Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
Debris = :()
Player = Players.LocalPlayer
Character = Player.Character Player.CharacterAdded:()
Humanoid = Character:()
tealColors = {
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
}
cooldown =
cooldownTime =
colorCycleConnection =
particleConnection =
glowPulseConnection =
(handle)
colorCycleConnection
colorCycleConnection:()
colorCycleConnection =
timer =
interval = /
colorCycleConnection = RunService.Heartbeat:((dt)
handle handle.Parent
colorCycleConnection:()
colorCycleConnection =
timer = timer + dt
timer >= interval
timer = timer - interval
randomIndex = .(, #tealColors)
handle.Color = tealColors[randomIndex]
)
()
colorCycleConnection
colorCycleConnection:()
colorCycleConnection =
(handle)
glowPulseConnection
glowPulseConnection:()
glowPulseConnection =
oldLight = handle:()
oldLight oldLight:()
light = .()
light.Name =
light.Color = .(, , )
light.Brightness =
light.Range =
light.Shadows =
light.Parent = handle
timer =
glowPulseConnection = RunService.Heartbeat:((dt)
handle handle.Parent
glowPulseConnection:()
glowPulseConnection =
timer = timer + dt
light.Brightness = + .(timer * ) *
light.Color = .(
,
.( + .(timer * ) * ),
.( + .(timer * ) * )
)
)
(handle)
glowPulseConnection
glowPulseConnection:()
glowPulseConnection =
handle
light = handle:()
light light:()
(handle)
particleConnection
particleConnection:()
particleConnection =
attachment = .()
attachment.Name =
attachment.Position = .(, , )
attachment.Parent = handle
emitter = .()
emitter.Name =
emitter.Texture =
emitter.Color = ColorSequence.({
ColorSequenceKeypoint.(, tealColors[]),
ColorSequenceKeypoint.(, tealColors[]),
ColorSequenceKeypoint.(, tealColors[]),
ColorSequenceKeypoint.(, tealColors[]),
ColorSequenceKeypoint.(, tealColors[]),
})
emitter.LightEmission =
emitter.LightInfluence =
emitter.Size = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
emitter.Transparency = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
emitter.Lifetime = NumberRange.(, )
emitter.Rate =
emitter.Speed = NumberRange.(, )
emitter.SpreadAngle = .(, )
emitter.RotSpeed = NumberRange.(-, )
emitter.Rotation = NumberRange.(, )
emitter.Parent = attachment
orbEmitter = .()
orbEmitter.Name =
orbEmitter.Texture =
orbEmitter.Color = ColorSequence.({
ColorSequenceKeypoint.(, tealColors[]),
ColorSequenceKeypoint.(, tealColors[]),
ColorSequenceKeypoint.(, tealColors[]),
})
orbEmitter.LightEmission =
orbEmitter.LightInfluence =
orbEmitter.Size = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
orbEmitter.Transparency = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
orbEmitter.Lifetime = NumberRange.(, )
orbEmitter.Rate =
orbEmitter.Speed = NumberRange.(, )
orbEmitter.SpreadAngle = .(, )
orbEmitter.RotSpeed = NumberRange.(-, )
orbEmitter.Rotation = NumberRange.(, )
orbEmitter.Parent = attachment
mistEmitter = .()
mistEmitter.Name =
mistEmitter.Texture =
mistEmitter.Color = ColorSequence.({
ColorSequenceKeypoint.(, tealColors[]),
ColorSequenceKeypoint.(, tealColors[]),
})
mistEmitter.LightEmission =
mistEmitter.LightInfluence =
mistEmitter.Size = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
mistEmitter.Transparency = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
mistEmitter.Lifetime = NumberRange.(, )
mistEmitter.Rate =
mistEmitter.Speed = NumberRange.(, )
mistEmitter.SpreadAngle = .(, )
mistEmitter.RotSpeed = NumberRange.(-, )
mistEmitter.Rotation = NumberRange.(, )
mistEmitter.VelocityInheritance =
mistEmitter.Parent = attachment
particleConnection = RunService.Heartbeat:(()
handle handle.Parent
particleConnection:()
particleConnection =
r1 = .(, #tealColors)
r2 = .(, #tealColors)
r3 = .(, #tealColors)
emitter.Color = ColorSequence.({
ColorSequenceKeypoint.(, tealColors[r1]),
ColorSequenceKeypoint.(, tealColors[r2]),
ColorSequenceKeypoint.(, tealColors[r3]),
})
orbEmitter.Color = ColorSequence.({
ColorSequenceKeypoint.(, tealColors[r2]),
ColorSequenceKeypoint.(, tealColors[r3]),
ColorSequenceKeypoint.(, tealColors[r1]),
