--hello chez your script leaked but....... --is shittyhaxx now 😂😂😂😂😂 -- say hello raven.cc -- RAVEN.CC GOD! --SHITTY CODE ALERT!! --SHITTY CODE ALERT!! --SHITTY CODE ALERT!! --SHITTY CODE ALERT!! --SHITTY CODE ALERT!! --SHITTY CODE ALERT!! --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local cheatLoadingStartTick = os.clock() local tick = tick local env = getgenv() if env.Hack then return end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --ANCHOR Game loading waiting if not game:IsLoaded() then game.Loaded:Wait() end if game.ReplicatedFirst:FindFirstChild("Session") then game.ReplicatedFirst.Session:Destroy() end if game.Players.localPlayer.PlayerScripts:FindFirstChild("scapter") then game.Players.localPlayer.PlayerScripts.scapter:Destroy() end -- mooooooom i bypassed new shitty source -- xD -- XD -- Xd -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- Identifiy our executor -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV -- ZOV ZOV ZOV ZOV ZOV local executor = syn and "Synapse" or nil local platform = "Windows" if not executor then executor, platform = identifyexecutor() end --ANCHOR Uilib (hi invaded) local Library do -- Ui lib thing or smth December 12th 2021 -- UI funcs and tables local Menu = {} local KeyBindList = {} local UILibrary = {} local UIUtilities = {} local OpenCloseItems = {} local CheatSections = {} local SubSections = {} local UIAccents = {} local Signal = loadstring(game:HttpGet("https://raw.githubusercontent.com/Quenty/NevermoreEngine/version2/Modules/Shared/Events/Signal.lua"))() function UILibrary:Start(Parameters) local UIStyle = Parameters local ClipboardColor -- Important Bullshit local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local TextService = game:GetService("TextService") local HttpService = game:GetService("HttpService") local TweenService = game:GetService("TweenService") local Players = game:GetService("Players") local Plr = Players.localPlayer local Mouse = Plr:GetMouse() local fading = false function UIUtilities:Create(ClassName, Properties) local NewInstance = Instance.new(ClassName) for property, value in next, (Properties) do NewInstance[property] = value end return NewInstance end local function thread(func) if type(func) == "function" then return coroutine.resume(coroutine.create(func)) end end local valid_chars = {} local function set_valid(x, y) for i = string.byte(x), string.byte(y) do table.insert(valid_chars, string.char(i)) end end set_valid('a', 'z') set_valid('A', 'Z') set_valid('0', '9') function UIUtilities:random_string(length) local s = {} for i = 1, length do s[i] = valid_chars[math.random(1, #valid_chars)] end return table.concat(s) end function UIUtilities:Tween(...) TweenService:Create(...):Play() end local function RGBtoHSV(Color) local color = Color3.new(Color.R, Color.G, Color.B) local h, s, v = color:ToHSV() return h, s, v end local function realWait(n) return task.wait(n) end local Core = UIUtilities:Create("ScreenGui", { Name = UIUtilities:random_string(math.random(16, 64)), DisplayOrder = 6942069, }) Core.Parent = game.CoreGui local function AutoApplyBorder(Parented, Suffix, StartZIndex, c1, c2, forgetIt) local BorderContainer = UIUtilities:Create("Folder", { Name = "Border" .. Suffix, Parent = Parented }) local v1 = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = c1, BorderSizePixel = 0, Name = "v1" .. Suffix, Parent = BorderContainer, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 2, 1, 2), ZIndex = StartZIndex - 1 }) local v2 = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = c2, BorderSizePixel = 0, Name = "v2" .. Suffix, Parent = v1, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 2, 1, 2), ZIndex = v1.ZIndex - 1 }) if forgetIt then table.insert(OpenCloseItems, v1) table.insert(OpenCloseItems, v2) end return BorderContainer, v1, v2 end local function AutoApplyAccent(Parented, Suffix, StartZIndex, forgetIt) local Accent = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 1, BorderColor3 = UIStyle.UIcolors.ColorJ, Name = "UI", Parent = Parented, Position = UDim2.new(0.5, 0, 0, -1), Size = UDim2.new(1, 0, 0, 2), ZIndex = StartZIndex }) if forgetIt then table.insert(OpenCloseItems, Accent) end local Hue, Sat, Val = RGBtoHSV(UIStyle.UIcolors.Accent) local color = UIStyle.UIcolors.Accent local AccentStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromHSV(Hue, Sat, Val)), ColorSequenceKeypoint.new(1, Color3.fromRGB(math.clamp(color.R * 255 - 40, 0, 255), math.clamp(color.G * 255 - 40, 0, 255), math.clamp(color.B * 255 - 40, 0, 255))) }), Rotation = 90, Parent = Accent }) table.insert(UIAccents, AccentStyling) return Accent, AccentStyling end local isColorThingOpen local isColorThingOpen2 local isDropDownOpen UILibrary.tooltip = {} do local FakeBackGround = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BackgroundTransparency = 1, BorderColor3 = UIStyle.UIcolors.FullWhite, BorderMode = Enum.BorderMode.Outline, BorderSizePixel = 0, Name = "Event", Parent = Core, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(0, 0, 0, 0), ZIndex = 29 }) local EventLogContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BackgroundTransparency = 1, BorderColor3 = UIStyle.UIcolors.FullWhite, BorderMode = Enum.BorderMode.Outline, BorderSizePixel = 0, Name = "Event", Parent = FakeBackGround, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 1, -4), ZIndex = 29 }) local fuckingFolder, fuckingThing, fuckingOtherThing = AutoApplyBorder(EventLogContainer, "a", 29, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local BackGroundStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = EventLogContainer }) local BackGroundAccent = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 0, BackgroundTransparency = 1, Name = "UI", Parent = EventLogContainer, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(0, 2, 1, 0), ZIndex = 30 }) local Hue, Sat, Val = RGBtoHSV(UIStyle.UIcolors.Accent) local BackGroundAccentStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromHSV(Hue, Sat, Val - 0.1)), ColorSequenceKeypoint.new(1, Color3.new(UIStyle.UIcolors.Accent.R, UIStyle.UIcolors.Accent.G, UIStyle.UIcolors.Accent.B)) }), Rotation = 180, Parent = BackGroundAccent }) local BackGroundText = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(1, 0), BackgroundTransparency = 1, Position = UDim2.new(1, 0, 0, 0), Parent = EventLogContainer, Size = UDim2.new(1, -6, 1, 0), ZIndex = 31, Font = UIStyle.HeaderFont.Font, LineHeight = 1.1, Text = "idiot", TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.HeaderFont.WatermarkTxtSize, TextTransparency = 1, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 1, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) local currentTrans = 1 local hoverTime = 0 local bounds = Vector2.new(0, 0) local objectPos = Vector2.new(0, 0) local loop; loop = RunService.Heartbeat:Connect(function(deltaTime) local hovering = Mouse.X > objectPos.X and Mouse.X < objectPos.X + bounds.X and Mouse.Y > objectPos.Y and Mouse.Y < objectPos.Y + bounds.Y and not (isColorThingOpen or isColorThingOpen2 or isDropDownOpen) if hovering then if hoverTime > 2 then currentTrans = math.max(0, currentTrans - deltaTime * 4) else hoverTime = hoverTime + deltaTime currentTrans = 1 end else hoverTime = 0 currentTrans = math.min(1, currentTrans + deltaTime * 8) end EventLogContainer.BackgroundTransparency = currentTrans BackGroundAccent.BackgroundTransparency = currentTrans BackGroundText.TextTransparency = currentTrans fuckingThing.BackgroundTransparency = currentTrans fuckingOtherThing.BackgroundTransparency = currentTrans if currentTrans >= 1 then return end BackGroundAccentStyling.Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromHSV(Hue, Sat, Val - 0.1)), ColorSequenceKeypoint.new(1, Color3.new(UIStyle.UIcolors.Accent.R, UIStyle.UIcolors.Accent.G, UIStyle.UIcolors.Accent.B)) }) end) function UILibrary.CallToolTip(msg, showAt, pos, showInside) objectPos = showAt bounds = showInside local Message = msg local maxWidth = 30 local text = Message local msgsize = TextService:GetTextSize(Message, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(9999999999999999999999999999999, 0)) do -- WARNING !! ALAN CODE AHEAD!! local split = text:split("") local lastspaceidx = 0 -- the text idx that the last space is local charinline = 0 for i, v in next, (split) do charinline = charinline + 1 if v == " " then lastspaceidx = i end if charinline >= maxWidth then split[lastspaceidx] = "\n" -- insert a thing charinline = 0 end end text = "" for i, v in next, (split) do text = text .. v end end -- ok most of the gayness is over local split = text:split("\n") local textlinelength = {} local verticalLength = 8 for i, v in next, (split) do local d = TextService:GetTextSize(v, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(9999999999999999999999999999999, 0)) textlinelength[i] = d.x verticalLength = verticalLength + d.y end table.sort(textlinelength, function(a, b) return a > b end) local longestthing = textlinelength[1] FakeBackGround.Size = UDim2.new(0, longestthing + 12, 0, verticalLength) FakeBackGround.Position = UDim2.new(0, pos.x, 0, pos.y) BackGroundText.Text = text end end local function CreateColorThing(Parameters) local fakeFlagsShit = {} local dropKickFlag Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance] = {} Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = Parameters.StartColor Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance].Save = function() local garbageshit = {} for anim, data in next, fakeFlagsShit do garbageshit[anim] = {} for name, values in next, data do garbageshit[anim][name] = {} if fakeFlagsShit[anim][name]["Value"] then garbageshit[anim][name]["Value"] = fakeFlagsShit[anim][name]["Value"] elseif fakeFlagsShit[anim][name]["Color"] then garbageshit[anim][name]["Color"] = {r = fakeFlagsShit[anim][name]["Color"].r, g = fakeFlagsShit[anim][name]["Color"].g, b = fakeFlagsShit[anim][name]["Color"].b} if Parameters.StartTrans and fakeFlagsShit[anim][name]["Transparency"] then garbageshit[anim][name]["Transparency"] = fakeFlagsShit[anim][name]["Transparency"] end end end end return { ["Color"] = {r = Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"].r, g = Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"].g, b = Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"].b}, ["Transparency"] = Parameters.StartTrans and Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] or nil, ["Animation Selection"] = {["Value"] = dropKickFlag["Value"]}, ["Animations"] = garbageshit, } end local TransparencySlider = false if Parameters.StartTrans then TransparencySlider = true Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = Parameters.StartTrans end Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance].Changed = Signal.new() local ColorProxy = Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance] local ColorH, ColorS, ColorV = RGBtoHSV(Parameters.StartColor) local ColorP = UIUtilities:Create("ImageButton", { Name = "ColorP" .. Parameters.Stance, Parent = Parameters.Parented, AnchorPoint = Vector2.new(1, 0.5), BackgroundColor3 = Parameters.StartColor, BorderColor3 = Color3.fromRGB(255, 0, 0), BorderSizePixel = 2, BackgroundTransparency = Parameters.StartTrans or 0, BorderMode = Enum.BorderMode.Inset, Position = UDim2.new(1, Parameters.Pos, 0.5, 0), Size = UDim2.new(0, 24, 0, 10), ZIndex = 28 }) local actualtrans if Parameters.StartTrans then actualtrans = UIUtilities:Create("NumberValue", { Parent = ColorP, Value = Parameters.StartTrans, Name = "actual" }) end local Alpha = UIUtilities:Create("ImageButton", { Name = "Alpha", Parent = ColorP, AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 4, 1, 4), ScaleType = "Tile", ZIndex = 27, Image = "rbxassetid://3887014957" }) AutoApplyBorder(Alpha, "COLORPBACK", 27, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH, true) local inDented = 20 local YBounds = 190 if not Parameters.StartTrans then YBounds = YBounds - 16 end local MasterFrame = UIUtilities:Create("Frame", { Name = "Picker", Parent = ColorP, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = Color3.fromRGB(27, 27, 27), Position = UDim2.new(0, -5, 0, -1), Size = UDim2.new(0, -300, 0, YBounds + inDented), BackgroundTransparency = 1, Visible = false, ZIndex = 30, }) AutoApplyAccent(MasterFrame, "", 34) AutoApplyBorder(MasterFrame, "COLORBACK", 25, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local Frame = UIUtilities:Create("Frame", { Name = "Picker", Parent = MasterFrame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = Color3.fromRGB(27, 27, 27), Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 1, 0), Visible = true, ZIndex = 30, }) local otherFrame = UIUtilities:Create("Frame", { Name = "Picker2", Parent = MasterFrame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = Color3.fromRGB(27, 27, 27), Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 1, 0), Visible = false, Transparency = 0, ZIndex = 30, }) local imHungover = { Rainbow = { { type = "slider", name = "Speed", max = 1000, min = 1, suffix = "%" } }, Linear = { { type = "color", name = "Keyframe 1" }, { type = "color", name = "Keyframe 2" }, { type = "slider", name = "Speed", max = 1000, min = 1, suffix = "%" } }, Oscillating = { { type = "color", name = "Keyframe 1" }, { type = "color", name = "Keyframe 2" }, { type = "slider", name = "Speed", max = 1000, min = 1, suffix = "%" } }, Sawtooth = { { type = "color", name = "Keyframe 1" }, { type = "color", name = "Keyframe 2" }, { type = "slider", name = "Speed", max = 1000, min = 1, suffix = "%" } }, Strobe = { { type = "color", name = "Keyframe 1" }, { type = "color", name = "Keyframe 2" }, { type = "slider", name = "Speed", max = 1000, min = 1, suffix = "%" } } } for fix, hangover in next, imHungover do local faggot = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), Name = fix, Parent = otherFrame, BackgroundColor3 = Color3.fromRGB(0, 0, 0), BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0, 72), Size = UDim2.new(1, 0, 1, -72), ZIndex = 20 + 22, Visible = false }) local i_hate_this = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 8), Parent = faggot, FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Center, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top }) fakeFlagsShit[fix] = {} local whoresFucked = 0 for bullshit, data in next, hangover do local fakeFlagNigger if data.type == "color" then local whoreCoonNig = UIUtilities:Create("Frame", { BackgroundTransparency = 1, Name = "nigga", Parent = faggot, Size = UDim2.new(1, 0, 0, 8), Visible = true, ZIndex = 19 }) local TextGarbage = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(1, 0), BackgroundTransparency = 1, Parent = whoreCoonNig, Position = UDim2.new(1, 0, 0, 0), Size = UDim2.new(1, -10, 1, 0), ZIndex = 20 + 28, Text = data.name, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.05, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) local garbageParameters = table.clone(Parameters) garbageParameters.Pos = -1 * (((1 - 1) * 24) + (10 * 1 - 1)) garbageParameters.Stance = whoresFucked whoresFucked = whoresFucked + 1 garbageParameters.ObjectName = data.name fakeFlagNigger = {} fakeFlagNigger["Color"] = garbageParameters.StartColor local TransparencySlider = false if garbageParameters.StartTrans then TransparencySlider = true fakeFlagNigger["Transparency"] = garbageParameters.StartTrans end fakeFlagNigger.Changed = Signal.new() local ColorProxy = fakeFlagNigger local ColorH, ColorS, ColorV = RGBtoHSV(garbageParameters.StartColor) local ColorP = UIUtilities:Create("ImageButton", { Name = "ColorP" .. garbageParameters.Stance, Parent = whoreCoonNig, AnchorPoint = Vector2.new(1, 0.5), BackgroundColor3 = garbageParameters.StartColor, BorderColor3 = Color3.fromRGB(255, 0, 0), BorderSizePixel = 2, BackgroundTransparency = garbageParameters.StartTrans or 0, BorderMode = Enum.BorderMode.Inset, Position = UDim2.new(1, garbageParameters.Pos, 0.5, 0), Size = UDim2.new(0, 24, 0, 10), ZIndex = 22 + 28 }) local actualtrans if garbageParameters.StartTrans then actualtrans = UIUtilities:Create("NumberValue", { Parent = ColorP, Value = garbageParameters.StartTrans, Name = "actual" }) end local Alpha = UIUtilities:Create("ImageButton", { Name = "Alpha", Parent = ColorP, AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 4, 1, 4), ScaleType = "Tile", ZIndex = 22 + 27, Image = "rbxassetid://3887014957" }) AutoApplyBorder(Alpha, "COLORPBACK", 22 + 27, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local inDented = 20 local YBounds = 190 if not garbageParameters.StartTrans then YBounds = YBounds - 16 end local MasterFrame = UIUtilities:Create("Frame", { Name = "Picker", Parent = ColorP, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = Color3.fromRGB(27, 27, 27), Position = UDim2.new(0, -5, 0, -1), Size = UDim2.new(0, -300, 0, YBounds + inDented), BackgroundTransparency = 1, Visible = false, ZIndex = 22 + 30, }) AutoApplyAccent(MasterFrame, "", 22 + 34) AutoApplyBorder(MasterFrame, "COLORBACK", 22 + 25, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local Frame = UIUtilities:Create("Frame", { Name = "Picker", Parent = MasterFrame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = Color3.fromRGB(27, 27, 27), Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 1, 0), Visible = true, ZIndex = 22 + 30, }) local Colorpick = UIUtilities:Create("ImageButton", { Name = "Colorpick", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, ClipsDescendants = false, BorderSizePixel = 0, Position = UDim2.new(0, 8, 0, 10 + inDented), Size = UDim2.new(0, 156, 0, 156), AutoButtonColor = false, Image = "rbxassetid://4155801252", ImageColor3 = Color3.fromRGB(255, 0, 0), ZIndex = 22 + 33 }) AutoApplyBorder(Colorpick, "Picker", 22 + 33, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local ColorDrag = UIUtilities:Create("Frame", { Name = "ColorDrag", Parent = Colorpick, AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = Color3.fromRGB(27, 27, 27), Size = UDim2.new(0, 4, 0, 4), ZIndex = 22 + 33 }) local backThing = UIUtilities:Create("Frame", { Name = "thingy", Parent = Frame, BackgroundColor3 = UIStyle.UIcolors.ColorE, BorderColor3 = Color3.fromRGB(27, 27, 27), Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 1, 0), BackgroundTransparency = 1, Visible = true, ZIndex = 32, }) local realThing = UIUtilities:Create("Frame", { Name = "Picker", Parent = backThing, AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.ColorA, BorderColor3 = Color3.fromRGB(27, 27, 27), BorderSizePixel = 0, Position = UDim2.new(0.5, 1 * (-1), 0.5, 1), Size = UDim2.new(1, -2, 1, -2), BackgroundTransparency = 1, Visible = true, Active = true, ZIndex = 22 + 33, }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local theText = UIUtilities:Create("TextLabel", { Name = "theText", Parent = realThing, AnchorPoint = Vector2.new(0, 0), Size = UDim2.new(1, 0, 1, 0), Text = garbageParameters.ObjectName, BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 22 + 34, Position = UDim2.new(0, 8, 0, 4), TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, }) local Huepick = UIUtilities:Create("ImageButton", { Name = "Huepick", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, ClipsDescendants = false, BorderSizePixel = 0, Position = UDim2.new(0, 172, 0, 10 + inDented), Size = UDim2.new(0, 14, 0, 156), AutoButtonColor = false, Image = "rbxassetid://3641079629", ImageColor3 = Color3.fromRGB(255, 0, 0), ImageTransparency = 1, BackgroundTransparency = 0, ZIndex = 22 + 33 }) AutoApplyBorder(Huepick, "Picker", 22 + 33, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local Huedrag = UIUtilities:Create("Frame", { Name = "Huedrag", Parent = Huepick, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, Size = UDim2.new(1, 0, 0, 2), ZIndex = 22 + 33 }) local HueFrameGradient = UIUtilities:Create("UIGradient", { Rotation = 90, Name = "HueFrameGradient", Parent = Huepick, Color = ColorSequence.new { ColorSequenceKeypoint.new(0.00, Color3.fromRGB(255, 0, 0)), ColorSequenceKeypoint.new(0.17, Color3.fromRGB(255, 0, 255)), ColorSequenceKeypoint.new(0.33, Color3.fromRGB(0, 0, 255)), ColorSequenceKeypoint.new(0.50, Color3.fromRGB(0, 255, 255)), ColorSequenceKeypoint.new(0.67, Color3.fromRGB(0, 255, 0)), ColorSequenceKeypoint.new(0.83, Color3.fromRGB(255, 255, 