
root.Velocity = (root.CFrame.LookVector * LJ_GLIDE_FORCE) + .(, GLIDE_GRAVITY, )
moving isCrouching
currentSpeed = .(currentSpeed + (ACCEL * dt * ), MAX_SPEED)
moving isCrouching
currentSpeed = .(currentSpeed - ( * dt * ), )
currentSpeed = .(currentSpeed - ( * dt * ), )
hum.WalkSpeed = isCrouching currentSpeed
animTimer = animTimer + dt
fps = moving .(, - (currentSpeed * ))
animTimer >= fps
animTimer =
isPunching
img.Image = ASSETS.mario_punch[punchFrame]
punchFrame = (punchFrame % #ASSETS.mario_punch) +
isLongJumping
img.Image = ASSETS.mario_longjump[ljFrame]
ljFrame = (ljFrame % #ASSETS.mario_longjump) +
hum:() == .HumanoidStateType.Freefall
img.Image = ASSETS.mario_jump
isCrouching
img.Image = ASSETS.mario_crouch
moving
img.Image = ASSETS.mario_walk[walkFrame]
walkFrame = (walkFrame % #ASSETS.mario_walk) +
img.Image = ASSETS.mario_idle
walkFrame, punchFrame, ljFrame = , ,
)
Yahoo! Mario is now here!

Universal