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 engage 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
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 engage in combat against a variety of enemies and challenging bosses. Exploring islands and consuming different fruits are essential for advancing your character’s level.
--[[
WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
--The following section was auto-generated because this script isn't verified. If you have full trust in this script, you may pay no attention to it and remove it. Otherwise, it's best to to keep it in for additional protection
if not game:IsLoaded() then game.Loaded:Wait() end
if identifyexecutor()~="Codex" then
loadstring(game:HttpGet("https://raw.githubusercontent.com/GalacticHypernova/Guardian/main/MainProd"))()
else
loadstring(game:HttpGet("https://raw.githubusercontent.com/GalacticHypernova/Guardian/main/CodexTest"))()
end
-- END OF AUTO-GENERATED CONTENTS. THE SCRIPT BEGINS HERE:
-- END OF AUTO-GENERATED CONTENTS. THE SCRIPT BEGINS HERE:
-- END OF AUTO-GENERATED CONTENTS. THE SCRIPT BEGINS HERE:
-- END OF AUTO-GENERATED CONTENTS. THE SCRIPT BEGINS HERE:
--[[
Fe Creepy Crawler
by MyWorld#4430
discord.gg/pYVHtSJmEY
]]
if "MyWorld reanimate cool" then
--reanimate by MyWorld#4430 discord.gg/pYVHtSJmEY
local netboost = Vector3.new(0, 45, 0) --velocity
--netboost usage:
--set to false to disable
--set to a vector3 value if you dont want the velocity to change
--set to a number to change the velocity in real time with magnitude equal to the number
local idleMag = 0.01 --used only in case netboost is set to a number value
--if magnitude of the real velocity of a part is lower than this
--then the fake velocity is being set to Vector3.new(0, netboost, 0)
local noRotVel = true --parts rotation velocity set to Vector3.new(0, 0, 0)
local simradius = "shp" --simulation radius (net bypass) method
--"shp" - sethiddenproperty
--"ssr" - setsimulationradius
--false - disable
local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character
local newanimate = true --disables the animate script and enables after reanimation
local discharscripts = true --disables all localScripts parented to your character before reanimation
local R15toR6 = true --tries to convert your character to r6 if its r15
local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation
local hedafterneck = true --disable aligns for head and enable after neck is removed
local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
local method = 3 --reanimation method
--methods:
--0 - breakJoints (takes [loadtime] seconds to laod)
--1 - limbs
--2 - limbs + anti respawn
--3 - limbs + breakJoints after [loadtime] seconds
--4 - remove humanoid + breakJoints
--5 - remove humanoid + limbs
local alignmode = 2 --AlignPosition mode
--modes:
--1 - AlignPosition rigidity enabled true
--2 - 2 AlignPositions rigidity enabled both true and false
--3 - AlignPosition rigidity enabled false
local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = rs.Stepped
local heartbeat = rs.Heartbeat
local renderstepped = rs.RenderStepped
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = CFrame.new
local v3 = Vector3.new
local v3_0 = v3(0, 0, 0)
local inf = math.huge
local c = lp.Character
if not (c and c.Parent) then
return
end
c.Destroying:Connect(function()
c = nil
end)
local function gp(parent, name, className)
if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if (v.Name == name) and v:IsA(className) then
return v
end
end
end
return nil
end
local function align(Part0, Part1)
Part0.CustomPhysicalProperties = PhysicalProperties.new(0.0001, 0.0001, 0.0001, 0.0001, 0.0001)
local att0 = Instance.new("Attachment", Part0)
att0.Orientation = v3_0
att0.Position = v3_0
att0.Name = "att0_" .. Part0.Name
local att1 = Instance.new("Attachment", Part1)
att1.Orientation = v3_0
att1.Position = v3_0
att1.Name = "att1_" .. Part1.Name
if (alignmode == 1) or (alignmode == 2) then
local ape = Instance.new("AlignPosition", att0)
ape.ApplyAtCenterOfMass = false
ape.MaxForce = inf
ape.MaxVelocity = inf
ape.ReactionForceEnabled = false
ape.Responsiveness = 200
ape.Attachment1 = att1
ape.Attachment0 = att0
ape.Name = "AlignPositionRtrue"
ape.RigidityEnabled = true
end
if (alignmode == 2) or (alignmode == 3) then
local apd = Instance.new("AlignPosition", att0)
apd.ApplyAtCenterOfMass = false
apd.MaxForce = inf
apd.MaxVelocity = inf
apd.ReactionForceEnabled = false
apd.Responsiveness = 200
apd.Attachment1 = att1
apd.Attachment0 = att0
apd.Name = "AlignPositionRfalse"
apd.RigidityEnabled = false
end
local ao = Instance.new("AlignOrientation", att0)
ao.MaxAngularVelocity = inf
ao.MaxTorque = inf
ao.PrimaryAxisOnly = false
ao.ReactionTorqueEnabled = false
ao.Responsiveness = 200
ao.Attachment1 = att1
ao.Attachment0 = att0
ao.RigidityEnabled = false
if netboost then
local steppedcon = nil
local heartbeatcon = nil
Part0.Destroying:Connect(function()
Part0 = nil
steppedcon:Disconnect()
heartbeatcon:Disconnect()
end)
local vel = v3_0
local rotvel = noRotVel and v3_0
if typeof(netboost) == "Vector3" then
steppedcon = stepped:Connect(function()
Part0.Velocity = vel
if rotvel then
Part0.RotVelocity = rotvel
end
end)
heartbeatcon = heartbeat:Connect(function()
vel = Part0.Velocity
Part0.Velocity = netboost
if rotvel then
rotvel = Part0.RotVelocity
Part0.RotVelocity = v3_0
end
end)
elseif typeof(netboost) == "number" then
steppedcon = stepped:Connect(function()
Part0.Velocity = vel
if rotvel then
Part0.RotVelocity = rotvel
end
end)
heartbeatcon = heartbeat:Connect(function()
vel = Part0.Velocity
local newvel = vel
local mag = newvel.Magnitude
if mag < idleMag xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed bv.Name = "bv_" xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed> 0) then
model:BreakJoints()
hum0.Health = 0
end
if antirespawn then
respawnrequest()
end
end)
sg:SetCore("ResetButtonCallback", rb)
spawn(function()
while c do
if hum0 and hum1 then
hum1.Jump = hum0.Jump
end
wait()
end
sg:SetCore("ResetButtonCallback", true)
end)
R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)
if R15toR6 then
local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart")
if part then
local cfr = part.CFrame
local R6parts = {
head = {
Name = "Head",
Size = v3(2, 1, 1),
R15 = {
Head = 0
}
},
torso = {
Name = "Torso",
Size = v3(2, 2, 1),
R15 = {
UpperTorso = 0.2,
LowerTorso = -0.8
}
},
root = {
Name = "HumanoidRootPart",
Size = v3(2, 2, 1),
R15 = {
HumanoidRootPart = 0
}
},
leftArm = {
Name = "Left Arm",
Size = v3(1, 2, 1),
R15 = {
LeftHand = -0.85,
LeftLowerArm = -0.2,
LeftUpperArm = 0.4
}
},
rightArm = {
Name = "Right Arm",
Size = v3(1, 2, 1),
R15 = {
RightHand = -0.85,
RightLowerArm = -0.2,
RightUpperArm = 0.4
}
},
leftLeg = {
Name = "Left Leg",
Size = v3(1, 2, 1),
R15 = {
LeftFoot = -0.85,
LeftLowerLeg = -0.15,
LeftUpperLeg = 0.6
}
},
rightLeg = {
Name = "Right Leg",
Size = v3(1, 2, 1),
R15 = {
RightFoot = -0.85,
RightLowerLeg = -0.15,
RightUpperLeg = 0.6
}
}
}
for i, v in pairs(c:GetChildren()) do
if v:IsA("BasePart") then
for i1, v1 in pairs(v:GetChildren()) do
if v1:IsA("Motor6D") then
v1.Part0 = nil
end
end
end
end
part.Archivable = true
for i, v in pairs(R6parts) do
local part = part:Clone()
part:ClearAllChildren()
part.Name = v.Name
part.Size = v.Size
part.CFrame = cfr
part.Anchored = false
part.Transparency = 1
part.CanCollide = false
for i1, v1 in pairs(v.R15) do
local R15part = gp(c, i1, "BasePart")
local att = gp(R15part, "att1_" .. i1, "Attachment")
if R15part then
local weld = Instance.new("Weld", R15part)
weld.Name = "Weld_" .. i1
weld.Part0 = part
weld.Part1 = R15part
weld.C0 = cf(0, v1, 0)
weld.C1 = cf(0, 0, 0)
R15part.Massless = true
R15part.Name = "R15_" .. i1
R15part.Parent = part
if att then
