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Copy the script and paste it into your executor.
Player = .Players.LocalPlayer
Char = Player.Character
Torso = Char.Torso
Head = Char.Head
Arms = {Char:, Char:}
Shoulders = {Torso:, Torso:}
Legs = {Char:, Char:}
HumRoot = Char:
HumRootJ = HumRoot[]
Humanoid = Char:
Mouse = Player:()
s = Workspace:(..Player.Name,)
s
f = s:
f
f:()
s=
Debris = :
RS = :
Chatserv = :
Insertserv = :
Neck = Torso:
(() Char.Shirobako:() )
Main = .(,Char)
Main.Name =
.Parent=Main
cfn=.new
ang = (x,y,z) .(x ,y ,z )
m={tau=.pi*;float=}
v3n=.new
md,mr,PI=.rad, .random, .pi
bcol=BrickColor.new
numkp=NumberSequenceKeypoint.new
colkp=ColorSequenceKeypoint.new
(a1,x,y,z,rx,ry,rz)
cf
(a1):() ==
cf=a1.CFrame
cf=a1
cf*.(x ,y ,z )*.(
rx ,ry ,yz )
New = (what)
(bar)
obj=.(what)
arg,val (bar)
arg ==
obj.Parent = val
arg==
obj.Part0=val[]
obj.Part1=val[]
(() obj[arg] )
obj[arg]=val
obj
Edit = (what)
(args)
ind,obj ,what
arg,val ,args
child,argu = arg:
child argu
(() obj[child][argu] )
obj[child][argu]=val
arg==
(ind,obj)
(() obj[arg])
obj[arg]=val
_1,_2,_3=,
set_material =
set_color =
set_parent =
set_anchor =
Part = (x,y,z,col,tr)
p = {
_P=set_parent Main;
BrickColor = (col set_color );
CanCollide = ;
Transparency = tr ;
Size = .(x ,y ,z );
Material = set_material ;
Anchored = (set_anchor~= set_anchor )
}
_,sur ,.NormalId:()
p[sur.Name..] =
_1 = p
p
Wedge = (x,y,z,col,tr)
p = {
_P=Main;
BrickColor = (col );
CanCollide = ;
Transparency = tr ;
Size = .(x ,y ,z );
Material = set_material ;
Anchored = (set_anchor~= set_anchor )
}
_,sur ,.NormalId:()
p[sur.Name..] =
_1 = p
p
Weld = (part0,part1,c0,c1,...)
ar = {...}
cframe0,cframe1
() res=
i,v (ar)
(v) ~=
res=
res
(c0) ==
cframe0 = .(c0[] , c0[] , c0[] ) * .(
c0[] , c0[] , c0[] )
(c0) ==
cframe0 = c0
(c0) == ()
cframe0 = .(c0 ,c1 ,ar[] ) * .(ar[] , ar[] , ar[] )
(c1) ==
cframe1 = .(c1[] , c1[] , c1[] ) * .(
c1[] , c1[] , c1[] )
(c1) ==
cframe1 = c1
(c1) == ( c0 (c0 (c0) == ))
cframe1 = .(c1 , ar[] , ar[] ) * .(ar[] , ar[] , ar[] )
i,v (ar)
(v) ==
cframe1 = .(v[] , v[] , v[] ) * .(v[] , v[] , v[] )
(v) ==
cframe1 = v
cframe0,cframe1 = cframe1,cframe0
part0.Position=part1.Position
weld = .()
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = cframe0 .()
weld.C1 = cframe1 .()
weld.MaxVelocity =
weld.Parent = part0
_2=weld
weld
mesh_ids = {
