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notifyPlayer("Nameless Animation V4", "Originally Made By MyWorld")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.


