Natural Disaster Survival

Script Credit :- arq
Features

Script Become a giant samurai monster holding two massive swords (COSTS ROBUX) (NEW UPDATED)

Script
--BROUGHT TO YOU BY RobloxScripter.com!--

local httpService = game:GetService('HttpService') local categories = game:HttpGet('https://catalog.roblox.com/v1/categories') local animationCategory = httpService:JSONDecode(categories).AvatarAnimations local subCategory = game:HttpGet('https://catalog.roblox.com/v1/subcategories') local emoteCategory = httpService:JSONDecode(subCategory).EmoteAnimations local emotesTable = {} local cursor = '' local animsTable = httpService:JSONDecode(game:HttpGet('https://pastebin.com/raw/XppaAPF7')) local animsTableNames = {} for name in pairs(animsTable) do table.insert(animsTableNames, name) end while true do local requestString = ('https://catalog.roblox.com/v1/search/items/details?Category=%s&Subcategory=%s&IncludeNotForSale=true&Limit=30&Cursor=%s'):format( animationCategory, emoteCategory, cursor ) local response = httpService:JSONDecode(game:HttpGet(requestString)) cursor = response.nextPageCursor for _, data in ipairs(response.data) do table.insert(emotesTable, { data.name, data.id }) end if not cursor then break end end table.sort(emotesTable, function(a, b) return a[1] < b[1] end) table.sort(animsTableNames) local robloxEmotes = {} local emoteNames = {} for _, emote in ipairs(emotesTable) do table.insert(emoteNames, emote[1]) robloxEmotes[emote[1]] = { emote[2] } end local library = loadstring(game:HttpGet('https://raw.githubusercontent.com/Vzurxy/Scripts/main/uwuware_ui.lua'))() local plr = game:GetService('Players').LocalPlayer local character = plr.Character local humanoid = character:WaitForChild('Humanoid', 5) or character:FindFirstChildWhichIsA('Humanoid') local currentEmotes = {} local selectedEmotes = currentEmotes if not humanoid then return end local function updateCurrentEmotes() local description = humanoid.HumanoidDescription local emotes = description:GetEquippedEmotes() currentEmotes = {} selectedEmotes = {} for _, data in ipairs(emotes) do table.insert(currentEmotes, data.Name) end selectedEmotes = currentEmotes humanoid.HumanoidDescription:SetEmotes(robloxEmotes) end local function updateAnimations() local animation = animsTable[library.flags.anim] local animate = character:WaitForChild('Animate', 5) or character:FindFirstChild('Animate', true) if not animate then return end local swimIdle = false for anim, data in pairs(animation) do for idx, id in ipairs(data) do local obj = animate:WaitForChild(anim, 5) if not obj then return end if anim == 'idle' then obj:WaitForChild('Animation' .. idx).AnimationId = id elseif anim == 'swim' then if not swimIdle then obj:WaitForChild('Swim').AnimationId = id swimIdle = true else animate:WaitForChild('swimidle').SwimIdle.AnimationId = id end else local parsed = anim:gsub('^.', anim.upper) obj:WaitForChild(parsed .. 'Anim').AnimationId = id end end end end pcall(updateCurrentEmotes) plr.CharacterAdded:Connect(function(newCharacter) character = newCharacter humanoid = newCharacter:WaitForChild('Humanoid', 5) or newCharacter:FindFirstChildWhichIsA('Humanoid') humanoid.HumanoidDescription:SetEmotes(robloxEmotes) humanoid.HumanoidDescription:SetEquippedEmotes(selectedEmotes) pcall(updateAnimations) end) local window = library:CreateWindow('Roblox Emotes') do local emotes = window:AddFolder('Emotes') do for number = 1, 8 do emotes:AddList({ text = ('Emote %s'):format(number), flag = ('emote%s'):format(number), value = currentEmotes[number], values = emoteNames, callback = function(selectedEmote) selectedEmotes[number] = selectedEmote end }) end emotes:AddButton({ text = 'Apply Emotes', flag = 'emote', callback = function() humanoid.HumanoidDescription:SetEquippedEmotes(selectedEmotes) end }) end local animations = window:AddFolder('Animations') do local defaultValue = 'Mocap' do local animate = character:WaitForChild('Animate', 5) or character:FindFirstChild('Animate', true) if not animate then return end local walkAnim = animate:FindFirstChild('WalkAnim', true) if walkAnim then local assetInfo = game:GetService('MarketplaceService'):GetProductInfo(walkAnim.AnimationId:match('%d+')) defaultValue = assetInfo.Name:split(' ')[1] end end animations:AddList({ text = 'Character Animation', flag = 'anim', value = 'Mocap', values = animsTableNames }) animations:AddButton({ text = 'Apply Animation', flag = 'animapply', callback = function() pcall(updateAnimations) end }) end end library:Init()

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