FE Sd Boy - Blox Fruit Script (2024)

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.

FE Sd Boy - Blox Fruit Script (1)

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?

  1. Launch Roblox and join your desired game.
  2. Click the “Copy” button to duplicate the script code.
  3. Paste the script code into your preferred Roblox executor.
  4. 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 clone_transparency = 1 --Set Value How you want to fake body be transparenty.local Motors = { ["Left Hip"] = 0, ["Neck"] = 0, ["Left Shoulder"] = 0, ["Right Hip"] = 0, ["Right Shoulder"] = 0}local TS = game:GetService("TweenService")local count2, maxcount2, countlocal function getnext(tbl, number) local c = 100 local rtrnv = 0 for i, v in pairs(tbl) do if i > number and i - number < c then c = i - number rtrnv = i end end return rtrnv end local function kftotbl(kf) local tbl3 = {} for i, 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 S, E = pcall(function() animationObject = game:GetObjects(animationId)[1] 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 animationObject == nil 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 i, 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 count = -1 local lastTimeStamp = 0 local char = Character self.played = false local times = { Lg = 0, Rg = 0, Lm = 0, Rm = 0, To = 0, Hd = 0 } local timepassed = 0 local lasttime = tick() while task.wait() do timepassed = tick() - lasttime if self.played then 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 break end if not Looped then self.played = true end for i, oasjdadlasdkadkldjkl in pairs(anim) do local asdf = getnext(anim, count) local v = anim[asdf] count2 = 0 maxcount2 = asdf - count count = asdf wait(asdf - count) count2 = maxcount2 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 end function Main:Stop() self.played = true end 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 = Player.Name .. "_Fake" FakeCharacter.Parent = workspace local rig = animationplayer.LoadDummy(FakeCharacter) -- Comment out the following lines to not load and play any animation -- local track = rig:LoadAnimation("rbxassetid://17603135849") -- coroutine.wrap(function() -- track:Play() -- end)() task.spawn(function() for i, 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 i, Part in ipairs(FakeCharacter:GetDescendants()) do if Part:IsA("BasePart") then Part.Transparency = clone_transparency end end for i, Decal in ipairs(FakeCharacter:GetDescendants()) do if Decal:IsA("Decal") then Decal.Transparency = clone_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 function BaseCol() for i, Part in ipairs(RealChar:GetChildren()) do if Part:IsA("BasePart") then Part.CanCollide = false end end for i, 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) --[[ FE SAD made by MyWorld#4430 discord.gg/pYVHtSJmEY works on R6, R15, no hats needed controls: F to fly ]] if "its sad enough to use MyWorld's reanimate" then --reanimate by MyWorld#4430 discord.gg/pYVHtSJmEY local Vector3_101 = Vector3.new(1, 0, 1) local netless_Y = Vector3.new(0, 25.1, 0) local function getNetlessVelocity(realPartVelocity) --edit this if you have a better netless method local netlessVelocity = realPartVelocity * Vector3_101 local mag = netlessVelocity.Magnitude if mag > 0.1 then netlessVelocity *= 100 / mag end netlessVelocity += netless_Y return netlessVelocity end local simradius = "shp" --simulation radius (net bypass) method --"shp" - sethiddenproperty --"ssr" - setsimulationradius --false - disable local noclipAllParts = true --set it to true if you want noclip local flingpart = "HumanoidRootPart" --the part that will be used to fling (ctrl + F "fling function") 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 hatcollide = true --makes hats cancollide (credit to ShownApe) (works only with reanimate method 0) local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState) 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 = 1 --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 = 3 --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 