spike = ;
ring = ;
coil = ;
diamond = ;
rock = ;
}
mesh_texs = {
rock = ;
}
Mesh = (parent,id,sx,sy,sz)
name = ( (id == ) (id == ) )
mesh = .(name)
id ==
mesh.MeshType = .MeshType.Sphere
id ==
mesh.MeshType = .MeshType.Wedge
.(id,) ~=
mesh.MeshId = id
mesh.Scale = .(sx , sy , sz )
mesh.Parent = parent
_3=mesh
mesh
cane = (,,,)(_1,)
hw=(cane,Arms[],,-,,-PI/)
bl = (,,)(_1,)
(bl,cane,,)
bl2 = (,,,)(_1,,,,)
(bl2,bl)_1.Material=
set_color=
i=,,/
ring = (,,)(_1,mesh_ids.ring,-i*(*),-i*(*),)
(ring,cane,,--i*,,PI/)
set_color=
a=-PI/,PI/,PI/
arm = (,,)(_1,,,,)
New{_P=arm;_PP={arm,bl};
C1=(,,)*(,,a);
C0=(,-arm.Size.y,);
}
dec = (,,,)(_1,,,,)_1.Material=
(dec,arm,,*)
arm=(,,)(_1,,,,)
New{_P=arm;_PP={arm,bl};
C1=(,-,)*(,,md);
C0=(,arm.Size.y/,);
}
dec = (,,,)(_1,,,,)_1.Material=
(dec,arm,,-*)
arm=(,,)(_1,,,,)
New{_P=arm;_PP={arm,bl};
C1=(-,-,)*(,,md);
C0=(,arm.Size.y/,);
}
dec = (,,,)(_1,,,,)_1.Material=
(dec,arm,,-*)
set_color=
coil=(,,,)(_1,mesh_ids.coil,,,)
(coil,cane,,,,PI/,,md)
disk=(,,,)(_1,,,,)
(disk,cane,,-+)
disk=(,,,)(_1,,,,)
(disk,cane,,-)
rainbow={}
i=,,
p=/
col=.(p+((p*)*i),,)
kp=(i,col)
.(rainbow,kp)
sizes={}
b=
i=,,/
b= b
s=+(i/)
s2=s/
kp=(i,(b s s2))
.(sizes,kp)
emitter={_P=coil;
Texture=;
Color=ColorSequence.(rainbow);
Size=NumberSequence.(sizes);
VelocitySpread=;
Lifetime=NumberRange.();
Transparency=NumberSequence.{(,);(,);(,)};
Speed=NumberRange.(,);
Rotation=NumberRange.(,);
LockedToPart=;
Rate=;
}
Joints={}
(name,weld,c0,c1)
t= {}
t.w=weld
t.n_c0 = c0 weld.C0
t.n_c1 = c1 weld.C1
t._desired=weld.C0
t.spd=
t.l=
t:()
({},{__newindex=(t,i,v)
i== self.l ==
self.d = v
i == self.spd=v })
(t,{__newindex=(ta,i,v)
i==
ta._desired = ta.n_c0 * v
})
Joints[name]=t
()[name]=Joints[name]
(,{_P = Torso;Part0=Torso;Part1=Arms[];
C0=(,,); C1=(-,,)})
(,{_P = Torso;Part0=Torso;Part1=Arms[];
C0=(-,,); C1=(,,)})
(,{_P=Torso;_PP={Torso,Legs[]};
C0=(,-,);C1=(,,)})
(,{_P=Torso;_PP={Torso,Legs[]};
C0=(-,-,);C1=(-,,)})
(,HumRootJ,(,,,-,,,,,,,,-),
(,,,-,-,-,,,,,,))
(,Neck,(,,,-,-,-,,,,,,),
(,-,,-,-,-,,,,,,))
(,hw)
Connections = {}
anim_con = RS.Stepped:(()
_,j ,Joints
j.w.C0 = j.w.C0:(j._desired,j.spd)
)
pt=()
pm=
ppos=Torso.Position
()
ssss={}
(()-pt)>
Char.archivable=
cl=Char:()cl.Parent=Main
Char.archivable=
_,obj ,cl:()
obj: obj:()
obj:
{obj}{Transparency=;Reflectance=;Anchored=;CanCollide=;
Material=;BrickColro=bcol}
