Run it
Copy the script and paste it into your executor.
player = .Players.LocalPlayer
character = player.Character player.CharacterAdded:()
humanoid = character:()
()
_, partName {, , }
part = character:(partName)
part
aura = .()
aura.Name =
aura.Color = ColorSequence.(.(, , ))
aura.LightEmission =
aura.Size = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, )
})
aura.Texture =
aura.Transparency = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, )
})
aura.Rate =
aura.Lifetime = NumberRange.(, )
aura.Speed = NumberRange.(, )
aura.SpreadAngle = .(, )
aura.VelocitySpread =
aura.ZOffset = -
aura.LockedToPart =
aura.Parent = part
()
model = .()
model.Name =
handle = .()
handle.Name =
handle.Size = .(, , )
handle.Material = .Material.Neon
handle.BrickColor = BrickColor.()
handle.CanCollide =
handle.Anchored =
blade = .()
blade.Size = .(, , )
blade.Material = .Material.ForceField
blade.BrickColor = BrickColor.()
blade.Transparency =
blade.CanCollide =
blade.Anchored =
blade.Position = handle.Position + .(, , )
weld = .()
weld.Part0 = handle
weld.Part1 = blade
weld.Parent = handle
handle.Parent = model
blade.Parent = model
model.PrimaryPart = handle
model
(part)
sword = ()
sword:(part.CFrame * .(, -, ) * .(.(), , ))
sword.Parent = character
weld = .()
weld.Part0 = part
weld.Part1 = sword.PrimaryPart
weld.Parent = sword.PrimaryPart
()
rig = humanoid.RigType
rig == .HumanoidRigType.R15
rightHand = character:(, )
leftHand = character:(, )
rightHand leftHand
(rightHand)
(leftHand)
rightArm = character:(, )
leftArm = character:(, )
rightArm leftArm
(rightArm)
(leftArm)
()
()
character:()
character.t4t_animateR6.Enabled =
character:()
character.Animate.Enabled =
animator = humanoid:()
animator
_, track (animator:())
track:()
emotes = {
[] = {id = , looped = },
[] = {id = , looped = },
[] = {id = , looped = },
[] = {id = , looped = },
[] = {id = , looped = }
}
currentEmote =
isEmoting =
player.Chatted:((msg)
msg = msg:()
emotes[msg]
currentEmote currentEmote.IsPlaying
currentEmote:()
_, track (animator:())
track:()
emoteData = emotes[msg]
emoteAnimation = .()
emoteAnimation.AnimationId = emoteData.id
currentEmote = humanoid:(emoteAnimation)
currentEmote.Looped = emoteData.looped
currentEmote:()
isEmoting =
)
:().RenderStepped:(()
isEmoting humanoid.MoveDirection.Magnitude >
currentEmote currentEmote.IsPlaying
currentEmote:()
isEmoting =
)
jumpAnimation = .()
jumpAnimation.AnimationId =
jumpTrack = humanoid:(jumpAnimation)
jumpTrack.Looped =
walkAnimation = .()
walkAnimation.AnimationId =
walkTrack = humanoid:(walkAnimation)
walkTrack.Looped =
idleAnimation = .()
idleAnimation.AnimationId =
idleTrack = humanoid:(idleAnimation)
idleTrack.Looped =
humanoid.StateChanged:((_, newState)
newState == .HumanoidStateType.Jumping
jumpTrack:()
jumpTrack:()
jumpTrack.TimePosition =
newState == .HumanoidStateType.Landed
jumpTrack:()
)
:().RenderStepped:(()
isEmoting
isMoving = humanoid.MoveDirection.Magnitude >
isOnGround = humanoid.FloorMaterial ~= .Material.Air
isMoving isOnGround
walkTrack.IsPlaying
walkTrack:()
idleTrack.IsPlaying
idleTrack:()
walkTrack.IsPlaying
walkTrack:()
idleTrack.IsPlaying jumpTrack.IsPlaying
idleTrack:()
)
NO ATTACKS YET.. ADDING SLASH SOON BLAH BLAH BLAH YAP YAP

Universal