Run it
Copy the script and paste it into your executor.
Players = :()
UserInputService = :()
RunService = :()
TweenService = :()
Lighting = :()
SoundService = :()
player = Players.LocalPlayer
camera = .CurrentCamera
IDLE_FOV =
INTRO_FOV =
SPRINT_FOV_BOOST =
DASH_FOV_BOOST =
HIT_FOV_DROP =
FOV_TWEEN_TIME =
INTRO_WAIT_TIME =
AUDIO_ID =
HIT_SOUND_ID =
DASH_ANIM_ID =
DASH_DURATION =
DASH_SPEED =
DELAY_BEFORE_DASH =
DASH_HITBOX_RADIUS =
SKYBOX = {
Bk = ,
Dn = ,
Ft = ,
Lf = ,
Rt = ,
Up =
}
isSprinting =
currentFOV = INTRO_FOV
character, humanoid, rootPart, animator
idleTrack, forwardTrack, backwardTrack, sprintTrack, currentTrack, dashTrack
heartbeatConn, speedLoopTask, dashHitConnection
isDashing =
hitDebounce = {}
redFire =
originalCollisionGroup
()
gui = .()
gui.Name =
gui.ResetOnSpawn =
gui.IgnoreGuiInset =
gui.Parent = player:()
frame = .()
frame.Size = .(, , , )
frame.BackgroundColor3 = .(, , )
frame.BorderSizePixel =
frame.ZIndex =
frame.Parent = gui
gui, frame
()
gui = .()
gui.Name =
gui.ResetOnSpawn =
gui.IgnoreGuiInset =
gui.Parent = player:()
vignette = .()
vignette.Size = .(, , , )
vignette.BackgroundTransparency =
vignette.Image =
vignette.ImageTransparency =
vignette.ImageColor3 = .(, , )
vignette.ZIndex =
vignette.Parent = gui
vignette
()
_, v (Lighting:())
v:() v:()
atmosphere = .()
atmosphere.Name =
atmosphere.Density =
atmosphere.Offset =
atmosphere.Color = .(, , )
atmosphere.Decay = .(, , )
atmosphere.Glare =
atmosphere.Haze =
atmosphere.Parent = Lighting
(char)
head = char:(, )
leftHand = char:()
head
titleModel = :():()
titleModel
clone = titleModel:()
clone.Parent = char
billboard = clone:()
billboard
billboard.Adornee = head
billboard.StudsOffset = .(, , )
leftHand
redFire = .()
redFire.Name =
redFire.Color = .(, , )
redFire.SecondaryColor = .(, , )
redFire.Size =
redFire.Heat =
redFire.Enabled =
redFire.Parent = leftHand
(target, duration, easingStyle, easingDirection)
duration = duration FOV_TWEEN_TIME
easingStyle = easingStyle .EasingStyle.Sine
easingDirection = easingDirection .EasingDirection.Out
TweenService:(camera, TweenInfo.(duration, easingStyle, easingDirection), {FieldOfView = target}):()
(hitCharacter)
isDashing
hitDebounce[hitCharacter]
hitDebounce[hitCharacter] =
current = camera.FieldOfView
(current - HIT_FOV_DROP, , .EasingStyle.Cubic, .EasingDirection.Out)
hitSound = .()
hitSound.SoundId = HIT_SOUND_ID
hitSound.Volume =
hitSound.Pitch =
hitSound.Parent = SoundService
hitSound:()
hitSound.Ended:(() hitSound:() )
.(, ()
isDashing
(IDLE_FOV + DASH_FOV_BOOST, , .EasingStyle.Cubic, .EasingDirection.Out)
isSprinting
(IDLE_FOV + SPRINT_FOV_BOOST, )
(IDLE_FOV, )
hitDebounce[hitCharacter] =
)
()
blackGui, blackFrame = ()
sky = .()
sky.SkyboxBk = SKYBOX.Bk
sky.SkyboxDn = SKYBOX.Dn
sky.SkyboxFt = SKYBOX.Ft
sky.SkyboxLf = SKYBOX.Lf
sky.SkyboxRt = SKYBOX.Rt
sky.SkyboxUp = SKYBOX.Up
sky.Parent = Lighting
()
audio = .()
audio.SoundId = AUDIO_ID
audio.Volume =
audio.Pitch =
audio.Looped =
audio.Parent = SoundService
audio:()
camera.FieldOfView = INTRO_FOV
.(INTRO_WAIT_TIME)
tweenInfo = TweenInfo.(, .EasingStyle.Sine, .EasingDirection.Out)
TweenService:(camera, tweenInfo, {FieldOfView = IDLE_FOV}):()
TweenService:(blackFrame, tweenInfo, {BackgroundTransparency = }):()
.(, () blackGui:() )
.(, createVignette)
(track, fadeTime)
track track.IsPlaying track:(fadeTime )
(track, speedOverride)
track
currentTrack == track
track.IsPlaying track:()
speedOverride track:(speedOverride)
currentTrack currentTrack:()
currentTrack = track
