Run it
Copy the script and paste it into your executor.
:() .Loaded:()
Players = :()
RunService = :()
UserInputService = :()
Workspace = :()
LocalPlayer = Players.LocalPlayer Players:():()
ParentGui
gethui
ParentGui = ()
success, core = (() :() )
ParentGui = (success core) core LocalPlayer:()
ParentGui:()
ParentGui.Rayfield:()
Rayfield
success, err = (()
Rayfield = (:())()
)
success Rayfield
Rayfield = (:())()
Window = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
Theme = ,
ConfigurationSaving = { Enabled = },
Discord = { Enabled = },
KeySystem =
})
rainbowActive =
rainbowSpeed =
rainbowGradient
()
.(()
.()
rayfieldGui = ParentGui:()
rayfieldGui
mainFrame = rayfieldGui:(, ) rayfieldGui:()
mainFrame
rainbowGradient = .()
rainbowGradient.Name =
rainbowGradient.Color = ColorSequence.({
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , ))
})
rainbowGradient.Parent = mainFrame
stroke = mainFrame:() .(, mainFrame)
stroke.Thickness =
stroke.ApplyStrokeMode = .ApplyStrokeMode.Border
RunService.RenderStepped:((dt)
rainbowActive rainbowGradient
rainbowGradient.Rotation = (rainbowGradient.Rotation + (dt * * rainbowSpeed)) %
stroke.Color = .((() * rainbowSpeed * ) % , , )
)
)
()
ESPConfig = {
Enabled = ,
Boxes = ,
Names = ,
Distance = ,
Color = .(, , ),
RainbowESP =
}
espContainer = {}
(player)
player == LocalPlayer
(char)
char
hrp = char:(, )
head = char:(, )
hrp head
char:() char.UGS_Highlight:()
head:() head.UGS_Billboard:()
highlight = .()
highlight.Name =
highlight.FillColor = ESPConfig.Color
highlight.OutlineColor = .(, , )
highlight.FillTransparency =
highlight.OutlineTransparency =
highlight.Enabled = ESPConfig.Enabled ESPConfig.Boxes
highlight.Adornee = char
highlight.Parent = char
bb = .()
bb.Name =
bb.Adornee = head
bb.Size = .(, , , )
bb.StudsOffset = .(, , )
bb.AlwaysOnTop =
bb.Enabled = ESPConfig.Enabled (ESPConfig.Names ESPConfig.Distance)
bb.Parent = head
nameLabel = .()
nameLabel.Name =
nameLabel.Size = .(, , , )
nameLabel.BackgroundTransparency =
nameLabel.TextColor3 = .(, , )
nameLabel.TextStrokeTransparency =
nameLabel.Font = .Font.SourceSansBold
nameLabel.TextSize =
nameLabel.Parent = bb
distLabel = .()
distLabel.Name =
distLabel.Size = .(, , , )
distLabel.Position = .(, , , )
distLabel.BackgroundTransparency =
distLabel.TextColor3 = .(, , )
distLabel.TextStrokeTransparency =
distLabel.Font = .Font.SourceSans
distLabel.TextSize =
distLabel.Parent = bb
espContainer[player] = {
Highlight = highlight,
Billboard = bb,
NameLabel = nameLabel,
DistLabel = distLabel,
Character = char,
HRP = hrp
}
player.Character (player.Character)
player.CharacterAdded:(onCharacterAdded)
_, p (Players:()) (p)
Players.PlayerAdded:(createESPForPlayer)
Players.PlayerRemoving:((p) espContainer[p] = )
RunService.RenderStepped:(()
myChar = LocalPlayer.Character
myHRP = myChar myChar:()
activeColor = ESPConfig.RainbowESP .((() * ) % , , ) ESPConfig.Color
player, data (espContainer)
player player.Parent data.Character data.Character.Parent data.HRP data.HRP.Parent
isMasterOn = ESPConfig.Enabled
data.Highlight
data.Highlight.Enabled = isMasterOn ESPConfig.Boxes
data.Highlight.FillColor = activeColor
data.Billboard
data.Billboard.Enabled = isMasterOn (ESPConfig.Names ESPConfig.Distance)
ESPConfig.Names
data.NameLabel.Text = player.DisplayName .. .. player.Name ..
