Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
plr = Players.LocalPlayer
char = plr.Character plr.CharacterAdded:()
.()
char = plr.Character plr.CharacterAdded:()
hum = char:()
root = char:()
head = char:()
(()
hum.PlatformStand =
hum.AutoRotate =
hum:(.HumanoidStateType.Physics,)
hum:(.HumanoidStateType.FallingDown,)
hum:(.HumanoidStateType.Ragdoll,)
)
root.AssemblyAngularVelocity = .zero
TV_SIZE = .(,,)
_,v (char:())
v:()
v:()
_,v (char:())
v:()
v.Color = .(,,)
v.Material = .Material.SmoothPlastic
v.CustomPhysicalProperties = PhysicalProperties.(
,
,
,
,
)
(part, parentPart, cf)
part.Anchored =
part.CanCollide =
part.Massless =
part.CFrame = parentPart.CFrame * cf
weld = .()
weld.Part0 = parentPart
weld.Part1 = part
weld.C0 = cf
weld.Parent = parentPart
weld
_,v (head:())
v:()
v:()
face = .()
face.Name =
face.Texture =
face.Face = .NormalId.Front
face.Parent = head
head.Transparency =
tv = .()
tv.Name =
tv.Size = TV_SIZE
tv.Color = .(,,)
tv.Material = .Material.Metal
tv.Parent = char
(tv, head, .(,,))
screen = .()
screen.Name =
screen.Size = .(,,)
screen.Material = .Material.Neon
screen.Color = .(,,)
screen.Parent = char
(screen, tv, .(,,-))
gui = .()
gui.Face = .NormalId.Front
gui.AlwaysOnTop =
gui.Adornee = screen
gui.Parent = screen
img = .()
img.Size = .(,,,)
img.BackgroundTransparency =
img.Image =
img.Parent = gui
.(()
.()
screen screen.Parent
screen.Color = .(
.(,),
,
.(,)
)
)
aura = .()
aura.Texture =
aura.Color = ColorSequence.({
ColorSequenceKeypoint.(, .(,,)),
ColorSequenceKeypoint.(, .(,,))
})
aura.LightEmission =
aura.Rate =
aura.Speed = NumberRange.(,)
aura.Lifetime = NumberRange.(,)
aura.Size = NumberSequence.({
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,)
})
aura.Parent = root
smoke = .()
smoke.Texture =
smoke.Color = ColorSequence.({
ColorSequenceKeypoint.(, .(,,)),
ColorSequenceKeypoint.(, .(,,))
})
smoke.Transparency = NumberSequence.({
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,)
})
smoke.Size = NumberSequence.({
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,)
})
smoke.Lifetime = NumberRange.(,)
smoke.Rate =
smoke.Speed = NumberRange.(,)
smoke.Rotation = NumberRange.(,)
smoke.RotSpeed = NumberRange.(-,)
smoke.SpreadAngle = .(,)
smoke.Parent = root
tvElectric = .()
tvElectric.Texture =
tvElectric.Color = ColorSequence.({
ColorSequenceKeypoint.(, .(,,)),
ColorSequenceKeypoint.(, .(,,))
})
tvElectric.LightEmission =
tvElectric.Rate =
tvElectric.Speed = NumberRange.(,)
tvElectric.Lifetime = NumberRange.(,)
tvElectric.Size = NumberSequence.({
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,)
})
tvElectric.SpreadAngle = .(,)
tvElectric.Parent = tv
a0 = .()
a0.Position = .(,,)
a0.Parent = root
a1 = .()
a1.Position = .(,-,)
a1.Parent = root
trail = .()
trail.Attachment0 = a0
trail.Attachment1 = a1
trail.Lifetime =
trail.MinLength =
trail.Color = ColorSequence.(.(,,))
trail.Parent = root
hum.WalkSpeed =
hum.JumpPower =
RunService.Heartbeat:(()
root.AssemblyAngularVelocity = .zero
hum.MoveDirection.Magnitude >