track:(, , speedOverride )
(id, priority, looped)
anim = .()
anim.AnimationId = id
track = animator:(anim)
track.Priority = priority
track.Looped = looped
track
()
heartbeatConn heartbeatConn:()
dashHitConnection dashHitConnection:()
(idleTrack) (forwardTrack) (backwardTrack) (sprintTrack) (dashTrack)
hitDebounce = {}
character originalCollisionGroup
_, part (character:())
part:()
part.CollisionGroup = originalCollisionGroup
part.CanCollide =
()
humanoid
md = humanoid.MoveDirection
moving = md.Magnitude >
moving
humanoid.WalkSpeed = isSprinting
dot = md:(rootPart.CFrame.LookVector)
humanoid.WalkSpeed = (dot < -) (isSprinting )
()
humanoid rootPart
md = humanoid.MoveDirection
moving = md.Magnitude >
moving (idleTrack)
md:(rootPart.CFrame.LookVector) < - (backwardTrack)
isSprinting (sprintTrack, )
(forwardTrack)
()
character rootPart humanoid isDashing
isDashing =
isSprinting =
hitDebounce = {}
redFire redFire.Enabled =
originalCollisionGroup = rootPart.CollisionGroup
_, part (character:())
part:()
part.CollisionGroup =
part.CanCollide =
(IDLE_FOV + DASH_FOV_BOOST)
animator
anim = .()
anim.AnimationId = DASH_ANIM_ID
dashTrack = animator:(anim)
dashTrack.Priority = .AnimationPriority.Action3
dashTrack.Looped =
dashTrack:()
.(DELAY_BEFORE_DASH)
rootPart rootPart.Parent
isDashing =
humanoid.AutoRotate =
forwardDir = rootPart.CFrame.LookVector
currentVel = rootPart.AssemblyLinearVelocity
dashTween = TweenService:(rootPart, TweenInfo.(DASH_DURATION, .EasingStyle.Cubic, .EasingDirection.Out), {
AssemblyLinearVelocity = forwardDir * DASH_SPEED + .(, currentVel.Y, )
})
dashTween:()
dashTween.Completed:(()
humanoid.AutoRotate =
isDashing =
(isSprinting IDLE_FOV + SPRINT_FOV_BOOST IDLE_FOV)
)
.(, ()
redFire redFire.Parent
tween = TweenService:(redFire, TweenInfo.(, .EasingStyle.Sine, .EasingDirection.Out), {
Heat = ,
Size =
})
tween:()
tween.Completed:(()
redFire redFire.Enabled =
)
)
.(DASH_DURATION + , ()
isDashing =
humanoid.AutoRotate =
)
()
dashHitConnection dashHitConnection:()
dashHitConnection = RunService.Heartbeat:(()
isDashing rootPart
rootPos = rootPart.Position
parts = :(rootPos, DASH_HITBOX_RADIUS)
_, part (parts)
hitChar = part.Parent
hitChar hitChar:() hitChar ~= character
(hitChar)
)
(char)
()
character = char
.()
humanoid = character:(, )
rootPart = character:(, )
humanoid rootPart
animator = humanoid:() .(, humanoid)
animate = character:()
animate animate.Enabled =
idleTrack = (, .AnimationPriority.Action, )
forwardTrack = (, .AnimationPriority.Action, )
backwardTrack = (, .AnimationPriority.Action, )
sprintTrack = (, .AnimationPriority.Action4, )
()
()
(character)
()
speedLoopTask = .(()
character character.Parent
()
.()
)
heartbeatConn = RunService.Heartbeat:(()
isSprinting sprintTrack sprintTrack.IsPlaying
sprintTrack:()
()
)
UserInputService.InputBegan:((input, gp)
gp
input.KeyCode == .KeyCode.X
isDashing
isSprinting = isSprinting
(isSprinting IDLE_FOV + SPRINT_FOV_BOOST IDLE_FOV)
input.KeyCode == .KeyCode.Q
()
()
()
)
player.CharacterAdded:(setupCharacter)
player.CharacterRemoving:(cleanup)
player.Character .(setupCharacter, player.Character)
()this script is forsaken-related, it doesn't give you an title, or any serversided effects. All the shown effects are client-sided, and the animations are used as Secret Roblox Emotes, which is replicated. Although, I'd answer that, yes people can see your animations, but there will be no effects shown to them at all. Control / Keybinds: Q - Charge (No Cooldown) X - Sprint Toggle (No Stamina)

Universal