Blox Fruits is an immensely popular game on the Roblox platform, boasting a vast user base. This action-adventure game revolves around a pirate theme, where players enagage in combat against a variety of enemies and challenging bosses. Exploring islands and consuming different fruits are essential for advancing your character’s level.
What is Roblox Script?
Roblox Scripts typically refer to snippets of code that offer automation advantages within the game. Independent developers and scripters create these scripts, which are not officially endorsed by the Roblox platform. Nevertheless, you can still utilize these scripts through Roblox executors such as Arceus X, Hydrogen Executor, JJSploit, Fluxus executor, and others.
How to Use Roblox Script?
- Launch Roblox and join your desired game.
- Click the “Copy” button to duplicate the script code.
- Paste the script code into your preferred Roblox executor.
- Execute the script code and savor the enhanced experience.
--[[ WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk! ]] local player = game.Players.LocalPlayer local StarterGui = game:GetService("StarterGui") function notifyPlayer(title, text) StarterGui:SetCore("SendNotification", { Title = title; Text = text; Duration = 5; }) end notifyPlayer("Nameless Animation V4", "Originally Made By MyWorld") notifyPlayer("Sda Reanimation", "SetDesired-hub") notifyPlayer("Silly Edits", "By Gazer_ha") local fake_transparency = 0.8 local Motors = { ["Left Hip"] = 0, ["Neck"] = 0, ["Left Shoulder"] = 0, ["Right Hip"] = 0, ["Right Shoulder"] = 0 } local TS = game:GetService("TweenService") local function getnext(tbl, number) local closestDiff = math.huge local closestValue = 0 for i, v in pairs(tbl) do if i > number and i - number < closestDiff then closestDiff = i - number closestValue = i end end return closestValue end local function kftotbl(kf) local tbl3 = {} for _, v in pairs(kf:GetDescendants()) do if v:IsA("Pose") then tbl3[string.sub(v.Name, 1, 1) .. string.sub(v.Name, #v.Name, #v.Name)] = v.CFrame end end return tbl3 end local function getSpeed(lastTimeStamp, currentTimeStamp) if currentTimeStamp == 0 then return 0 end return math.abs(lastTimeStamp - currentTimeStamp) end local function getAnimation(animationId) local animationObject local success, errorMsg = pcall(function() animationObject = game:GetObjects(animationId)[1] end) if not success then warn("Failed to load animation: " .. errorMsg) return nil end return animationObject end local Main = {} Main.__index = Main function Main.LoadDummy(DummyChar) local metatable = {} setmetatable(metatable, Main) metatable.char = DummyChar return metatable end function Main:LoadAnimation(animationId) local Character = self.char local animationObject = getAnimation(animationId) if not animationObject then return end print(animationObject) local metatable = {} setmetatable(metatable, Main) metatable.char = Character metatable.animObject = animationObject return metatable end function Main:Play() local Character = self.char local animationObject = self.animObject local Looped = true local anim = {} for _, v in pairs(animationObject:GetChildren()) do if v:IsA("Keyframe") then anim[v.Time] = kftotbl(v) end end local LH = Character.Torso["Left Hip"].C0 local RH = Character.Torso["Right Hip"].C0 local LS = Character.Torso["Left Shoulder"].C0 local RS = Character.Torso["Right Shoulder"].C0 local RoH = Character.HumanoidRootPart["RootJoint"].C0 local N = Character.Torso["Neck"].C0 local count = -1 local lastTimeStamp = 0 self.played = false local times = { Lg = 0, Rg = 0, Lm = 0, Rm = 0, To = 0, Hd = 0 } local lasttime = tick() while not self.played do local timepassed = tick() - lasttime if not Looped then self.played = true end for i, v in pairs(anim) do local asdf = getnext(anim, count) v = anim[asdf] count = asdf task.wait(asdf - count) -- Handle keyframe updates if v["Lg"] then local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Lg + getSpeed(lastTimeStamp, asdf)) times.Lg = 0 TS:Create(Character.Torso["Left Hip"], Ti, {C0 = LH * v["Lg"]}):Play() else times.Lg = times.Lg + getSpeed(lastTimeStamp, asdf) end if v["Rg"] then local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Rg + getSpeed(lastTimeStamp, asdf)) times.Rg = 0 TS:Create(Character.Torso["Right Hip"], Ti, {C0 = RH * v["Rg"]}):Play() else times.Rg = times.Rg + getSpeed(lastTimeStamp, asdf) end if v["Lm"] then local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Lm + getSpeed(lastTimeStamp, asdf)) times.Lm = 0 TS:Create(Character.Torso["Left Shoulder"], Ti, {C0 = LS * v["Lm"]}):Play() else times.Lm = times.Lm + getSpeed(lastTimeStamp, asdf) end if v["Rm"] then local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Rm + getSpeed(lastTimeStamp, asdf)) times.Rm = 0 TS:Create(Character.Torso["Right Shoulder"], Ti, {C0 = RS * v["Rm"]}):Play() else