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Copy the script and paste it into your executor.
.()
Player = .Players.LocalPlayer
count =
countspeed =
sine =
sinespeed =
angle =
global_wait =
showtag =
jerk =
party =
canttouch =
happy =
spin =
thriller =
barrel =
sax =
spooky =
stride =
shuffle =
rock =
gagnam =
snoop =
darude =
taco =
barrelbrick =
saxtool =
walk =
jump =
sit =
run =
W =
A =
S =
D =
m = .(, .Players.LocalPlayer.Character) m.Name =
miniweld =
rootpart =
Mouse =
Animate =
Music =
Asset =
Animating =
humanoid =
face =
head =
torso =
ra =
la =
rl =
ll =
rs =
ls =
rh =
lh =
neck =
rj =
char =
Hat1 =
Hat2 =
a =
b =
M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16 =
mesh, meshids, textureids, w
(parent, meshid, x, y, z, meshtexture)
meshid ==
mesh = .(, parent)
mesh.Scale = .(x, y, z)
mesh
mesh = .(, parent)
meshid ~=
(meshid) ==
mesh.MeshId = .. meshid
mesh.MeshId = .. meshids[meshid]
mesh.MeshType = .MeshType.Sphere
mesh.Scale = .(x, y, z)
meshtexture ~=
(meshtexture) ==
mesh.TextureId = .. meshtexture
mesh.TextureId = .. textureids[meshtexture]
mesh
(x, y, z, color, transparency, cancollide, anchored, parent, typee)
c
typee ~=
c = .(, m)
c = .(, m)
c.TopSurface = .SurfaceType.Smooth
c.BottomSurface = .SurfaceType.Smooth
c.Locked =
c.Size = .(x, y, z)
color ~=
c.BrickColor = BrickColor.(color)
c.BrickColor = BrickColor:()
c.Transparency = transparency
c.CanCollide = cancollide
anchored ~=
c.Anchored = anchored
parent ~=
c.Parent = parent
c
(part0, part1, x, y, z, rx, ry, rz, parent)
w = .(, m)
parent ~= w.Parent = parent
w.Part0, w.Part1 = part0, part1
w.C1 = .(x, y, z) * .(rx, ry, rz)
w
(id, humanoid)
Animating ~=
Animating:()
Animate.AnimationId = Asset .. id
Animating = humanoid:(Animate)
Animating:()
()
jerk =
party =
canttouch =
happy =
spin =
thriller =
barrel =
sax =
spooky =
stride =
shuffle =
rock =
gagnam =
snoop =
darude =
taco =
barrelbrick ~=
barrelbrick:()
barrelbrick =
saxtool ~=
saxtool:()
saxtool =
sandstorm ~=
sandstorm:()
sandstorm =
Musical
(id, volume)
Musical = .(, char.Head)
volume ==
Musical.Volume =
Musical.Volume = volume
Musical.Looped =
Musical.SoundId = Asset .. id
Musical
()
a = .()
a.Name =
b = .(, a)
b.BackgroundTransparency =
b.Size = .(, , , )
b.Position = .(, , , )
b.Image = Asset ..
b.Name =
c = .(, a)
c.Name =
c.Volume =
c.SoundId = Asset ..
c.Looped =
a
(player)
char = player.Character
Hat1 = (, , , , , , )
Hat2 = (, , , , , , )
.()
a = (Hat1, , , , , ) a.VertexColor = .(, , )
b = (Hat2, , , , , ) b.VertexColor = .(, , )
.()
char:()
(Hat1, char.Head, , , -, , , )
(Hat2, char.Head, , , , , , )
char.Head:() ~=
face = char.Head:()
face.Texture =
c = char.Head:()
c.Name =
c.CanCollide =
c.Parent = char
(c, char.Head, , , , , , )
char.Head.Transparency =
i, v (char:())
v.ClassName == v.ClassName == v.ClassName == v.ClassName == v.ClassName ==
v:()
v.ClassName ==
v.HeadColor = BrickColor.()
v.LeftArmColor = BrickColor.()
v.LeftLegColor = BrickColor.()
v.RightArmColor = BrickColor.()
v.RightLegColor = BrickColor.()
v.TorsoColor = BrickColor.()
v.ClassName ==
v.Name == v.Name ==
v.BrickColor = BrickColor.()
v.BrickColor = BrickColor.()
M1 = ()
M2 = ()
M3 = ()
M4 = ()
M5 = ()
M6 = ()
M7 = ()
M8 = ()
M9 = ()
M10 = ()
M11 = ()
M12 = ()
M13 = ()
M14 = ()
M15 = ()
M16 = ()
char:() ~=
rootpart = char:()
showtag ==
bbg = .(, c)
bbg.Adornee = c
bbg.Name =
bbg.Size = .(, , , )
bbg.StudsOffset = .(, , )
box = .(, bbg)
box.Size = .(, , , )
box.BackgroundColor3 = .(, , )
box.TextColor3 = .(, , )
