Run it
Copy the script and paste it into your executor.
UserInputService = :()
TweenService = :()
RunService = :()
Debris = :()
Players = :()
Lighting = :()
player = Players.LocalPlayer
camera = .CurrentCamera
cooldowns = { E = , Q = , R = }
isOverdriveActive =
(intensity, duration)
start = ()
conn
conn = RunService.RenderStepped:(()
elapsed = () - start
elapsed > duration conn:()
fade = - (elapsed/duration)
cur = intensity * fade
camera.CFrame = camera.CFrame * .(
.((.()-)*cur),
.((.()-)*cur), )
)
(color, duration, transparency)
gui = .(, player:())
gui.IgnoreGuiInset =
frame = .(, gui)
frame.Size = .(, , , )
frame.BackgroundColor3 = color
frame.BackgroundTransparency = transparency
TweenService:(frame, TweenInfo.(duration, .EasingStyle.Quad, .EasingDirection.Out), {BackgroundTransparency = }):()
Debris:(gui, duration + )
(pos, color, endSize, duration, orientation)
ring = .(, )
ring.Shape = .PartType.Cylinder
ring.Material = .Material.Neon
ring.Color = color
ring.Size = .(, , )
ring.Position = pos
ring.Orientation = orientation .(, , )
ring.Anchored =
ring.CanCollide =
TweenService:(ring, TweenInfo.(duration, .EasingStyle.Quint, .EasingDirection.Out), {Size = .(, endSize, endSize), Transparency = }):()
Debris:(ring, duration + )
(pos, amount, power)
i = , (amount )
rock = .(, )
rock.Size = .(.(,)/, .(,)/, .(,)/)
rock.Material = .Material.Slate
rock.Color = .(, , )
rock.Position = pos + .(.(-, ), -, .(-, ))
rock.Anchored =
rock.CanCollide =
upTween = TweenService:(rock, TweenInfo.(, .EasingStyle.Cubic, .EasingDirection.Out), {
Position = rock.Position + .(, .(, power ), ), Transparency = ,
Orientation = .(.(-, ), .(-, ), .(-, ))
})
upTween:()
Debris:(rock, )
()
player:():() player.PlayerGui.KineticUI:()
gui = .(, player.PlayerGui)
gui.Name =
gui.ResetOnSpawn =
mainFrame = .(, gui)
mainFrame.Size = .(, , , )
mainFrame.Position = .(, -, , -)
mainFrame.BackgroundColor3 = .(, , )
mainFrame.BorderSizePixel =
mainFrame.BorderColor3 = .(, , )
layout = .(, mainFrame)
layout.SortOrder = .SortOrder.LayoutOrder
layout.Padding = .(, )
(key, name)
row = .(, mainFrame)
row.Size = .(, , , )
row.BackgroundColor3 = .(, , )
row.BorderSizePixel =
keyLabel = .(, row)
keyLabel.Size = .(, , , )
keyLabel.BackgroundTransparency =
keyLabel.Text = .. key ..