moveDir = hum.MoveDirection.Unit
root.AssemblyLinearVelocity = .(
moveDir.X * hum.WalkSpeed,
root.AssemblyLinearVelocity.Y,
moveDir.Z * hum.WalkSpeed
)
root.AssemblyLinearVelocity = .(
,
root.AssemblyLinearVelocity.Y,
)
hum.Health <= hum.MaxHealth *
screen
screen.Color = .(,,)
aura.Rate =
hum.WalkSpeed =
hum.WalkSpeed =
)
() player = .Players.LocalPlayer
char = player.Character player.CharacterAdded:()
root = char:()
swordCount =
spacing =
offsetBack =
offsetHeight =
smooth =
pulseSpeed =
pulseMin =
pulseMax =
swords = {}
()
model = .()
blade = .()
blade.Size = .(, , )
blade.Material = .Material.Neon
blade.Color = .(,,)
blade.Anchored =
blade.CanCollide =
blade.Parent = model
tip = .()
tip.Size = .(, , )
tip.Material = .Material.Neon
tip.Color = .(,,)
tip.Anchored =
tip.CanCollide =
tip.Parent = model
guard = .()
guard.Size = .(, , )
guard.Material = .Material.Metal
guard.Color = .(,,)
guard.Anchored =
guard.CanCollide =
guard.Parent = model
handle = .()
handle.Size = .(, , )
handle.Material = .Material.SmoothPlastic
handle.Color = .(,,)
handle.Anchored =
handle.CanCollide =
handle.Parent = model
att0 = .(, blade)
att0.Position = .(,, blade.Size.Z/)
att1 = .(, blade)
att1.Position = .(,,-blade.Size.Z/)
trail = .()
trail.Attachment0 = att0
trail.Attachment1 = att1
trail.Color = ColorSequence.(.(,,))
trail.Lifetime =
trail.Parent = blade
model.Parent =
model, blade, tip, guard, handle
i = , swordCount
m,b,t,g,h = ()
.(swords, {model=m, blade=b, tip=t, guard=g, handle=h})
aura = .()
aura.Color = ColorSequence.(.(,,))
aura.LightEmission =
aura.Rate =
aura.Speed = NumberRange.()
aura.Transparency = NumberSequence.{
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,)
}
aura.Parent = root
RunService = :()
RunService.RenderStepped:(()
time = ()
pulse = (.(time * pulseSpeed) + ) /
sizeValue = pulseMin + (pulseMax - pulseMin) * pulse
aura.Size = NumberSequence.{
NumberSequenceKeypoint.(, sizeValue),
NumberSequenceKeypoint.(, )
}
i, data (swords)
blade = data.blade
tip = data.tip
guard = data.guard
handle = data.handle
xOffset = (i - (swordCount+)/) * spacing
pos = root.Position
+ root.CFrame.RightVector * xOffset
- root.CFrame.LookVector * offsetBack
+ .(, offsetHeight, )
baseCF = .(
pos,
pos - root.CFrame.LookVector,
root.CFrame.UpVector
)
velocityY = root.Velocity.Y
tilt =
currentSmooth = smooth
velocityY >
tilt = .()
velocityY < -
tilt = .(- - .(-velocityY*, , ))
currentSmooth =
sway = .(time* + i*) * .()
shakeX = .(time* + i) *
shakeY = .(time* + i) *
tilt = sway
baseCF = baseCF * .(shakeX, shakeY, )
finalCF = baseCF * .(tilt, , )
scale = + pulse *
blade.Size = .(, , * scale)
blade.CFrame = blade.CFrame:(finalCF, currentSmooth)
tip.CFrame = tip.CFrame:(
finalCF * .(,,-(blade.Size.Z/ + tip.Size.Z/)),
currentSmooth
)
guard.CFrame = guard.CFrame:(
finalCF * .(,,(blade.Size.Z/ + guard.Size.Z/)),
currentSmooth
)
handle.CFrame = handle.CFrame:(
finalCF * .(,,(blade.Size.Z/ + guard.Size.Z + handle.Size.Z/)),
currentSmooth
)
)Just a skin

Universal