Run it
Copy the script and paste it into your executor.
player = .Players.LocalPlayer
ReplicatedStorage = :()
RunService = :()
TweenService = :()
Debris = :()
Lighting = :()
EasingStyleMap = {
[.PoseEasingStyle.Linear] = .EasingStyle.Linear,
[.PoseEasingStyle.Bounce] = .EasingStyle.Bounce,
[.PoseEasingStyle.Cubic] = .EasingStyle.Cubic,
[.PoseEasingStyle.Elastic] = .EasingStyle.Elastic,
[.PoseEasingStyle.Constant] = .EasingStyle.Linear,
}
EasingDirectionMap = {
[.PoseEasingDirection.In] = .EasingDirection.In,
[.PoseEasingDirection.Out] = .EasingDirection.Out,
[.PoseEasingDirection.InOut] = .EasingDirection.InOut,
}
(Model, KeyframeSequence, SpeedMult)
SpeedMult = SpeedMult
keyframes = {}
_, kf (KeyframeSequence:())
.(keyframes, {Time = kf.Time, KF = kf})
.(keyframes, (a,b) a.Time < b.Time )
#keyframes ==
jointData = {}
motorMap = {}
boneMap = {}
(pose)
name = pose.Name
motorMap[name] motorMap[name],
boneMap[name] boneMap[name],
_, v (Model:())
v:() v.Part1 v.Part1.Name == name
motorMap[name] = v
v,
v:() v.Name == name
boneMap[name] = v
v,
,
_, entry (keyframes)
_, pose (entry.KF:())
pose:() pose.Weight >
joint, jtype = (pose)
joint
jointData[pose.Name] jointData[pose.Name] = {}
.(jointData[pose.Name], {
time = entry.Time,
cframe = pose.CFrame,
style = pose.EasingStyle,
dir = pose.EasingDirection,
joint = joint,
jtype = jtype
})
totalLength = keyframes[#keyframes].Time / SpeedMult
isPlaying =
startTime = .()
conn = RunService.Heartbeat:(()
isPlaying Model Model.Parent
conn:()
elapsed = (.() - startTime) * SpeedMult
timePos = elapsed % totalLength
jointName, poses (jointData)
#poses <
lastPose = poses[]
nextPose = poses[]
i = , #poses -
timePos >= poses[i].time timePos < poses[i+].time
lastPose = poses[i]
nextPose = poses[i+]
timePos >= poses[#poses].time
lastPose = poses[#poses]
nextPose = poses[#poses]
alpha = (nextPose.time > lastPose.time)
(timePos - lastPose.time) / (nextPose.time - lastPose.time)
easedAlpha = TweenService:(alpha,
EasingStyleMap[nextPose.style] .EasingStyle.Linear,
EasingDirectionMap[nextPose.dir] .EasingDirection.InOut)
finalCF = lastPose.cframe:(nextPose.cframe, easedAlpha)
lastPose.jtype ==
lastPose.joint.Transform = finalCF
lastPose.joint.Transform = finalCF
)
{
Length = totalLength,
Stop = () isPlaying = ; conn conn:() ,
Play = () startTime = .()
}
asset = :(())[]
asset.Parent = ReplicatedStorage
()
screenGui = .()
screenGui.Name =
screenGui.IgnoreGuiInset =
screenGui.ResetOnSpawn =
screenGui.Parent = player:()
blackFrame = .()
blackFrame.Size = .(, , , )
blackFrame.BackgroundColor3 = .(, , )
blackFrame.BorderSizePixel =
blackFrame.Parent = screenGui
gradient = .()
gradient.Color = ColorSequence.{
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , ))
}
gradient.Rotation =
gradient.Parent = blackFrame
textLabel = .()
textLabel.Size = .(, , , )
textLabel.Position = .(, , , )
textLabel.BackgroundTransparency =
textLabel.TextScaled =
textLabel.Font = .Font.SciFi
textLabel.Text =
textLabel.TextColor3 = .(, , )
textLabel.Parent = blackFrame
textGradient = .()
textGradient.Color = ColorSequence.{
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , ))
}
textGradient.Parent = textLabel
screenGui, textLabel
originalBrightness = Lighting.Brightness
originalAmbient = Lighting.Ambient
originalClockTime = Lighting.ClockTime
originalLightingStyle = Lighting.LightingStyle .LightingStyle.Soft
char = player.Character player.CharacterAdded:()
char
hum = char:()
root = char:()
Lighting.LightingStyle = .LightingStyle.Realistic
TweenService:(Lighting, TweenInfo.(, .EasingStyle.Quad), {
ClockTime = ,
Brightness = ,
Ambient =
}):()
sound = .()
sound.SoundId = ()
sound.Volume =
sound.Parent =
sound:()
hum.WalkSpeed =
.()
blueOrb
summon = blueOrb:()
summon
_, p (summon:())
p:() p.Enabled =
.()
_, p (summon:())
p:() p.Enabled =
attA = blueOrb:()
attA
_, obj (attA:())
obj:() obj.Enabled =
obj:() obj.Brightness =
BGround = blueOrb:()
BGround
_, p (BGround:())
p:() p.Enabled =
redOrb
redOrb.CFrame = root.CFrame * .(, , )
redOrb.Anchored =
redOrb.Parent =
redWeld = .()
redWeld.Part0 = root
redWeld.Part1 = redOrb
redWeld.Parent = redOrb
.()
redOrb
summon = redOrb:()
summon
_, p (summon:())
p:() p.Enabled =
.()
_, p (summon:())
p:() p.Enabled =
attA = redOrb:()
attA
_, obj (attA:())
obj:() obj.Enabled =
obj:() obj.Brightness =
Ground = redOrb:()
Ground
_, p (Ground:())
p:() p.Enabled =
.()
blueWeld blueWeld:()
redWeld redWeld:()
blueOrb redOrb
TweenService:(blueOrb, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.InOut),
{ = root.CFrame * .(, , )}):()
TweenService:(redOrb, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.InOut),
{ = root.CFrame * .(-, , )}):()
.()
blueOrb blueOrb:()
redOrb redOrb:()
purple
purple.CFrame = root.CFrame * .(, , -)
purple.Anchored =
purple.Parent =
purpleWeld = .()
purpleWeld.Part0 = root
purpleWeld.Part1 = purple
purpleWeld.Parent = purple
.()
purple
purpleWeld purpleWeld:()
purple:()
purple2
purple2.Anchored =
_, v (purple2:())
v:()
v.Anchored =
v.CanCollide =
lookDirection = root.CFrame.LookVector
spawnCFrame = root.CFrame * .(, , -)
purple2.CFrame = spawnCFrame
purple2.Rotation = .(, .(.(lookDirection.X, lookDirection.Z)), )
purple2.Parent =
currentCFrame = purple2.CFrame
startTime = .()
duration =
connection
connection = RunService.Heartbeat:(()
elapsed = .() - startTime
elapsed >= duration purple2.Parent
connection:()
currentCFrame = currentCFrame + (lookDirection * * )
purple2.CFrame = currentCFrame
)
Debris:(purple2, duration)
.()
TweenService:(Lighting, TweenInfo.(, .EasingStyle.Quad), {
ClockTime = originalClockTime,
Brightness = originalBrightness,
Ambient = originalAmbient
}):()
Lighting.LightingStyle = originalLightingStyle
hpFolder:()
A Powerful Shader For All Game! Yes, he won't have Roblox game restrictions. Only supports 64-bit processors and Vulkan users. And make sure to turn the graphics settings up to at least 6 bars.

Universal