Roblox Sturdy Script – Universal Get Sturdy


Roblox is a platform that has changed the way games are played. Its different scripts give users a unique experience, with the Roblox Sturdy Script being one of the most useful for improving games. This script has become essential for many players because it adds many elements that make the game more fun.

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Script NameRoblox Sturdy Script – Universal Get Sturdy
Use OptionsCopy & Download
Update Date21.10.2023
Script Credit:Yarhm Team

Click To Copy

for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
if v:IsA("BasePart") and v.Name ~="HumanoidRootPart" then 
game:GetService("RunService").Heartbeat:connect(function()
v.Velocity = Vector3.new(1, 25, 1)
end)
end
end

wait(3)
local Frame = (60)
local chr = game.Players.LocalPlayer.Character
Service =
    setmetatable(
    {
        Get = function(Self, Serv)
            if Service[Serv] then
                return Service[Serv]
            end
            local S = game:GetService(Serv)
            if S then
                Service[Serv] = S
            end
            return S
        end
    },
    {
        __index = function(Self, Index)
            local S = game:GetService(Index)
            if S then
                Service[Index] = S
            end
            return S
        end
    }
)

local LP = Service["Players"].LocalPlayer
local Char = LP["Character"]
local Torso, Root, Humanoid = Char["UpperTorso"], Char["HumanoidRootPart"], Char["Humanoid"]
local TService, UIS = Service["TweenService"], Service["UserInputService"]

coroutine.wrap(
    function()
        Root["Anchored"] = true
        wait(.8)
        Root["Anchored"] = false
    end
)()

local Create = function(Obj, Parent)
    local I = Instance.new(Obj)
    I["Parent"] = Parent
    return I
end

local Contains = function(Table, KV)
    for K, V in next, Table do
        if rawequal(KV, K) or rawequal(KV, V) then
            return true
        end
    end
    return false
end

local PoseToCF = function(Pose, Motor)
    return (Motor["Part0"].CFrame * Motor["C0"] * Pose["CFrame"] * Motor["C1"]:Inverse()):ToObjectSpace(
        Motor["Part0"].CFrame
    )
end

local Joints = {
    ["LeftHand"] = game.Players.LocalPlayer.Character.LeftHand["LeftWrist"],
    ["LeftLowerArm"] = chr.LeftLowerArm["LeftElbow"],
    ["LeftUpperArm"] = chr.LeftUpperArm["LeftShoulder"],
    ["RightHand"] = chr.RightHand["RightWrist"],
    ["RightLowerArm"] = chr.RightLowerArm["RightElbow"],
    ["RightUpperArm"] = chr.RightUpperArm["RightShoulder"],
    ["UpperTorso"] = chr.UpperTorso["Waist"],
    ["LeftFoot"] = chr.LeftFoot["LeftAnkle"],
    ["LeftLowerLeg"] = chr.LeftLowerLeg["LeftKnee"],
    ["LeftUpperLeg"] = chr.LeftUpperLeg["LeftHip"],
    ["RightFoot"] = chr.RightFoot["RightAnkle"],
    ["RightLowerLeg"] = chr.RightLowerLeg["RightKnee"],
    ["RightUpperLeg"] = chr.RightUpperLeg["RightHip"],
    ["LowerTorso"] = chr.LowerTorso["Root"]
}

for K, V in next, Char:GetChildren() do
    if V:IsA("BasePart") then
        coroutine.wrap(
            function()
                repeat
                    V["CanCollide"] = false
                    Service["RunService"].Stepped:Wait()
                until Humanoid["Health"] < 1
            end
        )()
    end
end

for K, V in next, Joints do
    local AP, AO, A0, A1 =
        Create("AlignPosition", V["Part1"]),
        Create("AlignOrientation", V["Part1"]),
        Create("Attachment", V["Part1"]),
        Create("Attachment", V["Part0"])
    AP["RigidityEnabled"] = true
    AO["RigidityEnabled"] = true
    AP["Attachment0"] = A0
    AP["Attachment1"] = A1
    AO["Attachment0"] = A0
    AO["Attachment1"] = A1
    A0["Name"] = "CFAttachment0"
    A1["Name"] = "CFAttachment1"
    A0["CFrame"] = V["C1"] * V["C0"]:Inverse()
    V:Remove()
end