ttt={obj,obj.CFrame}
.(ssss,ttt)
(()
i=,,
_,v ,ssss
v[].Transparency=+i/
v[].Size=v[].Size*
v[].CFrame=v[]
v[].BrickColor=bcol
()
cl:())
pt=()
dash=
(pos,rad,hum2)
hums={}
(a)
res=
i,ho (hums)
a==ho res=
res
i,v (Workspace:())
v: v~=Char v~=(hum2 Char)
i,q (v:())
q: q.Parent:(q.Torso.Position-pos).magnitude < rad
(q)
.(hums,q)
hums
WalkSpeed=
Anim=
sin,cos,abs = .sin,.cos,.abs
rw,lw,rw2,lw2,tw = rw:(),lw:(),rw2:(),lw2:(),tw:()
angle=
a=md
idle_con=RS.Stepped:(()
walkmag = (HumRoot.Velocity.x,,HumRoot.Velocity.z).magnitude
angle=angle%+/
walkmag >
Anim=
Anim=
Humanoid.WalkSpeed=WalkSpeed
Anim ==
rw.d = (,(angle)*,)*(,,md+(angle)*)
lw.d = (,(angle)*,)*(,,-md-(angle)*)
rw2.d = ((angle)*,((angle))*,) * (,,md-(angle)*)
lw2.d = (-(angle)*,((angle))*,) * (,,-md+(angle)*)
tw.d = (,,(angle)*)
Anim ==
tw.d=(,,(angle)*)*(md)
rw.d=(md,,a)
lw.d=(md,,-a)
rw2.d=(md,,a)
lw2.d=(md,,-a)
dash WalkSpeed>
Humanoid.WalkSpeed=
()
)
(cf,p,r,s)
p.Anchored=
p.CFrame=cf
t=p.Transparency
msh=(p,mesh_ids.ring)
(()
i=,,(s )
p.Transparency=t+((-t)*i)
msh.Scale=(r*i,r*i,)
()
p:()
)
(cf,p,r,s)
p.Anchored=
p.CFrame=cf
t=p.Transparency
msh=(p,)
(()
i=,,(s )
p.Transparency=t+((-t)*i)
msh.Scale=(r*i,r*i,r*i)
()
p:()
)
(wut,an)
parts={}
(object,anchor)
object:() object:()
tr=object.Transparency
t={o=object,t=tr}
object.Transparency =
object:
t.a=object.Anchored
anchor==
object.Anchored=
anchor ==
object.Anchored=
object.Anchored=
t.c=object.CanCollide
object.CanCollide=
.(parts,t)
_, child (object:())
(child,an)
(wut,an)
()
i,v (parts)
v.o.Transparency = v.t
v.o:
v.a~=
v.o.Anchored=v.a
v.c~=
v.o.CanCollide=v.c
(mouse)
rw.l=
rw.d=(PI/,,-PI//)*(,PI/)
hw.d=(,-,)*(,PI/)
p=(,,,,)
p.Anchored=
stp,enp=(Torso,-,,-).p,(Torso,,,-).p
p.CFrame=(stp,enp)
mag=(stp-enp).magnitude
sx,sz=p.Size.x,p.Size.y
_,hum ,((Torso,,,-).p,)
((hum.Torso),(,,,,),)
((hum.Torso)*(PI/),(,,,,),)
((hum.Torso)*(PI/,PI/),(,,,,),)
bl=(,,,)bl.Anchored= bl.Material=
msh=(_1,)
bl.CFrame=hum.Torso.CFrame
msh.Scale=hum.Parent:()
lol=.(msh.Scale.x,msh.Scale.y,msh.Scale.z)
scale=(lol,lol,lol)*
pos=hum.Torso.Position
(()
unhide=(hum.Parent)
i=,,-
msh.Scale=scale*i
()
bl.CFrame=(mouse.hit.p)
mag=(pos-(bl).p).magnitude
laz=(,,mag,,) laz.Anchored=
laz.CFrame=((bl).p,pos)*(,,-mag/)
(()
i=,, laz.Transparency=i () laz:())
i=,,
msh.Scale=scale*i
()
hum.Parent:(bl.Position)
()
bl:()
)