0)), ColorSequenceKeypoint.new(1.00, Color3.fromRGB(255, 0, 0)) }, }) local Transpick, Transcolor, Transdrag if TransparencySlider then Transpick = UIUtilities:Create("ImageButton", { Name = "Transpick", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, Position = UDim2.new(0, 8, 0, 172 + inDented), Size = UDim2.new(0, 156, 0, 12), AutoButtonColor = false, Image = "rbxassetid://3887014957", ScaleType = Enum.ScaleType.Tile, TileSize = UDim2.new(0, 10, 0, 10), ZIndex = 22 + 33 }) AutoApplyBorder(Transpick, "Picker", 22 + 33, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) Transcolor = UIUtilities:Create("ImageLabel", { Name = "Transcolor", Parent = Transpick, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), Image = "rbxassetid://3887017050", ImageColor3 = ColorP.BackgroundColor3, ZIndex = 22 + 33, }) Transdrag = UIUtilities:Create("Frame", { Name = "Transdrag", Parent = Transcolor, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, Position = UDim2.new(0, -1, 0, 0), Size = UDim2.new(0, 2, 1, 0), ZIndex = 22 + 33 }) end local OldColorText = UIUtilities:Create("TextLabel", { Name = "OldColorText", Parent = Frame, Size = UDim2.new(0, 16, 0, 14), Text = "Old Color", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 22 + 34, Position = UDim2.new(0, 212, 0, 78 + inDented), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, }) local OldColor = UIUtilities:Create("Frame", { Name = "OldColor", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Position = UDim2.new(0, 196, 0, 94 + inDented), Size = UDim2.new(0, 92, 0, 48), ZIndex = 22 + 35, }) local OldAlpha = UIUtilities:Create("ImageButton", { Name = "OldAlpha", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Position = UDim2.new(0, 196, 0, 94 + inDented), BackgroundTransparency = 1, Size = UDim2.new(0, 92, 0, 48), ScaleType = "Tile", ZIndex = 22 + 34, Image = "rbxassetid://3887014957" }) AutoApplyBorder(OldAlpha, "OldAlpha", 22 + 34, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local NewColorText = UIUtilities:Create("TextLabel", { Name = "NewColorText", Parent = Frame, Size = UDim2.new(0, 16, 0, 14), Text = "New Color", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 22 + 34, Position = UDim2.new(0, 212, 0, 6 + inDented), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, }) local NewColor = UIUtilities:Create("Frame", { Name = "NewColor", Parent = Frame, BackgroundColor3 = garbageParameters.StartColor, BackgroundTransparency = garbageParameters.StartTrans, BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Position = UDim2.new(0, 196, 0, 22 + inDented), Size = UDim2.new(0, 92, 0, 48), ZIndex = 22 + 35, }) local NewAlpha = UIUtilities:Create("ImageButton", { Name = "NewAlpha", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Position = UDim2.new(0, 196, 0, 22 + inDented), BackgroundTransparency = 1, Size = UDim2.new(0, 92, 0, 48), ScaleType = "Tile", ZIndex = 22 + 34, Image = "rbxassetid://3887014957" }) AutoApplyBorder(NewAlpha, "NewAlpha", 22 + 34, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local YOffset = -24 if garbageParameters.StartTrans then YOffset = -22 end local ApplyButton = UIUtilities:Create("TextButton", { Name = "Apply", AutoButtonColor = false, Parent = Frame, Size = UDim2.new(0, 52, 0, 16), Text = "[ Apply ]", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 22 + 34, Position = UDim2.new(0, 196, 0, YBounds + YOffset + inDented), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, }) local okFrameBackGroundGradient = UIUtilities:Create("UIGradient",{ Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.06, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = Frame }) local CopyNewColor = UIUtilities:Create("TextButton", { Name = "CopyNewColor", Parent = NewColor, AutoButtonColor = false, Size = UDim2.new(1, 0, 0.5, 0), Text = "Copy", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, Visible = false, LineHeight = 1.1, ZIndex = 22 + 35, Position = UDim2.new(0, 0, 0, 0), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center, TextStrokeTransparency = 0.5, }) local PasteNewColor = UIUtilities:Create("TextButton", { Name = "PasteNewColor", Parent = NewColor, AnchorPoint = Vector2.new(0, 1), AutoButtonColor = false, Size = UDim2.new(1, 0, 0.5, 0), Text = "Paste", BackgroundTransparency = 1, Visible = false, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 22 + 35, Position = UDim2.new(0, 0, 1, 0), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center, TextStrokeTransparency = 0.5, }) local CopyOldColor = UIUtilities:Create("TextButton", { Name = "PasteOldColor", Parent = OldColor, Size = UDim2.new(1, 0, 1, 0), AutoButtonColor = false, Text = "Copy", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Visible = false, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 22 + 35, Position = UDim2.new(0, 0, 0, 0), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center, TextStrokeTransparency = 0.5, }) local abc = false local inCP = false ColorP.MouseEnter:Connect(function() abc = true end) ColorP.MouseLeave:Connect(function() abc = false end) MasterFrame.MouseEnter:Connect(function() inCP = true end) MasterFrame.MouseLeave:Connect(function() inCP = false end) NewColor.MouseEnter:Connect(function() CopyNewColor.Visible = true PasteNewColor.Visible = true end) NewColor.MouseLeave:Connect(function() CopyNewColor.Visible = false PasteNewColor.Visible = false end) OldColor.MouseEnter:Connect(function() CopyOldColor.Visible = true end) OldColor.MouseLeave:Connect(function() CopyOldColor.Visible = false end) local function UpdatePickers(Color) ColorH, ColorS, ColorV = RGBtoHSV(Color) ColorH = math.clamp(ColorH, 0, 1) ColorS = math.clamp(ColorS, 0, 1) ColorV = math.clamp(ColorV, 0, 1) ColorDrag.Position = UDim2.new(1 - ColorS, 0, 1 - ColorV, 0) Colorpick.ImageColor3 = Color3.fromHSV(ColorH, 1, 1) Huedrag.Position = UDim2.new(0, 0, 1-ColorH, -1) if Transcolor then Transcolor.ImageColor3 = Color end end UpdatePickers(ColorP.BackgroundColor3) ColorP.MouseButton1Down:Connect(function() if isColorThingOpen2 and isColorThingOpen2 ~= MasterFrame then return end MasterFrame.Visible = not MasterFrame.Visible if MasterFrame.Visible == false then isColorThingOpen2 = nil else isColorThingOpen2 = MasterFrame end UpdatePickers(ColorP.BackgroundColor3) if MasterFrame.Visible then OldColor.BackgroundTransparency = ColorP.BackgroundTransparency OldColor.BackgroundColor3 = ColorP.BackgroundColor3 end end) PasteNewColor.MouseButton1Down:Connect(function() if ClipboardColor then NewColor.BackgroundColor3 = ClipboardColor UpdatePickers(NewColor.BackgroundColor3) end end) CopyOldColor.MouseButton1Down:Connect(function() ClipboardColor = OldColor.BackgroundColor3 end) CopyNewColor.MouseButton1Down:Connect(function() ClipboardColor = NewColor.BackgroundColor3 end) UserInputService.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.MouseButton2 then if not dragging and not abc and not inCP then MasterFrame.Visible = false isColorThingOpen2 = nil end end end) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local function updateColor() local ColorX = (math.clamp(Mouse.X - Colorpick.AbsolutePosition.X, 0, Colorpick.AbsoluteSize.X)/Colorpick.AbsoluteSize.X) local ColorY = (math.clamp(Mouse.Y - Colorpick.AbsolutePosition.Y, 0, Colorpick.AbsoluteSize.Y)/Colorpick.AbsoluteSize.Y) ColorDrag.Position = UDim2.new(ColorX, 0, ColorY, 0) ColorS = 1-ColorX ColorV = 1-ColorY Colorpick.ImageColor3 = Color3.fromHSV(ColorH, 1, 1) NewColor.BackgroundColor3 = Color3.fromHSV(ColorH, ColorS, ColorV) if Transcolor then Transcolor.ImageColor3 = NewColor.BackgroundColor3 end end local function updateHue() local y = math.clamp(Mouse.Y - Huepick.AbsolutePosition.Y, 0, Huepick.AbsoluteSize.Y) Huedrag.Position = UDim2.new(0, 0, 0, y) hue = y/Huepick.AbsoluteSize.Y ColorH = 1-hue Colorpick.ImageColor3 = Color3.fromHSV(ColorH, 1, 1) NewColor.BackgroundColor3 = Color3.fromHSV(ColorH, ColorS, ColorV) if Transcolor then Transcolor.ImageColor3 = NewColor.BackgroundColor3 end end local function updateTrans() if Transcolor then local x = math.clamp(Mouse.X - Transpick.AbsolutePosition.X, 0, Transpick.AbsoluteSize.X) NewColor.BackgroundTransparency = x/Transpick.AbsoluteSize.X Transdrag.Position = UDim2.new(0, x, 0, 0) Transcolor.ImageColor3 = Color3.fromHSV(ColorH, ColorS, ColorV) end end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 if Transcolor then Transpick.MouseButton1Down:Connect(function() updateTrans() moveconnection = Mouse.Move:Connect(function() updateTrans() end) releaseconnection = UserInputService.InputEnded:Connect(function(mouse) if mouse.UserInputType == Enum.UserInputType.MouseButton1 then updateTrans() moveconnection:Disconnect() releaseconnection:Disconnect() end end) end) end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 Colorpick.MouseButton1Down:Connect(function() updateColor() moveconnection = Mouse.Move:Connect(function() updateColor() end) releaseconnection = UserInputService.InputEnded:Connect(function(mouse) if mouse.UserInputType == Enum.UserInputType.MouseButton1 then updateColor() moveconnection:Disconnect() releaseconnection:Disconnect() end end) end) ApplyButton.MouseButton1Down:Connect(function() ColorP.BackgroundColor3 = NewColor.BackgroundColor3 ColorP.BackgroundTransparency = NewColor.BackgroundTransparency MasterFrame.Visible = false isColorThingOpen = nil end) Huepick.MouseButton1Down:Connect(function() updateHue() moveconnection = Mouse.Move:Connect(function() updateHue() end) releaseconnection = game:GetService("UserInputService").InputEnded:Connect(function(mouse) if mouse.UserInputType == Enum.UserInputType.MouseButton1 then updateHue() moveconnection:Disconnect() releaseconnection:Disconnect() end end) end) ColorP.BorderColor3 = Color3.fromRGB(math.clamp((ColorP.BackgroundColor3.R * 255) - 40, 40, 255), math.clamp((ColorP.BackgroundColor3.G * 255) - 40, 40, 255), math.clamp((ColorP.BackgroundColor3.B * 255) - 40, 40, 255)) ColorP:GetPropertyChangedSignal("BackgroundColor3"):Connect(function() local Hue, Sat, Val = RGBtoHSV(ColorP.BackgroundColor3) fakeFlagNigger["Color"] = ColorP.BackgroundColor3 fakeFlagNigger.Changed:Fire(ColorP.BackgroundColor3, ColorP.BackgroundTransparency) local Color = ColorP.BackgroundColor3 ColorP.BorderColor3 = Color3.fromRGB(math.clamp((Color.R * 255) - 40, 40, 255), math.clamp((Color.G * 255) - 40, 40, 255), math.clamp((Color.B * 255) - 40, 40, 255)) end) if Parameters.StartTrans then ColorP:GetPropertyChangedSignal("BackgroundTransparency"):Connect(function() if fading == false then fakeFlagNigger["Transparency"] = ColorP.BackgroundTransparency fakeFlagNigger.Changed:Fire(ColorP.BackgroundColor3, ColorP.BackgroundTransparency) actualtrans.Value = ColorP.BackgroundTransparency end end) end fakeFlagNigger = setmetatable({}, { __index = function(self, i) if ColorProxy[i] == nil then if i == "Transparency" then return ColorP.BackgroundTransparency elseif i == "Color" then return ColorP.BackgroundColor3 end else return ColorProxy[i] end end, __newindex = function(self, i, v) if i == "Color" then if type(v) == "table" then local af = Color3.new(v.r, v.g, v.b) v = af end ColorP.BackgroundColor3 = v elseif i == "Transparency" then ColorP.BackgroundTransparency = v end ColorProxy[i] = v end }) elseif data.type == "slider" then local garbageParameters = { Name = data.name, MinimumNumber = data.min, MaximumNumber = data.max, Suffix = data.suffix } --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 fakeFlagNigger = {} fakeFlagNigger.Changed = Signal.new() local Proxy = fakeFlagNigger if not garbageParameters.Suffix then garbageParameters.Suffix = "" end local Slider = UIUtilities:Create("Frame", { Name = garbageParameters.Name, Parent = faggot, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, ZIndex = 20 + 22, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 0, 20) }) local TextLabel = UIUtilities:Create("TextButton", { Parent = Slider, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Position = UDim2.new(0, 8, 0, -4), Size = UDim2.new(1, 0, 0, 15), Font = UIStyle.TextFont.Font, ZIndex = 20 + 22, Text = garbageParameters.Name, TextColor3 = UIStyle.UIcolors.FullWhite, TextStrokeColor3 = Color3.new(), LineHeight = 1.2, TextStrokeTransparency = 0.5, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Left }) local AddText = UIUtilities:Create("TextButton", { Parent = Slider, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Position = UDim2.new(1, -32, 0, -4), Size = UDim2.new(0, 8, 0, 15), Font = UIStyle.TextFont.Font, ZIndex = 20 + 22, Visible = false, Text = "+", TextColor3 = UIStyle.UIcolors.FullWhite, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Center }) local SubtractText = UIUtilities:Create("TextButton", { Parent = Slider, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Position = UDim2.new(1, -22, 0, -4), Size = UDim2.new(0, 8, 0, 15), Font = UIStyle.TextFont.Font, ZIndex = 20 + 22, Visible = false, Text = "-", TextColor3 = UIStyle.UIcolors.FullWhite, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Center }) local Button = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 0), Name = "Button", Parent = Slider, BackgroundTransparency = 1, BackgroundColor3 = UIStyle.UIcolors.ColorD, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0, 12), Size = UDim2.new(1, -18, 0, 8), AutoButtonColor = false, ZIndex = 20 + 21, Text = "" }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local ButtonStyle = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), Name = "Button", Parent = Button, BackgroundTransparency = 0, BackgroundColor3 = UIStyle.UIcolors.ColorD, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 0, 1, 0), ZIndex = 20 + 22 }) local ButtonStyleStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)), ColorSequenceKeypoint.new(1, Color3.fromRGB(180, 180, 180)) }), Rotation = 90, Parent = ButtonStyle }) AutoApplyBorder(ButtonStyle, garbageParameters.Name, 20 + 22, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local Frame = UIUtilities:Create("Frame", { Parent = Button, BackgroundColor3 = UIStyle.UIcolors.Accent, BorderSizePixel = 0, ZIndex = 20 + 22, Size = UDim2.new(0, 0, 1, 0) }) table.insert(UIAccents, Frame) local FrameStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)), ColorSequenceKeypoint.new(1, Color3.fromRGB(180, 180, 180)) }), Rotation = 90, Parent = Frame }) local Value = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(0.5, 0.5), Name = "Value", Parent = ButtonStyle, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 0, 0, 2), LineHeight = 1.1, Font = UIStyle.TextFont.Font, Text = garbageParameters.MinimumText or garbageParameters.MinimumNumber .. garbageParameters.Suffix, ZIndex = 20 + 24, TextColor3 = UIStyle.UIcolors.FullWhite, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Center }) local NumberValue = UIUtilities:Create("NumberValue", { Value = garbageParameters.MinimumNumber, Parent = Slider, Name = garbageParameters.Name }) fakeFlagNigger["Value"] = NumberValue.Value local mouse = Mouse local val local Absolute = Button.AbsoluteSize.X local Moving = false Button.MouseButton1Down:Connect(function() Absolute = Button.AbsoluteSize.X if moveconnection then moveconnection:Disconnect() end if releaseconnection then releaseconnection:Disconnect() -- fixing the issue where if ur mouse goes off screen while dragging itll cancel it on click end Moving = true Frame.Size = UDim2.new(0, math.clamp(mouse.X - Frame.AbsolutePosition.X, 0, Absolute), 1, 0) val = math.floor(0.5 + (((garbageParameters.MaximumNumber - garbageParameters.MinimumNumber) / Absolute) * Frame.AbsoluteSize.X) + garbageParameters.MinimumNumber) or 0 NumberValue.Value = val moveconnection = mouse.Move:Connect(function() Frame.Size = UDim2.new(0, math.clamp(mouse.X - Frame.AbsolutePosition.X, 0, Absolute), 1, 0) val = math.floor(0.5 + (((garbageParameters.MaximumNumber - garbageParameters.MinimumNumber) / Absolute) * Frame.AbsoluteSize.X) + garbageParameters.MinimumNumber) NumberValue.Value = val end) releaseconnection = UserInputService.InputEnded:Connect(function(Mouse) if Mouse.UserInputType == Enum.UserInputType.MouseButton1 then Frame.Size = UDim2.new(0, math.clamp(mouse.X - Frame.AbsolutePosition.X, 0, Absolute), 1, 0) val = (((garbageParameters.MaximumNumber - garbageParameters.MinimumNumber) / Absolute) * Frame.AbsoluteSize.X) + garbageParameters.MinimumNumber moveconnection:Disconnect() releaseconnection:Disconnect() Moving = false end end) end) NumberValue.Changed:Connect(function() Absolute = Button.AbsoluteSize.X NumberValue.Value = math.clamp(NumberValue.Value, garbageParameters.MinimumNumber, garbageParameters.MaximumNumber) if not Moving then local Portion = 0.5 if garbageParameters.MinimumNumber > 0 then Portion = ((NumberValue.Value - garbageParameters.MinimumNumber)) / (garbageParameters.MaximumNumber - garbageParameters.MinimumNumber) else Portion = (NumberValue.Value - garbageParameters.MinimumNumber) / (garbageParameters.MaximumNumber - garbageParameters.MinimumNumber) end Frame.Size = UDim2.new(Portion, 0, 1, 0) -- itll go back to offset when someone tries moving it val = math.floor(0.5 + (((garbageParameters.MaximumNumber - garbageParameters.MinimumNumber) / Absolute) * Frame.AbsoluteSize.X) + garbageParameters.MinimumNumber) or 0 end if NumberValue.Value == garbageParameters.MaximumNumber and garbageParameters.MaximumText ~= nil then Value.Text = garbageParameters.MaximumText elseif NumberValue.Value == garbageParameters.MinimumNumber and garbageParameters.MinimumText ~= nil then Value.Text = garbageParameters.MinimumText else Value.Text = val .. garbageParameters.Suffix end fakeFlagNigger["Value"] = NumberValue.Value if garbageParameters.Callback then garbageParameters.Callback(NumberValue.Value) end fakeFlagNigger.Changed:Fire(NumberValue.Value) end) Slider.MouseEnter:Connect(function() AddText.Visible = true SubtractText.Visible = true end) Slider.MouseLeave:Connect(function() AddText.Visible = false SubtractText.Visible = false end) AddText.MouseEnter:Connect(function() AddText.TextColor3 = UIStyle.UIcolors.Accent end) AddText.MouseLeave:Connect(function() AddText.TextColor3 = UIStyle.UIcolors.FullWhite end) SubtractText.MouseEnter:Connect(function() SubtractText.TextColor3 = UIStyle.UIcolors.Accent end) SubtractText.MouseLeave:Connect(function() SubtractText.TextColor3 = UIStyle.UIcolors.FullWhite end) AddText.MouseButton1Down:Connect(function() NumberValue.Value = NumberValue.Value + 1 end) SubtractText.MouseButton1Down:Connect(function() NumberValue.Value = NumberValue.Value - 1 end) fakeFlagNigger = setmetatable({}, { __index = function(self, i) return Proxy[i] end, __newindex = function(self, i, v) if i == "Value" then NumberValue.Value = v end Proxy[i] = v end }) end fakeFlagsShit[fix][data.name] = fakeFlagNigger end end local reUpdate = function() end do local zindexBoost = 20 local fakeFlag = {} local Proxy = fakeFlag fakeFlag["Dropdown"] = {} fakeFlag["Dropdown"].Changed = Signal.new() local Parameters = { Name = "Animation Type", Values = { "None", "Rainbow", "Linear", "Oscillating", "Strobe", "Sawtooth" } } local Contained = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), Name = Parameters.Name, Parent = otherFrame, BackgroundColor3 = Color3.fromRGB(0, 0, 0), BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0, inDented + 8), Size = UDim2.new(1, 0, 0, 32), ZIndex = zindexBoost + 22, }) local ValueContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), Name = "ValueContainer", Parent = Contained, BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 1, 4), Size = UDim2.new(1, -18, 0, 16), Visible = false, ZIndex = zindexBoost + 23, }) local FakeSelection = UIUtilities:Create("TextButton", { Active = true, AnchorPoint = Vector2.new(0.5, 1), Name = "FAKE", Parent = Contained, BackgroundColor3 = Color3.fromRGB(44, 44, 44), BackgroundTransparency = 1, BorderColor3 = Color3.fromRGB(39, 39, 39), BorderSizePixel = 3, Position = UDim2.new(0.5, 0, 1, 0), Selectable = true, Size = UDim2.new(1, -18, 0, 20), ZIndex = zindexBoost + 24, Font = UIStyle.TextFont.Font, ClipsDescendants = false, LineHeight = 1.1, Text = "", TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, }) local Selection = UIUtilities:Create("TextButton", { Active = true, AnchorPoint = Vector2.new(0.5, 1), Name = "Selection", Parent = Contained, BackgroundColor3 = Color3.fromRGB(44, 44, 44), BackgroundTransparency = 1, BorderColor3 = Color3.fromRGB(39, 39, 39), BorderSizePixel = 3, Position = UDim2.new(0.5, 0, 1, 0), Selectable = true, Size = UDim2.new(1, -18, 0, 20), ZIndex = zindexBoost + 24, Font = UIStyle.TextFont.Font, ClipsDescendants = true, LineHeight = 1.1, Text = Parameters.Values[1], TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, }) local DropDownTypeText = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 1), Name = "TypeOf", Parent = Contained, BackgroundColor3 = Color3.fromRGB(44, 44, 44), BackgroundTransparency = 1, BorderColor3 = Color3.fromRGB(39, 39, 39), BorderSizePixel = 3, Position = UDim2.new(0.5, 0, 1, 0), Size = UDim2.new(1, -32, 0, 18), ZIndex = zindexBoost + 23, Font = UIStyle.TextFont.Font, LineHeight = 1.1, Text = "-", TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Right, }) if Parameters.MultiChoice then DropDownTypeText.Text = "..." end local Padding = UIUtilities:Create("UIPadding", { Parent = Selection, PaddingLeft = UDim.new(0, 12) }) local Padding2 = UIUtilities:Create("UIPadding", { Parent = FakeSelection, PaddingLeft = UDim.new(0, 12) }) local SelectionStyling = UIUtilities:Create("Frame", { BackgroundColor3 = UIStyle.UIcolors.FullWhite, Parent = FakeSelection, BorderSizePixel = 0, Position = UDim2.new(0, -12, 0, 0), Size = UDim2.new(1, 12, 1, 0), ZIndex = zindexBoost + 23, }) local SelectionStylingGradient = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.84, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = SelectionStyling }) AutoApplyBorder(SelectionStyling, "SelectionStyling", 22 + zindexBoost, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local NameTag = UIUtilities:Create("TextLabel", { Name = "NAMETAG", Parent = Contained, BackgroundTransparency = 1, Position = UDim2.new(0, 8, 0, 0), Size = UDim2.new(1, -12, 1, -24), Font = UIStyle.TextFont.Font, Text = Parameters.Name, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, ZIndex = zindexBoost + 22 }) local Organizer = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 0), Parent = ValueContainer, HorizontalAlignment = Enum.HorizontalAlignment.Center, SortOrder = Enum.SortOrder.LayoutOrder, }) for iC, vC in next, (Parameters.Values) do local Button = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 0), Name = "Button", Parent = ValueContainer, AutoButtonColor = false, BackgroundColor3 = UIStyle.UIcolors.ColorI, BorderColor3 = UIStyle.UIcolors.ColorB, BorderSizePixel = 0, BackgroundTransparency = 0, Position = UDim2.new(0.5, 0, 0, 0), Size = UDim2.new(1, 0, 0, 18), ZIndex = zindexBoost + 32, Font = UIStyle.TextFont.Font, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0, Text = vC, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize }) local valsthing = UIUtilities:Create("BoolValue", { Parent = Button, Value = false, Name = "Selection" }) if iC == 1 and Parameters.MultiChoice then Button.TextColor3 = UIStyle.UIcolors.Accent valsthing.Value = true end local ButtonStyling = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), Parent = Button, BackgroundColor3 = UIStyle.UIcolors.ColorA, BorderSizePixel = 1, BorderColor3 = UIStyle.UIcolors.ColorB, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 0, 1, 0), ZIndex = zindexBoost + 31 }) AutoApplyBorder(ButtonStyling, vC, 31 + zindexBoost, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) end local closeconnection local inDropDown = false local mouseent, mouseext local function trigger() ValueContainer.Size = UDim2.new(1, -18, 0, #Parameters.Values * 18) ValueContainer.Visible = not ValueContainer.Visible if ValueContainer.Visible then if not Parameters.MultiChoice then for _, Button in next, (ValueContainer:GetChildren()) do if Button:IsA("TextButton") then if Button.Text == Selection.Text then Button.TextColor3 = UIStyle.UIcolors.Accent else Button.TextColor3 = UIStyle.UIcolors.FullWhite end end end else for _, Button in next, (ValueContainer:GetChildren()) do if Button:IsA("TextButton") then if table.find(fakeFlag["Value"], Button.Text) ~= nil then Button.TextColor3 = UIStyle.UIcolors.Accent else Button.TextColor3 = UIStyle.UIcolors.FullWhite end end end end task.wait() mouseent = ValueContainer.MouseEnter:Connect(function() inDropDown = true end) mouseext = ValueContainer.MouseLeave:Connect(function() inDropDown = false end) closeconnection = UserInputService.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.MouseButton2 then if not inDropDown then ValueContainer.Visible = false closeconnection:Disconnect() mouseent:Disconnect() mouseext:Disconnect() end end end) else if closeconnection then closeconnection:Disconnect() end if mouseent then mouseent:Disconnect() end if mouseext then mouseext:Disconnect() end end end Selection.MouseButton1Down:Connect(trigger) local function initialize() if Parameters.MultiChoice then fakeFlag["Value"] = {Parameters.Values[1]} local function update() local chosentext = {} Selection.Text = "" for cf, c in next, (ValueContainer:GetChildren()) do if c:IsA("TextButton") then if c:FindFirstChild("Selection") and c.Selection.Value == true then table.insert(chosentext, c.Text) end end end for e = 1, #chosentext do if e == #chosentext then Selection.Text = Selection.Text .. chosentext[e] else Selection.Text = Selection.Text .. chosentext[e] .. ", " end end end for _, button in next, (ValueContainer:GetChildren()) do if button:IsA("TextButton") then button.MouseButton1Down:Connect(function() button.TextColor3 = UIStyle.UIcolors.Accent button.Selection.Value = not button.Selection.Value if button:FindFirstChild("Selection") and button.Selection.Value == true then button.TextColor3 = UIStyle.UIcolors.FullWhite end update() end) end end else fakeFlag["Value"] = Parameters.Values[1] for _, ButtonA in next, (ValueContainer:GetChildren()) do if ButtonA:IsA("TextButton") then ButtonA.MouseButton1Down:Connect(function() Selection.Text = ButtonA.Text trigger() end) end end end end initialize() Selection:GetPropertyChangedSignal("Text"):Connect(function() if Parameters.MultiChoice then if ValueContainer.Visible == false then local selectedvalues = (Selection.Text):split(", ") for _, button in next, (ValueContainer:GetChildren()) do if button:IsA("TextButton") then if table.find(selectedvalues, button.Text) then button.TextColor3 = UIStyle.UIcolors.Accent else button.TextColor3 = Color3.fromRGB(255, 255, 255) end end end fakeFlag["Value"] = selectedvalues else local selection = {} for cf, c in next, (ValueContainer:GetChildren()) do if c:IsA("TextButton") then if c:FindFirstChild("Selection") and c.Selection.Value == true then table.insert(selection, c.Text) end end end if selection[1] == nil then Selection.Text = "None" end fakeFlag["Value"] = selection end else fakeFlag["Value"] = Selection.Text end if Parameters.Callback then Parameters.Callback(fakeFlag["Value"]) end fakeFlag["Dropdown"].Changed:Fire(fakeFlag["Value"]) end) fakeFlag.UpdateValues = function(NewValues) if Parameters.MultiChoice then fakeFlag["Value"] = {} else fakeFlag["Value"] = "" end for i, v in next, (ValueContainer:GetChildren()) do if v ~= Organizer then v:Destroy() end end for iC, vC in next, (NewValues) do local Button = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 0), Name = "Button", Parent = ValueContainer, AutoButtonColor = false, BackgroundColor3 = UIStyle.UIcolors.ColorI, BorderColor3 = UIStyle.UIcolors.ColorB, BorderSizePixel = 0, BackgroundTransparency = 0, Position = UDim2.new(0.5, 0, 0, 0), Size = UDim2.new(1, 0, 0, 18), ZIndex = zindexBoost + 32, Font = UIStyle.TextFont.Font, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0, Text = vC, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize }) if iC == 1 and Parameters.MultiChoice then Button.TextColor3 = UIStyle.UIcolors.Accent end local ButtonStyling = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), Parent = Button, BackgroundColor3 = UIStyle.UIcolors.ColorA, BorderSizePixel = 1, BorderColor3 = UIStyle.UIcolors.ColorB, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 0, 1, 0), ZIndex = zindexBoost + 31 }) AutoApplyBorder(ButtonStyling, vC, 31 + zindexBoost, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) end Parameters.Values = NewValues Selection.Text = NewValues[1] initialize() end fakeFlag = setmetatable({}, { __index = function(self, i) return Proxy[i] end, __newindex = function(self, i, v) Proxy[i] = v if i == "Value" then if not Parameters.MultiChoice then Selection.Text = v else for _, button in next, (ValueContainer:GetChildren()) do if button:IsA("TextButton") then if table.find(v, button.Text) then button.Selection.Value = true button.TextColor3 = UIStyle.UIcolors.Accent else button.TextColor3 = Color3.fromRGB(255, 255, 255) button.Selection.Value = false end end end end end end }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 fakeFlag["Dropdown"].Changed:Connect(function(value) for i, v in next, otherFrame:GetChildren() do for i2, v2 in next, imHungover do if v.Name == i2 then if v.Name == value then v.Visible = true else v.Visible = false end end end end reUpdate(value) end) dropKickFlag = fakeFlag end local okFrameBackGroundGradient = UIUtilities:Create("UIGradient",{ Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.06, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = otherFrame }) local TabHolder = UIUtilities:Create("Frame", { Name = "Picker", Parent = MasterFrame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = Color3.fromRGB(27, 27, 27), Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 0, inDented), Visible = true, ZIndex = 31, }) AutoApplyBorder(TabHolder, "COLORBACK", 31, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local TabFrameBackGroundGradient = UIUtilities:Create("UIGradient",{ Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.06, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = TabHolder }) local toggleablethingos = {} --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 for i, v in next, {"Color", "Animation"} do local textLeng = TextService:GetTextSize(v, UIStyle.TextFont.TxtSize, UIStyle.TextFont.Font, Vector2.new(900, 900)).X local backThing = UIUtilities:Create("Frame", { Name = "thingy", Parent = TabHolder, BackgroundColor3 = UIStyle.UIcolors.ColorE, BorderColor3 = Color3.fromRGB(27, 27, 27), Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(0, textLeng + 10, 1, 0), BackgroundTransparency = 1, Visible = true, ZIndex = 32, }) local realThing = UIUtilities:Create("Frame", { Name = "Picker", Parent = backThing, AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.ColorA, BorderColor3 = Color3.fromRGB(27, 27, 27), BorderSizePixel = 0, Position = UDim2.new(0.5, i * (-1), 0.5, 1), Size = UDim2.new(1, -2, 1, -2), BackgroundTransparency = 0, Visible = true, Active = true, ZIndex = 33, }) local theText = UIUtilities:Create("TextLabel", { Name = "theText", Parent = realThing, AnchorPoint = Vector2.new(0.5, 0.5), Size = UDim2.new(1, 0, 1, 0), Text = v, BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 34, Position = UDim2.new(0.5, 0, 0.5, 0), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, }) toggleablethingos[1 + #toggleablethingos] = { backThing, realThing, theText } realThing.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then for i2, v2 in next, toggleablethingos do v2[2].BackgroundColor3 = UIStyle.UIcolors.ColorA end realThing.BackgroundColor3 = UIStyle.UIcolors.ColorG end end) end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 for i2, v2 in next, toggleablethingos do v2[2].BackgroundColor3 = UIStyle.UIcolors.ColorA end toggleablethingos[1][2].BackgroundColor3 = UIStyle.UIcolors.ColorG toggleablethingos[1][2].InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then Frame.Visible = true otherFrame.Visible = false end end) toggleablethingos[2][2].InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then Frame.Visible = false otherFrame.Visible = true end end) local TabsOrganiser = UIUtilities:Create("UIListLayout", { Parent = TabHolder, FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Left, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top }) local FrameBackGroundGradient = UIUtilities:Create("UIGradient",{ Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.06, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = Frame }) local Colorpick = UIUtilities:Create("ImageButton", { Name = "Colorpick", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, ClipsDescendants = false, BorderSizePixel = 0, Position = UDim2.new(0, 8, 0, 10 + inDented), Size = UDim2.new(0, 156, 0, 156), AutoButtonColor = false, Image = "rbxassetid://4155801252", ImageColor3 = Color3.fromRGB(255, 0, 0), ZIndex = 33 }) AutoApplyBorder(Colorpick, "Picker", 33, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local ColorDrag = UIUtilities:Create("Frame", { Name = "ColorDrag", Parent = Colorpick, AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = Color3.fromRGB(27, 27, 27), Size = UDim2.new(0, 4, 0, 4), ZIndex = 33 }) local Huepick = UIUtilities:Create("ImageButton", { Name = "Huepick", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, ClipsDescendants = false, BorderSizePixel = 0, Position = UDim2.new(0, 172, 0, 10 + inDented), Size = UDim2.new(0, 14, 0, 156), AutoButtonColor = false, Image = "rbxassetid://3641079629", ImageColor3 = Color3.fromRGB(255, 0, 0), ImageTransparency = 1, BackgroundTransparency = 0, ZIndex = 33 }) AutoApplyBorder(Huepick, "Picker", 33, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local Huedrag = UIUtilities:Create("Frame", { Name = "Huedrag", Parent = Huepick, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, Size = UDim2.new(1, 0, 0, 2), ZIndex = 33 }) local HueFrameGradient = UIUtilities:Create("UIGradient", { Rotation = 90, Name = "HueFrameGradient", Parent = Huepick, Color = ColorSequence.new { ColorSequenceKeypoint.new(0.00, Color3.fromRGB(255, 0, 0)), ColorSequenceKeypoint.new(0.17, Color3.fromRGB(255, 0, 255)), ColorSequenceKeypoint.new(0.33, Color3.fromRGB(0, 0, 255)), ColorSequenceKeypoint.new(0.50, Color3.fromRGB(0, 255, 255)), ColorSequenceKeypoint.new(0.67, Color3.fromRGB(0, 255, 0)), ColorSequenceKeypoint.new(0.83, Color3.fromRGB(255, 255, 0)), ColorSequenceKeypoint.new(1.00, Color3.fromRGB(255, 0, 0)) }, }) local Transpick, Transcolor, Transdrag if TransparencySlider then Transpick = UIUtilities:Create("ImageButton", { Name = "Transpick", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, Position = UDim2.new(0, 8, 0, 172 + inDented), Size = UDim2.new(0, 156, 0, 12), AutoButtonColor = false, Image = "rbxassetid://3887014957", ScaleType = Enum.ScaleType.Tile, TileSize = UDim2.new(0, 10, 0, 10), ZIndex = 33 }) AutoApplyBorder(Transpick, "Picker", 33, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) Transcolor = UIUtilities:Create("ImageLabel", { Name = "Transcolor", Parent = Transpick, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), Image = "rbxassetid://3887017050", ImageColor3 = ColorP.BackgroundColor3, ZIndex = 33, }) Transdrag = UIUtilities:Create("Frame", { Name = "Transdrag", Parent = Transcolor, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorA, Position = UDim2.new(0, -1, 0, 0), Size = UDim2.new(0, 2, 1, 0), ZIndex = 33 }) end local OldColorText = UIUtilities:Create("TextLabel", { Name = "OldColorText", Parent = Frame, Size = UDim2.new(0, 16, 0, 14), Text = "Old Color", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 34, Position = UDim2.new(0, 212, 0, 78 + inDented), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local OldColor = UIUtilities:Create("Frame", { Name = "OldColor", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Position = UDim2.new(0, 196, 0, 94 + inDented), Size = UDim2.new(0, 92, 0, 48), ZIndex = 35, }) local OldAlpha = UIUtilities:Create("ImageButton", { Name = "OldAlpha", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Position = UDim2.new(0, 196, 0, 94 + inDented), BackgroundTransparency = 1, Size = UDim2.new(0, 92, 0, 48), ScaleType = "Tile", ZIndex = 34, Image = "rbxassetid://3887014957" }) AutoApplyBorder(OldAlpha, "OldAlpha", 34, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local NewColorText = UIUtilities:Create("TextLabel", { Name = "NewColorText", Parent = Frame, Size = UDim2.new(0, 16, 0, 14), Text = "New Color", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 34, Position = UDim2.new(0, 212, 0, 6 + inDented), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, }) local NewColor = UIUtilities:Create("Frame", { Name = "NewColor", Parent = Frame, BackgroundColor3 = Parameters.StartColor, BackgroundTransparency = Parameters.StartTrans, BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Position = UDim2.new(0, 196, 0, 22 + inDented), Size = UDim2.new(0, 92, 0, 48), ZIndex = 35, }) local NewAlpha = UIUtilities:Create("ImageButton", { Name = "NewAlpha", Parent = Frame, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Position = UDim2.new(0, 196, 0, 22 + inDented), BackgroundTransparency = 1, Size = UDim2.new(0, 92, 0, 48), ScaleType = "Tile", ZIndex = 34, Image = "rbxassetid://3887014957" }) AutoApplyBorder(NewAlpha, "NewAlpha", 34, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local YOffset = -24 if Parameters.StartTrans then YOffset = -22 end local ApplyButton = UIUtilities:Create("TextButton", { Name = "Apply", AutoButtonColor = false, Parent = Frame, Size = UDim2.new(0, 52, 0, 16), Text = "[ Apply ]", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 34, Position = UDim2.new(0, 196, 0, YBounds + YOffset + inDented), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, }) local CopyNewColor = UIUtilities:Create("TextButton", { Name = "CopyNewColor", Parent = NewColor, AutoButtonColor = false, Size = UDim2.new(1, 0, 0.5, 0), Text = "Copy", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, Visible = false, LineHeight = 1.1, ZIndex = 35, Position = UDim2.new(0, 0, 0, 0), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center, TextStrokeTransparency = 0.5, }) local PasteNewColor = UIUtilities:Create("TextButton", { Name = "PasteNewColor", Parent = NewColor, AnchorPoint = Vector2.new(0, 1), AutoButtonColor = false, Size = UDim2.new(1, 0, 0.5, 0), Text = "Paste", BackgroundTransparency = 1, Visible = false, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 35, Position = UDim2.new(0, 0, 1, 0), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center, TextStrokeTransparency = 0.5, }) local CopyOldColor = UIUtilities:Create("TextButton", { Name = "PasteOldColor", Parent = OldColor, Size = UDim2.new(1, 0, 1, 0), AutoButtonColor = false, Text = "Copy", BackgroundTransparency = 1, TextColor3 = UIStyle.UIcolors.FullWhite, Visible = false, Font = UIStyle.TextFont.Font, LineHeight = 1.1, ZIndex = 35, Position = UDim2.new(0, 0, 0, 0), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center, TextStrokeTransparency = 0.5, }) local abc = false local inCP = false ColorP.MouseEnter:Connect(function() abc = true end) ColorP.MouseLeave:Connect(function() abc = false end) MasterFrame.MouseEnter:Connect(function() inCP = true end) MasterFrame.MouseLeave:Connect(function() inCP = false end) NewColor.MouseEnter:Connect(function() CopyNewColor.Visible = true PasteNewColor.Visible = true end) NewColor.MouseLeave:Connect(function() CopyNewColor.Visible = false PasteNewColor.Visible = false end) OldColor.MouseEnter:Connect(function() CopyOldColor.Visible = true end) OldColor.MouseLeave:Connect(function() CopyOldColor.Visible = false end) local function UpdatePickers(Color) ColorH, ColorS, ColorV = RGBtoHSV(Color) ColorH = math.clamp(ColorH, 0, 1) ColorS = math.clamp(ColorS, 0, 1) ColorV = math.clamp(ColorV, 0, 1) ColorDrag.Position = UDim2.new(1 - ColorS, 0, 1 - ColorV, 0) Colorpick.ImageColor3 = Color3.fromHSV(ColorH, 1, 1) Huedrag.Position = UDim2.new(0, 0, 1-ColorH, -1) if Transcolor then Transcolor.ImageColor3 = Color end end UpdatePickers(ColorP.BackgroundColor3) ColorP.MouseButton1Down:Connect(function() if isColorThingOpen and isColorThingOpen ~= MasterFrame then return end MasterFrame.Visible = not MasterFrame.Visible if MasterFrame.Visible == false then isColorThingOpen = nil else isColorThingOpen = MasterFrame end UpdatePickers(ColorP.BackgroundColor3) if