times.Rm = times.Rm + getSpeed(lastTimeStamp, asdf) end if v["To"] then local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.To + getSpeed(lastTimeStamp, asdf)) times.To = 0 TS:Create(Character.HumanoidRootPart["RootJoint"], Ti, {C0 = RoH * v["To"]}):Play() else times.To = times.To + getSpeed(lastTimeStamp, asdf) end if v["Hd"] then local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Hd + getSpeed(lastTimeStamp, asdf)) times.Hd = 0 TS:Create(Character.Torso["Neck"], Ti, {C0 = N * v["Hd"]}):Play() else times.Hd = times.Hd + getSpeed(lastTimeStamp, asdf) end task.wait(getSpeed(lastTimeStamp, asdf)) lastTimeStamp = asdf end end -- Reset character to original pose after animation ends Character.Torso["Left Hip"].C0 = LH Character.Torso["Right Hip"].C0 = RH Character.Torso["Left Shoulder"].C0 = LS Character.Torso["Right Shoulder"].C0 = RS Character.HumanoidRootPart["RootJoint"].C0 = RoH Character.Torso["Neck"].C0 = N end function Main:Stop() self.played = true end -- Script setup and initialization local animationplayer = Main local LoadedAnimationTable = {} local Players = game:GetService("Players") local Player = Players.LocalPlayer local RunService = game:GetService("RunService") game.Players.LocalPlayer.Character.Archivable = true local FakeCharacter = game.Players.LocalPlayer.Character:Clone() Player.Character:BreakJoints() Player.Character = nil local Connection Connection = game.Workspace.DescendantAdded:Connect(function(c) if c.Name == "Animate" and c.Parent == Player.Character then c.Enabled = false Connection:Disconnect() end end) repeat task.wait() until game.Players.LocalPlayer.Character task.wait(0.1) local RealChar = Player.Character RealChar.Archivable = true FakeCharacter.Name = "non" FakeCharacter.Parent = workspace local rig = animationplayer.LoadDummy(FakeCharacter) -- Sigma Sigma Ayo Kita Sigma -- Bacot Jing -- local track = rig:LoadAnimation("rbxassetid://17603135849") -- coroutine.wrap(function() -- track:Play() -- end)() task.spawn(function() for _, LS in ipairs(FakeCharacter:GetChildren()) do if LS:IsA("LocalScript") then LS.Enabled = false task.wait(0.1) LS.Enabled = false end end end) for _, Part in ipairs(FakeCharacter:GetDescendants()) do if Part:IsA("BasePart") then Part.Transparency = fake_transparency end end for _, Decal in ipairs(FakeCharacter:GetDescendants()) do if Decal:IsA("Decal") then Decal.Transparency = fake_transparency end end Player.Character = FakeCharacter local function MotorAngle() if RealChar:FindFirstChild("Torso") then for MotorName, Motor6DAngle in pairs(Motors) do if RealChar:FindFirstChild("Torso"):FindFirstChild(MotorName) then RealChar:FindFirstChild("Torso"):FindFirstChild(MotorName).CurrentAngle = Motor6DAngle end end end end local function SetAngles() if FakeCharacter:FindFirstChild("Torso") then for MotorName, Motor6DAngle in pairs(Motors) do if FakeCharacter:FindFirstChild("Torso"):FindFirstChild(MotorName) then local Motor = FakeCharacter:FindFirstChild("Torso"):FindFirstChild(MotorName) local rx, ry, rz = Motor.Part1.CFrame:ToObjectSpace(FakeCharacter:FindFirstChild("Torso").CFrame):ToOrientation() if Motor.Name == "Right Shoulder" then Motors[MotorName] = -rx end if Motor.Name == "Left Shoulder" then Motors[MotorName] = rx end if Motor.Name == "Right Hip" then Motors[MotorName] = -rx end if Motor.Name == "Left Hip" then Motors[MotorName] = rx end if Motor.Name == "Neck" then Motors[MotorName] = -ry end end end end end local KFFolder = Instance.new("Folder") KFFolder.Parent = game.ReplicatedStorage --[[local function LoadAllAnimations() -- Assuming AnimIDs is a table containing animation IDs for _, AnimID in pairs(AnimIDs) do local Anim = Instance.new("Animation") Anim.AnimationId = "rbxassetid://" .. AnimID local LoadedAnim = RealChar:WaitForChild("Humanoid"):LoadAnimation(Anim) end]] local function BaseCol() for _, Part in ipairs(RealChar:GetChildren()) do if Part:IsA("BasePart") then Part.CanCollide = false end end for _, Part in ipairs(FakeCharacter:GetChildren()) do if Part:IsA("BasePart") then Part.CanCollide = false end end end RunService.Heartbeat:Connect(function() SetAngles() MotorAngle() pcall(function() RealChar.HumanoidRootPart.CFrame = FakeCharacter.Torso.CFrame end) end) RunService.PreSimulation:Connect(function() BaseCol() end) loadstring(game:HttpGet("https://rawscripts.net/raw/Universal-Script-FE-Nameless-Animations-V4-4249"))() task.wait(1) loadstring(game:HttpGet("https://raw.githubusercontent.com/GGH52lan/GGH52lan/main/keyboard.txt"))() loadstring(game:HttpGet("https://raw.githubusercontent.com/Gazer-Ha/Energize-Protected/main/Yh"))()
– The options in the dropdown. Callback = – The function of the dropdown. ]] Dropdown:Refresh(List,true) Dropdown:Set(“dropdown option”) OrionLib:Init()
Description
Works in some games. Credits to Owner. Open Source Code.