Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
TweenService = :()
Lighting = :()
Workspace = :()
player = Players.LocalPlayer
camera = Workspace.CurrentCamera
CONFIG = {
DeathDarkness = ,
DeathTime = ,
SunLookDot = ,
SunBlindTime = ,
SunBlindCooldown = ,
SunSlowSpeed = ,
PlayerLookDistance = ,
PlayerLookDot = ,
PlayerDarkness = ,
PlayerShake = ,
WaterCheckDistance = ,
SplashCooldown = ,
}
(className, name)
obj = Lighting:(name)
obj
obj = .(className)
obj.Name = name
obj.Parent = Lighting
obj
color = (, )
color.Enabled =
color.Brightness =
color.Contrast =
color.Saturation =
bloom = (, )
bloom.Enabled =
bloom.Intensity =
bloom.Size =
bloom.Threshold =
rays = (, )
rays.Enabled =
rays.Intensity =
rays.Spread =
deathBlur = (, )
deathBlur.Enabled =
deathBlur.Size =
atmosphere = Lighting:()
atmosphere
atmosphere.Density = .(atmosphere.Density, , )
terrain = Workspace:()
terrain
terrain.WaterTransparency =
terrain.WaterReflectance =
terrain.WaterWaveSize =
terrain.WaterWaveSpeed =
humanoid
rootPart
originalWalkSpeed =
sunBlindActive =
sunCooldown =
playerEffect =
lastSplash =
()
TweenService:(color, TweenInfo.(CONFIG.DeathTime, .EasingStyle.Quad, .EasingDirection.Out), {
Brightness = -CONFIG.DeathDarkness,
Contrast = ,
Saturation = -,
}):()
TweenService:(deathBlur, TweenInfo.(CONFIG.DeathTime), {
Size = ,
}):()
()
TweenService:(color, TweenInfo.(), {
Brightness = ,
Contrast = ,
Saturation = ,
}):()
TweenService:(deathBlur, TweenInfo.(), {
Size = ,
}):()
()
rootPart
sunDirection = Lighting:()
sunDirection.Y < -
()
sunBlindActive sunCooldown humanoid
sunBlindActive =
sunCooldown =
originalWalkSpeed = humanoid.WalkSpeed
humanoid.WalkSpeed = .(originalWalkSpeed, CONFIG.SunSlowSpeed)
TweenService:(color, TweenInfo.(, .EasingStyle.Quad), {
Brightness = ,
Contrast = ,
Saturation = -,
}):()
TweenService:(bloom, TweenInfo.(), {
Intensity = ,
Size = ,
Threshold = ,
}):()
TweenService:(rays, TweenInfo.(), {
Intensity = ,
Spread = ,
}):()
.(CONFIG.SunBlindTime)
humanoid humanoid.Health >
humanoid.WalkSpeed = originalWalkSpeed
TweenService:(color, TweenInfo.(), {
Brightness = ,
Contrast = ,
Saturation = ,
}):()
TweenService:(bloom, TweenInfo.(), {
Intensity = ,
Size = ,
Threshold = ,
}):()
TweenService:(rays, TweenInfo.(), {
Intensity = ,
Spread = ,
}):()
sunBlindActive =
.(CONFIG.SunBlindCooldown)
sunCooldown =
()
camera rootPart
camPos = camera.CFrame.Position
camLook = camera.CFrame.LookVector
_, other (Players:())
other ~= player other.Character
otherRoot = other.Character:()
otherHumanoid = other.Character:()
otherRoot otherHumanoid otherHumanoid.Health >
offset = otherRoot.Position - camPos
distance = offset.Magnitude
distance <= CONFIG.PlayerLookDistance distance >
direction = offset.Unit
dot = camLook:(direction)
dot >= CONFIG.PlayerLookDot
(position)
() - lastSplash < CONFIG.SplashCooldown
lastSplash = ()
attachmentPart = .()
attachmentPart.Name =
attachmentPart.Anchored =
attachmentPart.CanCollide =
attachmentPart.CanQuery =
attachmentPart.CanTouch =
attachmentPart.Transparency =
attachmentPart.Size = .(, , )
attachmentPart.Position = position
attachmentPart.Parent = Workspace
emitter = .()
emitter.Texture =
emitter.Rate =
emitter.Lifetime = NumberRange.(, )
emitter.Speed = NumberRange.(, )
emitter.SpreadAngle = .(, )
emitter.Drag =
emitter.Acceleration = .(, -Workspace.Gravity * , )
emitter.Size = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
emitter.Parent = attachmentPart
emitter:()
i = ,
ring = .()
ring.Name =
ring.Anchored =
ring.CanCollide =
ring.CanTouch =
ring.CanQuery =
ring.Shape = .PartType.Cylinder
ring.Material = .Material.Glass
ring.Transparency =
ring.Size = .(, , )
ring.CFrame = .(position + .(.(-, ), , .(-, )))
* .(, , .())
ring.Parent = Workspace
tween = TweenService:(ring, TweenInfo.(), {
Size = .(, + i * , + i * ),
Transparency = ,
})
tween:()
tween.Completed:(()
ring:()
)
.(, ()
attachmentPart
attachmentPart:()
)
(character)
humanoid = character:()
rootPart = character:()
originalWalkSpeed = humanoid.WalkSpeed
()
humanoid.Died:(deathEffect)
lastState = humanoid:()
humanoid.StateChanged:((_, newState)
newState == .HumanoidStateType.Swimming
lastState ~= .HumanoidStateType.Swimming
rootPart
(rootPart.Position)
lastState = newState
)
player.Character
.(bindCharacter, player.Character)
player.CharacterAdded:(bindCharacter)
RunService:(, .RenderPriority.Camera.Value + , ()
camera = Workspace.CurrentCamera
camera humanoid humanoid.Health <=
sunDirection = Lighting:()
lookingAtSun = camera.CFrame.LookVector:(-sunDirection) >= CONFIG.SunLookDot
lookingAtSun ()
.(triggerSunBlind)
targetPlayerEffect = ()
playerEffect += (targetPlayerEffect - playerEffect) *
sunBlindActive
color.Brightness = -CONFIG.PlayerDarkness * playerEffect
playerEffect >
strength = CONFIG.PlayerShake * playerEffect
x = .(() * ) * strength
y = .(() * ) * strength
camera.CFrame = camera.CFrame * .(x, y, )
)
()
This script is for realistics d'or roblox

Universal