MasterFrame.Visible then OldColor.BackgroundTransparency = ColorP.BackgroundTransparency OldColor.BackgroundColor3 = ColorP.BackgroundColor3 end end) PasteNewColor.MouseButton1Down:Connect(function() if ClipboardColor then NewColor.BackgroundColor3 = ClipboardColor UpdatePickers(NewColor.BackgroundColor3) end end) CopyOldColor.MouseButton1Down:Connect(function() ClipboardColor = OldColor.BackgroundColor3 end) CopyNewColor.MouseButton1Down:Connect(function() ClipboardColor = NewColor.BackgroundColor3 end) local function updateColor() local ColorX = (math.clamp(Mouse.X - Colorpick.AbsolutePosition.X, 0, Colorpick.AbsoluteSize.X)/Colorpick.AbsoluteSize.X) local ColorY = (math.clamp(Mouse.Y - Colorpick.AbsolutePosition.Y, 0, Colorpick.AbsoluteSize.Y)/Colorpick.AbsoluteSize.Y) ColorDrag.Position = UDim2.new(ColorX, 0, ColorY, 0) ColorS = 1-ColorX ColorV = 1-ColorY Colorpick.ImageColor3 = Color3.fromHSV(ColorH, 1, 1) NewColor.BackgroundColor3 = Color3.fromHSV(ColorH, ColorS, ColorV) if Transcolor then Transcolor.ImageColor3 = NewColor.BackgroundColor3 end end local function updateHue() local y = math.clamp(Mouse.Y - Huepick.AbsolutePosition.Y, 0, Huepick.AbsoluteSize.Y) Huedrag.Position = UDim2.new(0, 0, 0, y) hue = y/Huepick.AbsoluteSize.Y ColorH = 1-hue Colorpick.ImageColor3 = Color3.fromHSV(ColorH, 1, 1) NewColor.BackgroundColor3 = Color3.fromHSV(ColorH, ColorS, ColorV) if Transcolor then Transcolor.ImageColor3 = NewColor.BackgroundColor3 end end local function updateTrans() if Transcolor then local x = math.clamp(Mouse.X - Transpick.AbsolutePosition.X, 0, Transpick.AbsoluteSize.X) NewColor.BackgroundTransparency = x/Transpick.AbsoluteSize.X Transdrag.Position = UDim2.new(0, x, 0, 0) Transcolor.ImageColor3 = Color3.fromHSV(ColorH, ColorS, ColorV) end end if Transcolor then Transpick.MouseButton1Down:Connect(function() updateTrans() moveconnection = Mouse.Move:Connect(function() updateTrans() end) releaseconnection = UserInputService.InputEnded:Connect(function(mouse) if mouse.UserInputType == Enum.UserInputType.MouseButton1 then updateTrans() moveconnection:Disconnect() releaseconnection:Disconnect() end end) end) end Colorpick.MouseButton1Down:Connect(function() updateColor() moveconnection = Mouse.Move:Connect(function() updateColor() end) releaseconnection = UserInputService.InputEnded:Connect(function(mouse) if mouse.UserInputType == Enum.UserInputType.MouseButton1 then updateColor() moveconnection:Disconnect() releaseconnection:Disconnect() end end) end) ApplyButton.MouseButton1Down:Connect(function() ColorP.BackgroundColor3 = NewColor.BackgroundColor3 ColorP.BackgroundTransparency = NewColor.BackgroundTransparency MasterFrame.Visible = false isColorThingOpen = nil end) Huepick.MouseButton1Down:Connect(function() updateHue() moveconnection = Mouse.Move:Connect(function() updateHue() end) releaseconnection = game:GetService("UserInputService").InputEnded:Connect(function(mouse) if mouse.UserInputType == Enum.UserInputType.MouseButton1 then updateHue() moveconnection:Disconnect() releaseconnection:Disconnect() end end) end) ColorP.BorderColor3 = Color3.fromRGB(math.clamp((ColorP.BackgroundColor3.R * 255) - 40, 40, 255), math.clamp((ColorP.BackgroundColor3.G * 255) - 40, 40, 255), math.clamp((ColorP.BackgroundColor3.B * 255) - 40, 40, 255)) ColorP:GetPropertyChangedSignal("BackgroundColor3"):Connect(function() local Hue, Sat, Val = RGBtoHSV(ColorP.BackgroundColor3) Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = ColorP.BackgroundColor3 Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance].Changed:Fire(ColorP.BackgroundColor3, ColorP.BackgroundTransparency) local Color = ColorP.BackgroundColor3 ColorP.BorderColor3 = Color3.fromRGB(math.clamp((Color.R * 255) - 40, 40, 255), math.clamp((Color.G * 255) - 40, 40, 255), math.clamp((Color.B * 255) - 40, 40, 255)) end) if Parameters.StartTrans then ColorP:GetPropertyChangedSignal("BackgroundTransparency"):Connect(function() if fading == false then Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = ColorP.BackgroundTransparency Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance].Changed:Fire(ColorP.BackgroundColor3, ColorP.BackgroundTransparency) actualtrans.Value = ColorP.BackgroundTransparency end end) end table.insert(OpenCloseItems, Alpha) table.insert(OpenCloseItems, ColorP) Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Animations"] = fakeFlagsShit Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Animation Selection"] = dropKickFlag Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance] = setmetatable({}, { __index = function(self, i) return ColorProxy[i] end, __newindex = function(self, i, v) if i == "Color" then if type(v) == "table" then v = Color3.new(v.r, v.g, v.b) end ColorP.BackgroundColor3 = v elseif i == "Transparency" then ColorP.BackgroundTransparency = v elseif i == "Animations" then for anim, data in next, v do for name, values in next, data do if v[anim][name]["Value"] then fakeFlagsShit[anim][name]["Value"] = v["Value"] elseif v[anim][name]["Color"] then fakeFlagsShit[anim][name]["Color"] = Color3.new(v[anim][name]["Color"].r, v[anim][name]["Color"].g, v[anim][name]["Color"].b) if v[anim][name]["Transparency"] then fakeFlagsShit[anim][name]["Transparency"] = v[anim][name]["Transparency"] end end end end end ColorProxy[i] = v end }) local animationLoop reUpdate = function(anim) if animationLoop then animationLoop:Disconnect() end if anim == "Rainbow" then animationLoop = RunService.Stepped:Connect(function() local oldhue, oldsat, oldval = Color3.toHSV(Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"]) Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = (Color3.fromHSV((tick() * (fakeFlagsShit["Rainbow"]["Speed"]["Value"] / 100) - math.floor(tick() * (fakeFlagsShit["Rainbow"]["Speed"]["Value"] / 100))), oldsat, oldval)) end) elseif anim == "Linear" then animationLoop = RunService.Stepped:Connect(function() local percentage = (tick() * (fakeFlagsShit["Linear"]["Speed"]["Value"] / 100) - math.floor(tick() * (fakeFlagsShit["Linear"]["Speed"]["Value"] / 100))) if percentage > 0.5 then percentage = percentage - 0.5 percentage = percentage * 2 Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = fakeFlagsShit["Linear"]["Keyframe 2"]["Color"]:Lerp(fakeFlagsShit["Linear"]["Keyframe 1"]["Color"], percentage) if Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] then local a = fakeFlagsShit["Linear"]["Keyframe 2"]["Transparency"] local b = fakeFlagsShit["Linear"]["Keyframe 1"]["Transparency"] local c = percentage Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = (a + (b - a)*c) end else percentage = percentage * 2 Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = (fakeFlagsShit["Linear"]["Keyframe 1"]["Color"]:Lerp(fakeFlagsShit["Linear"]["Keyframe 2"]["Color"], percentage)) if Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] then local a = fakeFlagsShit["Linear"]["Keyframe 1"]["Transparency"] local b = fakeFlagsShit["Linear"]["Keyframe 2"]["Transparency"] local c = percentage Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = (a + (b - a)*c) end end end) elseif anim == "Oscillating" then animationLoop = RunService.Stepped:Connect(function() local percentage = (tick() * (fakeFlagsShit["Oscillating"]["Speed"]["Value"] / 100) - math.floor(tick() * (fakeFlagsShit["Oscillating"]["Speed"]["Value"] / 100))) if percentage > 0.5 then percentage = percentage - 0.5 Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = (fakeFlagsShit["Oscillating"]["Keyframe 2"]["Color"]:Lerp(fakeFlagsShit["Oscillating"]["Keyframe 1"]["Color"], math.sin(percentage * math.pi))) if Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] then local a = fakeFlagsShit["Oscillating"]["Keyframe 2"]["Transparency"] local b = fakeFlagsShit["Oscillating"]["Keyframe 1"]["Transparency"] local c = math.sin(percentage * math.pi) Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = (a + (b - a)*c) end else Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = (fakeFlagsShit["Oscillating"]["Keyframe 1"]["Color"]:Lerp(fakeFlagsShit["Oscillating"]["Keyframe 2"]["Color"], math.sin(percentage * math.pi))) if Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] then local a = fakeFlagsShit["Oscillating"]["Keyframe 1"]["Transparency"] local b = fakeFlagsShit["Oscillating"]["Keyframe 2"]["Transparency"] local c = math.sin(percentage * math.pi) Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = (a + (b - a)*c) end end end) elseif anim == "Strobe" then animationLoop = RunService.Stepped:Connect(function() local percentage = (tick() * (fakeFlagsShit["Strobe"]["Speed"]["Value"] / 100) - math.floor(tick() * (fakeFlagsShit["Strobe"]["Speed"]["Value"] / 100))) if percentage > 0.5 then Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = fakeFlagsShit["Strobe"]["Keyframe 2"]["Color"] if Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] then Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = (fakeFlagsShit["Strobe"]["Keyframe 2"]["Transparency"]) end else Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = fakeFlagsShit["Strobe"]["Keyframe 1"]["Color"] if Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] then Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = (fakeFlagsShit["Strobe"]["Keyframe 1"]["Transparency"]) end end end) elseif anim == "Sawtooth" then animationLoop = RunService.Stepped:Connect(function() local percentage = (tick() * (fakeFlagsShit["Sawtooth"]["Speed"]["Value"] / 100) - math.floor(tick() * (fakeFlagsShit["Sawtooth"]["Speed"]["Value"] / 100))) Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Color"] = (fakeFlagsShit["Sawtooth"]["Keyframe 1"]["Color"]:Lerp(fakeFlagsShit["Sawtooth"]["Keyframe 2"]["Color"], percentage)) if Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] then local a = fakeFlagsShit["Sawtooth"]["Keyframe 1"]["Transparency"] local b = fakeFlagsShit["Sawtooth"]["Keyframe 2"]["Transparency"] local c = percentage Menu[Parameters.Tab][Parameters.Section][Parameters.ObjectName]["Color " .. Parameters.Stance]["Transparency"] = (a + (b - a)*c) end end) end end end local function CreateKeyBindThing(Parented, Default, Tab, Section, ObjectName) local Options = {"Hold", "Toggle", "Hold Off", "Always"} Menu[Tab][Section][ObjectName]["Bind"] = {} Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] = Options[1] Menu[Tab][Section][ObjectName]["Bind"]["Key"] = Default Menu[Tab][Section][ObjectName]["Bind"]["Active"] = false Menu[Tab][Section][ObjectName]["Bind"].Changed = Signal.new() local BindsProxy = Menu[Tab][Section][ObjectName]["Bind"] UILibrary:AddKeyBindList(Section .. ": " .. ObjectName) local corresponding = KeyBindList[Section .. ": " .. ObjectName] corresponding.Text = ObjectName .. ": Disabled" local Bind = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0, 0.5), Name = "Bind", BackgroundColor3 = UIStyle.UIcolors.ColorE, BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(1, -44, 0.5, 0), Parent = Parented, Size = UDim2.new(0, 36, 1, 4), ZIndex = 26, Text = Default, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.1, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center }) local FakeBind = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), Name = "Fake", BackgroundColor3 = UIStyle.UIcolors.ColorE, BackgroundTransparency = 0, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0.5, 0), Parent = Bind, Size = UDim2.new(1, 0, 1, 0), ZIndex = 25, }) table.insert(OpenCloseItems, FakeBind) local Val = UIUtilities:Create("StringValue", { Name = "RealKey", Parent = Bind, Value = "None" }) local a, b, c = AutoApplyBorder(Bind, "Bind", 24, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH, true) local ActivationMethod = UIUtilities:Create("StringValue", { Name = "BindType", Parent = Bind, Value = "Always" }) local Dropdown = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), Parent = Bind, Name = "Type", BackgroundColor3 = UIStyle.UIcolors.ColorI, Visible = false, ZIndex = 31, Size = UDim2.new(0, 68, 0, 6 + TextService:GetTextSize(Options[1], UIStyle.TextFont.TxtSize, UIStyle.TextFont.Font, Vector2.new(900, 900)).Y * 4), Position = UDim2.new(0, 0, 1, 4), BorderSizePixel = 0, }) AutoApplyBorder(Dropdown, "Options Outline", 31, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) local inDropDown = false Dropdown.MouseEnter:Connect(function() inDropDown = true end) Dropdown.MouseLeave:Connect(function() inDropDown = false end) local Connection local UpdateConnection Bind.MouseButton2Click:Connect(function() for i, v in next, (Dropdown:GetChildren()) do if v:IsA("TextButton") then if v.Text == Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] then v.TextColor3 = UIStyle.UIcolors.Accent else v.TextColor3 = UIStyle.UIcolors.FullWhite end end end Dropdown.Visible = true for i, v in next, (Dropdown:GetChildren()) do if v:IsA("TextButton") then if v.Text == Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] then v.TextColor3 = UIStyle.UIcolors.Accent else v.TextColor3 = UIStyle.UIcolors.FullWhite end end end Connection = UserInputService.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.MouseButton2 then if not inDropDown then Dropdown.Visible = false Connection:Disconnect() end end end) end) for i, v in next, (Options) do local Button = UIUtilities:Create("TextButton", { Name = v, BackgroundTransparency = 1, Position = UDim2.new(0, 2, 0, (i - 1) * (TextService:GetTextSize(Options[1], UIStyle.TextFont.TxtSize, UIStyle.TextFont.Font, Vector2.new(900, 900)).Y + 2)), Parent = Dropdown, Size = UDim2.new(1, 0, 0, 18), ZIndex = 31, Text = v, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) Button.MouseButton1Down:Connect(function() Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] = Button.Text ActivationMethod.Value = Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] Dropdown.Visible = false end) end table.insert(OpenCloseItems, Bind) local thing = ObjectName if thing == "Enabled" then thing = Section end corresponding.Text = thing .. " - Disabled" local function Updater() if Connection then Connection:Disconnect() end if AuxUpdateConnection then AuxUpdateConnection:Disconnect() end if UpdateConnection then UpdateConnection:Disconnect() end if Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] ~= Options[2] then UpdateConnection = RunService.Heartbeat:Connect(function() if Menu[Tab][Section][ObjectName]["Toggle"]["Enabled"] then if Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] == Options[4] then Menu[Tab][Section][ObjectName]["Bind"]["Active"] = true Menu[Tab][Section][ObjectName]["Bind"].Changed:Fire(true) corresponding.Text = Section .. " - " .. ObjectName end if Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] == Options[1] then if Bind.Text ~= "None" and UserInputService:IsKeyDown(tostring(Menu[Tab][Section][ObjectName]["Bind"]["Key"]):sub(14)) then Menu[Tab][Section][ObjectName]["Bind"]["Active"] = true Menu[Tab][Section][ObjectName]["Bind"].Changed:Fire(true) corresponding.Text = Section .. " - " .. ObjectName else Menu[Tab][Section][ObjectName]["Bind"]["Active"] = false Menu[Tab][Section][ObjectName]["Bind"].Changed:Fire(false) corresponding.Text = thing .. " - Disabled" end end if Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] == Options[3] then if Bind.Text ~= "None" and UserInputService:IsKeyDown(tostring(Menu[Tab][Section][ObjectName]["Bind"]["Key"]):sub(14)) then corresponding.Text = thing .. " - Disabled" Menu[Tab][Section][ObjectName]["Bind"]["Active"] = false Menu[Tab][Section][ObjectName]["Bind"].Changed:Fire(false) else Menu[Tab][Section][ObjectName]["Bind"]["Active"] = true Menu[Tab][Section][ObjectName]["Bind"].Changed:Fire(true) corresponding.Text = Section .. " - " .. ObjectName end end else corresponding.Text = thing .. " - Disabled" end end) else UpdateConnection = UserInputService.InputBegan:Connect(function(Input, gameProcessed) if Menu[Tab][Section][ObjectName]["Bind"]["Key"] == "None" then return end if Input.UserInputType == Enum.UserInputType.Keyboard then local keyPressed = Input.KeyCode if Bind.Text ~= "None" and tostring(keyPressed) == tostring(Menu[Tab][Section][ObjectName]["Bind"]["Key"]) then if Parameters.Callback ~= nil then Parameters.Callback(Menu[Tab][Section][ObjectName]["Toggle"]["Enabled"], Menu[Tab][Section][ObjectName]["Bind"]["Active"]) end Menu[Tab][Section][ObjectName]["Bind"]["Active"] = not Menu[Tab][Section][ObjectName]["Bind"]["Active"] Menu[Tab][Section][ObjectName]["Bind"].Changed:Fire(Menu[Tab][Section][ObjectName]["Bind"]["Active"]) if Menu[Tab][Section][ObjectName]["Bind"]["Active"] then corresponding.Text = Section .. " - " .. ObjectName else corresponding.Text = thing .. " - Disabled" end end end end) end end Updater() ActivationMethod.Changed:Connect(function() Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] = ActivationMethod.Value Updater() end) local recording = false UserInputService.InputBegan:Connect(function(Input, gameProcessed) if recording == true and Input.UserInputType == Enum.UserInputType.Keyboard then if Input.KeyCode.Value == 27 then Val.Value = "None" Menu[Tab][Section][ObjectName]["Bind"]["Key"] = "None" Bind.Text = "None" else local key = tostring(Input.KeyCode) Val.Value = key:sub(14) Menu[Tab][Section][ObjectName]["Bind"]["Key"] = Input.KeyCode Bind.Text = string.sub(string.upper(Val.Value), 1, 4) end recording = false b.BackgroundColor3 = UIStyle.UIcolors.ColorG end end) Val.Changed:Connect(function() if not recording then local key = Val.Value if key == "" or key == "None" then Menu[Tab][Section][ObjectName]["Bind"]["Key"] = "None" Bind.Text = "None" else Menu[Tab][Section][ObjectName]["Bind"]["Key"] = Enum.KeyCode[key] Bind.Text = string.upper(string.sub(key, 1, 4)) end end end) local function onButtonActivated() b.BackgroundColor3 = UIStyle.UIcolors.Accent Bind.Text = "None" recording = true end Bind.MouseButton1Down:Connect(onButtonActivated) Menu[Tab][Section][ObjectName]["Bind"] = setmetatable({}, { __index = function(self, i) return BindsProxy[i] end, __newindex = function(self, i, v) if i == "Key" and not recording then Val.Value = tostring(v):sub(14) elseif i == "Activation Type" then ActivationMethod.Value = v end BindsProxy[i] = v end }) Menu[Tab][Section][ObjectName]["Bind"]["Activation Type"] = "Always" end local MessageLogs = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 1, Parent = Core, Position = UDim2.new(0, 12, 0, -2), Size = UDim2.new(0, 317, 0, 532) }) local MessageLogsListOrganizer = UIUtilities:Create("UIListLayout", { Parent = MessageLogs, FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Left, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top }) UILibrary.Watermark = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 1), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BackgroundTransparency = 0, BorderColor3 = UIStyle.UIcolors.FullWhite, Visible = false, BorderMode = Enum.BorderMode.Outline, BorderSizePixel = 0, Name = "Watermark", Parent = Core, Position = UDim2.new(0, 12, 0, -10), Size = UDim2.new(0, 428, 0, 24), ZIndex = 1 }) local WatermarkStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = UILibrary.Watermark }) local WatermarkAccent = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 0, Name = "UI", Parent = UILibrary.Watermark, Position = UDim2.new(0.5, 0, 0, 1), Size = UDim2.new(0, 0, 0, 2), ZIndex = 2 }) local WatermarkAccentStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.new(UIStyle.UIcolors.Accent.R - (15/255), UIStyle.UIcolors.Accent.G - (15/255), UIStyle.UIcolors.Accent.B - (15/255))), ColorSequenceKeypoint.new(1, Color3.new(UIStyle.UIcolors.Accent.R, UIStyle.UIcolors.Accent.G, UIStyle.UIcolors.Accent.B)) }), Rotation = 0, Parent = WatermarkAccent }) table.insert(UIAccents, WatermarkAccentStyling) local WatermarkText = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 1, Position = UDim2.new(0, 0, 0, 0), Parent = UILibrary.Watermark, Size = UDim2.new(1, 0, 1, 0), ZIndex = 2, Font = UIStyle.HeaderFont.Font, LineHeight = 1, Text = "", TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.HeaderFont.WatermarkTxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 1, TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center, }) UILibrary.Watermark.MouseEnter:Connect(function() UIUtilities:Tween(UILibrary.Watermark, TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { BackgroundTransparency = 1, Active = false }) UIUtilities:Tween(WatermarkAccent, TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { BackgroundTransparency = 1, Active = false }) UIUtilities:Tween(WatermarkText, TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { TextTransparency = 1, Active = false }) end) UILibrary.Watermark.MouseLeave:Connect(function() UIUtilities:Tween(UILibrary.Watermark, TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { BackgroundTransparency = 0, Active = true }) UIUtilities:Tween(WatermarkAccent, TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { BackgroundTransparency = 0, Active = true }) UIUtilities:Tween(WatermarkText, TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { TextTransparency = 0, Active = true }) end) local months = {"Jan.","Feb.","Mar.","Apr.","May","Jun.","Jul.","Aug.","Sep.","Oct.","Nov.","Dec."