Run it
Copy the script and paste it into your executor.
Players = (:())
RunService = (:())
ReplicatedStorage = (:())
LP = Players.LocalPlayer
Camera = .CurrentCamera
BASE_SPEED =
SPEED_STEP =
FRICTION =
powerLevel =
ok, Bindables = (() ReplicatedStorage:(, ) )
ok Bindables
ev = Bindables:()
ev ev.Event:((n) powerLevel = n )
.KO_CONN (() .KO_CONN:() )
.KO_PARTS _,p (.KO_PARTS) (() p:() )
RED = .(, , )
(sz, col, shape)
p = .()
p.Size = sz; p.Color = col RED
p.Material = .Material.Neon
p.Anchored = ; p.CanCollide =
p.CastShadow = ; p.Transparency =
shape p.Shape = shape
p.Parent =
p
(part)
h = .()
h.Adornee = part; h.FillTransparency =
h.OutlineColor = .(, , )
h.OutlineTransparency = ; h.Parent = part
stem = (.(, , ), RED)
(stem)
sphere = (.(, , ), RED, .PartType.Ball)
(sphere)
DOT_N =
DOT_R =
dots = {}
i = , DOT_N
d = (.(, , ), RED, .PartType.Ball)
(d)
dots[i] = d
lastPos = .(, , )
pulse =
(v)
flat = .(v.X, , v.Z)
flat.Magnitude >
flat.Unit
.KO_CONN = RunService.RenderStepped:((dt)
pulse = pulse + dt *
char = LP.Character
hrp = char char:()
hrp
stem.Transparency =
sphere.Transparency =
_, d (dots) d.Transparency =
curPos = hrp.Position
asmVel = hrp.AssemblyLinearVelocity
posDelta = (curPos - lastPos).Magnitude / .(dt, )
lastPos = curPos
dir = (Camera.CFrame.LookVector)
asmVel.Magnitude >
velDir = (asmVel)
velDir
dir = velDir
dir
moving = posDelta >
rawSpeed = moving posDelta (BASE_SPEED + (powerLevel - ) * SPEED_STEP)
dist = (rawSpeed * rawSpeed) / ( * FRICTION)
endPos = .(
curPos.X + dir.X * dist,
curPos.Y,
curPos.Z + dir.Z * dist
)
stemDist = (endPos - curPos).Magnitude
ps = + .(pulse * ) *
stemDist >
stem.CFrame = .(curPos, endPos) * .(, , -stemDist / )
stem.Size = .(, , stemDist)
stem.Transparency =
stem.Transparency =
sphere.Position = endPos + .(, , )
sphere.Size = .( * ps, * ps, * ps)
sphere.Transparency =
rot = pulse *
i = , DOT_N
angle = (i - ) * ( * .pi / DOT_N) + rot
x = endPos.X + DOT_R * .(angle)
z = endPos.Z + DOT_R * .(angle)
y = endPos.Y +
sz = + .(pulse * + i * ) *
dots[i].CFrame = .(x, y, z)
dots[i].Size = .(sz, sz, sz)
dots[i].Transparency =
)
.KO_PARTS = { stem, sphere }
_, d (dots) .(.KO_PARTS, d)
.KO_DESTROY = ()
.KO_CONN .KO_CONN:()
_, p (.KO_PARTS {}) (() p:() )
()
()
Um Just Use It

Universal