Run it
Copy the script and paste it into your executor.
char = :().LocalPlayer.Character
(folder)
a ={}
i,v (:())
v:() v.Name == folder
.(a, v)
#a==
Filter1
() ==
Filter = .(, )
Filter.Name =
Filter1 = Filter
Filter1 = :()
Map1
() ==
Map = .(, )
Map.Name =
Map1 = Map
Map1 = :()
ActivePlayers1
() ==
ActivePlayers = .(, )
ActivePlayers.Name =
ActivePlayers1 = ActivePlayers
ActivePlayers1 = :()
Grips = {
Up = .(, , -, , , , , , , , , ),
Out = .(, , -, , , , , -, , , , -)
};
.(()
.()
i,v (:():())
v:() v.Parent:()
v.Parent.Parent = .ActivePlayers
)()
(p1, p2, p3)
v1 = RaycastParams.();
v1.FilterType = .RaycastFilterType.Blacklist;
v1.FilterDescendantsInstances = { p1, .Filter, p3, .(p2.Humanoid:()), .Map };
v2 = {};
.(v2, { :(p1[].Position, p1.PrimaryPart.CFrame.LookVector * , v1), });
.(v2, { :(p1[].Position, (p1.PrimaryPart.CFrame * .(, -, )).LookVector.Unit * , v1), - });
.(v2, { :(p1[].Position, (p1.PrimaryPart.CFrame * .(, , )).LookVector.Unit * , v1), });
.(v2, { :(p1[].Position, (p1.PrimaryPart.CFrame * .(, , )).LookVector.Unit * , v1), });
.(v2, { :(p1[].Position, (p1.PrimaryPart.CFrame * .(, -, )).LookVector.Unit * , v1), - });
.Filter:();
v3 = .huge;
v4 = ;
v5, v6 (v2)
v6[]
l__Magnitude__7 = (p1[].Position - v6[].Position).Magnitude;
l__Magnitude__7 < v3
v3 = l__Magnitude__7;
v4 = v6[];
l__Position__8 = v6.Position;
;
;
;
v4;
;
(p7, p8)
v7 = ;
v8 = .huge;
v9, v10 (p8:())
v10:()
v11 = .(, , );
v10.Name ==
v11 = p8.PrimaryPart.CFrame.LookVector * ;
;
l__Magnitude__12 = (p7 - (v10.Position + v11)).Magnitude;
l__Magnitude__12 < v8
v8 = l__Magnitude__12;
v7 = v10;
;
;
;
v7;
(p5, p6)
(p5.PrimaryPart.Position - p6.PrimaryPart.Position).Magnitude;
(p4)
v2 = ;
v3 = .huge;
v4, v5 (.ActivePlayers:())
v5 ~= p4
l__Magnitude__6 = (v5.PrimaryPart.Position - p4.PrimaryPart.Position).Magnitude;
l__Magnitude__6 < v3
v3 = l__Magnitude__6;
v2 = v5;
;
;
;
v2;
(p9, p10, p11)
v13 = p9.PrimaryPart.Position - p10.PrimaryPart.Position;
v14 = RaycastParams.();
v14.FilterType = .RaycastFilterType.Blacklist;
v14.FilterDescendantsInstances = { .ActivePlayers };
v15 = -;
v16 = ;
v17 = ;
v18 = ,
v19 = :(p9.PrimaryPart.Position, (.(p9.PrimaryPart.Position, p9.PrimaryPart.Position + v13) * .(, .(v15), )).LookVector * p11, v14);
v19
l__Magnitude__20 = (v19.Position - p10.PrimaryPart.Position).Magnitude;
v16 < l__Magnitude__20
v17 = v19.Position;
v16 = l__Magnitude__20;
;
;
v15 = v15 + ;
;
v17;
(p12)
v21 = RaycastParams.();
v21.FilterType = .RaycastFilterType.Blacklist;
v21.FilterDescendantsInstances = { .ActivePlayers };
v22 = ;
v23 = ,