type(getNetlessVelocity) == "function" then local realVelocity = v3_0 local steppedcon = stepped:Connect(function() Part0.Velocity = realVelocity end) local heartbeatcon = heartbeat:Connect(function() realVelocity = Part0.Velocity Part0.Velocity = getNetlessVelocity(realVelocity) end) Part0.Destroying:Connect(function() Part0 = nil steppedcon:Disconnect() heartbeatcon:Disconnect() end) end end local function respawnrequest() local ccfr = ws.CurrentCamera.CFrame local c = lp.Character lp.Character = nil lp.Character = c local con = nil con = ws.CurrentCamera.Changed:Connect(function(prop) if (prop ~= "Parent") and (prop ~= "CFrame") then return end ws.CurrentCamera.CFrame = ccfr con:Disconnect() end) end local destroyhum = (method == 4) or (method == 5) local breakjoints = (method == 0) or (method == 4) local antirespawn = (method == 0) or (method == 2) or (method == 3) hatcollide = hatcollide and (method == 0) addtools = addtools and gp(lp, "Backpack", "Backpack") local fenv = getfenv() local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.set_simulation_rad or fenv.setsimulationrad if shp and (simradius == "shp") then spawn(function() while c and heartbeat:Wait() do shp(lp, "SimulationRadius", inf) end end) elseif ssr and (simradius == "ssr") then spawn(function() while c and heartbeat:Wait() do ssr(inf) end end) end antiragdoll = antiragdoll and function(v) if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then v.Parent = nil end end if antiragdoll then for i, v in pairs(c:GetDescendants()) do antiragdoll(v) end c.DescendantAdded:Connect(antiragdoll) end if antirespawn then respawnrequest() end if method == 0 then wait(loadtime) if not c then return end end if discharscripts then for i, v in pairs(c:GetChildren()) do if v:IsA("LocalScript") then v.Disabled = true end end elseif newanimate then local animate = gp(c, "Animate", "LocalScript") if animate and (not animate.Disabled) then animate.Disabled = true else newanimate = false end end if addtools then for i, v in pairs(addtools:GetChildren()) do if v:IsA("Tool") then v.Parent = c end end end pcall(function() settings().Physics.AllowSleep = false settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled end) local OLDscripts = {} for i, v in pairs(c:GetDescendants()) do if v.ClassName == "Script" then table.insert(OLDscripts, v) end end local scriptNames = {} for i, v in pairs(c:GetDescendants()) do if v:IsA("BasePart") then local newName = tostring(i) local exists = true while exists do exists = false for i, v in pairs(OLDscripts) do if v.Name == newName then exists = true end end if exists then newName = newName .. "_" end end table.insert(scriptNames, newName) Instance.new("Script", v).Name = newName end end c.Archivable = true local hum = c:FindFirstChildOfClass("Humanoid") if hum then for i, v in pairs(hum:GetPlayingAnimationTracks()) do v:Stop() end end local cl = c:Clone() if hum and humState16 then hum:ChangeState(Enum.HumanoidStateType.Physics) if destroyhum then wait(1.6) end end if hum and hum.Parent and destroyhum then hum:Destroy() end if not c then return end local head = gp(c, "Head", "BasePart") local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart") local root = gp(c, "HumanoidRootPart", "BasePart") if hatcollide and c:FindFirstChildOfClass("Accessory") then local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script") if not (torso and root and anything) then return end torso:Destroy() root:Destroy() if shp then for i,v in pairs(c:GetChildren()) do if v:IsA("Accessory") then shp(v, "BackendAccoutrementState", 0) end end end anything:Destroy() end for i, v in pairs(cl:GetDescendants()) do if v:IsA("BasePart") then v.Transparency = 1 v.Anchored = false end end local model = Instance.new("Model", c) model.Name = model.ClassName model.Destroying:Connect(function() model = nil end) for i, v in pairs(c:GetChildren()) do if v ~= model then if addtools and v:IsA("Tool") then for i1, v1 in pairs(v:GetDescendants()) do if v1 and v1.Parent and v1:IsA("BasePart") then local bv = Instance.new("BodyVelocity", v1) bv.Velocity = v3_0 bv.MaxForce = v3(1000, 