Run it
Copy the script and paste it into your executor.
uis = :()
players = :()
rs = :()
lp = players.LocalPlayer
hooked =
toggle = .KeyCode.U
ghostModel =
groundParts = {}
attachments = {}
vfxConn =
PI2 = .pi *
OUTER_RADIUS =
INNER_RADIUS =
OUTER_SPEED =
INNER_SPEED = -
GROUND_OFFSET =
SPARK_INTERVAL =
lightningColor = ColorSequence.({
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , )),
ColorSequenceKeypoint.(, .(, , )),
})
sparkSize = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
ringSizeOuter = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
ringSizeInner = NumberSequence.({
NumberSequenceKeypoint.(, ),
NumberSequenceKeypoint.(, ),
})
()
vfxConn
vfxConn:()
vfxConn =
_, p (groundParts)
p.dot p.dot.Parent
p.dot:()
groundParts = {}
attachments = {}
ghostModel
ghostModel:()
ghostModel =
(packet)
packet.PacketId ==
buf = packet.AsBuffer
buffer.(buf, , )
packet:(buf)
(parent)
att = .()
att.Parent = parent
sparks = .()
sparks.Color = lightningColor
sparks.LightEmission =
sparks.LightInfluence =
sparks.Size = sparkSize
sparks.Lifetime = NumberRange.(, )
sparks.Rate =
sparks.Speed = NumberRange.(, )
sparks.SpreadAngle = .(, )
sparks.RotSpeed = NumberRange.(-, )
sparks.Rotation = NumberRange.(, )
sparks.Parent = att
att
(px, py, pz, sz, col, sparksSize)
dot = .()
dot.Anchored =
dot.CanCollide =
dot.CanTouch =
dot.CanQuery =
dot.CastShadow =
dot.Size = .(sz, sz, sz)
dot.Shape = .PartType.Ball
dot.Material = .Material.Neon
dot.Color = col
dot.Transparency =
dot.CFrame = .(px, py, pz)
dot.Parent =
att = .()
att.Parent = dot
em = .()
em.Color = lightningColor
em.LightEmission =
em.LightInfluence =
em.Size = sparksSize
em.Lifetime = NumberRange.(, )
em.Rate =
em.Speed = NumberRange.(, )
em.SpreadAngle = .(, )
em.Parent = att
dot
(pos)
()
char = lp.Character
char
hrp = char:()
hrp
offset = pos - hrp.Position
char.Archivable =
ghost = char:()
char.Archivable =
ghost
ghost.Name =
_, v (ghost:())
(()
v:() v:() v:() v:() v:()
v:()
)
hum = ghost:()
hum
hum:()
_, v (ghost:())
(()
v:()
v.Anchored =
v.CanCollide =
v.CanTouch =
v.CanQuery =
v.CastShadow =
v.Transparency =
v.Material = .Material.SmoothPlastic
v.Color = .(, , )
v.CFrame = v.CFrame + offset
v.Name ~=
e = ,
att = (v)
.(attachments, att)
)
ghostHRP = ghost:()
ghostHRP
ghostHRP.Transparency =
ghostHRP.CFrame = .(pos) * (hrp.CFrame - hrp.CFrame.Position)
hl = .()
hl.FillColor = .(, , )
hl.FillTransparency =
hl.OutlineColor = .(, , )
hl.OutlineTransparency =
hl.DepthMode = .HighlightDepthMode.AlwaysOnTop
hl.Adornee = ghost
hl.Parent = ghost
ghost.Parent =
ghostModel = ghost
_, v (ghost:())
v:()
v.CanCollide =
v.CanTouch =
v.CanQuery =
_, v (ghost:())
v:()
v.CanCollide =
v.CanTouch =
v.CanQuery =
rCount =
iCount =
gy = pos.Y - GROUND_OFFSET
outerCol = .(, , )
innerCol = .(, , )
i = , rCount
a = (i / rCount) * PI2
dot = (pos.X + .(a) * OUTER_RADIUS, gy, pos.Z + .(a) * OUTER_RADIUS, , outerCol, ringSizeOuter)
.(groundParts, {dot = dot, baseAngle = a, isOuter = })
i = , iCount
a = (i / iCount) * PI2
dot = (pos.X + .(a) * INNER_RADIUS, gy, pos.Z + .(a) * INNER_RADIUS, , innerCol, ringSizeInner)
.(groundParts, {dot = dot, baseAngle = a, isOuter = })
sparkTimer =
vfxConn = rs.Heartbeat:((dt)
ghostModel ghostModel.Parent
t = ()
pulse = .(.(t * ))
fillG = .( + pulse * )
fillB = .( + pulse * )
outG = .( + pulse * )
hl.FillColor = .(, fillG, fillB)
hl.OutlineColor = .(, outG, )
hl.OutlineTransparency = pulse *
_, entry (groundParts)
entry.dot entry.dot.Parent
radius = entry.isOuter OUTER_RADIUS INNER_RADIUS
speed = entry.isOuter OUTER_SPEED INNER_SPEED
a = entry.baseAngle + t * speed
wave = .(.(t * + entry.baseAngle)) *
bright = .(.(t * + entry.baseAngle)) *
entry.dot.CFrame = .(pos.X + .(a) * radius, gy + wave, pos.Z + .(a) * radius)
entry.dot.Transparency = bright
entry.isOuter
r = .( + pulse * )
entry.dot.Color = .(, r, )
r = .( + pulse * )
g = .( + pulse * )
entry.dot.Color = .(r, g, )
sparkTimer = sparkTimer + dt
sparkTimer >= SPARK_INTERVAL
sparkTimer =
numAtts = #attachments
numAtts >
bursts = .(, )
b = , bursts
pick = attachments[.(, numAtts)]
pick pick.Parent
emitter = pick:()
emitter
emitter:(.(, ))
_, v (ghostModel:())
v:()
v.CanCollide =
v.CanTouch =
v.CanQuery =
v.Anchored =
)
uis.InputBegan:((obj)
obj.KeyCode ~= toggle
hooked
raknet.(rakhook)
()
char = lp.Character
char
hrp = char:()
hrp
(hrp.Position)
raknet.(rakhook)
hooked = hooked
)[ ! ] IT REQUIRES AN EXECUTOR THAT SUPPORTS "RAKNET LIBRARY" [ ! ] Press U and wait until u get teleported back, then its working.

Universal