keyLabel.TextColor3 = .(, , )
keyLabel.Font = .Font.GothamBlack
keyLabel.TextSize =
nameLabel = .(, row)
nameLabel.Size = .(, -, , )
nameLabel.Position = .(, , , )
nameLabel.BackgroundTransparency =
nameLabel.Text = name
nameLabel.TextColor3 = .(, , )
nameLabel.Font = .Font.GothamBold
nameLabel.TextSize =
nameLabel.TextXAlignment = .TextXAlignment.Left
(, )
(, )
(, )
overdriveAura, overdriveConn
(character)
root = character:()
humanoid = character:()
root humanoid
isOverdriveActive
isOverdriveActive =
humanoid.WalkSpeed =
overdriveAura overdriveAura:()
overdriveConn overdriveConn:()
TweenService:(camera, TweenInfo.(), {FieldOfView = }):()
isOverdriveActive =
humanoid.WalkSpeed =
(.(, , ), , )
(, )
TweenService:(camera, TweenInfo.(), {FieldOfView = }):()
overdriveAura = .(, root)
fire = .(, overdriveAura)
fire.Texture =
fire.Color = ColorSequence.({ColorSequenceKeypoint.(, .(, , )), ColorSequenceKeypoint.(, .(, , ))})
fire.Size = NumberSequence.({NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, )})
fire.Rate =
fire.Speed = NumberRange.(, )
fire.Lifetime = NumberRange.()
fire.EmissionDirection = .NormalId.Top
lastFootstep =
overdriveConn = RunService.Heartbeat:(()
root.AssemblyLinearVelocity.Magnitude > () - lastFootstep >
lastFootstep = ()
(root.Position, , )
scorch = .(, )
scorch.Size = .(, , )
scorch.Position = root.Position - .(, , )
scorch.Anchored =
scorch.CanCollide =
scorch.Material = .Material.Neon
scorch.Color = .(, , )
TweenService:(scorch, TweenInfo.(), {Transparency = , Size = .(,,)}):()
Debris:(scorch, )
)
(character)
root = character:()
humanoid = character:()
root humanoid
startPos = root.Position
dashDir = root.CFrame.LookVector
dashDistance =
machCone = .(, )
machCone.Size = .(, , )
machCone.CFrame = root.CFrame * .(.(), , )
machCone.Material = .Material.Neon
machCone.Color = .(, , )
machCone.Anchored =
machCone.CanCollide =
mesh = .(, machCone)
mesh.MeshType = .MeshType.FileMesh
mesh.MeshId =
mesh.Scale = .(, , )
TweenService:(machCone, TweenInfo.(, .EasingStyle.Cubic, .EasingDirection.Out), {
= machCone.CFrame + (dashDir * dashDistance),
Transparency = ,
Size = .(, , )
}):()
Debris:(machCone, )
(startPos, .(, , ), , )
(startPos, , )
(, )
(.(, , ), )
targetCFrame = root.CFrame + (dashDir * dashDistance)
rayParams = RaycastParams.()
rayParams.FilterDescendantsInstances = {character}
hit = :(startPos, dashDir * dashDistance, rayParams)
hit targetCFrame = root.CFrame + (dashDir * (hit.Distance - ))
root.Anchored =
dashTween = TweenService:(root, TweenInfo.(, .EasingStyle.Linear), { = targetCFrame})
dashTween:()
dashTween.Completed:(()
root.Anchored =
root.AssemblyLinearVelocity = .zero
(root.Position, .(, , ), , )
(root.Position, , )
(, )
)
(character)
root = character:()
humanoid = character:()
root humanoid
(.(, , ), , )
(, )
(root.Position, .(, , ), , )
cc = .(, Lighting)
cc.Saturation = -
cc.Contrast =
cc.Brightness = -
cc.TintColor = .(, , )
origSpeed = humanoid.WalkSpeed
humanoid.WalkSpeed =
lightningAtt = .(, root)
lightning = .(, lightningAtt)
lightning.Texture =
lightning.Color = ColorSequence.(.(, , ))
lightning.Size = NumberSequence.(, )
lightning.Speed = NumberRange.(, )
lightning.Drag =
lightning.SpreadAngle = .(, )
lightning.Lifetime = NumberRange.(, )
lightning.Squash = NumberSequence.()
lightning.Rate =
origFOV = camera.FieldOfView
TweenService:(camera, TweenInfo.(), {FieldOfView = }):()
.(, ()
humanoid.WalkSpeed = origSpeed
lightning:()
lightningAtt:()
TweenService:(cc, TweenInfo.(), {Saturation = , Contrast = , Brightness = , TintColor = .(,,)}):()
TweenService:(camera, TweenInfo.(), {FieldOfView = origFOV}):()
Debris:(cc, )
(root.Position, .(, , ), , )
(, )
)
()
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
character = player.Character
character
input.KeyCode == .KeyCode.E cooldowns.E
cooldowns.E =
(character)
.(, () cooldowns.E = )
input.KeyCode == .KeyCode.Q cooldowns.Q
cooldowns.Q =
(character)
.(, () cooldowns.Q = )
input.KeyCode == .KeyCode.R cooldowns.R
cooldowns.R =
(character)
.(, () cooldowns.R = )
)Best vfx test i have ever made, self-made not AI and please read this before you comment. alos gimme 1 like pls.

Universal