1000, 1000) bv.P = 1250 bv.Name = "bv_" .. v.Name end end end v.Parent = model end end if breakjoints then model:BreakJoints() else if head and torso then for i, v in pairs(model:GetDescendants()) do if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or v:IsA("Motor") or v:IsA("Motor6D") then local save = false if (v.Part0 == torso) and (v.Part1 == head) then save = true end if (v.Part0 == head) and (v.Part1 == torso) then save = true end if save then if hedafterneck then hedafterneck = v end else v:Destroy() end end end end if method == 3 then spawn(function() wait(loadtime) if model then model:BreakJoints() end end) end end cl.Parent = c for i, v in pairs(cl:GetChildren()) do v.Parent = c end cl:Destroy() local noclipmodel = (noclipAllParts and c) or model local noclipcon = nil local function uncollide() if noclipmodel then for i, v in pairs(noclipmodel:GetDescendants()) do if v:IsA("BasePart") then v.CanCollide = false end end else noclipcon:Disconnect() end end noclipcon = stepped:Connect(uncollide) uncollide() for i, scr in pairs(model:GetDescendants()) do if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then local Part0 = scr.Parent if Part0:IsA("BasePart") then for i1, scr1 in pairs(c:GetDescendants()) do if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then local Part1 = scr1.Parent if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then align(Part0, Part1) break end end end end end end if (typeof(hedafterneck) == "Instance") and head then local aligns = {} local con = nil con = hedafterneck.Changed:Connect(function(prop) if (prop == "Parent") and not hedafterneck.Parent then con:Disconnect() for i, v in pairs(aligns) do v.Enabled = true end end end) for i, v in pairs(head:GetDescendants()) do if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then i = tostring(i) aligns[i] = v v.Destroying:Connect(function() aligns[i] = nil end) v.Enabled = false end end end for i, v in pairs(c:GetDescendants()) do if v and v.Parent then if v.ClassName == "Script" then if table.find(scriptNames, v.Name) then v:Destroy() end elseif not v:IsDescendantOf(model) then if v:IsA("Decal") then v.Transparency = 1 elseif v:IsA("ForceField") then v.Visible = false elseif v:IsA("Sound") then v.Playing = false elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then v.Enabled = false end end end end if newanimate then local animate = gp(c, "Animate", "LocalScript") if animate then animate.Disabled = false end end if addtools then for i, v in pairs(c:GetChildren()) do if v:IsA("Tool") then v.Parent = addtools end end end local hum0 = model:FindFirstChildOfClass("Humanoid") if hum0 then hum0.Destroying:Connect(function() hum0 = nil end) end local hum1 = c:FindFirstChildOfClass("Humanoid") if hum1 then hum1.Destroying:Connect(function() hum1 = nil end) end if hum1 then ws.CurrentCamera.CameraSubject = hum1 local camSubCon = nil local function camSubFunc() camSubCon:Disconnect() if c and hum1 then ws.CurrentCamera.CameraSubject = hum1 end end camSubCon = renderstepped:Connect(camSubFunc) if hum0 then hum0.Changed:Connect(function(prop) if hum1 and (prop == "Jump") then hum1.Jump = hum0.Jump end end) else respawnrequest() end end local rb = Instance.new("BindableEvent", c) rb.Event:Connect(function() rb:Destroy() sg:SetCore("ResetButtonCallback", true) if destroyhum then c:BreakJoints() return end if hum0 and (hum0.Health > 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 --fling function --usage: fling([part or CFrame or Vector3], [fling duration (seconds)], [rotation velocity (Vector3)]) local flingpart0 = gp(model, flingpart, "BasePart") local flingpart1 = gp(c, flingpart, "BasePart") local fling = function() end if flingpart0 and flingpart1 then flingpart0.Destroying:Connect(function() flingpart0 = nil fling = function() end end) flingpart1.Destroying:Connect(function() flingpart1 = nil fling = function() end end) --flingpart1.Archivable = true local att0 = gp(flingpart0, "att0_" .. flingpart0.Name, "Attachment") local att1 = gp(flingpart1, "att1_" .. flingpart1.Name, "Attachment") if att0 and att1 then fling = function(target, duration, rotVelocity) if (typeof(target) == "Instance" and target:IsA("BasePart")) or (typeof(target) == "CFrame") then target = target.Position elseif typeof(target) ~= "Vector3" then return end if type(duration) ~= number then duration = tonumber(duration) or 0.5 end if typeof(rotVelocity) ~= "Vector3" then rotVelocity = v3(20000, 20000, 20000) end if not (target and flingpart0 and flingpart1 and att0 and att1) then return end local flingpart = flingpart0:Clone() flingpart.Transparency = 1 flingpart.Size = v3(0.01, 0.01, 0.01) flingpart.CanCollide = false flingpart.Name = "flingpart_" .. flingpart0.Name flingpart.Anchored = true flingpart.Destroying:Connect(function() flingpart = nil end) flingpart.Parent = flingpart1 if flingpart0.Transparency > 0.5 then flingpart0.Transparency = 0.5 end att1.Parent = flingpart for i, v in pairs(att0:GetChildren()) do if v:IsA("AlignOrientation") then v.Enabled = false end end local con = nil con = heartbeat:Connect(function() if target and flingpart and flingpart0 and flingpart1 and att0 and att1 then flingpart0.RotVelocity = rotVelocity flingpart.Position = target else con:Disconnect() end end) local steppedRotVel = v3( ((target.X > 0) and -1) or 1, ((target.Y > 0) and -1) or 1, ((target.Z > 0) and -1) or 1 ) local con = nil con = stepped:Connect(function() if target and flingpart and flingpart0 and flingpart1 and att0 and att1 then flingpart0.RotVelocity = steppedRotVel flingpart.Position = target else con:Disconnect() end end) wait(duration) target = nil if not (flingpart and flingpart0 and flingpart1 and att0 and att1) then return end flingpart0.RotVelocity = v3_0 att1.Parent = flingpart1 for i, v in pairs(att0:GetChildren()) do if v:IsA("AlignOrientation") then v.Enabled = true end end flingpart:Destroy() end end endend--end of reanimatelocal lp = game:GetService("Players").LocalPlayerlocal ws = game:GetService("Workspace")local c = lp.Characterif not (c and c.Parent) thenreturn print("character not found")endc:GetPropertyChangedSignal("Parent"):Connect(function() if not (c and c.Parent) then c = nil endend)--getPart functionlocal function gp(parent, name, className)local ret = nilpcall(function()for i, v in pairs(parent:GetChildren()) doif (v.Name == name) and v:IsA(className) thenret = vbreakendendend)return retend--check if reanimate loadedlocal model = gp(c, "Model", "Model")if not model then return print("model not found") end--find body partslocal head = gp(c, "Head", "BasePart")if not head then return print("head not found") endlocal torso = gp(c, "Torso", "BasePart")if not torso then return print("torso not found") endlocal humanoidRootPart = gp(c, "HumanoidRootPart", "BasePart")if not humanoidRootPart then return print("humanoid root part not found") endlocal leftArm = gp(c, "Left Arm", "BasePart")if not leftArm then return print("left arm not found") endlocal rightArm = gp(c, "Right Arm", "BasePart")if not rightArm then return print("right arm not found") endlocal leftLeg = gp(c, "Left Leg", "BasePart")if not leftLeg then return print("left leg not found") endlocal rightLeg = gp(c, "Right Leg", "BasePart")if not rightLeg then return print("right leg not found") end--find rig jointslocal neck = gp(torso, "Neck", "Motor6D")if not neck then return print("neck not found") endlocal rootJoint = gp(humanoidRootPart, "RootJoint", "Motor6D")if not rootJoint then return print("root joint not found") endlocal leftShoulder = gp(torso, "Left Shoulder", "Motor6D")if not leftShoulder then return print("left shoulder not found") endlocal rightShoulder = gp(torso, "Right Shoulder", "Motor6D")if not rightShoulder then return print("right shoulder not found") endlocal leftHip = gp(torso, "Left Hip", "Motor6D")if not leftHip then return print("left hip not found") endlocal rightHip = gp(torso, "Right Hip", "Motor6D")if not rightHip then return print("right hip not found") end--humanoidlocal hum = c:FindFirstChildOfClass("Humanoid")if not hum then return print("humanoid not found") endlocal animate = gp(c, "Animate", "LocalScript")if animate thenanimate.Disabled = trueendfor i, v in