
KeylessUniversal

local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
-- vfx thing uhh idk
local function createMatrixAura()
for _, partName in {"HumanoidRootPart", "UpperTorso", "Torso"} do
local part = character:FindFirstChild(partName)
if part then
local aura = Instance.new("ParticleEmitter")
aura.Name = "MatrixAura"
aura.Color = ColorSequence.new(Color3.fromRGB(0, 255, 0))
aura.LightEmission = 0.8
aura.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 2),
NumberSequenceKeypoint.new(1, 0.5)
})
aura.Texture = "rbxassetid://243660364"
aura.Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0.1),
NumberSequenceKeypoint.new(1, 1)
})
aura.Rate = 180
aura.Lifetime = NumberRange.new(1, 2)
aura.Speed = NumberRange.new(1, 2)
aura.SpreadAngle = Vector2.new(60, 60)
aura.VelocitySpread = 40
aura.ZOffset = -1.2
aura.LockedToPart = true
aura.Parent = part
end
end
end
local function createSword()
local model = Instance.new("Model")
model.Name = "DarkheartSword"
local handle = Instance.new("Part")
handle.Name = "Handle"
handle.Size = Vector3.new(0.2, 3.5, 0.2)
handle.Material = Enum.Material.Neon
handle.BrickColor = BrickColor.new("Really black")
handle.CanCollide = false
handle.Anchored = false
local blade = Instance.new("Part")
blade.Size = Vector3.new(0.4, 2.5, 0.4)
blade.Material = Enum.Material.ForceField
blade.BrickColor = BrickColor.new("Really red")
blade.Transparency = 0.3
blade.CanCollide = false
blade.Anchored = false
blade.Position = handle.Position + Vector3.new(0, 1.5, 0)
local weld = Instance.new("WeldConstraint")
weld.Part0 = handle
weld.Part1 = blade
weld.Parent = handle
handle.Parent = model
blade.Parent = model
model.PrimaryPart = handle
return model
end
local function attachSwordTo(part)
local sword = createSword()
sword:SetPrimaryPartCFrame(part.CFrame * CFrame.new(0, -1.5, 0.5) * CFrame.Angles(math.rad(90), 0, 0))
sword.Parent = character
local weld = Instance.new("WeldConstraint")
weld.Part0 = part
weld.Part1 = sword.PrimaryPart
weld.Parent = sword.PrimaryPart
end
local function createDualSwords()
local rig = humanoid.RigType
if rig == Enum.HumanoidRigType.R15 then
local rightHand = character:WaitForChild("RightHand", 3)
local leftHand = character:WaitForChild("LeftHand", 3)
if rightHand and leftHand then
attachSwordTo(rightHand)
attachSwordTo(leftHand)
end
else
local rightArm = character:WaitForChild("Right Arm", 3)
local leftArm = character:WaitForChild("Left Arm", 3)
if rightArm and leftArm then
attachSwordTo(rightArm)
attachSwordTo(leftArm)
end
end
end
createMatrixAura()
createDualSwords()
-- Disable default animations
if character:FindFirstChild("t4t_animateR6") then
character.t4t_animateR6.Enabled = false
elseif character:FindFirstChild("Animate") then
character.Animate.Enabled = false
end
-- Stop all current animations
local animator = humanoid:FindFirstChild("Animator")
if animator then
for _, track in pairs(animator:GetPlayingAnimationTracks()) do
track:Stop()
end
end
-- Emote Animations Setup
local emotes = {
["/e dance1"] = {id = "rbxassetid://35654637", looped = false},
["/e slingshot"] = {id = "rbxassetid://33248324", looped = false},
["/e laugh"] = {id = "rbxassetid://129423131", looped = false},
["/e wave"] = {id = "rbxassetid://128777973", looped = false},
["/e drink"] = {id = "rbxassetid://29517689", looped = false}
}
local currentEmote = nil
local isEmoting = false
player.Chatted:Connect(function(msg)
msg = msg:lower()
if emotes[msg] then
if currentEmote and currentEmote.IsPlaying then
currentEmote:Stop()
end
for _, track in pairs(animator:GetPlayingAnimationTracks()) do
track:Stop()
end
local emoteData = emotes[msg]
local emoteAnimation = Instance.new("Animation")
emoteAnimation.AnimationId = emoteData.id
currentEmote = humanoid:LoadAnimation(emoteAnimation)
currentEmote.Looped = emoteData.looped
currentEmote:Play()
isEmoting = true
end
end)
-- Stop emote if the player moves (excluding rotation)
game:GetService("RunService").RenderStepped:Connect(function()
if isEmoting and humanoid.MoveDirection.Magnitude > 0 then
if currentEmote and currentEmote.IsPlaying then
currentEmote:Stop()
end
isEmoting = false
end
end)
-- Jump Animation Setup
local jumpAnimation = Instance.new("Animation")
jumpAnimation.AnimationId = "rbxassetid://97170520"
local jumpTrack = humanoid:LoadAnimation(jumpAnimation)
jumpTrack.Looped = false
-- Walk Animation Setup
local walkAnimation = Instance.new("Animation")
walkAnimation.AnimationId = "rbxassetid://92576399"
local walkTrack = humanoid:LoadAnimation(walkAnimation)
walkTrack.Looped = true
-- Idle Animation Setup
local idleAnimation = Instance.new("Animation")
idleAnimation.AnimationId = "rbxassetid://73033590"
local idleTrack = humanoid:LoadAnimation(idleAnimation)
idleTrack.Looped = true
-- Jump Animation Trigger
humanoid.StateChanged:Connect(function(_, newState)
if newState == Enum.HumanoidStateType.Jumping then
jumpTrack:Play()
jumpTrack:AdjustSpeed(1)
jumpTrack.TimePosition = 0.2
elseif newState == Enum.HumanoidStateType.Landed then
jumpTrack:Stop()
end
end)
-- Walk & Idle Animation Handler
game:GetService("RunService").RenderStepped:Connect(function()
if isEmoting then return end
local isMoving = humanoid.MoveDirection.Magnitude > 0
local isOnGround = humanoid.FloorMaterial ~= Enum.Material.Air
if isMoving and isOnGround then
if not walkTrack.IsPlaying then
walkTrack:Play()
end
if idleTrack.IsPlaying then
idleTrack:Stop()
end
else
if walkTrack.IsPlaying then
walkTrack:Stop()
end
if not idleTrack.IsPlaying and not jumpTrack.IsPlaying then
idleTrack:Play()
end
end
end)



Bait used to be-ITS THAT DON QUIXOTE!?!?!?!
least goated pm enjoyer: