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Copy the script and paste it into your executor.
Player = :().LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
Humanoid = Character.Humanoid
LeftArm = Character[]
LeftLeg = Character[]
RightArm = Character[]
RightLeg = Character[]
LS = Torso[]
LH = Torso[]
RS = Torso[]
RH = Torso[]
Neck = Torso.Neck
it = .new
vt = .new
cf = .new
euler = .fromEulerAnglesXYZ
angles = .Angles
mr = .rad
mr2 = .random
necko = (, , , -, , , , , , , , )
necko2 = (, -, , -, , , , , , , , )
LHC0 = (-, -, , , , -, , , , , , )
LHC1 = (-, , , , , -, , , , , , )
RHC0 = (, -, , , , , , , , -, , )
RHC1 = (, , , , , , , , , -, , )
RootPart = Character.HumanoidRootPart
RootJoint = RootPart.RootJoint
RootCF = (-, , )
attack =
attackdebounce =
MMouse = Player:()
combo =
hitfloor, posfloor = ,
idle =
Anim =
Effects = {}
Weapon = {}
Welds = {}
Saber = {}
Buster = {}
decreaseatk =
decreasedef =
decreasemvmt =
manainc =
handle =
floating =
testpart = ()
testpart.Anchored =
Mode =
cbuster =
cshoot =
cdebounce =
sbreaker =
shockshoot =
shockdebounce =
TehM =
sblazing =
starshoot =
stardebounce =
busterlaser =
sbreakerII =
galacblazing =
prising =
move1 =
move2 =
move3 =
move4 =
cooldowns = {}
cooldown1 =
.(cooldowns, cooldown1)
cooldown2 =
.(cooldowns, cooldown2)
cooldown3 =
.(cooldowns, cooldown3)
cooldown4 =
.(cooldowns, cooldown4)
cooldownsadd = {}
cooldownadd1 =
.(cooldownsadd, cooldownadd1)
cooldownadd2 =
.(cooldownsadd, cooldownadd2)
cooldownadd3 =
.(cooldownsadd, cooldownadd3)
cooldownadd4 =
.(cooldownsadd, cooldownadd4)
cooldownmax =
player =
RSH =
LSH =
RW = .()
LW = .()
RW.Name =
LW.Name =
LH = Torso[]
RH = Torso[]
TorsoColor = Torso.BrickColor
NewCol = BrickColor.().Color
NewCol2 = BrickColor.().Color
NewCol3 = BrickColor.().Color
mdec = .(, Decrease)
mdec.Name =
mdec.Value =
mdec2 = .(, Decrease)
mdec2.Name =
mdec2.Value =
Neons = {BrickColor.(), BrickColor.(), BrickColor.(), BrickColor.(), BrickColor.(), BrickColor.(), BrickColor.()}
Animate = Humanoid.Animator
canjump =
removeControl = ()
canjump =
resumeControl = ()
canjump =
Player.Character.Humanoid.Changed:(()
canjump ==
Player.Character.Humanoid.Jump =
)
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = /
tf =
allowframeloss =
tossremainder =
lastframe = ()
.Heartbeat:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.Heartbeat:()
lastframe = ()
i = , .(tf / frame)
.Heartbeat:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(num)
num == num ==
ArtificialHB.Event:()
i = , num
ArtificialHB.Event:()
passdebounce =
createpassgui = (parent)
()
g = .(, parent)
f = .(, g)
f.Position = .(, , , )
f.Size = .(, , , )
f.Style =
t = .(, f)
t.BackgroundColor3 = .(, , )
t.BackgroundTransparency =
t.BorderSizePixel =
t.Position = .(, , , )
t.Size = .(, , , )
t.Font =
t.Text =
t.TextScaled =
t.TextColor3 = .(, , )
t.TextStrokeTransparency =
t2 = .(, f)
t2.BackgroundColor3 = .(, , )
t2.BackgroundTransparency =
t2.BorderSizePixel =
t2.Position = .(, , , )
t2.Size = .(, , , )
t2.TextScaled =
t2.Font =
