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Copy the script and paste it into your executor.
DAMAGE_COLOR = .(, , )
DEATH_COLOR = .(, , )
HEAVY_HIT_THRESHOLD =
STACK_RESET_TIME =
DISPLAY_TIME =
BASE_SHAKE =
BASE_SIZE =
DamagePools = {}
ActiveVisuals = {}
(amount)
absAmount = .(amount)
(absAmount % == ) (.(absAmount)) .(, absAmount)
(humanoid, amount, isDeath)
root = humanoid.Parent:() humanoid.Parent:()
root
DamagePools[humanoid]
DamagePools[humanoid] = {Total = , LastHit = }
pool = DamagePools[humanoid]
() - pool.LastHit > STACK_RESET_TIME
pool.Total = .(amount)
pool.Total = pool.Total + .(amount)
pool.LastHit = ()
displayAmount = pool.Total
ActiveVisuals[humanoid]
ActiveVisuals[humanoid]:()
ActiveVisuals[humanoid] =
billboard = .()
billboard.Size = .(BASE_SIZE, , BASE_SIZE, )
billboard.Adornee = root
billboard.AlwaysOnTop =
ActiveVisuals[humanoid] = billboard
label = .()
label.Size = .(, , , )
label.BackgroundTransparency =
label.TextScaled =
label.Font = .Font.Cartoon
label.TextStrokeTransparency =
label.Rotation = .(-, )
isHeavy = displayAmount >= HEAVY_HIT_THRESHOLD
isDeath
label.Text =
label.TextColor3 = DEATH_COLOR
label.Text = (displayAmount)
label.TextColor3 = isHeavy .(, , ) DAMAGE_COLOR
label.Parent = billboard
billboard.Parent = .CoreGui
.(()
startTime = ()
(() - startTime < DISPLAY_TIME) (ActiveVisuals[humanoid] == billboard)
elapsed = () - startTime
progress = elapsed / DISPLAY_TIME
isHeavy isDeath
label.TextColor3 = (.(() * ) > ) .(, , ) .(, , )
currentShake = isDeath (BASE_SHAKE * ) (isHeavy BASE_SHAKE * BASE_SHAKE)
yOffset = + (progress * )
sizeMult =
progress <
sizeMult = isDeath (isHeavy )
sizeMult = sizeMult - (progress * )
billboard.Size = .(BASE_SIZE * sizeMult, , BASE_SIZE * sizeMult, )
shakeX = (.() - ) * currentShake
shakeY = (.() - ) * currentShake
billboard.ExtentsOffset = .(shakeX, yOffset + shakeY, )
label.TextTransparency = progress
label.TextStrokeTransparency = progress
.()
ActiveVisuals[humanoid] == billboard
billboard:()
ActiveVisuals[humanoid] =
)
(hum)
lastH = hum.Health
hum.HealthChanged:((newH)
d = newH - lastH
d <= -
(hum, d, (newH <= lastH > ))
lastH = newH
)
_, v (:()) v:() (v)
.DescendantAdded:((v) v:() (v) )

Universal