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Copy the script and paste it into your executor.
netboost =
idleMag =
simradius =
antiragdoll =
newanimate =
discharscripts =
R15toR6 =
addtools =
loadtime = :().RespawnTime +
method =
alignmode =
hedafterneck =
lp = :().LocalPlayer
rs = :()
stepped = rs.Stepped
heartbeat = rs.Heartbeat
renderstepped = rs.RenderStepped
sg = :()
ws = :()
cf = .new
v3 = .new
v3_0 = (, , )
inf = .huge
c = lp.Character
(c c.Parent)
i, v (c:())
v:() v:()
v:()
c:():(()
(c c.Parent)
c =
)
(parent, name, className)
ret =
(()
i, v (parent:())
(v.Name == name) v:(className)
ret = v
)
ret
(Part0, Part1)
Part0.CustomPhysicalProperties = PhysicalProperties.(, , , , )
att0 = .(, Part0)
att0.Orientation = v3_0
att0.Position = v3_0
att0.Name = .. Part0.Name
att1 = .(, Part1)
att1.Orientation = v3_0
att1.Position = v3_0
att1.Name = .. Part1.Name
(alignmode == ) (alignmode == )
ape = .(, att0)
ape.ApplyAtCenterOfMass =
ape.MaxForce = inf
ape.MaxVelocity = inf
ape.ReactionForceEnabled =
ape.Responsiveness =
ape.Attachment1 = att1
ape.Attachment0 = att0
ape.Name =
ape.RigidityEnabled =
(alignmode == ) (alignmode == )
apd = .(, att0)
apd.ApplyAtCenterOfMass =
apd.MaxForce = inf
apd.MaxVelocity = inf
apd.ReactionForceEnabled =
apd.Responsiveness =
apd.Attachment1 = att1
apd.Attachment0 = att0
apd.Name =
apd.RigidityEnabled =
ao = .(, att0)
ao.MaxAngularVelocity = inf
ao.MaxTorque = inf
ao.PrimaryAxisOnly =
ao.ReactionTorqueEnabled =
ao.Responsiveness =
ao.Attachment1 = att1
ao.Attachment0 = att0
ao.RigidityEnabled =
netboost
Part0:():(()
(Part0 Part0.Parent)
Part0 =
)
(()
(netboost) ==
vel = v3_0
rotvel = v3_0
Part0
Part0.Velocity = vel
Part0.RotVelocity = rotvel
heartbeat:()
Part0
vel = Part0.Velocity
Part0.Velocity = netboost
Part0.RotVelocity = v3_0
stepped:()
(netboost) ==
vel = v3_0
rotvel = v3_0
Part0
Part0.Velocity = vel
Part0.RotVelocity = rotvel
heartbeat:()
Part0
newvel = vel
mag = newvel.Magnitude
mag < idleMag
newvel = (, netboost, )
multiplier = netboost / mag
newvel *= (multiplier, multiplier, multiplier)
vel = Part0.Velocity
rotvel = Part0.RotVelocity
Part0.Velocity = newvel
Part0.RotVelocity = v3_0
stepped:()
)
()
c = lp.Character
ccfr = ws.CurrentCamera.CFrame
fc = .()
nh = .(, fc)
lp.Character = fc
nh.Health =
lp.Character = c
fc:()
con =
()
con:()
ws.CurrentCamera.CFrame = ccfr
con = renderstepped:(confunc)
destroyhum = (method == ) (method == )
breakjoints = (method == ) (method == )
antirespawn = (method == ) (method == ) (method == )
addtools = addtools (lp, , )
simradius ==
shp = sethiddenproperty set_hidden_property set_hidden_prop sethiddenprop
shp
(()
c heartbeat:()
(lp, , inf)
)
simradius ==
ssr = setsimulationradius set_simulation_radius set_sim_radius setsimradius set_simulation_rad setsimulationrad
ssr
(()
c heartbeat:()
(inf)
)
antiragdoll = antiragdoll (v)
v:() v:()
v.Parent =
antiragdoll
i, v (c:())
(v)
c.DescendantAdded:(antiragdoll)
antirespawn
()
method ==
(loadtime)
c
discharscripts
i, v (c:())
v:()
v.Disabled =
newanimate
animate = (c, , )
animate ( animate.Disabled)
animate.Disabled =
newanimate =
hum = c:()
hum
i, v (hum:())
v:()
addtools
i, v (addtools:())
v:()
v.Parent = c
(()
().Physics.AllowSleep =
().Physics.PhysicsEnvironmentalThrottle = .EnviromentalPhysicsThrottle.Disabled
)
OLDscripts = {}
i, v (c:())
v.ClassName ==
.(OLDscripts, v)
scriptNames = {}
i, v (c:())
v:()
newName = (i)
exists =
exists
exists =
i, v (OLDscripts)
v.Name == newName
exists =
exists
newName = newName ..