} local daysinmonth = {31,28,31,30,31,30,31,31,30,31,30,31} local function getDate() local time = os.time() local year = math.floor(time/60/60/24/365.25+1970) local day = math.ceil(time/60/60/24%365.25) local month for i=1, #daysinmonth do if day > daysinmonth[i] then day = day - daysinmonth[i] else month = i break end end return month, day, year end function UILibrary:EventLog(Message, Time) -- laziness below --thread(function() local MoveTime = 1 local FadeTime = 0.25 local TweenStyling = Enum.EasingStyle.Quint local TweenDir = Enum.EasingDirection.Out local maxWidth = 60 local text = Message local msgsize = TextService:GetTextSize(Message, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(9999999999999999999999999999999, 0)) do -- WARNING !! ALAN CODE AHEAD!! local split = text:split("") local lastspaceidx = 0 -- the text idx that the last space is local charinline = 0 for i, v in next, (split) do charinline = charinline + 1 if v == " " then lastspaceidx = i end if charinline >= maxWidth then split[lastspaceidx] = "\n" -- insert a thing charinline = 0 end end text = "" for i, v in next, (split) do text = text .. v end end -- ok most of the gayness is over local split = text:split("\n") local textlinelength = {} local verticalLength = 8 for i, v in next, (split) do local d = TextService:GetTextSize(v, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(9999999999999999999999999999999, 0)) textlinelength[i] = d.x verticalLength = verticalLength + d.y end table.sort(textlinelength, function(a, b) return a > b end) local longestthing = textlinelength[1] local FakeBackGround = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BackgroundTransparency = 1, BorderColor3 = UIStyle.UIcolors.FullWhite, BorderMode = Enum.BorderMode.Outline, BorderSizePixel = 0, Name = "Event", Parent = MessageLogs, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(0, longestthing + 12, 0, verticalLength), ZIndex = 1 }) local EventLogContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BackgroundTransparency = 1, BorderColor3 = UIStyle.UIcolors.FullWhite, BorderMode = Enum.BorderMode.Outline, BorderSizePixel = 0, Name = "Event", Parent = FakeBackGround, Position = UDim2.new(0, -msgsize.X + 32, 0, 0), Size = UDim2.new(1, 0, 1, -4), ZIndex = 1 }) local BackGroundStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = EventLogContainer }) local BackGroundAccent = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 0, BackgroundTransparency = 1, Name = "UI", Parent = EventLogContainer, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(0, 2, 1, 0), ZIndex = 2 }) local Hue, Sat, Val = RGBtoHSV(UIStyle.UIcolors.Accent) local BackGroundAccentStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromHSV(Hue, Sat, Val - 0.1)), ColorSequenceKeypoint.new(1, Color3.new(UIStyle.UIcolors.Accent.R, UIStyle.UIcolors.Accent.G, UIStyle.UIcolors.Accent.B)) }), Rotation = 180, Parent = BackGroundAccent }) local BackGroundText = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(1, 0), BackgroundTransparency = 1, Position = UDim2.new(1, 0, 0, 0), Parent = EventLogContainer, Size = UDim2.new(1, -6, 1, 0), ZIndex = 2, Font = UIStyle.HeaderFont.Font, LineHeight = 1.1, Text = text, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.HeaderFont.WatermarkTxtSize, TextTransparency = 1, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 1, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) coroutine.wrap(function() UIUtilities:Tween( EventLogContainer, TweenInfo.new(FadeTime, TweenStyling, TweenDir), {BackgroundTransparency = 0} ) UIUtilities:Tween( BackGroundAccent, TweenInfo.new(FadeTime, TweenStyling, TweenDir), {BackgroundTransparency = 0} ) UIUtilities:Tween( BackGroundText, TweenInfo.new(FadeTime, TweenStyling, TweenDir), {TextTransparency = 0} ) EventLogContainer:TweenPosition( UDim2.new(0, 0, 0, 0), TweenDir, TweenStyling, MoveTime ) realWait(MoveTime) realWait(Time) MoveTime = 1 FadeTime = 0.75 TweenDir = Enum.EasingDirection.In UIUtilities:Tween( EventLogContainer, TweenInfo.new(FadeTime, TweenStyling, TweenDir), {BackgroundTransparency = 1} ) UIUtilities:Tween( BackGroundAccent, TweenInfo.new(FadeTime, TweenStyling, TweenDir), {BackgroundTransparency = 1} ) UIUtilities:Tween( BackGroundText, TweenInfo.new(FadeTime, TweenStyling, TweenDir), {TextTransparency = 1} ) EventLogContainer:TweenPosition( UDim2.new(0, -msgsize.X + 48, 0, 0), TweenDir, TweenStyling, MoveTime ) realWait(FadeTime) FakeBackGround:Destroy() end)() --end) end local SpectatorList = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(1, 0), BackgroundTransparency = 1, Parent = Core, Position = UDim2.new(1, -8, 0.2, 0), Size = UDim2.new(0, 317, 0, 532) }) local SpectatorListOrganizer = UIUtilities:Create("UIListLayout", { Parent = SpectatorList, FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Left, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top }) UILibrary.KeyBindContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 1, Parent = Core, Visible = false, Position = UDim2.new(0, 8, 0.45, 0), Size = UDim2.new(0, 256, 0, 532) }) local KeyBindContainerOrganizer = UIUtilities:Create("UIListLayout", { Parent = UILibrary.KeyBindContainer, Padding = UDim.new(0, -18), FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Left, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top }) UILibrary.UseListSize = false function UILibrary:AddKeyBindList(KeyBindName) local KeyBindTitleFakeBackGround = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), Visible = true, BackgroundColor3 = UIStyle.UIcolors.FullWhite, BackgroundTransparency = 1, BorderColor3 = UIStyle.UIcolors.FullWhite, BorderMode = Enum.BorderMode.Outline, BorderSizePixel = 0, Name = KeyBindName, Parent = UILibrary.KeyBindContainer, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 0, 14), ZIndex = 6 }) local KeyBindTitleEventLogContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BackgroundTransparency = 0, BorderColor3 = UIStyle.UIcolors.FullWhite, BorderMode = Enum.BorderMode.Outline, BorderSizePixel = 0, Name = KeyBindName, Parent = KeyBindTitleFakeBackGround, Position = UDim2.new(0, 0, 0, 3), Size = UDim2.new(1, 0, 0, 18), ZIndex = 7 }) local KeyBindTitleBackGroundStyling if KeyBindName == "Keybinds" then -- too lazy srry local PercentageCover = 10/KeyBindTitleFakeBackGround.AbsoluteSize.Y KeyBindTitleBackGroundStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(PercentageCover - PercentageCover/8, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = KeyBindTitleEventLogContainer }) else KeyBindTitleBackGroundStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 0, Parent = KeyBindTitleEventLogContainer }) end local v1 = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.ColorC, BorderSizePixel = 0, Name = "v1", Parent = KeyBindTitleEventLogContainer, Position = UDim2.new(0.5, 0, 0.5, -1), Size = UDim2.new(1, 2, 1, 3), ZIndex = 5 }) local v2 = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.ColorB, BorderSizePixel = 0, Name = "v2", Parent = v1, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 2, 1, 2), ZIndex = v1.ZIndex - 1 }) local KeyBindTitleBackGroundAccent = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 0, BorderColor3 = UIStyle.UIcolors.ColorG, BackgroundTransparency = 0, Name = KeyBindName, Parent = KeyBindTitleFakeBackGround, Position = UDim2.new(0.5, 0, 0, 1), Size = UDim2.new(0, 0, 0, 2), ZIndex = 6 }) local KeyBindTitleBackGroundAccentBorder = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.ColorG, BorderSizePixel = 0, BorderColor3 = UIStyle.UIcolors.ColorG, BackgroundTransparency = 0, Name = "nut", Parent = KeyBindTitleBackGroundAccent, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 1, 1, 1), ZIndex = 4 }) local KeyBindTitleHue, KeyBindTitleSat, KeyBindTitleVal = RGBtoHSV(UIStyle.UIcolors.Accent) local KeyBindTitleBackGroundAccentStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromHSV(KeyBindTitleHue, KeyBindTitleSat, KeyBindTitleVal - 0.1)), ColorSequenceKeypoint.new(1, Color3.new(UIStyle.UIcolors.Accent.R, UIStyle.UIcolors.Accent.G, UIStyle.UIcolors.Accent.B)) }), Rotation = 90, Parent = KeyBindTitleBackGroundAccent }) table.insert(UIAccents, KeyBindTitleBackGroundAccentStyling) local KeyBindTitleBackGroundText = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(1, 0.5), BackgroundTransparency = 1, Position = UDim2.new(1, 0, 0.5, 0), Parent = KeyBindTitleEventLogContainer, Name = "TEXTEFFECT", Size = UDim2.new(1, -4, 1, 0), Position = UDim2.new(1, 4, 0, 9), ZIndex = 7, Font = UIStyle.HeaderFont.Font, LineHeight = 1, Text = KeyBindName, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.HeaderFont.WatermarkTxtSize, TextTransparency = 0, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 1, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) KeyBindList[KeyBindName] = KeyBindTitleBackGroundText KeyBindTitleFakeBackGround.Size = UDim2.new(0, TextService:GetTextSize(KeyBindName, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(10000, 0)).X + 8, 0, 36) local function UpdateSize() if UILibrary.UseListSize then for i, v in next, (KeyBindList) do v.Parent.Parent.Size = UDim2.new(0, TextService:GetTextSize(v.Text, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(10000, 0)).X + 8, 0, 36) end else local biggest = 0 for i, v in next, (KeyBindList) do local size = TextService:GetTextSize(v.Text, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(10000, 0)).X + 8 if v.Visible and size > biggest then biggest = size end end KeyBindTitleBackGroundText.Size = UDim2.new(0, biggest, 0, 36) for i, v in next, (KeyBindList) do v.Parent.Parent.Size = UDim2.new(0, biggest, 0, 36) end end end KeyBindTitleBackGroundText:GetPropertyChangedSignal("Text"):Connect(function() KeyBindTitleFakeBackGround.Size = UDim2.new(0, TextService:GetTextSize(KeyBindTitleBackGroundText.Text, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(10000, 0)).X + 8, 0, 36) UpdateSize() end) KeyBindTitleFakeBackGround:GetPropertyChangedSignal("Size"):Connect(function() KeyBindTitleBackGroundText.Size = KeyBindTitleFakeBackGround.Size end) KeyBindTitleBackGroundText:GetPropertyChangedSignal("Visible"):Connect(function() KeyBindTitleFakeBackGround.Visible = KeyBindTitleBackGroundText.Visible UpdateSize() end) KeyBindTitleBackGroundText.Visible = false end UILibrary:AddKeyBindList("Keybinds") KeyBindList["Keybinds"].Visible = true local MainContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 0, Name = "UI", Parent = Core, Position = UDim2.new(0.5, 0, 0.5, -18), Size = UDim2.new(0, 498, 0, 632), ZIndex = 6, Active = true, Selectable = true, }) local MainContainerOutline, MainContainerOutlinev1, MainContainerOutlinev2 = AutoApplyBorder(MainContainer, "A", 6, UIStyle.UIcolors.ColorC, UIStyle.UIcolors.ColorB, true) local MainContainerAccent, MainContainerAccentStyling = AutoApplyAccent(MainContainer, "A", 7, true) table.insert(OpenCloseItems, MainContainer) local MainContainerBackGroundGradient = UIUtilities:Create("UIGradient",{ Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.06, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = MainContainer }) UILibrary.CheatNameText = UIUtilities:Create("TextLabel", { BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0, 0, 1, 4), Size = UDim2.new(1, 0, 0, 14), ZIndex = 8, Font = UIStyle.TextFont.Font, Text = UIStyle.CheatName, Parent = MainContainerAccent, TextColor3 = UIStyle.UIcolors.FullWhite, LineHeight = 1.2, TextSize = UIStyle.TextFont.CheatTextSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) table.insert(OpenCloseItems, UILibrary.CheatNameText) local CheatNameTextPadding = UIUtilities:Create("UIPadding", { Parent = UILibrary.CheatNameText, PaddingLeft = UDim.new(0, 4) }) local stats = game.Players.LocalPlayer.Status local function updateWatermark() local kills = stats.Kills.Value local deaths = stats.Deaths.Value local kdr = deaths > 0 and math.round(kills / deaths, 2) or kills local month, day, year = getDate() local cheatName = tostring(UILibrary.CheatNameText.Text) local message = cheatName .. " | " .. Parameters.UserType .. " | " .. tostring(months[month]) .. " " .. tostring(day) .. " " .. tostring(year).. " | Kills: " ..kills.. " | Deaths: " ..deaths.. " | KDR: " ..kdr local fullsize = TextService:GetTextSize(message, UIStyle.HeaderFont.WatermarkTxtSize, UIStyle.HeaderFont.Font, Vector2.new(16000, 0)) UILibrary.Watermark.Size = UDim2.new(0, fullsize.X + 24, 0, fullsize.Y + 8) WatermarkText.Text = message end -- live stat update stats.Kills:GetPropertyChangedSignal("Value"):Connect(updateWatermark) stats.Deaths:GetPropertyChangedSignal("Value"):Connect(updateWatermark) -- live cheat name update UILibrary.CheatNameText:GetPropertyChangedSignal("Text"):Connect(updateWatermark) function UILibrary.Setwatermarkcheatname(text) UILibrary.CheatNameText.Text = text end updateWatermark() local MainTabsContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 0, Name = "UI", Parent = MainContainer, Position = UDim2.new(0.5, 0, 0.5, 7), Size = UDim2.new(1, -16, 1, -30), ZIndex = 9, }) local MainTabsContainerOutline, MainTabsContainerOutlinev1, MainTabsContainerOutlinev2 = AutoApplyBorder(MainTabsContainer, "B", 9, UIStyle.UIcolors.ColorC, UIStyle.UIcolors.ColorB, true) local AccentB, AccentBStyling = AutoApplyAccent(MainTabsContainer, "B", 10, true) table.insert(OpenCloseItems, MainTabsContainer) local MainTabsContainerBackGroundGradient = UIUtilities:Create("UIGradient",{ Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.06, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = MainTabsContainer }) local TabsHolder = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundTransparency = 1, BorderSizePixel = 0, Name = "UI", Parent = MainTabsContainer, Position = UDim2.new(0.5, 0, 0, 4), Size = UDim2.new(1, 0, 0, 34), ZIndex = 12 }) local TopBar = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundTransparency = 0, BorderSizePixel = 0, BackgroundColor3 = UIStyle.UIcolors.ColorF, Name = "UI", Parent = MainTabsContainer, Position = UDim2.new(0.5, 0, 0, 2), Size = UDim2.new(1, 0, 0, 2), ZIndex = 12 }) table.insert(OpenCloseItems, TopBar) local BottomBar = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundTransparency = 0, BorderSizePixel = 0, BackgroundColor3 = UIStyle.UIcolors.ColorF, Name = "UI", Parent = MainTabsContainer, Position = UDim2.new(0.5, 0, 1, -1), Size = UDim2.new(1, 0, 0, 1), ZIndex = 12 }) table.insert(OpenCloseItems, BottomBar) local LeftBar = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0.5), BackgroundTransparency = 0, BorderSizePixel = 0, BackgroundColor3 = UIStyle.UIcolors.ColorF, Name = "UI", Parent = MainTabsContainer, Position = UDim2.new(0, 0, 0.5, 0), Size = UDim2.new(0, 1, 1, 0), ZIndex = 9 }) table.insert(OpenCloseItems, LeftBar) local RightBar = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0.5), BackgroundTransparency = 0, BorderSizePixel = 0, BackgroundColor3 = UIStyle.UIcolors.ColorF, Name = "UI", Parent = MainTabsContainer, Position = UDim2.new(1, -1, 0.5, 0), Size = UDim2.new(0, 1, 1, 0), ZIndex = 9 }) table.insert(OpenCloseItems, RightBar) local UIListLayoutTabsHolder = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 4), Parent = TabsHolder, FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Center, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Center }) local TabsContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 1), BackgroundTransparency = 1, BorderSizePixel = 1, Parent = MainTabsContainer, Position = UDim2.new(0, 0, 1, -2), Size = UDim2.new(1, 0, 1, -36), Visible = true, }) for k, v in next, UIStyle.Tabs do local ClickAble = UIUtilities:Create("TextButton", { Active = true, BackgroundColor3 = UIStyle.UIcolors.ColorB, BackgroundTransparency = 1, BorderSizePixel = 0, Name = v, Parent = TabsHolder, Selectable = true, Size = UDim2.new(1/#UIStyle.Tabs, -4, 1, -4), ZIndex = 12, Font = UIStyle.TextFont.Font, Text = v, TextColor3 = Color3.fromHSV(0, 0, 0.7), TextSize = UIStyle.TextFont.TabTextSize, LineHeight = 1.38, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 table.insert(OpenCloseItems, ClickAble) local ClickAbleStyling = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.ColorE, BorderColor3 = UIStyle.UIcolors.ColorF, BorderMode = Enum.BorderMode.Middle, BorderSizePixel = 2, Name = "Out", Parent = ClickAble, Position = UDim2.new(0.5, 0, 0.5, -2), Size = UDim2.new(1, 4, 1, 2), ZIndex = 11 }) table.insert(OpenCloseItems, ClickAbleStyling) local Button = ClickAble local function OpenTab() ClickAbleStyling.Visible = false for k4, v4 in next, (TabsHolder:GetChildren()) do if v4:FindFirstChild("Out") then if v4.Text == ClickAble.Text then v4.TextColor3 = UIStyle.UIcolors.FullWhite else v4.TextColor3 = Color3.fromHSV(0, 0, 0.8) end for k5, v5 in next, (v4:GetChildren()) do if v4.Name == ClickAble.Text then v5.Visible = false else v5.Visible = true end end end end for k3, v3 in next, (CheatSections) do if v3.Name == ClickAble.Text then v3.Visible = true else v3.Visible = false end end end Button.MouseButton1Down:Connect(OpenTab) if k == 1 then thread(function() realWait() OpenTab() end) end Menu[v] = {} SubSections[v] = {} end for k2, v2 in next, UIStyle.Tabs do local CorrespondingTab = UIUtilities:Create("Frame", { BackgroundTransparency = 1, Name = v2, Parent = TabsContainer, Size = UDim2.new(1, 0, 1, -4), Visible = false, ZIndex = 10 }) table.insert(CheatSections, CorrespondingTab) local LeftSection = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 1, Name = "L", Parent = CorrespondingTab, Position = UDim2.new(0, 8, 0, 10), Size = UDim2.new(0.5, -14, 1, -12), Visible = true, ZIndex = 11 }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 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--💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local LStabilizer = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 8), Parent = LeftSection, FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Center, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top }) local RightSection = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 1, Name = "R", Parent = CorrespondingTab, Position = UDim2.new(0.5, 6, 0, 10), Size = UDim2.new(0.5, -14, 1, -12), Visible = true, ZIndex = 11 }) local RStabilizer = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 8), Parent = RightSection, FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Center, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top }) end function UILibrary:CreateSubSection(CheatSection, Tag, SubSubSections, RightSide, Sizeing, Comp) local Current, Side if RightSide == true then Side = "R" else Side = "L" end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 for k6, v6 in next, CheatSections do if v6.Name == CheatSection then Current = v6 end end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 if #SubSubSections <= 1 then for k7, v7 in next, SubSubSections do local Contained = UIUtilities:Create("Frame",{ AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 0, BackgroundColor3 = UIStyle.UIcolors.FullWhite, Name = Tag, BorderSizePixel = 0, Parent = Current[Side], Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, Sizeing, Comp), Visible = true, ZIndex = 18 }) table.insert(OpenCloseItems, Contained) AutoApplyBorder(Contained, v7, 18, UIStyle.UIcolors.ColorC, UIStyle.UIcolors.ColorB, true) AutoApplyAccent(Contained, v7, 18, UIStyle.UIcolors.ColorC, UIStyle.UIcolors.ColorB, true) local