pairs(hum:GetPlayingAnimationTracks()) dov:Stop()end--60 fpslocal fps = 60local event = Instance.new("BindableEvent", c)event.Name = "60 fps"local floor = math.floorfps = 1 / fpslocal tf = 0local con = nilcon = game:GetService("RunService").RenderStepped:Connect(function(s)if not c thencon:Disconnect()returnendtf += sif tf >= fps thenfor i=1, floor(tf / fps) doevent:Fire(c)endtf = 0endend)local event = event.Eventlocal 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)endstopIfRemoved(c)stopIfRemoved(hum)for i, v in pairs({head, torso, leftArm, rightArm, leftLeg, rightLeg, humanoidRootPart}) do stopIfRemoved(v)endfor i, v in pairs({neck, rootJoint, leftShoulder, rightShoulder, leftHip, rightHip}) do stopIfRemoved(v)endif not c then returnenduis = game:GetService("UserInputService")local flying = falseuis.InputBegan:Connect(function(keycode) if uis:GetFocusedTextBox() then return endkeycode = keycode.KeyCodeif keycode == Enum.KeyCode.F then flying = not flyingendend)hum.WalkSpeed = 50hum.HipHeight = 5hum.JumpPower = 0hum.CameraOffset = Vector3.new(0, -3, 0)local flyspeed = 1local cf, v3, euler, sin, sine = CFrame.new, Vector3.new, CFrame.fromEulerAnglesXYZ, math.sin, 0while event:Wait() do sine += 1 hum.PlatformStand = flying humanoidRootPart.Anchored = flying if flying then humanoidRootPart.Velocity = v3(0, 0, 0) local flycf = humanoidRootPart.CFrame local fb = ((uis:IsKeyDown("W") and flyspeed) or 0) + ((uis:IsKeyDown("S") and -flyspeed) or 0) local lr = ((uis:IsKeyDown("A") and -flyspeed) or 0) + ((uis:IsKeyDown("D") and flyspeed) or 0) local camcf = ws.CurrentCamera.CFrame flycf += camcf.lookVector * fb flycf += camcf.rightVector * lr humanoidRootPart.CFrame = flycf end if humanoidRootPart.Velocity.Y < -20 then humanoidRootPart.Velocity = v3(0, -20, 0) end if humanoidRootPart.Velocity.Magnitude > 1 then -- walk neck.C0 = neck.C0:Lerp(cf(0, 1, 0) * euler(-1.2217304763960306, 0.17453292519943295 * sin(sine * 0.025), -3.1590459461097367), 0.2) rootJoint.C0 = rootJoint.C0:Lerp(cf(0, -2 + 0.5 * sin(sine * 0.05), 2) * euler(-2.443460952792061 + -0.08726646259971647 * sin((sine + 10) * 0.05), 0.05235987755982989 * sin(sine * 0.025), -3.1590459461097367 + -0.08726646259971647 * sin(sine * 0.025)), 0.2) leftShoulder.C0 = leftShoulder.C0:Lerp(cf(-1, 0.5, 0) * euler(-0.12217304763960307 * sin((sine + 25) * 0.05), -1.5882496193148399 + -0.17453292519943295 * sin((sine + 20) * 0.05), -2.0943951023931953), 0.2) rightShoulder.C0 = rightShoulder.C0:Lerp(cf(1, 0.5, 0) * euler(-0.12217304763960307 * sin((sine + 25) * 0.05), 1.5707963267948966 + 0.17453292519943295 * sin((sine + 20) * 0.05), 2.0943951023931953), 0.2) leftHip.C0 = leftHip.C0:Lerp(cf(-1, -1, 0) * euler(0, -1.5882496193148399, 0.3490658503988659 + -0.17453292519943295 * sin((sine + 30) * 0.05)), 0.2) rightHip.C0 = rightHip.C0:Lerp(cf(1, -1, 0) * euler(0, 1.5707963267948966, -0.3490658503988659 + 0.17453292519943295 * sin((sine + 40) * 0.05)), 0.2) else neck.C0 = neck.C0:Lerp(cf(0, 1, 0) * euler(-2.0943951023931953 + -0.2617993877991494 * sin((sine + 20) * 0.05), 0.3490658503988659 * sin(sine * 0.025), -3.1590459461097367), 0.2) rootJoint.C0 = rootJoint.C0:Lerp(cf(0, -2 + 1 * sin(sine * 0.05), 0) * euler(-2.792526803190927 + -0.08726646259971647 * sin((sine + 10) * 0.05), 0.05235987755982989 * sin(sine * 0.025), -3.1590459461097367 + -0.08726646259971647 * sin(sine * 0.025)), 0.2) leftShoulder.C0 = leftShoulder.C0:Lerp(cf(-1, 0.5, 0) * euler(-0.12217304763960307 * sin((sine + 25) * 0.05), -1.5882496193148399 + -0.17453292519943295 * sin((sine + 20) * 0.05), -1.2217304763960306), 0.2) rightShoulder.C0 = rightShoulder.C0:Lerp(cf(1, 0.5, 0) * euler(-0.12217304763960307 * sin((sine + 25) * 0.05), 1.5707963267948966 + 0.17453292519943295 * sin((sine + 20) * 0.05), 1.2217304763960306), 0.2) leftHip.C0 = leftHip.C0:Lerp(cf(-1, -1, 0) * euler(0, -1.5882496193148399, -1.2217304763960306 + -0.17453292519943295 * sin((sine + 30) * 0.05)), 0.2) rightHip.C0 = rightHip.C0:Lerp(cf(1, -1, 0) * euler(0, 1.5707963267948966, 1.2217304763960306 + 0.17453292519943295 * sin((sine + 40) * 0.05)), 0.2) endend