att.Parent = part
att.Position = v3(0, v1, 0)
end
end
end
part.Parent = c
R6parts[i] = part
end
local R6joints = {
neck = {
Parent = R6parts.torso,
Name = "Neck",
Part0 = R6parts.torso,
Part1 = R6parts.head,
C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rootJoint = {
Parent = R6parts.root,
Name = "RootJoint" ,
Part0 = R6parts.root,
Part1 = R6parts.torso,
C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rightShoulder = {
Parent = R6parts.torso,
Name = "Right Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.rightArm,
C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftShoulder = {
Parent = R6parts.torso,
Name = "Left Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.leftArm,
C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
},
rightHip = {
Parent = R6parts.torso,
Name = "Right Hip",
Part0 = R6parts.torso,
Part1 = R6parts.rightLeg,
C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftHip = {
Parent = R6parts.torso,
Name = "Left Hip" ,
Part0 = R6parts.torso,
Part1 = R6parts.leftLeg,
C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
}
}
for i, v in pairs(R6joints) do
local joint = Instance.new("Motor6D")
for prop, val in pairs(v) do
joint[prop] = val
end
R6joints[i] = joint
end
hum1.RigType = Enum.HumanoidRigType.R6
hum1.HipHeight = 0
end
end
end
local lp = game:GetService("Players").LocalPlayer
local c = lp.Character
if not (c and c.Parent) then
return print("character not found")
end
c:GetPropertyChangedSignal("Parent"):Connect(function()
if not (c and c.Parent) then
c = nil
end
end)
--getPart function
local function gp(parent, name, className)
local ret = nil
pcall(function()
for i, v in pairs(parent:GetChildren()) do
if (v.Name == name) and v:IsA(className) then
ret = v
break
end
end
end)
return ret
end
--check if reanimate loaded
local model = gp(c, "Model", "Model")
if not model then return print("model not found") end
--find body parts
local head = gp(c, "Head", "BasePart")
if not head then return print("head not found") end
local torso = gp(c, "Torso", "BasePart")
if not torso then return print("torso not found") end
local humanoidRootPart = gp(c, "HumanoidRootPart", "BasePart")
if not humanoidRootPart then return print("humanoid root part not found") end
local leftArm = gp(c, "Left Arm", "BasePart")
if not leftArm then return print("left arm not found") end
local rightArm = gp(c, "Right Arm", "BasePart")
if not rightArm then return print("right arm not found") end
local leftLeg = gp(c, "Left Leg", "BasePart")
if not leftLeg then return print("left leg not found") end
local rightLeg = gp(c, "Right Leg", "BasePart")
if not rightLeg then return print("right leg not found") end
--find rig joints
local neck = gp(torso, "Neck", "Motor6D")
if not neck then return print("neck not found") end
local rootJoint = gp(humanoidRootPart, "RootJoint", "Motor6D")
if not rootJoint then return print("root joint not found") end
local leftShoulder = gp(torso, "Left Shoulder", "Motor6D")
if not leftShoulder then return print("left shoulder not found") end
local rightShoulder = gp(torso, "Right Shoulder", "Motor6D")
if not rightShoulder then return print("right shoulder not found") end
local leftHip = gp(torso, "Left Hip", "Motor6D")
if not leftHip then return print("left hip not found") end
local rightHip = gp(torso, "Right Hip", "Motor6D")
if not rightHip then return print("right hip not found") end
--humanoid
local hum = c:FindFirstChildOfClass("Humanoid")
if not hum then return print("humanoid not found") end
local animate = gp(c, "Animate", "LocalScript")
if animate then
animate.Disabled = true
end
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
v:Stop()
end
--60 fps
local fps = 60
local event = Instance.new("BindableEvent", c)
event.Name = "60 fps"
local floor = math.floor
fps = 1 / fps
local tf = 0
local con = nil
con = game:GetService("RunService").RenderStepped:Connect(function(s)