})
)
(handle)
particleConnection
particleConnection:()
particleConnection =
handle
attachment = handle:()
attachment
_, emitter (attachment:())
emitter:()
emitter.Enabled =
Debris:(attachment, )
()
Character = Player.Character
Character
hrp = Character:()
hrp
shockwave = .()
shockwave.Shape = .PartType.Cylinder
shockwave.Size = .(, , )
shockwave.CFrame = hrp.CFrame * .(, -, ) * .(, , .())
shockwave.Anchored =
shockwave.CanCollide =
shockwave.CastShadow =
shockwave.Material = .Material.Neon
shockwave.Color = tealColors[.(, #tealColors)]
shockwave.Transparency =
shockwave.Parent =
shockLight = .()
shockLight.Color = .(, , )
shockLight.Brightness =
shockLight.Range =
shockLight.Parent = shockwave
ring2 = .()
ring2.Shape = .PartType.Cylinder
ring2.Size = .(, , )
ring2.CFrame = hrp.CFrame * .(, -, ) * .(, , .())
ring2.Anchored =
ring2.CanCollide =
ring2.CastShadow =
ring2.Material = .Material.Neon
ring2.Color = tealColors[.(, #tealColors)]
ring2.Transparency =
ring2.Parent =
shockAttachment = .()
shockAttachment.Parent = shockwave
shockParticle = .()
shockParticle.Texture =
shockParticle.Color = ColorSequence.({
ColorSequenceKeypoint.(, tealColors[.(, #tealColors)]),
ColorSequenceKeypoint.(, tealColors[.(, #tealColors)]),
})
shockParticle.LightEmission =
shockParticle.Size = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
shockParticle.Transparency = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
shockParticle.Lifetime = NumberRange.(, )
shockParticle.Rate =
shockParticle.Speed = NumberRange.(, )
shockParticle.SpreadAngle = .(, )
shockParticle.Parent = shockAttachment
steps =
stepTime = / steps
i = , steps
size = i *
shockwave.Parent
shockwave.Size = .(, size, size)
shockwave.CFrame = hrp.CFrame * .(, -, ) * .(, , .())
shockwave.Transparency = + (i / steps) *
shockLight.Brightness = - (i / steps) *
ring2.Parent
ring2.Size = .(, size * , size * )
ring2.CFrame = hrp.CFrame * .(, -, ) * .(, , .())
ring2.Transparency = + (i / steps) *
.(stepTime)
shockParticle.Enabled =
Debris:(shockwave, )
Debris:(ring2, )
()
Character = Player.Character
Character
hrp = Character:()
hrp
i = ,
particle = .()
particle.Size = .(, , )
particle.Shape = .PartType.Ball
particle.Material = .Material.Neon
particle.Color = tealColors[.(, #tealColors)]
particle.Transparency =
particle.CanCollide =
particle.Anchored =
particle.CFrame = hrp.CFrame * .(
.(-, ),
.(, ),
.(-, )
)
particle.Parent =
bv = .()
bv.Velocity = .(
.(-, ),
.(, ),
.(-, )
)
bv.MaxForce = .(, , )
bv.Parent = particle
.(()
t = ,
.()
particle particle.Parent
particle.Transparency = + (t / ) *
particle.Size = particle.Size *
)
Debris:(particle, )
()
Character = Player.Character
Character
Humanoid = Character:()
Humanoid
Humanoid.MaxHealth =
Humanoid.Health = .(Humanoid.Health + , )
()
oldTool = Player.Backpack:()
(Player.Character Player.Character:())
oldTool oldTool:()
()
tool = .()
tool.Name =
tool.ToolTip =
tool.RequiresHandle =
tool.CanBeDropped =
handle = .()
handle.Name =
handle.Size = .(, , )
handle.Material = .Material.Neon
handle.Shape = .PartType.Block
handle.CanCollide =
handle.CastShadow =
handle.Color = tealColors[.(, #tealColors)]
mesh = .()
mesh.Scale = .(, , )
mesh.Parent = handle
idleLight = .()
idleLight.Name =
idleLight.Color = .(, , )
idleLight.Brightness =
idleLight.Range =
idleLight.Shadows =
idleLight.Parent = handle
handle.Parent = tool
tool.Equipped:(()
idle = handle:()
idle idle:()
(handle)
(handle)
(handle)
)
tool.Unequipped:(()
()
(handle)
(handle)
handle.Color = tealColors[.(, #tealColors)]
idleLight2 = .()
idleLight2.Name =
idleLight2.Color = .(, , )
idleLight2.Brightness =
idleLight2.Range =
idleLight2.Shadows =
idleLight2.Parent = handle
)
tool.Activated:(()
cooldown
cooldown =
.(CreateShockwave)
.(CreateHealEffect)
()
.(cooldownTime)
cooldown =
)
tool.Parent = Player.Backpack
(char)
Character = char
Humanoid = char:()
()
()
()
.()
()
Player.CharacterAdded:(OnCharacterAdded)
Player.Character
.(OnCharacterAdded, Player.Character)
it just heals you i guess

Universal