box.TextStrokeTransparency =
box.Font = .Font.SourceSans
box.Text = Player.Name
box.BackgroundTransparency =
box.Position = .(, , , )
box.TextScaled =
char:() ~=
char:().MaxHealth = (***)*
.()
char:().Health = char:().MaxHealth
humanoid = char:()
humanoid:() ~=
humanoid:():()
char:() ~=
char:():()
Mouse = player:()
Music = .(, char.Head)
Music.Volume =
Music.Looped =
Music.SoundId = Asset
Animate = .(, char.Head)
Animate.AnimationId = Asset
head = char:()
torso = char:()
ra = char:()
la = char:()
rl = char:()
ll = char:()
rs = torso:()
ls = torso:()
rh = torso:()
lh = torso:()
neck = torso:()
rj = char:():()
state = humanoid:()
ca =
ca = ()
ca.Parent = player.PlayerGui
ca:() ~=
ca:():(.(, , , -), .EasingDirection.Out, .EasingStyle.Quad, , )
ca:() ~=
ca:():()
.(.(()
i = ,
ca:().Volume = / (i / )
.()
i >=
))
humanoid ~=
humanoid.Changed:((pro)
pro == pro ==
Music.IsPlaying ==
()
)
humanoid.Died:(()
()
)
UserInputService = :()
UserInputService.InputEnded:((input, gameProcessed)
gameProcessed
key = input.KeyCode
key == .KeyCode.W W =
key == .KeyCode.A A =
key == .KeyCode.S S =
key == .KeyCode.D D =
key == .KeyCode.Zero run =
)
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
key = input.KeyCode
key == .KeyCode.W W = ; ()
key == .KeyCode.A A = ; ()
key == .KeyCode.S S = ; ()
key == .KeyCode.D D = ; ()
(key)
)
()
(key)
humanoid ~=
humanoid.Health >
key == .KeyCode.Space
jump =
()
key == .KeyCode.Two
()
sit ==
sit =
sit =
key == .KeyCode.Zero
run =
W == A == S == D == jump == sit ==
key == .KeyCode.Q
()
canttouch =
M1:()
key == .KeyCode.E
()
party =
M2:()
key == .KeyCode.R
()
jerk =
M3:()
key == .KeyCode.T
()
happy =
M4:()
key == .KeyCode.Y
()
spin =
M5:()
key == .KeyCode.U
()
thriller =
M6:()
key == .KeyCode.F
()
barrel =
M7:()
barrelbrick == barrel ==
barrelbrick = (, , , , , , )
a = (barrelbrick, , , , , ) a.VertexColor = .(, , )
(barrelbrick, char.Torso, , -, , , , )
key == .KeyCode.P
()
sax =
M8:()
saxtool == sax ==
saxtool = (, , , , , , )
a = (saxtool, , , , , ) a.VertexColor = .(, , )
b = (saxtool, char:(), , -, , , , )
b.C1 = .(, -, -) * .(.pi / , -.pi / , -.pi / )
key == .KeyCode.G
()
spooky =
M9:()
key == .KeyCode.H
()
stride =
M10:()
key == .KeyCode.J
()
shuffle =
M11:()
key == .KeyCode.K
()
rock =
M12:()
key == .KeyCode.L
()
gagnam =
M13:()
key == .KeyCode.Z
()
snoop =
M14:()
key == .KeyCode.X
()
darude =
M15:()
sandstorm == darude ==
sandstorm = (, , , , , , )
sandstorm.Transparency =
a = .(, sandstorm)
a.Color = .(/, /, /)
a.Size =
a.RiseVelocity =
a.Opacity =
b = (sandstorm, char:(), , , , , , )
b.C1 = .(, -, )
key == .KeyCode.C
()
taco =
M16:()
(Player)
:().Stepped:(()
count = (count % ) + countspeed
angle = .pi * .(.pi * / * count)
countspeed =
state = humanoid:()
state ~= .HumanoidStateType.Freefall
jump =
jump =
sit =
()
mesh1anan = .()
mesh1anan.MeshType = .MeshType.FileMesh
mesh1anan.Scale = .(, , )
mesh1anan.MeshId =
mesh1anan.TextureId =
taco ==
char ~=
locationanan = char:()
tacoa = .()
tacoa.CanCollide =
tacoa.RotVelocity = .(.() * .pi, .() * .pi, .() * .pi)
meshanananan = mesh1anan:()
meshanananan.Parent = tacoa
meshanananan.Scale = .(.() * , .() * , .() * )
tacoa.CFrame = locationanan * .(.() * - , .(, ), .() * - )
tacoa.Parent =
:():(tacoa, )
canttouch == M1:()
party == M2:()
jerk == M3:()
happy == M4:()
spin == M5:()
thriller == M6:()
barrel == M7:()
sax == M8:()
spooky == M9:()
stride == M10:()
shuffle == M11:()
rock == M12:()
gagnam == M13:()
snoop == M14:()
darude == M15:()
taco == M16:()
run == sit ==
humanoid.WalkSpeed =