t2.Text =
t2.TextColor3 = .(, , )
t2.TextStrokeTransparency =
()
t2
Character:(, ) ~=
Character:(, ).Parent =
Character:(, ) ~=
Character:(, ).Parent =
Character:(, ) ~=
Character:(, ).Parent =
Character:(, ) ~=
Character:(, ).Parent =
Character:(, ) ~=
Character:(, ).Parent =
Player.PlayerGui:(, ) ~=
Player.PlayerGui:(, ).Parent =
Character:(, ) ~=
Character:(, ).Parent =
Stats = .()
Stats.Name =
Stats.Parent = Character
Atk = .()
Atk.Name =
Atk.Parent = Stats
Atk.Value =
Def = .()
Def.Name =
Def.Parent = Stats
Def.Value =
Mvmt = .()
Mvmt.Name =
Mvmt.Parent = Stats
Mvmt.Value =
Block = .()
Block.Name =
Block.Parent = Stats
Block.Value =
Stun = .()
Stun.Name =
Stun.Parent = Stats
Stun.Value =
StunT = .()
StunT.Name =
StunT.Parent = Stats
StunT.Value =
Rooted = .()
Rooted.Name =
Rooted.Parent = Stats
Rooted.Value =
Stunned = .()
Stunned.Name =
Stunned.Parent = Stats
Stunned.Value =
Stagger = .()
Stagger.Name =
Stagger.Parent = Stats
Stagger.Value =
StaggerHit = .()
StaggerHit.Name =
StaggerHit.Parent = Stats
StaggerHit.Value =
RecentEnemy = .()
RecentEnemy.Name =
RecentEnemy.Parent = Stats
RecentEnemy.Value =
Decrease = .()
Decrease.Name =
Decrease.Parent = Stats
Decrease.Value =
mana = .()
mana.Name =
mana.Parent = Stats
mana.Value =
passive1 = .(, Decrease)
passive1.Name =
passive1.Value = -
passive2 = .(, Decrease)
passive2.Name =
passive2.Value =
NoOutline = (Part)
Part.TopSurface =
part = (formfactor, parent, reflectance, transparency, brickcolor, name, size)
fp = ()
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide =
fp.Locked =
fp.BrickColor = brickcolor
fp.Name = name
fp.Size = size
fp.Position = Torso.Position
(fp)
fp.Material =
fp:()
fp
mesh = (Mesh, part, meshtype, meshid, offset, scale)
mesh = (Mesh)
mesh.Parent = part
Mesh ==
mesh.MeshType = meshtype
meshid ~=
mesh.MeshId = .. meshid
mesh.Offset = offset
mesh.Scale = scale
mesh
play = (id,vol)
s = .(,Head)
s.SoundId = id
s.Volume = vol
.Debris:(s,s.TimeLength)
s:()
s.TimeLength
weld = (parent, part0, part1, c0)
weld = ()
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
weld
gui = (GuiType, parent, text, backtrans, backcol, pos, size)
gui = (GuiType)
gui.Parent = parent
gui.Text = text
gui.BackgroundTransparency = backtrans
gui.BackgroundColor3 = backcol
gui.SizeConstraint =
gui.TextXAlignment =
gui.TextYAlignment =
gui.Position = pos
gui.Size = size
gui.Font =
gui.FontSize =
gui.TextWrapped =
gui.TextStrokeTransparency =
gui.TextColor = BrickColor.()
gui
AesthPart = (model, wldpar, reflec, trans, col, name, neon, meshh, mshtype, mshtxt, x1, y1, z1, ceef)
prt = (, model, reflec, trans, BrickColor.(col), name, ())
prt.Material = neon
msh = (meshh, prt, mshtype, mshtxt, (, , ), (x1, y1, z1))
wld = (handle, prt, wldpar, ceef)
v = (, prt)
v.Value = trans
v.Name =
prt, msh, wld
nr = NumberRange.new
ns = NumberSequence.new
cs = ColorSequence.new
nsk = NumberSequenceKeypoint.new
particle = (parent, col1, col2, lightemis, size, texture, transparency, zoffset, accel, drag, ltp, velinher, emisdir, enabled, lifetime, rate, rotation, rotspeed, speed, velspread)
