Run it
Copy the script and paste it into your executor.
player = .Players.LocalPlayer
val = player.Backpack:()
inc = -
rot =
iter =
y =
num =
square = .(#val)
ron = .(square)
()
iter =
y =
inc = -
rot =
==
_, v (val)
v:()
iter >= ron
iter =
y -=
inc +=
iter +=
rot +=
v.Grip = .(,-y,iter) * .(.(-), .(), )
==
_, v (val)
v:()
iter >= ron
iter =
y +=
inc +=
iter +=
rot +=
v.Grip = .(y,,iter)
==
_, v (val)
v:()
iter >=
iter =
y +=
inc +=
iter +=
rot +=
v.Grip = .(,-y,iter) * .(, .(y*), )
==
_, v (val)
v:()
inc +=
iter +=
rot +=
v.Grip = .(,,iter)
==
_, v (val)
v:()
iter +=
iter >
iter =
y +=
v.Grip = .(,-y,iter) * .(, .(y*), )
==
radius =
angleStep = / #val
currentAngle =
_, v (val)
v:()
rad = .(currentAngle)
v.Grip = .(.(rad)*radius,,.(rad)*radius)
currentAngle += angleStep
==
_, v (val)
v:()
v.Grip = .(,-inc,)
inc +=
==
cubeSize =
layerHeight =
edgeCount =
toolsPerLayer = edgeCount
layer =
i, tool (val)
tool:()
layer = .((i-)/toolsPerLayer)
posIndex = (i-) % toolsPerLayer
x, yPos, z = , -layer*layerHeight,
posIndex == x, z = -cubeSize, -cubeSize
posIndex == x, z = cubeSize, -cubeSize
posIndex == x, z = cubeSize, cubeSize
posIndex == x, z = -cubeSize, cubeSize
posIndex == x, z = -cubeSize, -cubeSize
posIndex == x, z = cubeSize, -cubeSize
posIndex == x, z = cubeSize, cubeSize
posIndex == x, z = -cubeSize, cubeSize
posIndex == x, z = , -cubeSize
posIndex == x, z = cubeSize,
posIndex == x, z = , cubeSize
posIndex == x, z = -cubeSize,
tool.Grip = .(x, yPos, z)
inc +=
==
cubeSize =
layerHeight =
toolsList = {}
_, tool (val)
tool:()
.(toolsList, tool)
totalTools = #toolsList
totalTools ==
edges =
toolsPerEdge = .(totalTools / edges)
edgeVectors = {
.(-cubeSize,,-cubeSize), .(cubeSize,,-cubeSize),
.(cubeSize,,cubeSize), .(-cubeSize,,cubeSize),
.(-cubeSize,,-cubeSize), .(cubeSize,,-cubeSize),
.(cubeSize,,cubeSize), .(-cubeSize,,cubeSize),
.(,,-cubeSize), .(cubeSize,,),
.(,,cubeSize), .(-cubeSize,,)
}
toolIndex =
edge = , edges
startPos = edgeVectors[edge]
endPos = edgeVectors[(edge % edges) + ]
i = , toolsPerEdge-
toolIndex > totalTools
t = toolsList[toolIndex]
alpha =
toolsPerEdge >
alpha = i / (toolsPerEdge-)
pos = startPos:(endPos, alpha)
layer = .((toolIndex-) / (toolsPerEdge*edges))
t.Grip = .(pos.X, pos.Y - layer*layerHeight, pos.Z)
toolIndex +=
()makes cool shapes idk

Universal