sit ==
humanoid.WalkSpeed =
humanoid.WalkSpeed =
global_wait == global_wait =
(W == A == S == D == ) jump == sit ==
ls.C1 = .(, , -) * .(, , - angle / )
rs.C1 = .(, , -) * .(, , - angle / )
lh.C1 = .(, , ) * .(, , + angle / )
rh.C1 = .(, , ) * .(, , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, , ) * .(.pi / , .pi, )
(W == A == S == D == ) jump == sit ==
ray = Ray.(torso.Position, .(, -, ))
hitz, enz = :(ray, char)
hitz
rootpart:() ==
miniweld = .(, rootpart)
miniweld.C0 = hitz.CFrame:(rootpart.CFrame)
miniweld.Part0 = hitz
miniweld.Part1 = rootpart
humanoid.PlatformStand =
rootpart:() ~=
rootpart:():()
humanoid.PlatformStand =
(W == A == S == D == ) jump == sit ==
ls.C1 = .(, , -) * .(, , - .pi / )
rs.C1 = .(, , -) * .(, , + .pi / )
lh.C1 = .(, , ) * .( + .pi / , , .pi / - .pi / )
rh.C1 = .(, , ) * .( + .pi / , , -.pi / + .pi / )
neck.C1 = .(, -, ) * .(.pi / + .pi / , .pi, )
rj.C0 = .(, -, ) * .(.pi / + .pi / , .pi, )
jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(, , .pi + angle / )
rs.C1 = .(, , -) * .(, , .pi + angle / )
lh.C1 = .(, , ) * .(, , + angle / )
rh.C1 = .(, , ) * .(, , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, , ) * .(.pi / + angle / , .pi, )
(W == A == S == D == ) jump == sit ==
run ==
countspeed =
ls.C1 = .(, , -) * .(, , - angle / )
rs.C1 = .(, , -) * .(, , - angle / )
lh.C1 = .(, , ) * .(, , + angle / )
rh.C1 = .(, , ) * .(, , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, , ) * .(.pi / + angle / , .pi, )
countspeed =
ls.C1 = .(, , -) * .(, , - angle / )
rs.C1 = .(, , -) * .(, , - angle / )
lh.C1 = .(, , ) * .(, , + angle / )
rh.C1 = .(, , ) * .(, , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, , ) * .(.pi / + angle / , .pi, )
W == A == S == D == jump == sit ==
jerk == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(angle / , , angle / )
rs.C1 = .(, , -) * .(angle / , , -angle / )
lh.C1 = .(, , ) * .(angle / , , angle / )
rh.C1 = .(, , ) * .(angle / , , angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, , ) * .(.pi / + angle / , .pi, )
party == jump == sit ==
countspeed =
lh.C1 = .(, , ) * .(angle / , , angle / )
rh.C1 = .(, , ) * .(angle / , , angle / )
ls.C1 = .(, + * angle / , ) * .(.pi + angle / , , + angle / )
rs.C1 = .(-, + * angle / , ) * .(.pi + angle / , , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, + angle / , ) * .(.pi / , .pi, )
canttouch == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .( + angle / , , .pi / + angle / )
rs.C1 = .(, , -) * .( + angle / , , -.pi / - angle / )
lh.C1 = .(, , ) * .( + angle / , , -.pi / )
rh.C1 = .(-, , ) * .( + angle / , , .pi / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(angle / , - + angle / , ) * .(.pi / , .pi, )
happy == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(.pi / , .pi / + angle / , .pi / + angle / )
rs.C1 = .(, , -) * .(.pi / , -.pi / + angle / , -.pi / + angle / )
lh.C1 = .(, , ) * .( + angle / , , + angle / )
rh.C1 = .(, , ) * .( + angle / , , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi + angle / , + angle / )
rj.C0 = .(, + angle / , ) * .(.pi / , .pi, )
spin == jump == sit ==
global_wait = (global_wait % ) +
countspeed =
ls.C1 = .(, , ) * .(.pi / , + angle / , + angle / )
rs.C1 = .(, , ) * .(.pi / , - angle / , + angle / )
lh.C1 = .(, , ) * .( + angle / , + angle / , + angle / )
rh.C1 = .(, , ) * .( + angle / , + angle / , + angle / )
neck.C1 = .(, -, ) * .(.pi / , .pi, )
rj.C0 = .( + angle / , , - angle / ) * .(.pi / , .pi, .(global_wait * ))