local Edit = function(Part, Value, Duration, Style, Direction)
    Style = Style or "Enum.EasingStyle.Linear"
    Direction = Direction or "Enum.EasingDirection.In"
    local Attachment = Part:FindFirstChild("CFAttachment0")
    if Attachment ~= nil then
        TService:Create(
            Attachment,
            TweenInfo.new(
                Duration,
                Enum["EasingStyle"][tostring(Style):split(".")[3]],
                Enum["EasingDirection"][tostring(Direction):split(".")[3]],
                0,
                false,
                0
            ),
            {CFrame = Value}
        ):Play()
    end
end

if not Service["RunService"]:FindFirstChild("Delta") then
    local Delta = Create("BindableEvent", Service["RunService"])
    Delta["Name"] = "Delta"
    local A, B = 0, tick()
    Service["RunService"].Delta:Fire()
    Service["RunService"].Heartbeat:Connect(
        function(C, D)
            A = A + C
            if A >= (1 / Frame) then
                for I = 1, math.floor(A / (1 / Frame)) do
                    Service["RunService"].Delta:Fire()
                end
                B = tick()
                A = A - (1 / Frame) * math.floor(A / (1 / Frame))
            end
        end
    )
end

coroutine.wrap(
    function()
        Humanoid["Died"]:Wait()
        for K, V in next, Char:GetDescendants() do
            if V["Name"]:match("Align") then
                V:Destroy()
            end
        end
    end
)()

local PreloadAnimation = function(AssetId)
    local Sequence = game:GetObjects("rbxassetid://" .. AssetId)[1]
    assert(Sequence:IsA("KeyframeSequence"), "Instance is not a KeyframeSequence.")
    wait(.06)
    local Class = {}
    Class["Speed"] = 1
    local Yield = function(Seconds)
        local Time = Seconds * (Frame + Sequence:GetKeyframes()[#Sequence:GetKeyframes()].Time)
        for I = 1, Time, Class["Speed"] do
            Service["RunService"].Delta["Event"]:Wait()
        end
    end
    Class["Stopped"] = false
    Class["Complete"] = Instance.new("BindableEvent")
    Class["Play"] = function()
        Class["Stopped"] = false
        coroutine.wrap(
            function()
                repeat
                    for K = 1, #Sequence:GetKeyframes() do
                        local K0, K1, K2 =
                            Sequence:GetKeyframes()[K - 1],
                            Sequence:GetKeyframes()[K],
                            Sequence:GetKeyframes()[K + 1]
                        if Class["Stopped"] ~= true and Humanoid["Health"] > 0 then
                            if K0 ~= nil then
                                Yield(K1["Time"] - K0["Time"])
                            end
                            coroutine.wrap(
                                function()
                                    for I = 1, #K1:GetDescendants() do
                                        local Pose = K1:GetDescendants()[I]
                                        if Contains(Joints, Pose["Name"]) then
                                            local Duration =
                                                K2 ~= nil and (K2["Time"] - K1["Time"]) / Class["Speed"] or .5
                                            Edit(
                                                Char[Pose["Name"]],
                                                PoseToCF(Pose, Joints[Pose["Name"]]),
                                                Duration,
                                                Pose["EasingStyle"],
                                                Pose["EasingDirection"]
                                            )
                                        end
                                    end
                                end
                            )()
                        end
                    end
                    Class["Complete"]:Fire()
                until Sequence["Loop"] ~= true or Class["Stopped"] ~= false or Humanoid["Health"] < 1
            end
        )()
    end
    Class["Stop"] = function()
        Class["Stopped"] = true
    end
    Class["Reset"] = function()
        coroutine.wrap(
            function()
                wait(.02)
                assert(Class["Stopped"], "Track Must Be Stopped First!")
                for K, V in next, Joints do
                    local Part = Char[K]
                    if Part ~= nil then
                        local Attachment = Part:FindFirstChild("CFAttachment0")
                        if Attachment ~= nil then
                            Attachment["CFrame"] = V["C1"] * V["C0"]:Inverse()
                        end
                    end
                end
            end
        )()
    end
    return Class
end