(()
i=,,
p.Size=(sx,sz,i*mag)
p.CFrame=(stp,enp)*(,,-(i*(mag/)))
()
i=,,
p.Transparency=i
()
p:()
)
rw.spd=
rw.d=(PI/,,md)*(,PI/)
rw.l=
hw.d=()
(mouse)
rw.l=
lw.l=
rw.d=(md,,md)
lw.d=(md,,md)
hw.d=(md,md)
cp=(,,)
laz=(,,,)laz.Material=
(laz,).Name=
laz.Anchored=
t={}
i=,m.tau,m.tau/
p=(,,)
w=(p,bl,{,,-,PI/,i,},{,,})
{w}{C0=w.C0*(PI/),C1=w.C1*(PI/)}
(_1,mesh_ids.diamond,,,)
w.DesiredAngle=
.(t,p)
aura=(,,,,)(aura,bl)
msh=(aura,,,,)
i=,, msh.Scale=(,,)*i ()
holding=
tr=
li={}
r=
pt=()
() (bl,(-r,r),(-r,r),(-r,r),(-PI,PI),(-PI,PI),(-PI,PI))
i=,
pp=(,,,,)_1.Anchored= _1.Material=
pp.CFrame=()
.(li,pp)
(()
()
i=,, aura.Transparency=+i/
_,v ,li v.CFrame=()
()
i=,,- aura.Transparency=+i/
_,v ,li v.CFrame=()
()
)
holding
mag=((bl).p-mouse.hit.p).magnitude
laz.Size=(,mag,)
laz.CFrame = (((bl).p,mouse.hit.p)*(,,-mag/))*(PI/)
_,hum ,(mouse.hit.p,)
android=hum.Torso:
android
pp=(,,,,)(pp,hum.Torso,,,,,PI)
_1.Name=
ring = (,,,,)ring.Parent=pp
ring2 = (,,,,)ring.Parent=pp
ring2.Parent=ring
sx,sy,sz=,,
(ring,,sx+,sy,sz+)
(ring2,mesh_ids.ring,sx,sz,sy*)
(ring,pp,(PI/),(PI/)).DesiredAngle=
(ring2,ring,(PI/))
_,face ,.NormalId:()
face.Name~= face.Name~=
{_P=ring;Face=face;Texture=;}
pp.Parent=hum.Torso
(pp,,,,)
cnt={_P=pp;Name=}
huhu=hum
cf=huhu.Torso.CFrame
o1,o2=huhu.WalkSpeed,huhu.JumpPower
huhu.WalkSpeed=
huhu.JumpPower=
bp={_P=hum.Torso;MaxForce=(,,)*;
position=hum.Torso.Position;Name=}
(()
(()pp.Parent.Anchored= )
cnt.Value=cnt.Value-
cnt.Value <=
huhu.WalkSpeed,huhu.JumpPower=o1,o2
(()bp:() )
i=,,
pp.Transparency=i
ring2.Transparency=i
()
pp:()
)
Debris:(pp,)
android.cnt.Value=
bl=(,,,,)(_1,)
bl2=(,,,,)(_1,)
{bl,bl2}{Anchored=;BrickColor=bcol}
bl.CFrame=(mouse.hit.p,(Torso).p)*(,PI/)
bl2.CFrame=(bl,,,,PI/)
(()
i=,,
_,v ,{bl,bl2}
(()v.Mesh.Scale=(,,)*i )
v.Transparency=i
()
bl:()bl2:() )
gr,gr_pos=Workspace:(Ray.((Torso).p,(,-)),Char)
(()-pt)>
gr gr_pos
(,,,,)
((gr_pos)*(PI/),_1,)
(()
cl=laz:()cl.Parent=Main
msh=cl.m
i=,,
msh.Scale=(+i*,,+i*)
cl.Transparency=i
()
cl:()
)
pt=()
()
i,v (t) v:()
i,v (li) v:()
laz:()
i=,,- msh.Scale=(,,)*i ()
aura:()
hw.d=()
rw.l= lw.l=
(what)
res
p=what
p=p.Parent
p
hum=p:
hum
res=hum
p==
res
()
(radius)
min,max = .min,.max
list={}
pos1,pos2=(Torso,-,-,-).p,(Torso,,,).p
reg=Region3.(((pos1.x,pos2.x),(pos1.y,pos2.y),(pos1.z,pos2.z)),
((pos1.x,pos2.x),(pos1.y,pos2.y),(pos1.z,pos2.z)))