SubTabTag = UIUtilities:Create("TextLabel",{ BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0, 0, 0, 4), Size = UDim2.new(1, 0, 0, 16), ZIndex = 19, Font = UIStyle.TextFont.Font, Text = v7, Parent = Contained, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) table.insert(OpenCloseItems, SubTabTag) local ContainedSection = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0, 1), BackgroundTransparency = 1, BorderSizePixel = 0, Name = v7, Parent = Contained, Position = UDim2.new(0, 0, 1, 0), Size = UDim2.new(1, 0, 1, -26), ZIndex = 19 }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local ContainedSectionOrganizer = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 8), Parent = ContainedSection, SortOrder = Enum.SortOrder.LayoutOrder }) local Absolute = Contained.AbsoluteSize local YSize = Absolute.Y local PercentageCover = 24/YSize local ContainedStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(PercentageCover - PercentageCover/8, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = Contained }) local CheatNameTextPadding = UIUtilities:Create("UIPadding", { Parent = SubTabTag, PaddingLeft = UDim.new(0, 6), }) Menu[CheatSection][v7] = {} SubSections[CheatSection][v7] = ContainedSection end else --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local Contained = UIUtilities:Create("Frame",{ AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 0, BackgroundColor3 = UIStyle.UIcolors.FullWhite, Name = Tag, BorderSizePixel = 0, Parent = Current[Side], Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, Sizeing, Comp), Visible = true, ZIndex = 18 }) table.insert(OpenCloseItems, Contained) AutoApplyBorder(Contained, "G", 18, UIStyle.UIcolors.ColorC, UIStyle.UIcolors.ColorB, true) AutoApplyAccent(Contained, "G", 19, UIStyle.UIcolors.ColorC, UIStyle.UIcolors.ColorB, true) local Absolute = Contained.AbsoluteSize local YSize = Absolute.Y local PercentageCover = 24/YSize local ContainedStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(54, 54, 54)), ColorSequenceKeypoint.new(PercentageCover - PercentageCover/10, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = Contained }) local Holder = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundColor3 = UIStyle.UIcolors.ColorB, BackgroundTransparency = 1, BorderSizePixel = 0, Name = "Holder", Parent = Contained, Position = UDim2.new(0.5, 0, 0, 4), Size = UDim2.new(1, -4, 0, 16), ZIndex = 18 }) local HolderOrganizer = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 2), Parent = Holder, FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Left, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Center }) local SubSectionsSizePixel = 0 for k7, v7 in next, SubSubSections do local ElTextSize = UIStyle.TextFont.TxtSize local TextSize = TextService:GetTextSize( v7, ElTextSize, UIStyle.TextFont.Font, Vector2.new(1000, 1000) ) local ClickAble2 = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0, 0), AutoButtonColor = false, BackgroundColor3 = UIStyle.UIcolors.ColorE, BackgroundTransparency = 1, BorderColor3 = UIStyle.UIcolors.ColorF, BorderSizePixel = 2, Name = v7, Parent = Holder, Size = UDim2.new(0, TextSize.X + 8, 1, 0), ZIndex = 19, Font = UIStyle.TextFont.Font, Text = v7, TextColor3 = Color3.fromHSV(0, 0, 0.7), TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center }) table.insert(OpenCloseItems, ClickAble2) SubSectionsSizePixel = SubSectionsSizePixel + TextSize.X + 8 local Spacer = UIUtilities:Create("Frame", { BackgroundColor3 = UIStyle.UIcolors.ColorE, BackgroundTransparency = 0, BorderColor3 = UIStyle.UIcolors.ColorF, BorderSizePixel = 2, Name = "Spacer", Parent = ClickAble2, Size = UDim2.new(1, 0, 1, 0), ZIndex = 18 }) table.insert(OpenCloseItems, Spacer) local SubSubSectionContainer = UIUtilities:Create("Frame", { Active = false, AnchorPoint = Vector2.new(0, 1), BackgroundTransparency = 1, Parent = Contained, Name = v7, Position = UDim2.new(0, 0, 1, 0), Size = UDim2.new(1, 0, 1, -32), Visible = false }) local ContainedSectionOrganizer = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 8), Parent = SubSubSectionContainer, SortOrder = Enum.SortOrder.LayoutOrder }) local Button = ClickAble2 function OpenSubSection() for k8, v8 in next, (Holder:GetChildren()) do if v8:FindFirstChild("Spacer") and v8:IsA("TextButton") then for k9, v9 in next, (v8:GetChildren()) do if v8.Text == ClickAble2.Text then v8.TextColor3 = Color3.fromHSV(0, 0, 1) else v8.TextColor3 = Color3.fromHSV(0, 0, 0.8) end if v8.Name == ClickAble2.Text then v9.Visible = false else v9.Visible = true end end end end for kA, vA in next, (Contained:GetChildren()) do if vA.Name == ClickAble2.Text and vA:IsA("Frame") then vA.Visible = true elseif vA.Name ~= ClickAble2.Text and vA:IsA("Frame") and vA.Name ~= "UI" and vA.Name ~= "Holder" then vA.Visible = false end end end if k7 == 1 then OpenSubSection() end Button.MouseButton1Down:Connect(OpenSubSection) Menu[CheatSection][v7] = {} SubSections[CheatSection][v7] = SubSubSectionContainer end local modify = 4 if #SubSubSections >= 3 then modify = 4 + (2 * (#SubSubSections - 2)) end local Filler = UIUtilities:Create("Frame", { BackgroundColor3 = UIStyle.UIcolors.ColorE, BackgroundTransparency = 0, BorderColor3 = UIStyle.UIcolors.ColorF, BorderSizePixel = 2, Name = "FILLER", Parent = Holder, Size = UDim2.new(1, (-1 * SubSectionsSizePixel) - modify, 1, 0), ZIndex = 18 }) table.insert(OpenCloseItems, Filler) end end function UILibrary:CreateButton(Parameters) Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = {} Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"] = {} Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"].Changed = Signal.new() Menu[Parameters.Tab][Parameters.Section][Parameters.Name].Save = function() return Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Color 2"] and { ["Toggle"] = { ["Enabled"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] }, ["Color 1"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Color 1"].Save(), ["Color 2"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Color 2"].Save(), } or Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Color 1"] and { ["Toggle"] = { ["Enabled"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] }, ["Color 1"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Color 1"].Save(), } or Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Bind"] and { ["Toggle"] = { ["Enabled"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] }, ["Bind"] = { ["Activation Type"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Bind"]["Activation Type"], ["Key"] = tostring(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Bind"]["Key"]), } } or { ["Toggle"] = { ["Enabled"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] } } end local Proxy = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"] local Hitbox = UIUtilities:Create("TextButton", { BackgroundTransparency = 1, Name = Parameters.Name, Parent = SubSections[Parameters.Tab][Parameters.Section], Size = UDim2.new(1, 0, 0, 8), Visible = true, ZIndex = 19, Text = "" }) if Parameters.Tooltip then Hitbox.MouseEnter:Connect(function() UILibrary.CallToolTip(Parameters.Tooltip, Hitbox.AbsolutePosition, Hitbox.AbsolutePosition + Vector2.new(8, 16), Hitbox.AbsoluteSize) end) end local Bool = UIUtilities:Create("BoolValue", { Name = Parameters.Name, Parent = Hitbox, Value = false }) Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] = Bool.Value local ClickMask = UIUtilities:Create("Frame", { BackgroundColor3 = UIStyle.UIcolors.ColorD, BackgroundTransparency = 0, AnchorPoint = Vector2.new(0, 0.5), BorderSizePixel = 0, Name = "ButtonMask", Parent = Hitbox, Position = UDim2.new(0, 8, 0.5, 0), Size = UDim2.new(0, 8, 0, 8), ZIndex = 24 }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 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table.insert(UIAccents, ClickMask) table.insert(OpenCloseItems, ClickMask) AutoApplyBorder(ClickMask, Parameters.Name, 24, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH, true) local ClickMaskStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)), ColorSequenceKeypoint.new(1, Color3.fromRGB(160, 160, 160)) }), Rotation = 90, Parent = ClickMask }) local TextBox = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(1, 0), BackgroundTransparency = 1, Parent = Hitbox, Position = UDim2.new(1, 0, 0, 0), Size = UDim2.new(1, -22, 1, 0), ZIndex = 19, Text = Parameters.Name, TextColor3 = UIStyle.UIcolors.FullWhite, Font = UIStyle.TextFont.Font, LineHeight = 1.05, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) table.insert(OpenCloseItems, TextBox) if Parameters.Colors then for i, v in next, (Parameters.Colors) do CreateColorThing({Pos = -1 * (((i - 1) * 24) + (10 * i - 1)), Parented = Hitbox, Stance = i, StartColor = v, StartTrans = Parameters.Transparency and Parameters.Transparency[i], Tab = Parameters.Tab, ObjectName = Parameters.Name, Section = Parameters.Section}) end else if Parameters.KeyBind then CreateKeyBindThing(Hitbox, Parameters.KeyBind, Parameters.Tab, Parameters.Section, Parameters.Name) end end --[[Hitbox.MouseButton1Down:Connect(function() Bool.Value = not Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] = Bool.Value Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"].Changed:Fire(Bool.Value) end)]] Hitbox.MouseButton1Down:Connect(function() if isColorThingOpen then return end Bool.Value = not Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] end) Bool.Changed:Connect(function() Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] = Bool.Value Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"].Changed:Fire(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"]) if Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] == true then ClickMask.BackgroundColor3 = UIStyle.UIcolors.Accent else ClickMask.BackgroundColor3 = UIStyle.UIcolors.ColorD end if Parameters.KeyBind then KeyBindList[Parameters.Section .. ": " .. Parameters.Name].Visible = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"] if Parameters.Callback then Parameters.Callback(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"], Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Bind"]["Active"]) end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"].Changed:Fire(v, Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Bind"]["Active"]) else if Parameters.Callback then Parameters.Callback(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"]) end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"].Changed:Fire(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"]["Enabled"]) end end) Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Toggle"] = setmetatable({}, { __index = function(self, i) return Proxy[i] end, __newindex = function(self, i, v) -- so that you can do Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = true or false if i == "Enabled" then-- if ur tryna set the value of the toggle Bool.Value = v end Proxy[i] = v end }) end function UILibrary:CreateSlider(Parameters) -- Parameters.MaximumNumber Parameters.DefaultValue = Parameters.DefaultValue and math.max(math.min(Parameters.DefaultValue, Parameters.MaximumNumber), Parameters.MinimumNumber) or nil Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = {} Menu[Parameters.Tab][Parameters.Section][Parameters.Name].Changed = Signal.new() Menu[Parameters.Tab][Parameters.Section][Parameters.Name].Save = function() return {["Value"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"]} end local Proxy = Menu[Parameters.Tab][Parameters.Section][Parameters.Name] if not Parameters.Suffix then Parameters.Suffix = "" end local Slider = UIUtilities:Create("Frame", { Name = Parameters.Name, Parent = SubSections[Parameters.Tab][Parameters.Section], BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, ZIndex = 22, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(1, 0, 0, 20) }) local TextLabel = UIUtilities:Create("TextButton", { Parent = Slider, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Position = UDim2.new(0, 8, 0, -4), Size = UDim2.new(1, 0, 0, 15), Font = UIStyle.TextFont.Font, ZIndex = 22, Text = Parameters.Name, TextColor3 = UIStyle.UIcolors.FullWhite, TextStrokeColor3 = Color3.new(), LineHeight = 1.2, TextStrokeTransparency = 0.5, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Left }) local AddText = UIUtilities:Create("TextButton", { Parent = Slider, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Position = UDim2.new(1, -32, 0, -4), Size = UDim2.new(0, 8, 0, 15), Font = UIStyle.TextFont.Font, ZIndex = 22, Visible = false, Text = "+", TextColor3 = UIStyle.UIcolors.FullWhite, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Center }) local SubtractText = UIUtilities:Create("TextButton", { Parent = Slider, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Position = UDim2.new(1, -22, 0, -4), Size = UDim2.new(0, 8, 0, 15), Font = UIStyle.TextFont.Font, ZIndex = 22, Visible = false, Text = "-", TextColor3 = UIStyle.UIcolors.FullWhite, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Center }) table.insert(OpenCloseItems, TextLabel) local Button = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 0), Name = "Button", Parent = Slider, BackgroundTransparency = 1, BackgroundColor3 = UIStyle.UIcolors.ColorD, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0, 12), Size = UDim2.new(1, -18, 0, 8), AutoButtonColor = false, ZIndex = 21, Text = "" }) local ButtonStyle = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), Name = "Button", Parent = Button, BackgroundTransparency = 0, BackgroundColor3 = UIStyle.UIcolors.ColorD, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 0, 1, 0), ZIndex = 22 }) local ButtonStyleStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)), ColorSequenceKeypoint.new(1, Color3.fromRGB(180, 180, 180)) }), Rotation = 90, Parent = ButtonStyle }) table.insert(OpenCloseItems, ButtonStyle) AutoApplyBorder(ButtonStyle, Parameters.Name, 22, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH, true) local Frame = UIUtilities:Create("Frame", { Parent = Button, BackgroundColor3 = UIStyle.UIcolors.Accent, BorderSizePixel = 0, ZIndex = 22, Size = UDim2.new(0, (Parameters.DefaultValue and (Parameters.DefaultValue - Parameters.MinimumNumber) or 0) / (Parameters.MaximumNumber - Parameters.MinimumNumber) * Button.AbsoluteSize.X, 1, 0) }) local FrameStyling = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)), ColorSequenceKeypoint.new(1, Color3.fromRGB(180, 180, 180)) }), Rotation = 90, Parent = Frame }) table.insert(UIAccents, Frame) table.insert(OpenCloseItems, Frame) --local sliderText = (Parameters.DefaultValue and ((Parameters.MaximumText and Parameters.DefaultValue == Parameters.MaximumNumber) and Parameters.MaximumText) or ((Parameters.MinimumText and Parameters.DefaultValue == Parameters.MinimumNumber) and Parameters.MinimumText) or Parameters.DefaultValue) or (Parameters.MinimumText or Parameters.MinimumNumber .. Parameters.Suffix) local Value = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(0.5, 0.5), Name = "Value", Parent = ButtonStyle, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 0, 0, 2), LineHeight = 1.1, Font = UIStyle.TextFont.Font, Text = (Parameters.DefaultValue and ((Parameters.MaximumText and Parameters.DefaultValue == Parameters.MaximumNumber) and Parameters.MaximumText) or ((Parameters.MinimumText and Parameters.DefaultValue == Parameters.MinimumNumber) and Parameters.MinimumText) or Parameters.DefaultValue) or (Parameters.MinimumText or Parameters.MinimumNumber .. Parameters.Suffix), -- Text = Parameters.DefaultValue or Parameters.MinimumText or Parameters.MinimumNumber .. Parameters.Suffix, ZIndex = 24, TextColor3 = UIStyle.UIcolors.FullWhite, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Center }) table.insert(OpenCloseItems, Value) local NumberValue = UIUtilities:Create("NumberValue", { Value = Parameters.DefaultValue or Parameters.MinimumNumber, Parent = Slider, Name = Parameters.Name }) Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = NumberValue.Value local mouse = Mouse local val local Absolute = Button.AbsoluteSize.X local Moving = false if Parameters.Tooltip then Button.MouseEnter:Connect(function() UILibrary.CallToolTip(Parameters.Tooltip, Button.AbsolutePosition, Button.AbsolutePosition + Vector2.new(0, 16), Button.AbsoluteSize) end) end Button.MouseButton1Down:Connect(function() if moveconnection then moveconnection:Disconnect() end if releaseconnection then releaseconnection:Disconnect() -- fixing the issue where if ur mouse goes off screen while dragging itll cancel it on click end if isColorThingOpen then return end Moving = true Frame.Size = UDim2.new(0, math.clamp(mouse.X - Frame.AbsolutePosition.X, 0, Absolute), 1, 0) val = math.floor(0.5 + (((Parameters.MaximumNumber - Parameters.MinimumNumber) / Absolute) * Frame.AbsoluteSize.X) + Parameters.MinimumNumber) or 0 NumberValue.Value = val moveconnection = mouse.Move:Connect(function() Frame.Size = UDim2.new(0, math.clamp(mouse.X - Frame.AbsolutePosition.X, 0, Absolute), 1, 0) val = math.floor(0.5 + (((Parameters.MaximumNumber - Parameters.MinimumNumber) / Absolute) * Frame.AbsoluteSize.X) + Parameters.MinimumNumber) NumberValue.Value = val end) releaseconnection = UserInputService.InputEnded:Connect(function(Mouse) if Mouse.UserInputType == Enum.UserInputType.MouseButton1 then Frame.Size = UDim2.new(0, math.clamp(mouse.X - Frame.AbsolutePosition.X, 0, Absolute), 1, 0) val = (((Parameters.MaximumNumber - Parameters.MinimumNumber) / Absolute) * Frame.AbsoluteSize.X) + Parameters.MinimumNumber moveconnection:Disconnect() releaseconnection:Disconnect() Moving = false end end) end) NumberValue.Changed:Connect(function() NumberValue.Value = math.clamp(NumberValue.Value, Parameters.MinimumNumber, Parameters.MaximumNumber) if not Moving then local Portion = 0.5 if Parameters.MinimumNumber > 0 then Portion = ((NumberValue.Value - Parameters.MinimumNumber)) / (Parameters.MaximumNumber - Parameters.MinimumNumber) else Portion = (NumberValue.Value - Parameters.MinimumNumber) / (Parameters.MaximumNumber - Parameters.MinimumNumber) end Frame.Size = UDim2.new(Portion, 0, 1, 0) -- itll go back to offset when someone tries moving it val = math.floor(0.5 + (((Parameters.MaximumNumber - Parameters.MinimumNumber) / Absolute) * Frame.AbsoluteSize.X) + Parameters.MinimumNumber) or 0 end if NumberValue.Value == Parameters.MaximumNumber and Parameters.MaximumText ~= nil then Value.Text = Parameters.MaximumText elseif NumberValue.Value == Parameters.MinimumNumber and Parameters.MinimumText ~= nil then Value.Text = Parameters.MinimumText else Value.Text = val .. Parameters.Suffix end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = NumberValue.Value if Parameters.Callback then Parameters.Callback(NumberValue.Value) end Menu[Parameters.Tab][Parameters.Section][Parameters.Name].Changed:Fire(NumberValue.Value) end) Slider.MouseEnter:Connect(function() AddText.Visible = true SubtractText.Visible = true end) Slider.MouseLeave:Connect(function() AddText.Visible = false SubtractText.Visible = false end) AddText.MouseEnter:Connect(function() AddText.TextColor3 = UIStyle.UIcolors.Accent end) AddText.MouseLeave:Connect(function() AddText.TextColor3 = UIStyle.UIcolors.FullWhite end) SubtractText.MouseEnter:Connect(function() SubtractText.TextColor3 = UIStyle.UIcolors.Accent end) SubtractText.MouseLeave:Connect(function() SubtractText.TextColor3 = UIStyle.UIcolors.FullWhite end) AddText.MouseButton1Down:Connect(function() NumberValue.Value = NumberValue.Value + 1 end) SubtractText.MouseButton1Down:Connect(function() NumberValue.Value = NumberValue.Value - 1 end) Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = setmetatable({}, { __index = function(self, i) return Proxy[i] end, __newindex = function(self, i, v) if i == "Value" then NumberValue.Value = v end Proxy[i] = v end }) end function UILibrary:CreateDropdown(Parameters) Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = {} Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Dropdown"] = {} Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Dropdown"].Changed = Signal.new() Menu[Parameters.Tab][Parameters.Section][Parameters.Name].Save = function() return { ["Value"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] } end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 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--💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local Contained = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), Name = Parameters.Name, Parent = SubSections[Parameters.Tab][Parameters.Section], BackgroundColor3 = Color3.fromRGB(0, 0, 0), BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0, 0), Size = UDim2.new(1, 0, 0, 32), ZIndex = 22, }) local ValueContainer = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), Name = "ValueContainer", Parent = Contained, BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 1, 4), Size = UDim2.new(1, -18, 0, 16), Visible = false, ZIndex = 23, }) local FakeSelection = UIUtilities:Create("TextButton", { Active = true, AnchorPoint = Vector2.new(0.5, 1), Name = "FAKE", Parent = Contained, BackgroundColor3 = Color3.fromRGB(44, 44, 44), BackgroundTransparency = 1, BorderColor3 = Color3.fromRGB(39, 39, 39), BorderSizePixel = 3, Position = UDim2.new(0.5, 0, 1, 0), Selectable = true, Size = UDim2.new(1, -18, 0, 20), ZIndex = 24, Font = UIStyle.TextFont.Font, ClipsDescendants = false, LineHeight = 1.1, Text = "", TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, }) local Selection = UIUtilities:Create("TextButton", { Active = true, AnchorPoint = Vector2.new(0.5, 1), Name = "Selection", Parent = Contained, BackgroundColor3 = Color3.fromRGB(44, 44, 44), BackgroundTransparency = 1, BorderColor3 = Color3.fromRGB(39, 39, 39), BorderSizePixel = 3, Position = UDim2.new(0.5, 0, 1, 0), Selectable = true, Size = UDim2.new(1, -18, 0, 20), ZIndex = 24, Font = UIStyle.TextFont.Font, ClipsDescendants = true, LineHeight = 1.1, Text = Parameters.Values[1], TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, }) local DropDownTypeText = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 1), Name = "TypeOf", Parent = Contained, BackgroundColor3 = Color3.fromRGB(44, 44, 44), BackgroundTransparency = 1, BorderColor3 = Color3.fromRGB(39, 39, 39), BorderSizePixel = 3, Position = UDim2.new(0.5, 0, 1, 0), Size = UDim2.new(1, -32, 0, 18), ZIndex = 23, Font = UIStyle.TextFont.Font, LineHeight = 1.1, Text = "-", TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Right, }) if Parameters.MultiChoice then DropDownTypeText.Text = "..." end table.insert(OpenCloseItems, DropDownTypeText) table.insert(OpenCloseItems, Selection) local Padding = UIUtilities:Create("UIPadding", { Parent = Selection, PaddingLeft = UDim.new(0, 12) }) local Padding2 = UIUtilities:Create("UIPadding", { Parent = FakeSelection, PaddingLeft = UDim.new(0, 12) }) local SelectionStyling = UIUtilities:Create("Frame", { BackgroundColor3 = UIStyle.UIcolors.FullWhite, Parent = FakeSelection, BorderSizePixel = 0, Position = UDim2.new(0, -12, 0, 0), Size = UDim2.new(1, 12, 1, 0), ZIndex = 23, }) table.insert(OpenCloseItems, SelectionStyling) local SelectionStylingGradient = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.84, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = SelectionStyling }) AutoApplyBorder(SelectionStyling, "SelectionStyling", 22, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH, true) local NameTag = UIUtilities:Create("TextLabel", { Name = "NAMETAG", Parent = Contained, BackgroundTransparency = 1, Position = UDim2.new(0, 8, 0, 0), Size = UDim2.new(1, -12, 1, -24), Font = UIStyle.TextFont.Font, Text = Parameters.Name, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, TextXAlignment = Enum.TextXAlignment.Left, ZIndex = 22 }) table.insert(OpenCloseItems, NameTag) local Organizer = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 0), Parent = ValueContainer, HorizontalAlignment = Enum.HorizontalAlignment.Center, SortOrder = Enum.SortOrder.LayoutOrder, }) for iC, vC in next, (Parameters.Values) do local Button = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 0), Name = "Button", Parent = ValueContainer, AutoButtonColor = false, BackgroundColor3 = UIStyle.UIcolors.ColorI, BorderColor3 = UIStyle.UIcolors.ColorB, BorderSizePixel = 0, BackgroundTransparency = 0, Position = UDim2.new(0.5, 0, 0, 0), Size = UDim2.new(1, 0, 0, 18), ZIndex = 32, Font = UIStyle.TextFont.Font, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0, Text = vC, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize }) local valsthing = UIUtilities:Create("BoolValue", { Parent = Button, Value = false, Name = "Selection" }) if iC == 1 and Parameters.MultiChoice then Button.TextColor3 = UIStyle.UIcolors.Accent valsthing.Value = true end local ButtonStyling = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), Parent = Button, BackgroundColor3 = UIStyle.UIcolors.ColorA, BorderSizePixel = 1, BorderColor3 = UIStyle.UIcolors.ColorB, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 0, 1, 0), ZIndex = 31 }) AutoApplyBorder(ButtonStyling, vC, 31, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) end local closeconnection local inDropDown = false local mouseent, mouseext local function trigger() if isColorThingOpen then return end if isDropDownOpen and isDropDownOpen ~= ValueContainer then return end ValueContainer.Size = UDim2.new(1, -18, 0, #Parameters.Values * 18) ValueContainer.Visible = not ValueContainer.Visible isDropDownOpen = ValueContainer.Visible and ValueContainer or nil if ValueContainer.Visible then if not Parameters.MultiChoice then for _, Button in next, (ValueContainer:GetChildren()) do if Button:IsA("TextButton") then if Button.Text == Selection.Text then Button.TextColor3 = UIStyle.UIcolors.Accent else Button.TextColor3 = UIStyle.UIcolors.FullWhite end end end else for _, Button in next, (ValueContainer:GetChildren()) do if Button:IsA("TextButton") then if Button.Selection.Value then Button.TextColor3 = UIStyle.UIcolors.Accent else Button.TextColor3 = UIStyle.UIcolors.FullWhite end end end end task.wait() mouseent = ValueContainer.MouseEnter:Connect(function() inDropDown = true end) mouseext = ValueContainer.MouseLeave:Connect(function() inDropDown = false end) closeconnection = UserInputService.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.MouseButton2 then if not inDropDown then ValueContainer.Visible = false closeconnection:Disconnect() mouseent:Disconnect() mouseext:Disconnect() end end end) else if closeconnection then closeconnection:Disconnect() end if mouseent then mouseent:Disconnect() end if mouseext then mouseext:Disconnect() end end end Selection.MouseButton1Down:Connect(trigger) if Parameters.Tooltip then Selection.MouseEnter:Connect(function() UILibrary.CallToolTip(Parameters.Tooltip, Selection.AbsolutePosition, Selection.AbsolutePosition + Vector2.new(0, 24), Selection.AbsoluteSize) end) end local function update() local chosentext = {} Selection.Text = "" for cf, c in next, (ValueContainer:GetChildren()) do if c:IsA("TextButton") then if c:FindFirstChild("Selection") and c.Selection.Value == true then table.insert(chosentext, c.Text) end end end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 for e = 1, #chosentext do if e == #chosentext then Selection.Text = Selection.Text .. chosentext[e] else Selection.Text = Selection.Text .. chosentext[e] .. ", " end end end local function initialize() if Parameters.MultiChoice then Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = {Parameters.Values[1]} for _, button in next, (ValueContainer:GetChildren()) do if button:IsA("TextButton") then button.MouseButton1Down:Connect(function() button.Selection.Value = not button.Selection.Value if button:FindFirstChild("Selection") and button.Selection.Value == true then button.TextColor3 = UIStyle.UIcolors.Accent else button.TextColor3 = UIStyle.UIcolors.FullWhite end update() local chosentext = {} for cf, c in next, (ValueContainer:GetChildren()) do if c:IsA("TextButton") then if c:FindFirstChild("Selection") and c.Selection.Value == true then table.insert(chosentext, c.Text) end end end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = chosentext end) end end else Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = Parameters.Values[1] for _, ButtonA in next, (ValueContainer:GetChildren()) do if ButtonA:IsA("TextButton") then ButtonA.MouseButton1Down:Connect(function() Selection.Text = ButtonA.Text trigger() Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = Selection.Text end) end end end end initialize() Selection:GetPropertyChangedSignal("Text"):Connect(function() if Parameters.Callback then Parameters.Callback(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"]) end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Dropdown"].Changed:Fire(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"]) end) Menu[Parameters.Tab][Parameters.Section][Parameters.Name].UpdateValues = function(NewValues) if Parameters.MultiChoice then Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = {} else Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = "" end for i, v in next, (ValueContainer:GetChildren()) do if v ~= Organizer then v:Destroy() end end for iC, vC in next, (NewValues) do local Button = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 0), Name = "Button", Parent = ValueContainer, AutoButtonColor = false, BackgroundColor3 = UIStyle.UIcolors.ColorI, BorderColor3 = UIStyle.UIcolors.ColorB, BorderSizePixel = 0, BackgroundTransparency = 0, Position = UDim2.new(0.5, 0, 0, 0), Size = UDim2.new(1, 0, 0, 18), ZIndex = 32, Font = UIStyle.TextFont.Font, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0, Text = vC, TextColor3 = UIStyle.UIcolors.FullWhite, TextSize = UIStyle.TextFont.TxtSize }) if iC == 1 and Parameters.MultiChoice then Button.TextColor3 = UIStyle.UIcolors.Accent end local ButtonStyling = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), Parent = Button, BackgroundColor3 = UIStyle.UIcolors.ColorA, BorderSizePixel = 1, BorderColor3 = UIStyle.UIcolors.ColorB, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(1, 0, 1, 0), ZIndex = 31 }) AutoApplyBorder(ButtonStyling, vC, 31, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH) end Parameters.Values = NewValues Selection.Text = NewValues[1] initialize() end local Proxy = Menu[Parameters.Tab][Parameters.Section][Parameters.Name] Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = setmetatable({}, { __index = function(self, i) return Proxy[i] end, __newindex = function(self, i, v) Proxy[i] = v if i == "Value" then if Parameters.MultiChoice then for _, button in next, (ValueContainer:GetChildren()) do if button:IsA("TextButton") then button.Selection.Value = false end end for _, button in next, (ValueContainer:GetChildren()) do if button:IsA("TextButton") then for ball, sack in next, v do if button.Text == sack then button.Selection.Value = true end end update() end end if Parameters.Callback then Parameters.Callback(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"]) end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Dropdown"].Changed:Fire(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"]) else Selection.Text = v if Parameters.Callback then Parameters.Callback(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"]) end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Dropdown"].Changed:Fire(Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"]) end end end }) end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 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--💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 function UILibrary:CreateTap(Parameters) Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = {} Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Button"] = {} Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Button"].Pressed = Signal.new() local Hitbox = UIUtilities:Create("TextButton", { BackgroundTransparency = 1, Name = Parameters.Name, Parent = SubSections[Parameters.Tab][Parameters.Section], Size = UDim2.new(1, 0, 0, 20), ZIndex = 24, Font = UIStyle.TextFont.Font, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, Text = Parameters.Name, TextSize = UIStyle.TextFont.TxtSize, TextColor3 = UIStyle.UIcolors.FullWhite }) table.insert(OpenCloseItems, Hitbox) local HitboxStyling = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 0, Name = "Styling", Parent = Hitbox, Position = UDim2.new(0.5, 0, 0, 0), Size = UDim2.new(1, -18, 1, 0), ZIndex = 23 }) AutoApplyBorder(HitboxStyling, Parameters.Name, 21, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH, true) table.insert(OpenCloseItems, HitboxStyling) local HitboxStylingGradient = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.84, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = HitboxStyling }) local releaseconnection if Parameters.Tooltip then Hitbox.MouseEnter:Connect(function() UILibrary.CallToolTip(Parameters.Tooltip, Hitbox.AbsolutePosition, Hitbox.AbsolutePosition + Vector2.new(0, 24), Hitbox.AbsoluteSize) end) end Hitbox.MouseButton1Down:Connect(function() HitboxStylingGradient.Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(0.84, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }) releaseconnection = UserInputService.InputEnded:Connect(function(Input) if Input.UserInputType == Enum.UserInputType.MouseButton1 then realWait() HitboxStylingGradient.Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.84, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }) releaseconnection:Disconnect() end end) end) local LastActivation local connection Hitbox.MouseButton1Down:Connect(function() if Parameters.Confirmation then if Hitbox.Text ~= "Confirm?" then Hitbox.Text = "Confirm?" Hitbox.TextColor3 = UIStyle.UIcolors.Accent LastActivation = tick() connection = RunService.Heartbeat:Connect(function() if tick() - LastActivation > 2 then Hitbox.Text = Parameters.Name Hitbox.TextColor3 = UIStyle.UIcolors.FullWhite LastActivation = tick() connection:Disconnect() end end) else if Parameters.Callback then Parameters.Callback() end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Button"].Pressed:Fire() Hitbox.Text = Parameters.Name Hitbox.TextColor3 = UIStyle.UIcolors.FullWhite connection:Disconnect() LastActivation = tick() end else if Parameters.Callback then Parameters.Callback() end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Button"].Pressed:Fire() end end) end function UILibrary:CreateTextBox(Parameters) Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = {} local Proxy = Menu[Parameters.Tab][Parameters.Section][Parameters.Name] Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = Parameters.Default Menu[Parameters.Tab][Parameters.Section][Parameters.Name].Changed = Signal.new() Menu[Parameters.Tab][Parameters.Section][Parameters.Name].Save = function() return {["Value"] = Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"]} end local Hitbox = UIUtilities:Create("TextButton", { BackgroundTransparency = 1, Name = Parameters.Name, Parent = SubSections[Parameters.Tab][Parameters.Section], Size = UDim2.new(1, 0, 0, 20), ZIndex = 24, TextTruncate = Enum.TextTruncate.AtEnd, Text = "" }) table.insert(OpenCloseItems, Hitbox) local HitboxStyling = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = UIStyle.UIcolors.FullWhite, BorderSizePixel = 0, Name = "Styling", Parent = Hitbox, Size = UDim2.new(1, -18, 1, 0), Position = UDim2.new(0.5, 0, 0.5, 0), ZIndex = 24 })--💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 AutoApplyBorder(HitboxStyling, Parameters.Name, 21, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH, true) table.insert(OpenCloseItems, HitboxStyling) local EntryBox = UIUtilities:Create("TextBox", { ClearTextOnFocus = false, AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Parent = Hitbox, Name = Parameters.Name, Position = UDim2.new(0.5, 14, 0.5, 0), Size = UDim2.new(1, -14, 1, 0), ZIndex = 24, Font = UIStyle.TextFont.Font, TextXAlignment = Enum.TextXAlignment.Left, TextColor3 = UIStyle.UIcolors.FullWhite, LineHeight = 1.1, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, PlaceholderText = "...", Text = Parameters.Default, TextSize = UIStyle.TextFont.TxtSize }) table.insert(OpenCloseItems, EntryBox) local HitboxStylingGradient = UIUtilities:Create("UIGradient", { Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, UIStyle.UIcolors.ColorD), ColorSequenceKeypoint.new(0.84, UIStyle.UIcolors.ColorA), ColorSequenceKeypoint.new(1, UIStyle.UIcolors.ColorA) }), Rotation = 90, Parent = HitboxStyling }) EntryBox.Focused:Connect(function() EntryBox.TextColor3 = UIStyle.UIcolors.Accent end) EntryBox.FocusLost:Connect(function() EntryBox.TextColor3 = UIStyle.UIcolors.FullWhite end) EntryBox:GetPropertyChangedSignal("Text"):Connect(function() Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = EntryBox.Text Menu[Parameters.Tab][Parameters.Section][Parameters.Name].Changed:Fire() end) Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = setmetatable({}, { __index = function(self, i) return Proxy[i] end, __newindex = function(self, i, v) if i == "Value" then EntryBox.Text = v end Proxy[i] = v end }) end function UILibrary:CreateScrollingList(Parameters) Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = {} local Proxy = Menu[Parameters.Tab][Parameters.Section][Parameters.Name] local TotalMenu = {} local OffsetThing = 0 local Bounds = UIUtilities:Create("Frame", { BackgroundTransparency = 1, Parent = SubSections[Parameters.Tab][Parameters.Section], Name = Parameters.Name, ZIndex = 26, Size = UDim2.new(1, 0, 0, Parameters.Size), }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 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--💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 if Parameters.Name ~= "" then local NameTag = UIUtilities:Create("TextLabel", { AnchorPoint = Vector2.new(0.5, 0), BackgroundTransparency = 1, Parent = Bounds, Size = UDim2.new(1, -24, 0, 18), Position = UDim2.new(0.5, 0, 0, -4), ZIndex = 26, Font = UIStyle.TextFont.Font, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, Text = Parameters.Name, TextSize = UIStyle.TextFont.TxtSize, TextXAlignment = Enum.TextXAlignment.Left, TextColor3 = UIStyle.UIcolors.FullWhite }) OffsetThing = 18 table.insert(OpenCloseItems, NameTag) end local OtherBounds = UIUtilities:Create("Frame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundTransparency = 1, Parent = Bounds, Name = "Scrollerbound", ZIndex = 26, Size = UDim2.new(1, -16, 1, -1 * (OffsetThing - 2)), Position = UDim2.new(0.5, 0, 0, OffsetThing - 2) }) AutoApplyAccent(OtherBounds, " e", 26) AutoApplyBorder(OtherBounds, " scroll", 26, UIStyle.UIcolors.ColorG, UIStyle.UIcolors.ColorH, true) local ScrollableFrame = UIUtilities:Create("ScrollingFrame", { AnchorPoint = Vector2.new(0.5, 0), BackgroundColor3 = UIStyle.UIcolors.ColorA, BorderSizePixel = 0, Parent = OtherBounds, ZIndex = 26, ScrollBarThickness = 0, CanvasSize = UDim2.new(1, 0, 0, #Parameters.Values * 18), Size = UDim2.new(1, 0, 1, -2), Position = UDim2.new(0.5, 0, 0, 2) }) local Organizer = UIUtilities:Create("UIListLayout", { Padding = UDim.new(0, 0), Parent = ScrollableFrame, HorizontalAlignment = Enum.HorizontalAlignment.Center, SortOrder = Enum.SortOrder.LayoutOrder, }) table.insert(OpenCloseItems, ScrollableFrame) local Selection = UIUtilities:Create("StringValue", { Value = "", Name = "ScrollingListResult", Parent = Bounds }) for k, v in next, (Parameters.Values) do local Hitbox = UIUtilities:Create("TextButton", { AnchorPoint = Vector2.new(0.5, 0), BackgroundTransparency = 1, Name = v, Parent = ScrollableFrame, Size = UDim2.new(1, -16, 0, 18), Position = UDim2.new(0.5, 0, 0, 0), ZIndex = 26, Font = UIStyle.TextFont.Font, TextXAlignment = Enum.TextXAlignment.Left, TextColor3 = UIStyle.UIcolors.FullWhite, LineHeight = 1.1, TextStrokeColor3 = Color3.new(), TextStrokeTransparency = 0.5, Text = v, TextSize = UIStyle.TextFont.TxtSize, TextTruncate = Enum.TextTruncate.AtEnd, }) if k == 1 then Hitbox.TextColor3 = UIStyle.UIcolors.Accent end table.insert(UIAccents, Hitbox) table.insert(OpenCloseItems, Hitbox) table.insert(TotalMenu, Hitbox) Hitbox.MouseButton1Down:Connect(function() Selection.Value = Hitbox.Text for i, v in next, (TotalMenu) do if v.Text == Hitbox.Text then v.TextColor3 = UIStyle.UIcolors.Accent else v.TextColor3 = UIStyle.UIcolors.FullWhite end end end) end Selection.Changed:Connect(function() for i, v in next, (TotalMenu) do if Selection.Value == v.Text then v.TextColor3 = UIStyle.UIcolors.Accent else