Remember to employ a dummy account when injecting scripts. We cannot be held responsible for any potential harm caused to your Roblox account.

Description

Makes you become Sad Boy.

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FE Sd Boy - Blox Fruit Script (2024)

FAQs

What is F in Blox fruit? ›

Fragments are one of the three primary currencies in the game, the other being Money and Valor. It has many uses, mainly to unlock the special or the more unique items in the game.

How to execute a script in blox fruit? ›

Once you have the script, open both the Blox Fruits game and a script injector tool. Paste the copied script into the injector's designated area and execute it within the game.

How do you talk to Rip_indra in Blox Fruits? ›

You can battle rip_indra by talking to King Red Head at level 1500 at the Second Sea, where he will teleport you to a small island with Indra on it. (You can travel to the island, but it is not recommended since it takes a long time).

How do you get El Krazy editor Blox fruit? ›

Like any other Blox Fruits Staff Member, defeating Zioles would grant the defeater the "Equal to the Heavens" title #104. After losing, Zioles additionally gives the defeater a special title, "El Krazy Editor" title #060.

What is dd in Blox Fruits? ›

Dark Dagger is a Legendary sword.

What does CD mean in Blox Fruits? ›

Combo - The term used for repeatedly using moves in a specific order, intended to prevent the opponent from escaping. CD - Cooldown (How long it takes for a move to be useable) Cya - See ya.

Can you get banned for autoclicking in Blox Fruits? ›

Auto clickers are allowed. There are technically no rules against autoclicking. Most people use it just for farming.

Can you script Roblox? ›

Code in Roblox is written in a language called Luau which you can put in scripts within various containers in the Explorer. If you put a script under a Part, Roblox will run the script's code when the part is loaded into the game.

Is Blox a fruit code? ›

Blox Fruits codes are a free and easy way to get bonuses and boosts. Most of the codes give you free character EXP by granting you a certain amount of time during which the XP you gain is doubled. They can also reward you with the occasional currency injection or cosmetic item.

Is Rip_indra a dev? ›

rip_indra (also known as Robotmega or Robloxmecha) is a game developer and the co-owner of Blox Fruits, known for several games such as: Dragon Ball Z: The Ultimate Adventures. Dragon Ball: Final Adventures. Knife Simulator.

Who owns Blox Fruits? ›

This article is about the Blox Fruits Owner. For other uses, see Mygame43 (Disambiguation). mygame43, also known as King Red Head, is the developer, owner, and admin of Blox Fruits. He is also the owner of Elemental Battlegrounds and Elemental Wars.

How to get God human? ›

To get God Human in Blox Fruits, you'll need 400 mastery in Dragon Talon, Superhuman, Death Step, Electic Claw, and Sharkman Karate. Gather your materials. You'll need the following materials: 20 Fish Tails, 20 Magma Ore, 10 Dragon Scales, and 10 Mystic Droplets, as well as $5,000,000 and 5,000 fragments.

What is the best fruit in Blox F? ›

Awakened Buddha is the best Fruit in Blox Fruits because of its tanky nature and increased damage. If you don't have that Fruit or are new to the game, Light and Flame will get you through the First Sea.

What is fs in Blox Fruits? ›

Fighting Styles are one of the four main ways to deal damage in the game, along with Blox Fruits, Swords and Guns. Fighting Styles are an essential part of PvP in Blox Fruits. They are the core mechanism of the combat system in the game and they can be obtained from the different teachers of a specific Fighting Style.

What does SB mean in Blox Fruits? ›

"SB" is an abbreviation of Sea Beast (such as "sb hunt" for when people want to hunt Sea Beasts).

What does DF mean in Blox Fruits? ›

Info. Demon Fruits (Originally called Devil Fruits in the anime and in the manga) are special fruits that give the user great, supernatural powers.

References

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