Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInputService = :()
TweenService = :()
Debris = :()
player = Players.LocalPlayer
character = player.Character player.CharacterAdded:()
humanoid = character:()
rootPart = character:() character
abilityInProgress =
malShrineActive =
m1Cooldown =
disCooldownTime =
shrineCooldownTime =
grappleCooldownTime =
disNextAvailableTime =
grappleNextAvailableTime =
idleAnimId =
walkAnimId =
runAnimId =
m1AnimId =
(animId)
anim = .()
anim.AnimationId = animId
anim
idleTrack = humanoid:((idleAnimId))
walkTrack = humanoid:((walkAnimId))
runTrack = humanoid:((runAnimId))
m1Track = humanoid:((m1AnimId))
walkingSoundBase = .()
walkingSoundBase.SoundId =
walkingSoundBase.Looped =
walkingSoundBase.Volume =
walkingSoundBase.Parent = rootPart
runningSoundBase = .()
runningSoundBase.SoundId =
runningSoundBase.Looped =
runningSoundBase.Volume =
runningSoundBase.Parent = rootPart
slashSfx = .()
slashSfx.SoundId =
slashSfx.Volume =
slashSfx.Parent = rootPart
lastWalkingTime =
lastRunningTime =
walkingFootstepInterval =
runningFootstepInterval =
()
abilityInProgress
isMoving = humanoid.MoveDirection.Magnitude >
isRunning = humanoid.WalkSpeed >
isMoving
isRunning
runTrack.IsPlaying
idleTrack:()
walkTrack:()
runTrack:()
walkTrack.IsPlaying
idleTrack:()
runTrack:()
walkTrack:()
idleTrack.IsPlaying
walkTrack:()
runTrack:()
idleTrack:()
RunService.Heartbeat:(()
()
currentTime = ()
isMoving = humanoid.MoveDirection.Magnitude >
isRunning = humanoid.WalkSpeed >
isMoving
isRunning (currentTime - lastRunningTime >= runningFootstepInterval)
runSound = runningSoundBase:()
runSound.Parent = rootPart
runSound:()
Debris:(runSound, runSound.TimeLength + )
lastRunningTime = currentTime
( isRunning) (currentTime - lastWalkingTime >= walkingFootstepInterval)
walkSound = walkingSoundBase:()
walkSound.Parent = rootPart
walkSound:()
Debris:(walkSound, walkSound.TimeLength + )
lastWalkingTime = currentTime
)
()
animator = humanoid:()
animator
_, track (animator:())
track:()
(animationId, loop)
anim = .()
anim.AnimationId = .. animationId
track = humanoid:(anim)
track.Looped = loop
track:()
track
(soundId)
sound = .()
sound.SoundId = .. soundId
sound.Volume =
sound.Looped =
sound.Parent = rootPart
sound:()
sound
originalWalkSpeed = humanoid.WalkSpeed
originalJumpPower = humanoid.JumpPower
freezeCFrame = rootPart.CFrame
freezeConnection
()
humanoid.WalkSpeed =
humanoid.JumpPower =
freezeCFrame = rootPart.CFrame
freezeConnection = RunService.Heartbeat:(()
rootPart.CFrame = freezeCFrame
)
()
humanoid.WalkSpeed = originalWalkSpeed
humanoid.JumpPower = originalJumpPower
freezeConnection
freezeConnection:()
freezeConnection =
screenGui = .()
screenGui.Parent = player:()
(size, pos, bgColor, txtColor, font, text)
label = .()
label.Size = size
label.Position = pos
label.BackgroundColor3 = bgColor .(,,)
label.TextColor3 = txtColor .(,,)
label.Font = font .Font.SourceSansBold
label.TextScaled =
label.Text = text
label.Parent = screenGui
label
disLabel = (.(,,,), .(,-,,-), .(,,), .(,,), .Font.SourceSansBold, )
abilityLabel = (.(,,,), .(,-,,), .(,,), .(,,), .Font.GothamBlack, )
messageLabel = (.(,,,), .(,-,,-), .(,,), .(,,), .Font.GothamBlack, )
messageLabel.BackgroundTransparency =
grappleLabel = (.(,,,), .(,,,-), .(,,), .(,,), .Font.GothamBlack, )
grappleLabel.BackgroundTransparency =
()
remaining = disNextAvailableTime - ()
remaining >
disLabel.Text = .(, remaining)
disLabel.Text =
(text)
abilityLabel.Text = text
(cooldown)
cooldown cooldown >
grappleLabel.Text = .. cooldown ..
grappleLabel.Text =
RunService.Heartbeat:(updateDisLabel)
()
abilityInProgress malShrineActive
abilityInProgress =
()
m1Track:()
slashSfx:()
.(m1Cooldown)
abilityInProgress =
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
input.UserInputType == .UserInputType.MouseButton1
()
)
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed abilityInProgress malShrineActive
input.KeyCode == .KeyCode.V
currentTime = ()
currentTime < disNextAvailableTime
disNextAvailableTime = currentTime + disCooldownTime
abilityInProgress =
()
anim = .()
anim.AnimationId =
animTrack = humanoid:(anim)
animTrack:()
sound = .()
sound.SoundId =
sound.Volume =
sound.Parent = rootPart
sound:()
Debris:(sound, sound.TimeLength + )
played, err = (() animTrack.Stopped:() )
played .()
abilityInProgress =
)
canActivateShrine =
shrineCooldownRemaining = shrineCooldownTime
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed abilityInProgress
input.KeyCode == .KeyCode.B canActivateShrine
abilityInProgress =
malShrineActive =
canActivateShrine =
()
()
()
messageLabel.Text =
anim1 = (, )
.()
anim1:()
messageLabel.Text =
anim2 = (, )
.()
anim2:()
messageLabel.Text =
anim3 = (, )
sound = ()
anim3.Stopped:()
.()
messageLabel.Text =
()
malShrineActive =
abilityInProgress =
shrineCooldownRemaining = shrineCooldownTime
shrineCooldownRemaining >
( .. shrineCooldownRemaining .. )
.()
shrineCooldownRemaining = shrineCooldownRemaining -
canActivateShrine =
()
)
canActivateGrapple =
grappleCooldownRemaining = grappleCooldownTime
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed abilityInProgress malShrineActive
input.KeyCode == .KeyCode.N canActivateGrapple
() < grappleNextAvailableTime
grappleNextAvailableTime = () + grappleCooldownTime
abilityInProgress =
canActivateGrapple =
()
grappleAnim = (, )
()
mouse = player:()
targetPosition = mouse.Hit.p
tweenInfo = TweenInfo.(, .EasingStyle.Linear, .EasingDirection.Out)
goal = {Position = targetPosition}
tween = TweenService:(rootPart, tweenInfo, goal)
tween:()
tween.Completed:()
.()
abilityInProgress =
grappleCooldownRemaining = grappleCooldownTime
grappleCooldownRemaining >
(grappleCooldownRemaining)
.()
grappleCooldownRemaining = grappleCooldownRemaining -
canActivateGrapple =
()
)FE sukuna forsaken (REUPLOAD) I FORGOT THE CONTROLS

Universal