i,v (Workspace:(reg,{Char}))
(v.Position-Torso.Position).magnitude<radius v.Name~=
.(list,v)
list
orig_ws=Humanoid.WalkSpeed
WalkSpeed=
{rw,lw,rw2,lw2,tw}{l=}
tw.d=(md)
rw.d=(md,,md)*(,md)
lw.d=(md,,md)
hw.d=(,,)
rw2.d=(PI/,,md)
lw2.d=(PI/,,-md)
Humanoid.HipHeight=-
linese={}
spinners={}
a=-,,
cyl=(,,,,)(cyl,,,,)
ww=(cyl,HumRoot,,,,(a))
.(spinners,ww)
.(linese,cyl)
a=-,,
cyl=(,,,,)(cyl,,,,)
ww=(cyl,HumRoot,,,,,,(a))
.(spinners,ww)
.(linese,cyl)
i,v (linese)
_,face ,.NormalId:()
face.Name~= face.Name~=
{_P=v;Texture=.-;Face=face;Transparency=;
StudsPreTileU=;}
i=,,/
p=(,,,,)p.Material=
(p,,i*,i*,i*)
.(spinners,(p,Torso))
_,face ,.NormalId:()
{_P=p;Face=face;Texture=.-;Transparency=}
base_spd =
deviation =
ptick=()
holding=
holding
o,weld ,spinners
weld.C1 = weld.C1 * (,(o%== - )*base_spd)
_,part ,()
hum=(part)
hum (hum.Torso.Position-Torso.Position).magnitude <=
rot=(hum.Torso)-(hum.Torso).p
hum.Torso.CFrame=(((hum.Torso.CFrame.p,Torso.CFrame.p)*(,,)).p)*rot
rot=(part)-(part).p
part.CFrame=(((part.CFrame.p,Torso.CFrame.p)*(,,)).p)*rot
(()-ptick)>
_,hum ,(Torso.Position,)
hum:(-)
mag=((hum.Torso).p-(Torso).p).magnitude
bl=(,mag,,,)bl.Material=
bl.Anchored=
msh=(_1,)
bl.CFrame=(((Torso).p,(hum.Torso).p),,,-mag/)*(PI/)
momo=(hum.Parent,,)
(()
scales={}
_,v (momo:()) .(scales,v.Mesh.Scale)
i=,,
i2,v (momo:())
v.Mesh.Scale=scales[i2]+((,,)*i)
v.Transparency=+(*i)
bl.Transparency=+i*(-)
msh.Scale=(+i*,,+i*)
()
momo:()
bl:())
ptick=()
Humanoid:(-)
()
_,v (spinners) v.Parent:()
Humanoid.HipHeight=
hw.d=()
WalkSpeed=orig_ws
{rw,lw,rw2,lw2,tw}{l=}
(tar,color,tr)
(a)
res=
i,v (a:())
v.className:
res=v
res
godo={_P=Main}
set_parent=godo
trlist={}
i,v ,(tar tar:() Char:())
v: v.Name~=
v.Name ==
pp=(,,,color ,tr )pp.Material=
pp.Size=v.Size
(pp,v)
mesh=v.Mesh:()mesh.Parent=pp
mesh.Scale=mesh.Scale*
.(trlist,mesh.Scale)
pp=(,,,color ,tr )_1.Material=
pp.Size=v.Size (pp,v)
msh=(pp,)
msh.Scale=msh.Scale*
.(trlist,msh.Scale)
v:
pp=(,,,color ,tr )_1.Material=
(pp,v.Handle)
mesh=(v.Handle):()
mesh.TextureId=
mesh.Scale=mesh.Scale+(mesh.Scale*)
mesh.Parent=pp
.(trlist,mesh.Scale)
set_parent=
godo,trlist
main_aura,main_aura_tr=()
(mouse)
{rw,lw,rw2,lw2,tw}{l=}
tw.d=()*(md)
Humanoid.HipHeight=
rw2.d=(,-,)*(md)
lw2.d=(md)
rw.d=(,,-)*(PI/+md,,md)
lw.d=(,,-)*(PI/+md,,md)
hw.d=(,-,)*(PI/,md)
()
ppos=(HumRoot,,,-).p
_,hum ,(ppos,)