fp = ()
fp.Parent = parent
fp.Color = (col1, col2)
fp.LightEmission = lightemis
fp.Size = size
fp.Texture = texture
fp.Transparency = transparency
fp.ZOffset = zoffset
fp.Acceleration = accel
fp.Drag = drag
fp.LockedToPart = ltp
fp.VelocityInheritance = velinher
fp.EmissionDirection = emisdir
fp.Enabled = enabled
fp.Lifetime = lifetime
fp.Rate = rate
fp.Rotation = rotation
fp.RotSpeed = rotspeed
fp.Speed = speed
fp.VelocitySpread = velspread
fp
Color1 = Torso.BrickColor
fengui = ()
fengui.Parent = Player.PlayerGui
fengui.Name =
fenframe = ()
fenframe.Parent = fengui
fenframe.BackgroundColor3 = .(, , )
fenframe.BackgroundTransparency =
fenframe.BorderColor3 = .(, , )
fenframe.Size = .(, , , )
fenframe.Position = .(, , , )
fenframe2 = ()
fenframe2.Parent = fengui
fenframe2.BackgroundColor3 = .(, , )
fenframe2.BackgroundTransparency =
fenframe2.BorderColor3 = .(, , )
fenframe2.Size = .(, , , )
fenframe2.Position = .(, , , )
fenframe3 = ()
fenframe3.Parent = fengui
fenframe3.BackgroundColor3 = .(, , )
fenframe3.BackgroundTransparency =
fenframe3.BorderColor3 = .(, , )
fenframe3.Size = .(, , , )
fenframe3.Position = .(, , , )
fenframe4 = ()
fenframe4.Parent = fengui
fenframe4.BackgroundColor3 = .(, , )
fenframe4.BackgroundTransparency =
fenframe4.BorderColor3 = .(, , )
fenframe4.Size = .(, , , )
fenframe4.Position = .(, , , )
pressedf =
fenframe5 = ()
fenframe5.Parent = fengui
fenframe5.Parent =
fenframe5.BackgroundColor3 = .(, , )
fenframe5.BackgroundTransparency =
fenframe5.BorderColor3 = .(, , )
fenframe5.Size = .(, , , )
fenframe5.Position = .(, , , )
fenframe5.ZIndex =
tellbar = (, fenframe5, , , .(, , ), .(, , , ), .(, , , ))
tellbar.Font =
tellbar.TextScaled =
tellbar.TextTransparency =
tellbar.TextStrokeTransparency =
tellbar.ZIndex =
fnumb =
fenbarmana1 = (, fenframe, , , .(, , ), .(, , , ), .(, , -, ))
fenbarmana2 = (, fenframe, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
fenbarmana4 = (, fenframe, .. mana.Value .. , , .(, , ), .(, , , ), .(, , , ))
fenbardamage = (, fenframe2, , , .(, , ), .(-, , , ), .(, , , ))
fenbardef = (, fenframe2, , , .(, , ), .(-, , , ), .(, , , ))
fenbarmove = (, fenframe2, , , .(, , ), .(, , , ), .(, , , ))
fenbarhp1 = (, fenframe2, , , .(, , ), .(-, , , ), .(, , , ))
fenbarhp2 = (, fenbarhp1, , , .(, , ), .(, , , ), .(, , , ))
fenbarhp3 = (, fenbarhp1, , , .(, , ), .(, , , ), .(, , , ))
fenbarstun1 = (, fenframe4, , , .(, , ), .(, , , ), .(, , -, ))
fenbarstun2 = (, fenframe4, , , .(, , ), .(, , , ), .(, , , ))
fenbarstun3 = (, fenframe4, .. Stun.Value .. , , .(, , ), .(, , , ), .(, , , ))
fenbarmove1 = (, fenframe3, move1, , .(, , ), .(, , , ), .(, , , ))
fenbarmove1.ZIndex =
fenbarmove1b = (, fenbarmove1, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
fenbarmove2 = (, fenframe3, move2, , .(, , ), .(, , , ), .(, , , ))
fenbarmove2.ZIndex =
fenbarmove2b = (, fenbarmove2, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
fenbarmove3 = (, fenframe3, move3, , .(, , ), .(, , , ), .(, , , ))
