Adidas script, Works even if u res*.
Key RequiredUniversal

Adidas script, Works even if u res*.

Universal ScriptAcoolrblxscripterAcoolrblxscripter 190 views 16K executesUpdated Aug 29, 2026
Unrated
00
Lua Script•107 lines (4219 chars)
-- wait for the local player to fully load into the game
local player = game.Players.LocalPlayer
while not player do
    task.wait()
    player = game.Players.LocalPlayer
end

local runService = game:GetService("RunService")
local currentSpeedConnection = nil

-- stop all currently playing animation tracks to prevent overlapping states
local function StopAnimations(character)
    local animateScript = character:WaitForChild("Animate")
    local humanoid = character:WaitForChild("Humanoid")
    local animator = humanoid:WaitForChild("Animator")

    animateScript.Disabled = false
    for _, track in pairs(animator:GetPlayingAnimationTracks()) do
        track:Stop()
    end
end

-- apply the custom animation asset IDs, speed 16.5, and slightly increased playback pacing
local function ApplyCustomAnimations(character)
    local humanoid = character:WaitForChild("Humanoid")

    -- verify that the character is using the R15 rig type before proceeding
    if humanoid.RigType ~= Enum.HumanoidRigType.R15 then
        warn("❌ R6 detected - R15 only bro?")
        return
    end

    local animateScript = character:WaitForChild("Animate")
    local animator = humanoid:WaitForChild("Animator")

    StopAnimations(character)

    -- set the character walkspeed to 16.5 upon execution
    humanoid.WalkSpeed = 16.5

    -- assign the single desired head bopping idle animation to both slots
    animateScript.idle.Animation1.AnimationId = "rbxassetid://122257458498464"
    animateScript.idle.Animation2.AnimationId = "rbxassetid://122257458498464"

    -- remove or override the third floating pose animation slot if it exists
    if animateScript.idle:FindFirstChild("Animation3") then
        animateScript.idle.Animation3.AnimationId = "rbxassetid://122257458498464"
    end

    -- assign movement and traversal animation assets
    animateScript.walk.WalkAnim.AnimationId = "rbxassetid://122150855457006"
    animateScript.run.RunAnim.AnimationId = "rbxassetid://82598234841035"
    animateScript.jump.JumpAnim.AnimationId = "rbxassetid://75290611992385"
    animateScript.climb.ClimbAnim.AnimationId = "rbxassetid://88763136693023"
    animateScript.fall.FallAnim.AnimationId = "rbxassetid://18537367238"

    -- assign water swimming animation assets
    animateScript.swim.Swim.AnimationId = "rbxassetid://133308483266208"
    animateScript.swimidle.SwimIdle.AnimationId = "rbxassetid://109346520324160"

    -- refresh the humanoid state and re-enable the animate script
    humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
    animateScript.Disabled = false

    -- disconnect any previously running loop to prevent duplicates upon respawn
    if currentSpeedConnection then
        currentSpeedConnection:Disconnect()
        currentSpeedConnection = nil
    end

    -- scale up the animation speed slightly from 0.96 to 0.98 for a microscopic speed bump
    currentSpeedConnection = runService.RenderStepped:Connect(function()
        if not character or not character.Parent or humanoid.Health <= 0 then
            if currentSpeedConnection then
                currentSpeedConnection:Disconnect()
                currentSpeedConnection = nil
            end
            return
        end

        for _, track in ipairs(animator:GetPlayingAnimationTracks()) do
            local animId = track.Animation and track.Animation.AnimationId
            if animId == "rbxassetid://122150855457006" or animId == "rbxassetid://82598234841035" then
                -- adjust the speed multiplier to make the animation pacing just a fraction faster
                track:AdjustSpeed(0.98)
            end
        end
    end)

    print("✅ Animations, speed 16.5, and respawn persistence applied successfully")
end

-- handle setup for the existing character or wait until one spawns
local function OnCharacterAdded(character)
    character:WaitForChild("Humanoid")
    character:WaitForChild("Animate")
    task.spawn(function()
        task.wait(0.1) -- brief safety delay to let Roblox finish resetting the character state
        ApplyCustomAnimations(character)
    end)
end

if player.Character then
    OnCharacterAdded(player.Character)
end

player.CharacterAdded:Connect(OnCharacterAdded)

Features & Information

Works if u respawn, Not like the others (no hate)

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