(()hum.PlatformStand= hum.PlatformStand= )
hum.Torso.Velocity=(,,)
rw.d=(,,-)*(PI/+md,,md)
lw.d=(,,-)*(PI/+md,,md)
tw.d=(md)
lw2.d=(md)
bv={_P=Torso,velocity=HumRoot.CFrame.lookVector*-}
gr,gr_p=Workspace:(Ray.(ppos,(,-,)),Char)
gr gr_p
hw.d=()
{rw,lw,rw2,lw2,tw}{l=}
volcano=(,,,)volcano.Anchored=
volcano.CFrame=(gr_p)
cf =volcano.CFrame
r=
(()
i=,
pp=(,,,)pp.Material=
msh=(pp,mesh_ids.rock)msh.Scale=(,,)*pp.Size
msh.TextureId = mesh_texs.rock
msh.VertexColor=(,,)
pp.CanCollide=
{_P=pp;Size=;Heat=}
pp.CFrame=(cf,,,,(-md,md),,(-md,md))*(,,)
pp:()
pp.Velocity=(cf,,,,(-,),(-,),(-,)).lookVector*+(,,)
{_P=pp;Name=;Force=(,(m.float*pp:())*,)}
{_P=pp;angularvelocity=(,,)*PI*}
(,()
i=,
p=pp:()
p.Size=(,,)
p.Parent=Main
p.F.Force=(,p:()*m.float*,)
p.Velocity=(p.Position,mouse.hit.p).lookVector*
p.Touched:((hit)
hit:(Char)
e=.(,Workspace)
e.BlastPressure=
e.BlastRadius =
e.Position=p.Position
e.Hit:((hit)
hum=hit.Parent:
hum hum.Parent~=Char
hum:()
)
p:()
)
Debris:(p,)
pp:()
)
()
)
((volcano,,,,PI/),volcano,,)
()
bv:()
hw.d=()
{rw,lw,rw2,lw2,tw}{l=}
stealthed=
re=
(cf,part,scale,from,to,dir)
part.Anchored=
part.CFrame=cf
msh=(part,,,,)
i=from,to,dir
msh.Scale=(scale,scale,scale)*i
()
()
stealthed= stealthed
tt=main_aura_tr
stealthed
re = (Char,)
emitter.Enabled=
i=,,
(main_aura:()){
Transparency=+(i*);
[] = (,,)*(-i);
}
()
i=,,
(main_aura:()){
Transparency=-(*i);
}
o,v (main_aura:())
v.Mesh.Scale=tt[o]*i
()
()
emitter.Enabled=
()
c_cf=(Torso,,,-)
set_anchor =
mp = (,,)
mp.CFrame=c_cf
blade = (,,)
_1.CFrame=(mp,,+)
(_1,,,,)
cp = (,,,)
{_P=cp;Face=;Texture=}
{_P=cp;Face=;Texture=}
cp.CFrame=(blade)
(_1,,,,)
tip1=(,,)
_1.CFrame=(blade,,+_1.Size.y/,,,-PI/)
(_1,,,,)
tip2=(,,)
_1.CFrame=(blade,-,+_1.Size.y/,,,PI/)
(_1,,,,)
set_anchor =
holding=
attacking=
klist={
f=slash;
qq=laser;
cq=galaxy;
r=hammer;
z=stealth;
x=conjure;
}
Humanoid.Died:(()
bl=(,,)bl.Anchored=
bl.CFrame=(Torso)
_,v (Char:())
v:
v.Touched:((a)
h=(a)
h h.Parent~=Char h.Health=
)
i,v ((Torso.Position,))
v.Parent:()
(bl,)
(()
i=,,
{bl}{Transparency=i}
()
)
)
holding=
Mouse.KeyUp:((key)
key== dash=
i,v (klist)
key == i:(,) i:(,) ==
holding=
)
Mouse.KeyDown:((key)
attacking
attacking=
key== dash=
i,v (klist)
key==i:(,)
(Mouse)
attacking=
)
i,v ,()
i:()
.(Connections,v)
{_P=;Name=}.OnInvoke=() i,v (Connections) v:()
.Name=..Player.Name
God

Universal