Humanoid.WalkSpeed = 16

local Anims = {
    ["Idle"] = PreloadAnimation(4211217646),
    ["Walk"] = PreloadAnimation(913376220),
    ["Run"] = PreloadAnimation(913376220),
    ["Jump"] = PreloadAnimation(507765000),
    ["Fall"] = PreloadAnimation(507767968)
}

wait(1)
local Connections = {}

Mouse = LP:GetMouse()
local Dancing, Running = false, false

local StopAll = function()
    for K, V in next, Anims do
        if V["Stopped"] ~= true then
            V:Stop()
        end
    end
end

Anims["Idle"]:Play()
Dancing = false
Anims["Walk"].Stopped = true
Anims["Run"].Stopped = true

Connections["Run"] =
    Humanoid["Running"]:Connect(
    function(Speed)
        if Speed > 6 and Dancing ~= true and Anims["Walk"].Stopped ~= false and runnning ~= true then
            Anims["Idle"]:Stop()
            Anims["Jump"]:Stop()
            Anims["Fall"]:Stop()
            Anims["Run"]:Stop()
            Anims["Walk"]:Play()
        elseif Speed < 5 and Dancing ~= true and Anims["Walk"].Stopped ~= true and runnning ~= true then
            Anims["Walk"]:Stop()
            Anims["Jump"]:Stop()
            Anims["Fall"]:Stop()
            Anims["Run"]:Stop()
            Anims["Idle"]:Play()
        elseif Speed < 5 and Dancing ~= true and Anims["Jump"].Stopped ~= true or Anims["Fall"].Stopped ~= true then
            Anims["Walk"]:Stop()
            Anims["Jump"]:Stop()
            Anims["Fall"]:Stop()
            Anims["Run"]:Stop()
            Anims["Idle"]:Play()
        end
    end
)
Connections["Jumping"] =
    Humanoid["Jumping"]:Connect(
    function(active)
        if active and Dancing ~= true and Anims["Jump"].Stopped ~= false then
            Anims["Idle"]:Stop()
            Anims["Walk"]:Stop()
            Anims["Fall"]:Stop()
            Anims["Run"]:Stop()
            Anims["Jump"]:Play()
        end
    end
)
Connections["FreeFalling"] =
    Humanoid["FreeFalling"]:Connect(
    function(active)
        if active and Dancing ~= true and Anims["Jump"].Stopped ~= false then
            Anims["Idle"]:Stop()
            Anims["Walk"]:Stop()
            Anims["Jump"]:Stop()
            Anims["Run"]:Stop()
            Anims["Fall"]:Play()
        end
    end
)

Mouse.KeyDown:connect(
    function(key)
        if key:lower() == string.char(48) then --string.char(48) is just shift
            if Humanoid and Anims["Walk"].Stopped ~= true then
                Anims["Walk"]:Stop()
                Anims["Jump"]:Stop()
                Anims["Fall"]:Stop()
                Anims["Idle"]:Stop()
                Anims["Run"]:Play()
                runnning = true
                Humanoid.WalkSpeed = 26
            end
        end
    end
)

--When button is lifted
Mouse.KeyUp:connect(
    function(key)
        if key:lower() == string.char(48) then --string.char(48) is just shift
            if Humanoid then
                runnning = false
                Humanoid.WalkSpeed = 16
            end
        end
    end
)

wait(1)
local Bind = function(Id, Key, Speed)
    Speed = Speed or 1
    local Animation = PreloadAnimation(Id)
    table.insert(Anims, Animation)
    local V =
        UIS.InputBegan:Connect(
        function(Input, P)
            if Input.KeyCode == Enum.KeyCode[Key] and P ~= true then
                if Dancing ~= true then
                    Dancing = true
                    StopAll()
                    wait(.1)
                    Animation:Play()
                    Animation["Speed"] = Speed
                else
                    Dancing = false
                    StopAll()
                    wait(.1)
                    Anims["Idle"]:Play()
                end
            end
        end
    )
end