if not c then
con:Disconnect()
return
end
tf += s
if tf >= fps then
for i=1, floor(tf / fps) do
event:Fire(c)
end
tf = 0
end
end)
local event = event.Event
local function stopIfRemoved(instance)
if not (instance and instance.Parent) then
c = nil
return
end
instance:GetPropertyChangedSignal("Parent"):Connect(function()
if not (instance and instance.Parent) then
c = nil
end
end)
end
stopIfRemoved(c)
stopIfRemoved(hum)
for i, v in pairs({head, torso, leftArm, rightArm, leftLeg, rightLeg, humanoidRootPart}) do
stopIfRemoved(v)
end
for i, v in pairs({neck, rootJoint, leftShoulder, rightShoulder, leftHip, rightHip}) do
stopIfRemoved(v)
end
if not c then
return
end
hum.WalkSpeed = 10
local cf, v3, euler, sin, sine, abs = CFrame.new, Vector3.new, CFrame.fromEulerAnglesXYZ, math.sin, 0, math.abs
while event:Wait() do
sine += 1
local vel = humanoidRootPart.Velocity
if (vel*v3(1, 0, 1)).Magnitude > 2 then -- walk
neck.C0 = neck.C0:Lerp(cf(0, 0, 0.5) * euler(0.17453292519943295, 0.03490658503988659 * sin((sine + 2.5) * 0.2), 3.141592653589793 + -0.17453292519943295 * sin((sine + -10) * 0.2)), 0.2)
rootJoint.C0 = rootJoint.C0:Lerp(cf(0, -1.5, 0) * euler(3.0543261909900767, 0.08726646259971647 * sin((sine + 7.5) * 0.2), -3.1590459461097367 + -0.08726646259971647 * sin(sine * 0.2)), 0.2)
leftShoulder.C0 = leftShoulder.C0:Lerp(cf(-1, 1.5 + 0.5 * sin((sine + 10) * 0.2), 0.3 + 0.2 * sin((sine + -10) * 0.2)) * euler(1.6580627893946132 + 0.17453292519943295 * sin((sine + 15) * 0.2), 0, -0.08726646259971647 * sin(sine * 0.2)), 0.2)
rightShoulder.C0 = rightShoulder.C0:Lerp(cf(1, 1.5 + 0.5 * sin((sine + -7.5) * 0.2), 0.3 + 0.2 * sin((sine + 5) * 0.2)) * euler(1.6580627893946132 + 0.17453292519943295 * sin(sine * 0.2), 0, -0.08726646259971647 * sin(sine * 0.2)), 0.2)
leftHip.C0 = leftHip.C0:Lerp(cf(-1, -1.5 + 0.5 * sin((sine + -7.5) * 0.2), 0.5 + 0.2 * sin((sine + 5) * 0.2)) * euler(1.6580627893946132 + 0.17453292519943295 * sin(sine * 0.2), 0, -0.08726646259971647 * sin(sine * 0.2)), 0.2)
rightHip.C0 = rightHip.C0:Lerp(cf(1, -1.5 + 0.5 * sin((sine + 10) * 0.2), 0.5 + 0.2 * sin((sine + -7.5) * 0.2)) * euler(1.6580627893946132 + -0.17453292519943295 * sin(sine * 0.2), 0, -0.08726646259971647 * sin(sine * 0.2)), 0.2)
elseif abs(vel.Y) > 2 then -- fall
neck.C0 = neck.C0:Lerp(cf(0, 0, 0.5) * euler(0, 0, 3.141592653589793), 0.2)
rootJoint.C0 = rootJoint.C0:Lerp(cf(0, -1.4, 0) * euler(3.141592653589793, 0, -3.141592653589793), 0.2)
leftShoulder.C0 = leftShoulder.C0:Lerp(cf(-1, 1.5, 0.3) * euler(1.7453292519943295, 0, -0.17453292519943295), 0.2)
rightShoulder.C0 = rightShoulder.C0:Lerp(cf(1, 1.5, 0.3) * euler(1.7453292519943295, 0, 0.17453292519943295), 0.2)
leftHip.C0 = leftHip.C0:Lerp(cf(-1, -1.5, 0.8) * euler(1.3962634015954636, 0, -0.17453292519943295), 0.2)
rightHip.C0 = rightHip.C0:Lerp(cf(1, -1.5, 0.8) * euler(1.3962634015954636, 0, 0.17453292519943295), 0.2)
else -- idle
neck.C0 = neck.C0:Lerp(cf(0, 0, 0.5) * euler(0.08726646259971647 * sin((sine + 20) * 0.05), 0, 3.141592653589793 + 0.3490658503988659 * sin((sine + -30) * 0.025)), 0.2)
rootJoint.C0 = rootJoint.C0:Lerp(cf(0, -1.5 + 0.1 * sin(sine * 0.05), 0) * euler(3.141592653589793, 0, -3.1590459461097367 + 0.05235987755982989 * sin(sine * 0.025)), 0.2)
leftShoulder.C0 = leftShoulder.C0:Lerp(cf(-1, 1.5, -0.1 * sin(sine * 0.05)) * euler(1.5707963267948966, 0, 0.08726646259971647 * sin(sine * 0.025)), 0.2)
rightShoulder.C0 = rightShoulder.C0:Lerp(cf(1, 1.5, -0.1 * sin(sine * 0.05)) * euler(1.5707963267948966, 0, 0.08726646259971647 * sin(sine * 0.025)), 0.2)
leftHip.C0 = leftHip.C0:Lerp(cf(-1, -1.5, 0.5 + -0.1 * sin((sine + 10) * 0.05)) * euler(1.5707963267948966, 0, 0.08726646259971647 * sin(sine * 0.025)), 0.2)
rightHip.C0 = rightHip.C0:Lerp(cf(1, -1.5, 0.5 + -0.1 * sin((sine + 10) * 0.05)) * euler(1.5707963267948966, 0, 0.08726646259971647 * sin(sine * 0.025)), 0.2)
end
end