v24 = :(p12.PrimaryPart.Position, (p12.PrimaryPart.CFrame * .(, .(v22), )).LookVector * , v21);
v22 = v22 + ;
v24
v24;
;
;
(p1)
l__Humanoid__7 = p1.Humanoid;
l__PrimaryPart__8 = p1.PrimaryPart;
v9 = p1:();
v9
v9 = p1:();
();
v9
;
;
;
;
v10 = ;
v11 = ;
v12 = ;
v13 = ;
p1.PrimaryPart l__Humanoid__7.Health >
v10 = v10 + :().RenderStepped:();
v14 = (p1);
v14 v14.Humanoid.Health >
v15 = (v9.Handle.Position, v14);
v16 = v14:();
v17 = ;
v16 v16.Grip == Grips.Out
v13 ==
v12 = v10;
;
v13 = ;
;
v9.Grip ~= Grips.Out
v17 = ;
;
v18 = v14.Humanoid.Health < p1.Humanoid.Health;
l__Position__19 = p1.PrimaryPart.Position;
l__Position__20 = v14.PrimaryPart.Position;
v21 = .((l__Position__19.X - l__Position__20.X) ^ + (l__Position__19.Z - l__Position__20.Z) ^ );
v22 = (p1, v14);
v23 = .(v14.PrimaryPart.Position.Y - p1.PrimaryPart.Position.Y) < ;
l__Position__24 = v14.PrimaryPart.Position;
v13 v17 v23 v22 > v16
l__Position__25 = l__PrimaryPart__8.Position;
v26 = v16.Handle.Position + v14.PrimaryPart.CFrame.LookVector * v16.Handle.Size.Y * ;
p1:(.(l__Position__25, v26 - .(, v26.Y - l__Position__25.Y, )) * .(, , ));
v9.Parent ~= p1
p1:(v9)
;
v9.Parent = p1;
p1:(.(l__PrimaryPart__8.Position, v15.Position - .(, v15.Position.Y - l__PrimaryPart__8.Position.Y, )) * .(, , ));
v27 = ;
v28 = v27;
v29 = ,
v27 = v27 + (p1, v14, v16);
v28 == v27
v18
v30 = v27 + .(-, );
v30 = v27 + .(-, );
;
p1:(.(l__PrimaryPart__8.Position, v15.Position - .(, v15.Position.Y - l__PrimaryPart__8.Position.Y, )) * .(, .( + v30), ));
;
;
v28 = v27;
p1:(.(l__PrimaryPart__8.Position, v15.Position - .(, v15.Position.Y - l__PrimaryPart__8.Position.Y, )) * .(, .( + v27), ));
;
;
v31 = ((p1.PrimaryPart.Position - v14.PrimaryPart.Position).Unit - v14.Humanoid.MoveDirection).Magnitude < ;
v13
v32 = ;
v32 = ;
;
v31
v33 = ;
v33 = ;
;
v34 = v32 + v33;
v9.Enabled v9.Grip == Grips.Up
v11 = v10;
;
v16 v16.Enabled v10 - v12 > (v10 - v12 < ) v10 - v11 >
v34 = v34 - ;
;
v10 - v11 >
v34 = v34 + ;
;
v21 <
v9:();
;
v22 > p1.Humanoid.Health < v14.Humanoid.Health
v34 = v34 + ;
;
v35 = -v14.PrimaryPart.CFrame.RightVector;
v18 v23
v35 = v35 * ;
v34 = ;
;
(v14) v9.Grip == Grips.Up
v35 = .(, , );
;
v36 = l__Position__24 - (l__Position__24 - l__PrimaryPart__8.Position).Unit * v34 + v35;
v18
;
v22 < v34
(p1, v14, ) v31
l__Humanoid__7:(((p1, v14, )));
l__Humanoid__7:(v36);
;
l__Humanoid__7:(v36);
;
;
;
;
(char)Works with games with swords. Remove shift lock or the script won't work and if it does only move the character (like a little teleport) then execute again Thread: https://v3rmillion.net/showthread.php?tid=1185214

Universal