Bind(10507080897, "Q", 1)
wait(0.1)
Bind(10731649737, "Y", 1)
wait(0.1)
Bind(10724052169  , "E", 1)
wait(0.1)
Bind(10722615238 , "R", 1)
wait(0.1)
Bind(5971749922, "T", 1)
wait(0.1)
Bind(5349599731, "U", 2)
wait(0.1)
Bind(5641878449, "F", 1)
wait(0.1)
Bind(5943669474, "O", 1)
wait(0.1)
Bind(6024896974, "G", 1)
wait(0.1)
Bind(10881761394, "H", 1)
wait(0.1)
Bind(1574383214, "J", 1)
wait(0.1)
Bind(10881753261, "K", 1)
wait(0.1)
Bind(5349600811, "L", 1)
wait(0.1)
Bind(10881645631, "Z", 1)
wait(0.1)
Bind(10881661040, "X", 1)
wait(0.1)
Bind(10881685708, "C", 1)
wait(0.1)
Bind(5943658900, "V", 1)
wait(0.1)
Bind(10881733560, "B", 1)
wait(0.1)
Bind(10881694331, "N", 1)
wait(0.1)
Bind(5927871610, "M", 1)

Here’s a step-by-step guide to using the Roblox Sturdy Script from Pastebin:

  • Click on the “COPY” button to automatically copy the script.
  • Paste the copied script into your script application.
  • Run the script and you’re all set.

These simple instructions allow players to quickly and easily utilize the script to enhance their Roblox Sturdy Script gaming experience.

If you are unable to copy or you do not want to use this script now, then you can download this script, click on the download button below to download.

Short Overview of Roblox Sturdy Script 

Roblox Sturdy Script is an ever-changing tool in the Roblox world that is meant to improve gaming and give players access to more advanced features. It shows how game scripts are always changing to make the experience better for users.

What is Roblox Sturdy Script?  

Roblox Sturdy Script isn’t just a script; it’s a way to play more complicated games in Roblox. This script is designed to make the game more fun by adding features that aren’t in the regular game. Making things that aren’t possible in Roblox is a mix of imagination and science. The script is especially popular with gamers who want to make their meetings more fun and useful.

Introduction to Roblox Sturdy Script 

Roblox Sturdy Script is more than just a tool; it’s a movement in the Roblox community. It shows that both Roblox creators and players are open to new ideas. What makes this script stand out is that it can work with a lot of different games on the platform and make them better in creative and useful ways. What this shows is how flexible the script is and how well the writers know what gamers want and need from their games.

Role in Roblox Game of Roblox Sturdy Script 

The Roblox Sturdy Script is an important part of the world of Roblox. It’s not just an extra; it changes everything. The script adds features that make games more fun, difficult, and interesting. The story gives the game more depth and complexity by letting you change how characters look and unlock new levels. It’s something that both casual and serious players find very useful when they want to make their gaming experience more engaging and unique.

Features of Roblox Sturdy Script 

There are many benefits in Roblox Sturdy Script that make it useful for many people. Some of these are:

FeatureDescription
Enhanced GameplayOffers new levels and challenges
CustomizationAllows personalization of characters
User Interface ImprovementsStreamlines navigation and interaction
Advanced SettingsProvides more control over game mechanics

These additions not only make the game more fun, but they also make it easier for more people to play.

FAQs

In what ways is Roblox Sturdy Script different?

It stands out because of its ability to integrate and improve.

Roblox Strong Script can be used by anyone?

It is made for both new and skilled players, yes.

Conclusion

In conclusion, the Roblox Sturdy Script shows how game scripts are always changing and getting better. It makes playing games more fun by adding features and functions that are both useful and fun. Not only is this script a tool, but it’s also a link between the player and the game that makes the experience better.

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