.(scriptNames, newName)
.(, v).Name = newName
c.Archivable =
cl = c:()
i, v (cl:())
(()
v.Transparency =
v.Anchored =
)
model = .(, c)
model.Name = model.ClassName
model:():(()
(model model.Parent)
model =
)
i, v (c:())
v ~= model
destroyhum v:()
v:()
addtools v:()
i1, v1 (v:())
v1 v1.Parent v1:()
bv = .(, v1)
bv.Velocity = v3_0
bv.MaxForce = (, , )
bv.P =
bv.Name = .. v.Name
v.Parent = model
head = (model, , )
torso = (model, , ) (model, , )
breakjoints
model:()
head torso
i, v (model:())
v:() v:() v:() v:() v:()
save =
(v.Part0 == torso) (v.Part1 == head)
save =
(v.Part0 == head) (v.Part1 == torso)
save =
save
hedafterneck
hedafterneck = v
v:()
method ==
(()
(loadtime)
model
model:()
)
cl.Parent = c
i, v (cl:())
v.Parent = c
cl:()
modelDes = {}
i, v (model:())
v:()
i = (i)
con =
con = v:():(()
(v v.Parent)
con:()
modelDes[i] =
)
modelDes[i] = v
modelcolcon =
()
model
i, v (modelDes)
v.CanCollide =
modelcolcon:()
modelcolcon = stepped:(modelcolf)
()
i, scr (model:())
(scr.ClassName == ) .(scriptNames, scr.Name)
Part0 = scr.Parent
Part0:()
i1, scr1 (c:())
(scr1.ClassName == ) (scr1.Name == scr.Name) ( scr1:(model))
Part1 = scr1.Parent
(Part1.ClassName == Part0.ClassName) (Part1.Name == Part0.Name)
(Part0, Part1)
((hedafterneck) == ) head head.Parent
aligns = {}
i, v (head:())
v:() v:()
.(aligns, v)
v.Enabled =
(()
c hedafterneck hedafterneck.Parent
stepped:()
(c head head.Parent)
i, v (aligns)
(()
v.Enabled =
)
)
i, v (c:())
v v.Parent
v.ClassName ==
.(scriptNames, v.Name)
v:()
v:(model)
v:()
v.Transparency =
v:()
v.Visible =
v:()
v.Playing =
v:() v:() v:() v:() v:() v:()
v.Enabled =
newanimate
animate = (c, , )
animate
animate.Disabled =
addtools
i, v (c:())
v:()
v.Parent = addtools
hum0 = model:()
hum1 = c:()
hum1
ws.CurrentCamera.CameraSubject = hum1
camSubCon =
()
camSubCon:()
c hum1 (hum1.Parent == c)
ws.CurrentCamera.CameraSubject = hum1
camSubCon = renderstepped:(camSubFunc)
hum0
hum0.Changed:((prop)
(prop == ) hum1 hum1.Parent
hum1.Jump = hum0.Jump
)
lp.Character =
lp.Character = c
rb = .(, c)
rb.Event:(()
rb:()
sg:(, )
destroyhum
c:()
antirespawn
hum0 hum0.Parent (hum0.Health > )
model:()
hum0.Health =
()
hum0 hum0.Parent (hum0.Health > )
model:()
hum0.Health =
)
sg:(, rb)
(()
c
hum0 hum0.Parent hum1 hum1.Parent
hum1.Jump = hum0.Jump
()
sg:(, )
)
R15toR6 = R15toR6 hum1 (hum1.RigType == .HumanoidRigType.R15)
R15toR6
cfr =
(()
cfr = (c, , ).CFrame
)
cfr
R6parts = {
head = {
Name = ,
Size = (, , ),
R15 = {
Head =
}
},
torso = {
Name = ,
Size = (, , ),
R15 = {
UpperTorso = ,
LowerTorso = -
}
},
root = {
Name = ,
Size = (, , ),
R15 = {
HumanoidRootPart =
}
},
leftArm = {
Name = ,
Size = (, , ),
R15 = {
LeftHand = -,
LeftLowerArm = -,
LeftUpperArm =
}
},
rightArm = {
Name = ,
Size = (, , ),
R15 = {
RightHand = -,
RightLowerArm = -,
RightUpperArm =
}
},
leftLeg = {
Name = ,
Size = (, , ),
R15 = {
LeftFoot = -,
LeftLowerLeg = -,
LeftUpperLeg =
}
},
rightLeg = {
Name = ,
Size = (, , ),
R15 = {
RightFoot = -,
RightLowerLeg = -,
RightUpperLeg =
}
}
}
i, v (c:())
v:()
i1, v1 (v:())
v1:()
v1.Part0 =
i, v (R6parts)
part = .()
part.Name = v.Name
part.Size = v.Size
part.CFrame = cfr
part.Anchored =
part.Transparency =
part.CanCollide =
i1, v1 (v.R15)
R15part = (c, i1, )
att = (R15part, .. i1, )
R15part
weld = .(, R15part)
weld.Name = .. i1
weld.Part0 = part
weld.Part1 = R15part
weld.C0 = (, v1, )
weld.C1 = (, , )
R15part.Massless =
R15part.Name = .. i1
R15part.Parent = part
att
att.Parent = part
att.Position = (, v1, )
part.Parent = c
R6parts[i] = part
R6joints = {
neck = {
Parent = R6parts.torso,
Name = ,
Part0 = R6parts.torso,
Part1 = R6parts.head,
C0 = (, , , -, , , , , , , , -),
C1 = (, -, , -, , , , , , , , -)
},
rootJoint = {
Parent = R6parts.root,
Name = ,
Part0 = R6parts.root,
Part1 = R6parts.torso,
C0 = (, , , -, , , , , , , , -),
C1 = (, , , -, , , , , , , , -)
},
rightShoulder = {