data.NameLabel.TextColor3 = activeColor
data.NameLabel.Visible =
data.NameLabel.Visible =
ESPConfig.Distance myHRP
studs = .((myHRP.Position - data.HRP.Position).Magnitude)
data.DistLabel.Text = .. (studs) ..
data.DistLabel.Visible =
data.DistLabel.Visible =
)
ESPTab = Window:({ Name = , Icon = })
ESPTab:()
ESPTab:({
Name = ,
CurrentValue = ,
Callback = (Value)
ESPConfig.Enabled = Value
,
})
ESPTab:()
ESPTab:({
Name = ,
CurrentValue = ,
Callback = (Value)
ESPConfig.Names = Value
,
})
ESPTab:({
Name = ,
CurrentValue = ,
Callback = (Value)
ESPConfig.Distance = Value
,
})
ESPTab:({
Name = ,
CurrentValue = ,
Callback = (Value)
ESPConfig.Boxes = Value
,
})
ESPTab:()
ESPTab:({
Name = ,
Color = .(, , ),
Callback = (Value)
ESPConfig.Color = Value
,
})
ESPTab:({
Name = ,
CurrentValue = ,
Callback = (Value)
ESPConfig.RainbowESP = Value
,
})
UniversalTab = Window:({ Name = , Icon = })
walkSpeedVal =
jumpPowerVal =
noclipEnabled =
infJumpEnabled =
UniversalTab:()
UniversalTab:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Callback = (Value)
walkSpeedVal = Value
LocalPlayer.Character LocalPlayer.Character:()
LocalPlayer.Character:().WalkSpeed = Value
,
})
UniversalTab:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Callback = (Value)
jumpPowerVal = Value
LocalPlayer.Character LocalPlayer.Character:()
LocalPlayer.Character:().JumpPower = Value
,
})
UniversalTab:({
Name = ,
CurrentValue = ,
Callback = (Value)
noclipEnabled = Value
,
})
RunService.Stepped:(()
noclipEnabled LocalPlayer.Character
_, part (LocalPlayer.Character:())
part:() part.CanCollide =
)
UniversalTab:({
Name = ,
CurrentValue = ,
Callback = (Value)
infJumpEnabled = Value
,
})
UserInputService.JumpRequest:(()
infJumpEnabled LocalPlayer.Character LocalPlayer.Character:()
LocalPlayer.Character:():(.HumanoidStateType.Jumping)
)
SettingsTab = Window:({ Name = , Icon = })
SettingsTab:()
SettingsTab:({
Name = ,
CurrentValue = ,
Callback = (Value)
rainbowActive = Value
rainbowGradient rainbowGradient.Enabled = Value
,
})
SettingsTab:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Callback = (Value)
rainbowSpeed = Value
,
})
SettingsTab:({
Name = ,
Options = {, , , , , , },
CurrentOption = {},
MultipleOptions = ,
Callback = (Option)
selected = (Option) == Option[] Option
(() Window:(selected) )
,
})
Rayfield:({
Title = ,
Content = ,
Duration =
})Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu, raw.githubusercontent.com.
The Universal Game Scripts: Spooky & Headless Horseman Master Edition is a comprehensive Roblox Lua execution framework designed to deliver visual modifications, cinematic transformations, dynamic companion AI, and core player utilities within a single, highly compatible execution suite. At its core, the script features a multi-stage Headless Horseman transformation sequence complete with a crimson screen overlay, ragdoll knockdown and recovery mechanics, a 360-degree camera orbit, custom headless character morphs, and the ability to summon or ride a high-speed Nightmare Steed equipped with neon red eyes, vehicle seating, high-impulse kicking physics, and a full horse morph state. Complementing the horseman mechanics is an immersive Minecraft-style pumpkin mode that forces a locked first-person perspective behind a carved pumpkin HUD overlay with a 3D head-mounted helmet, alongside an interactive Spider Army spawner that commands blocky spider companions to follow the user or pounce on designated targets, converting them locally into box zombies. Comprehensive situational awareness is managed through a Ghost Vision ESP control center offering master toggles, highlight chams, player

Universal