fenbarmove3.ZIndex =
fenbarmove3b = (, fenbarmove3, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
fenbarmove4 = (, fenframe3, move4, , .(, , ), .(, , , ), .(, , , ))
fenbarmove4.ZIndex =
fenbarmove4b = (, fenbarmove4, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
i,v (Player.Character:())
v.ClassName ==
v.Shape =
v.Material =
v.BrickColor = BrickColor.()
v.Name ==
v.face:()
v.Mesh:()
_,c (v:())
c.ClassName ==
c:()
v.ClassName == v.ClassName == v.ClassName ==
v:()
bb = .(,Head)
(Head,Head,bb,.(,,))
m = .(, bb)
m.MeshType =
m.MeshId =
m.TextureId =
m.Scale = .(, , )
Tool = .()
Tool.Parent = Player.Backpack
Tool.Name =
Bin = Tool
key = (k)
attack
k ==
cooldowns[] <
attack =
cooldowns[] = cooldowns[] -
((,))
((,))
attack =
k ==
cooldowns[] <
attack =
cooldowns[] = cooldowns[] -
((,))
((,))
attack =
k ==
cooldowns[] <
(,)
()
(,)
()
(,)
()
(,)
()
(,)
()
(,)
()
((,))
attack =
k ==
cooldowns[] <
attack =
cooldowns[] = cooldowns[] -
((,))
((,))
((,))
((,))
attack =
key2 = (k)
s = (mouse)
mouse.Button1Down:(()
attack
attack =
((,))
attack =
)
mouse.Button1Up:(()
() attack
attack =
((,))
attack =
)
mouse.KeyDown:(key)
mouse.KeyUp:(key2)
player = Player
ch = Character
ds = (mouse)
Bin.Selected:(s)
Bin.Deselected:(ds)
()
mananum =
donum =
stunnum =
staggeranim =
stunanim =
walk =
walkforw =
fnum =
domodel =
gef =
col =
colnum =
.(.(()
()
(,)
()
(,)
))
()
fenbarmana2:((.(, , - * mana.Value / , )), , , , )
fenbarmana4.Text = .. mana.Value ..
fenbarhp2.BackgroundColor3 = .(Humanoid.Health / Humanoid.MaxHealth, , )
fenbarhp2:((.(Humanoid.Health / Humanoid.MaxHealth, , , )), , , , )
fenbarhp3.Text = .. .(Humanoid.Health) ..
fenbarmove1b:((.( * cooldowns[] / cooldownmax, , , )), , , , )
fenbarmove2b:((.( * cooldowns[] / cooldownmax, , , )), , , , )
fenbarmove3b:((.( * cooldowns[] / cooldownmax, , , )), , , , )
fenbarmove4b:((.( * cooldowns[] / cooldownmax, , , )), , , , )
_,c (Decrease:())
(c:()) ~=
c.Duration.Value = c.Duration.Value -
c.Duration.Value <=
c.Parent =
c.Name ==
decreaseatk = decreaseatk + c.Value
c.Name ==
decreasedef = decreasedef + c.Value
c.Name ==
decreasemvmt = decreasemvmt + c.Value
Atk.Value = - (decreaseatk)
Atk.Value <=
Atk.Value =
Def.Value = - (decreasedef)
Def.Value <=
Def.Value =
Mvmt.Value = - (decreasemvmt)
Mvmt.Value <=
Mvmt.Value =
decreaseatk =
decreasedef =
decreasemvmt =
AtkVal = Atk.Value *
AtkVal = .(AtkVal)
AtkVal = AtkVal /
fenbardamage.Text = .. AtkVal ..
DefVal = Def.Value *
DefVal = .(DefVal)
DefVal = DefVal /
fenbardef.Text = .. DefVal ..
MvmtVal = Mvmt.Value *
MvmtVal = .(MvmtVal)
MvmtVal = MvmtVal /
Rooted.Value ==
MvmtVal =
fenbarmove.Text = .. MvmtVal ..
StunT.Value <= Stun.Value
fenbarstun2:((.(, , -, )), , , , )
fenbarstun2:((.(, , - * Stun.Value / StunT.Value, )), , , , )
fenbarstun3.Text = .. Stun.Value ..
<= mana.Value
mana.Value =
mananum <= manainc
mananum = mananum +
mananum =
mana.Value = mana.Value +
i = , #cooldowns
cooldownmax <= cooldowns[i]
cooldowns[i] = cooldownmax
cooldowns[i] = cooldowns[i] + cooldownsadd[i]
RUEJUDOUBOUD

Universal