Parent = R6parts.torso,
Name = ,
Part0 = R6parts.torso,
Part1 = R6parts.rightArm,
C0 = (, , , , , , , , -, -, , ),
C1 = (-, , , , , , , , -, -, , )
},
leftShoulder = {
Parent = R6parts.torso,
Name = ,
Part0 = R6parts.torso,
Part1 = R6parts.leftArm,
C0 = (-, , , , , -, , , , , , ),
C1 = (, , , , , -, , , , , , )
},
rightHip = {
Parent = R6parts.torso,
Name = ,
Part0 = R6parts.torso,
Part1 = R6parts.rightLeg,
C0 = (, -, , , , , , , -, -, , ),
C1 = (, , , , , , , , -, -, , )
},
leftHip = {
Parent = R6parts.torso,
Name = ,
Part0 = R6parts.torso,
Part1 = R6parts.leftLeg,
C0 = (-, -, , , , -, , , , , , ),
C1 = (-, , , , , -, , , , , , )
}
}
i, v (R6joints)
joint = .()
prop, val (v)
joint[prop] = val
R6joints[i] = joint
hum1.RigType = .HumanoidRigType.R6
hum1.HipHeight =
()
c
venttoggle =
vented =
mode2 =
attack =
modetoggle =
dead =
dtoggle =
sittoggle =
sit =
sine =
mouse = lp:()
joints = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] =
}
i, v (c:())
v:() (joints[v.Name] == ) ( v:(model))
joints[v.Name] = v
i, v (joints)
v (v ~= )
v.C0 = (, , )
v.C1 = (, , )
Root = (c, , )
Root
(a)
b, c = a.Part0, a.Part1
a.Part1, a.Part0 = b, c
(joints[])
(joints[])
(joints[])
(joints[])
i, v (c:())
v:()
v:()
joints.Neck.C0 = (, , -)
mouse.Button1Down:(()
(kill mode2 dead)
attack =
vented =
hum1.WalkSpeed =
()
hum1.WalkSpeed =
attack =
)
mouse.KeyDown:((key)
c
key = key:()
k ==
venttoggle
modetoggle =
mode2 =
venttoggle =
vented =
hum1.WalkSpeed =
position =
venttoggle
venttoggle =
vented =
hum1.WalkSpeed =
key ==
modetoggle
venttoggle =
vented =
modetoggle =
mode2 =
sittoggle =
sit =
hum1.WalkSpeed =
modetoggle
modetoggle =
mode2 =
hum1.WalkSpeed =
key ==
dtoggle ==
venttoggle =
vented =
modetoggle =
mode2 =
dtoggle =
dead =
sittoggle =
sit =
hum1.WalkSpeed =
dtoggle ==
dtoggle =
dead =
hum1.WalkSpeed =
key ==
sittoggle ==
venttoggle =
vented =
modetoggle =
mode2 =
dtoggle =
dead =
sittoggle =
sit =
hum1.WalkSpeed =
sittoggle ==
sittoggle =
sit =
hum1.WalkSpeed =
)
pose =
stepped:() c
attack
pose =
dead
pose =
sit
pose =
mode2
Root.Velocity.Magnitude <
pose =
Root.Velocity.Magnitude >
pose =
Root.Velocity.y >
pose =
Root.Velocity.y < -
pose =
Root.Velocity.Magnitude <
pose =
Root.Velocity.Magnitude <
pose =
Root.Velocity.Magnitude >
pose =
sine +=
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .(- + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .(- + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.(- + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + - * .(sine/)) * .(.( + - * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .(- + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), + - * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), - + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + - * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + - * .(sine/)) * .(.( + - * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.(- + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + - * .(sine/)), .( + * .(sine/)), .(- + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + - * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .(- + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), - + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), - + * .(sine/)) * .(.(- + * .(sine/)), .( + * .(sine/)), .(- + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), - + * .(sine/)) * .(.(- + * .(sine/)), .(- + * .(sine/)), .( + * .(sine/))),)
pose ==
joints[].C0 = joints[].C0:(.( + * .(sine/), - + * .(sine/), - + * .(sine/)) * .(.(- + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .(- + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.(- + * .(sine/), + * .(sine/), - + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
joints[].C0 = joints[].C0:(.( + * .(sine/), + * .(sine/), - + * .(sine/)) * .(.( + * .(sine/)), .( + * .(sine/)), .( + * .(sine/))),)
amogus fling

Universal