thriller == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(, , .pi / + angle / )
rs.C1 = .(, , -) * .(, , -.pi / + angle / )
lh.C1 = .(, , ) * .(.pi / - angle / , , + angle / )
rh.C1 = .(, , ) * .(.pi / + angle / , , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi + angle / , )
rj.C0 = .(, , ) * .(.pi / + angle / , .pi + angle / , + angle / )
barrel == jump == sit ==
ls.C1 = .(, , -) * .(, , .pi)
rs.C1 = .(, , -) * .(, , .pi)
lh.C1 = .(, , ) * .(, , )
rh.C1 = .(, , ) * .(, , )
neck.C1 = .(, -, ) * .(.pi / , .pi, )
rj.C0 = .( + angle, -, ) * .(, .pi, + angle)
sax == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(-.pi / , , .pi / - .(angle / ))
rs.C1 = .(, , -) * .(-.pi / , , -.pi / + .(angle / ))
lh.C1 = .(, , ) * .(, , - .(angle / ))
rh.C1 = .(, , ) * .(, , + .(angle / ))
neck.C1 = .(, -, ) * .(.pi / , .pi, )
rj.C0 = .(, -.(angle * ), .(angle * )) * .(.pi / + .(angle / ), .pi, )
spooky == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(, , .pi / - angle / )
rs.C1 = .(, , -) * .(, , -.pi / + angle / )
lh.C1 = .(, , ) * .(, , - angle / )
rh.C1 = .(, , ) * .(, , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, + angle / , ) * .(.pi / + angle / , .pi, )
stride == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(angle / , angle / , .pi / + angle / )
rs.C1 = .(, , -) * .(angle / , -angle / , -.pi / + -angle / )
lh.C1 = .(, , ) * .(, angle / , angle / )
rh.C1 = .(, , ) * .(, angle / , angle / )
neck.C1 = .(, -, ) * .(.pi / , .pi, )
rj.C0 = .(, , ) * .(.pi / - angle / , .pi, )
shuffle == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(.pi / , , .pi / + angle / )
rs.C1 = .(, , -) * .(.pi / , , -.pi / + angle / )
lh.C1 = .( + angle / , , ) * .(, + angle / , + angle / )
rh.C1 = .( + angle / , , ) * .(, + angle / , + angle / )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, , ) * .(.pi / - angle / , .pi - angle / , )
rock == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(, , .pi / + angle / )
rs.C1 = .(, , -) * .(, , -.pi / + angle / )
lh.C1 = .(, , ) * .( + angle / , , + angle / )
rh.C1 = .(, , ) * .( + angle / , , - angle / )
neck.C1 = .(, -, ) * .(.pi / , .pi, )
rj.C0 = .(, - angle / , ) * .(.pi / , .pi, )
gagnam == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(-.pi / , , (.pi / + angle / ) - .pi / )
rs.C1 = .(, , -) * .(-.pi / , , (-.pi / - angle / ) + .pi / )
lh.C1 = .(, , ) * .( + angle / , , )
rh.C1 = .(, , ) * .( + angle / , , )
neck.C1 = .(, -, ) * .(.pi / + angle / , .pi, )
rj.C0 = .(, + angle / , ) * .(.pi / , .pi, )
snoop == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(.pi / , , .pi / + angle / )
rs.C1 = .(, , -) * .(.pi / , , -.pi / + angle / )
lh.C1 = .(, , ) * .(.pi / , , + angle / )
rh.C1 = .(, , ) * .(.pi / , , + angle / )
neck.C1 = .(, -, ) * .(.pi / - angle / , .pi, )
rj.C0 = .(, + angle / , ) * .(.pi / + angle / , .pi, )
darude == jump == sit ==
countspeed =
ls.C1 = .(, , -) * .(, , + angle / )
rs.C1 = .(, , -) * .(, , + angle / )
lh.C1 = .(, , ) * .(, , - angle / )
rh.C1 = .(, , ) * .(, , - angle / )
neck.C1 = .(, -, ) * .(.pi / , .pi, )
rj.C0 = .(, + angle / , ) * .(.pi / - angle / , .pi, )
taco == jump == sit ==
countspeed =
global_wait = (global_wait % ) +
ls.C1 = .(, , -) * .(.pi / + angle / , , .pi)
rs.C1 = .(, , -) * .(.pi / + angle / , , .pi)
lh.C1 = .(, , ) * .(, , .pi / + angle / )
rh.C1 = .(, , ) * .(, , .pi / + angle / )
neck.C1 = .(, -, ) * .(.pi / - .pi / + angle / , .pi, )
rj.C0 = .(, + angle / , ) * .(.pi / , .pi, .(global_wait * ))
)The old script from like 2018

Universal