v.TextColor3 = UIStyle.UIcolors.FullWhite end end Menu[Parameters.Tab][Parameters.Section][Parameters.Name]["Value"] = Selection.Value end) Menu[Parameters.Tab][Parameters.Section][Parameters.Name] = setmetatable({}, { __index = function(self, i) return Proxy[i] end, __newindex = function(self, i, v) if i == "Value" then Selection.Value = v end Proxy[i] = v end }) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 end -- i went with the alan route, alr had this function from before the ui was even in use so im using this instead of utilizing the __newindex shit im doing function UILibrary:OldSaveConfiguration() local Configuration = {} for i, v in next, (Core:GetDescendants()) do if v:IsA("TextButton") then if v:FindFirstChildOfClass("BoolValue") then local SubConfiguration = {} table.insert(SubConfiguration, "NewButton") table.insert(SubConfiguration, v.Parent.Name) for i2, v2 in next, (v:GetChildren()) do if v2:IsA("BoolValue") then table.insert(SubConfiguration, v2.Name) table.insert(SubConfiguration, v2.Value) end if v2.Name == "Bind" then table.insert(SubConfiguration, "Bind") table.insert(SubConfiguration, v2.Text) table.insert(SubConfiguration, v2.BindType.Value) table.insert(SubConfiguration, v2.RealKey.Value) end if v2.Name == "ColorP1" then table.insert(SubConfiguration, v2.Name) table.insert(SubConfiguration, v2.BackgroundColor3.R) table.insert(SubConfiguration, v2.BackgroundColor3.G) table.insert(SubConfiguration, v2.BackgroundColor3.B) table.insert(SubConfiguration, v2.BackgroundTransparency) end if v2.Name == "ColorP2" then table.insert(SubConfiguration, v2.Name) table.insert(SubConfiguration, v2.BackgroundColor3.R) table.insert(SubConfiguration, v2.BackgroundColor3.G) table.insert(SubConfiguration, v2.BackgroundColor3.B) table.insert(SubConfiguration, v2.BackgroundTransparency) end end table.insert(Configuration, SubConfiguration) end if v:FindFirstChildOfClass("TextBox") and v.Parent ~= SubSections["Settings"]["Configurations"] then -- ignore the configs section local SubConfiguration = {} table.insert(SubConfiguration, "NewTextEntry") table.insert(SubConfiguration, v.Parent.Name) table.insert(SubConfiguration, v.Name) for i2, v2 in next, (v:GetChildren()) do if v2:IsA("TextBox") then table.insert(SubConfiguration, v2.Text) end end table.insert(Configuration, SubConfiguration) end elseif v:IsA("Frame") and v.Parent ~= SubSections["Settings"]["Configurations"] then -- ignore the configs section if v:FindFirstChildOfClass("NumberValue") then local SubConfiguration = {} table.insert(SubConfiguration, "NewSlider") table.insert(SubConfiguration, v.Parent.Name) for i2, v2 in next, (v:GetChildren()) do if v2:IsA("NumberValue") then table.insert(SubConfiguration, v2.Name) table.insert(SubConfiguration, v2.Value) end end table.insert(Configuration, SubConfiguration) elseif v:FindFirstChild("Selection") then local SubConfiguration = {} table.insert(SubConfiguration, "NewDropDown") table.insert(SubConfiguration, v.Parent.Name) for i2, v2 in next, (v:GetChildren()) do if v2.Name == "NAMETAG" then table.insert(SubConfiguration, v2.Text) end if v2.Name == "Selection" then table.insert(SubConfiguration, v2.Text) end end table.insert(Configuration, SubConfiguration) elseif v:FindFirstChildOfClass("StringValue") then local SubConfiguration = {} table.insert(SubConfiguration, "NewScrollingList") table.insert(SubConfiguration, v.Name) table.insert(SubConfiguration, v.Parent.Name) table.insert(SubConfiguration, v.ScrollingListResult.Value) table.insert(Configuration, SubConfiguration) end end end Configuration = HttpService:JSONEncode(Configuration) return Configuration end function UILibrary:OldLoadConfiguration(Tbl) local MainTable = HttpService:JSONDecode(Tbl) local UIIndex = Core:GetDescendants() for i, v in next, (UIIndex) do if v:IsA("TextButton") then if v:FindFirstChildOfClass("BoolValue") then for index, SubConfiguration in next, (MainTable) do if SubConfiguration[1] == "NewButton" then if v.Parent.Name == SubConfiguration[2] then if v.Name == SubConfiguration[3] then for ObjectIndex, Object in next, (v:GetChildren()) do if Object:IsA("BoolValue") then Object.Value = SubConfiguration[4] end if Object.Name == "Bind" then Object.Text = SubConfiguration[6] Object:FindFirstChild("BindType").Value = SubConfiguration[7] Object:FindFirstChild("RealKey").Value = SubConfiguration[8] end if Object.Name == "ColorP1" then Object.BackgroundColor3 = Color3.new(SubConfiguration[6], SubConfiguration[7], SubConfiguration[8]) Object.BackgroundTransparency = SubConfiguration[9] end if Object.Name == "ColorP2" then Object.BackgroundColor3 = Color3.new(SubConfiguration[11], SubConfiguration[12], SubConfiguration[13]) Object.BackgroundTransparency = SubConfiguration[14] end end end end end end end if v:FindFirstChildOfClass("TextBox") then for index, SubConfiguration in next, (MainTable) do if SubConfiguration[1] == "NewTextEntry" then if v.Parent.Name == SubConfiguration[2] then if v.Name == SubConfiguration[3] then for ObjectIndex, Object in next, (v:GetChildren()) do if Object:IsA("TextBox") then Object.Text = SubConfiguration[4] end end end end end end end elseif v:IsA("Frame") then if v:FindFirstChildOfClass("NumberValue") then for index, SubConfiguration in next, (MainTable) do if SubConfiguration[1] == "NewSlider" then if v.Parent.Name == SubConfiguration[2] then if v.Name == SubConfiguration[3] then for ObjectIndex, Object in next, (v:GetChildren()) do if Object:IsA("NumberValue") then Object.Value = SubConfiguration[4] end end end end end end elseif v:FindFirstChild("Selection") then for index, SubConfiguration in next, (MainTable) do if SubConfiguration[1] == "NewDropDown" then if v.Parent.Name == SubConfiguration[2] then if v.Name == SubConfiguration[4] then for ObjectIndex, Object in next, (v:GetChildren()) do if Object.Name == "Selection" then Object.Text = SubConfiguration[3] end end end end end end elseif v:FindFirstChildOfClass("StringValue") then for index, SubConfiguration in next, (MainTable) do if SubConfiguration[1] == "NewScrollingList" then if v.Name == SubConfiguration[2] then if v.Parent.Name == SubConfiguration[3] then for ObjectIndex, Object in next, (v:GetChildren()) do if Object.Name == "ScrollingListResult" then Object.Value = SubConfiguration[4] end end end end end end end end end end function UILibrary:SaveConfiguration() local Configuration = {} for tab, section in next, Menu do if SubSections[tab] then Configuration[tab] = {} for panel, elements in next, section do Configuration[tab][panel] = {} if panel ~= "Configurations" then for element, data in next, elements do if data.Save then Configuration[tab][panel][element] = {} for key, value in next, data.Save() do Configuration[tab][panel][element][key] = value end end end end end end end return HttpService:JSONEncode(Configuration) end function UILibrary:LoadConfiguration(Tbl) local MainTable = HttpService:JSONDecode(Tbl) for tab, section in next, MainTable do if Menu[tab] then for panel, elements in next, section do if Menu[tab][panel] then for element, data in next, elements do if Menu[tab][panel][element] then for k, v in next, data do if type(v) == "table" and k ~= "Value" then for k2, v2 in next, v do if type(v2) == "table" and not v2.r then if k2 == "Animation Selection" then Menu[tab][panel][element][k][k2]["Value"] = v2["Value"] elseif k2 == "Animations" then local animdata = v2 for anim, data in next, animdata do for name, values in next, data do if animdata[anim][name]["Value"] then Menu[tab][panel][element][k][k2][anim][name]["Value"] = animdata[anim][name]["Value"] elseif animdata[anim][name]["Color"] then Menu[tab][panel][element][k][k2][anim][name]["Color"] = {r = animdata[anim][name]["Color"].r, g = animdata[anim][name]["Color"].g, b = animdata[anim][name]["Color"].b} if animdata[anim][name]["Transparency"] then Menu[tab][panel][element][k][k2][anim][name]["Transparency"] = animdata[anim][name]["Transparency"] end end end end end else -- minor error Menu[tab][panel][element][k][k2] = v2 end end else Menu[tab][panel][element][k] = v end end end end end end end end end -- UI Open/Close animation local tweentime = 0 local OpenTweens = {} local CloseTweens = {} local OpenObjects = {} local bullshit = {} -- yes i FUCKING had to do this bullshit local tweenstyle = Enum.EasingStyle.Linear local easingdir = Enum.EasingDirection.InOut --integor was here local backgroundTransShit = Instance.new("NumberValue") backgroundTransShit.Value = 0 local imageEnabledShit = Instance.new("BoolValue"); imageEnabledShit.Value = true local textTransShit = Instance.new("NumberValue") textTransShit.Value = 0 local fadedconnections = {} local function UpdateTweens() for i = 1, #fadedconnections do local conn = fadedconnections[i] conn:Disconnect() end table.clear(bullshit) for i = 1, #OpenCloseItems do local val = OpenCloseItems[i] if val:IsA("Frame") or val:IsA("ScrollingFrame") then fadedconnections[1 + #fadedconnections] = backgroundTransShit.Changed:Connect(function() val.BackgroundTransparency = backgroundTransShit.Value end) elseif val:IsA("ImageButton") then if val.Name == "Alpha" then fadedconnections[1 + #fadedconnections] = backgroundTransShit.Changed:Connect(function() val.ImageTransparency = backgroundTransShit.Value end) end if val.Name:match("ColorP") then if val:FindFirstChild("actual") then table.insert(bullshit, val) else fadedconnections[1 + #fadedconnections] = backgroundTransShit.Changed:Connect(function() val.BackgroundTransparency = backgroundTransShit.Value end) end end elseif val:IsA("TextLabel") or val:IsA("TextButton") or val:IsA("TextBox") then fadedconnections[1 + #fadedconnections] = textTransShit.Changed:Connect(function() val.TextTransparency = textTransShit.Value val.TextStrokeTransparency = textTransShit.Value end) end end end UILibrary.updateFade = UpdateTweens function OpenUI() fading = true easingdir = Enum.EasingDirection.Out MainContainer.Visible = true TweenService:Create(backgroundTransShit, TweenInfo.new(tweentime, tweenstyle, easingdir), {Value = 0}):Play() TweenService:Create(textTransShit, TweenInfo.new(tweentime, tweenstyle, easingdir), {Value = 0}):Play() for i, v in next, (bullshit) do TweenService:Create(v, TweenInfo.new(tweentime, tweenstyle, easingdir), {BackgroundTransparency = v.actual.Value}):Play() end realWait(tweentime) imageEnabledShit.Value = true task.wait() Menu.closed = false fading = false end function CloseUI() fading = true easingdir = Enum.EasingDirection.In imageEnabledShit.Value = false TweenService:Create(backgroundTransShit, TweenInfo.new(tweentime, tweenstyle, easingdir), {Value = 1}):Play() TweenService:Create(textTransShit, TweenInfo.new(tweentime, tweenstyle, easingdir), {Value = 1}):Play() for i, v in next, (bullshit) do TweenService:Create(v, TweenInfo.new(tweentime, tweenstyle, easingdir), {BackgroundTransparency = 1}):Play() end realWait(tweentime) MainContainer.Visible = false task.wait() Menu.closed = true fading = false end CloseUI() realWait(0.2) tweentime = 0.25 RunService.Heartbeat:Connect(function() if MainContainer.Visible == true then UserInputService.MouseBehavior = Enum.MouseBehavior.Default else UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end end) --cursor -- Create the triangle cursor local CursorTriangle = Drawing.new("Triangle") CursorTriangle.Filled = true CursorTriangle.Color = UIStyle.UIcolors.Accent CursorTriangle.Thickness = 1 CursorTriangle.Visible = MainContainer.Visible local radius = 10 function UpdateCursor() if MainContainer.Visible then local mouse = UserInputService:GetMouseLocation() local x, y = mouse.X, mouse.Y local p1 = Vector2.new(x, y - radius) local p2 = Vector2.new(x - radius * 0.866, y + radius / 2) local p3 = Vector2.new(x + radius * 0.866, y + radius / 2) CursorTriangle.PointA = p1 CursorTriangle.PointB = p2 CursorTriangle.PointC = p3 CursorTriangle.Visible = true else CursorTriangle.Visible = false end end function UILibrary:Initialize() MainContainer:GetPropertyChangedSignal("Visible"):Connect(UpdateCursor) UserInputService.InputChanged:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseMovement then UpdateCursor() end end) local gui = MainContainer local dragging local dragInput local dragStart local startPos local function update(input) local delta = input.Position - dragStart gui.Position = UDim2.new(startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y) end gui.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then dragging = true dragStart = input.Position startPos = gui.Position input.Changed:Connect(function() if input.UserInputState == Enum.UserInputState.End then dragging = false end end) end end) gui.InputChanged:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then dragInput = input end end) UserInputService.InputChanged:Connect(function(input) if input == dragInput and dragging then update(input) end end) UpdateTweens() -- retarded task.wait() OpenUI() UserInputService.InputBegan:Connect(function(Input, gameProcessedEvent) if Input.UserInputType == Enum.UserInputType.Keyboard then if Input.KeyCode == Enum.KeyCode.Insert or Input.KeyCode == Enum.KeyCode.Delete or Input.KeyCode == Enum.KeyCode.Backquote then if MainContainer.BackgroundTransparency == 0 and MainContainer.Visible == true then CloseUI() else if MainContainer.BackgroundTransparency ~= 0 and MainContainer.Visible ~= true then OpenUI() end end end end end) end end Library = {["UI"] = UILibrary, ["Menu"] = Menu, ["Accents"] = UIAccents, ["Subsections"] = SubSections, ["KeyBindList"] = KeyBindList, ["Signal"] = Signal, ["Utilities"] = UIUtilities} end env.Hack = Library local spring = loadstring(game:HttpGet("https://raw.githubusercontent.com/Quenty/NevermoreEngine/5a429e871d54646ba54011c18321e77afa76d657/Modules/Shared/Physics/Spring.lua"))() local Menu = Library.Menu local UILibrary = Library.UI local particleImages = {["Star"] = "rbxassetid://5946093983", ["Lightning"] = "rbxassetid://882168791", ["Flash"] = "rbxassetid://6673021984", ["Ring"] = "rbxassetid://6900421398"} local particleImagesDropDown = {} for i, v in next, particleImages do particleImagesDropDown[1 + #particleImagesDropDown] = i end local forcefieldAnimations = {["Off"] = "rbxassetid://0",["Web"] = "rbxassetid://301464986",["Scan"] = "rbxassetid://5843010904",["Swirl"] = "rbxassetid://8133639623",["Checkerboard"] = "rbxassetid://5790215150",["Christmas"] = "rbxassetid://6853532738",["Player"] = "rbxassetid://4494641460",["Shield"] = "rbxassetid://361073795",["Dots"] = "rbxassetid://5830615971",["Bubbles"] = "rbxassetid://1461576423",["Matrix"] = "rbxassetid://10713189068",["Groove"] = "rbxassetid://10785404176",["Cloud"] = "rbxassetid://5176277457",["Sky"] = "rbxassetid://1494603972",["Smudge"] = "rbxassetid://6096634060",["Scrapes"] = "rbxassetid://6248583558",["Galaxy"] = "rbxassetid://1120738433",["Stars"] = "rbxassetid://598201818",["Rainbow"] = "rbxassetid://10037165803", ["Triangular"]="rbxassetid://4504368932", ["Wall"] = "rbxassetid://4271279"} local forcefieldAnimationsDropDown = {} for i, v in next, forcefieldAnimations do forcefieldAnimationsDropDown[1 + #forcefieldAnimationsDropDown] = i end local Themes = { default = { FullWhite = Color3.fromRGB(255, 255, 255), ColorA = Color3.fromRGB(36, 36, 36), ColorB = Color3.fromRGB(0, 0, 0), ColorC = Color3.fromRGB(20, 20, 20), ColorD = Color3.fromRGB(50, 50, 50), ColorE = Color3.fromRGB(30, 30, 30), ColorF = Color3.fromRGB(20, 20, 20), ColorG = Color3.fromRGB(10, 10, 10), ColorH = Color3.fromRGB(32, 32, 32), ColorI = Color3.fromRGB(40, 40, 40), Accent = Color3.fromRGB(127, 72, 163) }, kfcsenze = { -- i was kinda bored lol FullWhite = Color3.fromRGB(220, 220, 220), ColorA = Color3.fromRGB(4, 1, 11), ColorB = Color3.fromRGB(28, 28, 28), ColorC = Color3.fromRGB(15, 15, 15), ColorD = Color3.fromRGB(32, 32, 32), ColorE = Color3.fromRGB(10, 10, 10), ColorF = Color3.fromRGB(20, 20, 20), ColorG = Color3.fromRGB(8, 2, 22), ColorH = Color3.fromRGB(16, 4, 44), ColorI = Color3.fromRGB(28, 28, 28), Accent = Color3.fromRGB(163, 254, 226) }, } local MenuParameters = { Tabs = { "Legit", "Rage", "ESP", "Visuals", "Misc", "Settings" }, CheatName = "💩💩💩PoPoHaxx💩💩💩", UserType = env.login and env.login.username or "💩💩💩💩💩💩💩💩💩", UIcolors = Themes.default, TextFont = { CheatTextSize = 14, TabTextSize = 14, TxtSize = 14, Font = Enum.Font.RobotoMono }, HeaderFont = { WatermarkTxtSize = 14.3, Font = Enum.Font.Arial }, } UILibrary:Start(MenuParameters) local function getconfigs() local cfgs = {} for i, v in next, (listfiles("bloxsense/bloxsense_configs")) do cfgs[1 + #cfgs] = string.sub(v, 29, 256):sub(0, -5) -- remove the "bloxsense/bloxsense_configs" and the ".cfg" end return cfgs end -- ANCHOR pasted menu setup do -- Legit UILibrary:CreateSubSection("Legit", "AimAssist", {"Aim Assist"}, false, 1, 0) UILibrary:CreateSubSection("Legit", "Triggerbot", {"Trigger Bot"}, true, 0.5, 0) UILibrary:CreateSubSection("Legit", "SilentAim", {"Bullet Redirection"}, true, 0.5, -8) -- Rage UILibrary:CreateSubSection("Rage", "Aimbot", {"Aimbot", "Settings", "Tracking"}, false, 0.5, 0) UILibrary:CreateSubSection("Rage", "ExtraMisc", {"Sniper", "Auto", "Other"}, false, 0.5, -8) UILibrary:CreateSubSection("Rage", "HvH", {"HvH", "Anti Aim", "Fake Lag", "Hitpart"}, true, 1, 0) -- ESP UILibrary:CreateSubSection("ESP", "Enemy ESP", {"Enemy ESP", "Team ESP"}, false, 1, 0) UILibrary:CreateSubSection("ESP", "DroppedESP", {"ESP Settings"}, true, 0.6, 0) UILibrary:CreateSubSection("ESP", "DroppedESP", {"Dropped ESP"}, true, 0.4, -8) -- Visuals UILibrary:CreateSubSection("Visuals", "ESP", {"Local"}, false, 1, 0) UILibrary:CreateSubSection("Visuals", "CamViewModel", {"Camera", "Viewmodel", "Crosshair", "Particle", "Fumo", "Player"}, true, 0.44, 0) UILibrary:CreateSubSection("Visuals", "RandomESP", {"World", "Bloom", "Atmosphere"}, true, 0.27, -8) UILibrary:CreateSubSection("Visuals", "RandomESP2", {"Misc", "Extra", "Bullets", "Hits", "FOV"}, true, 0.29, -8) -- Misc UILibrary:CreateSubSection("Misc", "MovementTweaks", {"Movement", "Tweaks"}, false, 0.5) UILibrary:CreateSubSection("Misc", "WeaponModifiers", {"Weapon Modifications"}, false, 0.5, -8) UILibrary:CreateSubSection("Misc", "ExtraMisc", {"Extra", "Exploits"}, true, 1, 0) -- Settings UILibrary:CreateSubSection("Settings", "CheatSettings", {"Menu Settings"}, false, 0.32, 0) UILibrary:CreateSubSection("Settings", "CheatSettings", {"Extra"}, false, 0.21, -8) UILibrary:CreateSubSection("Settings", "Configurations", {"Configurations"}, false, 0.47, -8) UILibrary:CreateSubSection("Settings", "Scripts", {"Scripts"}, true, 1, 0) UILibrary:CreateButton({Name = "Enabled", Tab = "Legit", Section = "Aim Assist", Tooltip = "Master switch for assisting your aim"}) UILibrary:CreateSlider({Name = "Aimbot FOV", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 180, Suffix = "°", Tooltip = "Controls how close from the center of your screen an enemy must be before the aim assist considers aiming at them"}) UILibrary:CreateSlider({Name = "Speed", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%", Tooltip = "Controls how fast the aim assist will move your mouse to the target"}) UILibrary:CreateDropdown({Name = "Speed Type", Tab = "Legit", Section = "Aim Assist", Values = {"Linear", "Exponential"}, Tooltip = "Controls how the speed changes with remaining aiming distance"}) UILibrary:CreateSlider({Name = "Randomization", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 25, MinimumText = "Off", Tooltip = "Randomises where the aim assist will aim at"}) UILibrary:CreateSlider({Name = "Deadzone FOV", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 50, Suffix = "°", MinimumText = "Off", Tooltip = "Controls how close from the center of your screen an enemy must be before the aim assist stops aiming at them"}) UILibrary:CreateSlider({Name = "Target Switch Delay", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 2000, Suffix = "ms", Tooltip = "Controls how fast the aim assist will consider a new target after it has stopped aiming at the previous target"}) UILibrary:CreateSlider({Name = "Maximum Lock-On Time", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 8000, Suffix = "ms", MaximumText = "Inf", Tooltip = "Controls how long the aim assist will aim at a target before re-considering what to aim at"}) UILibrary:CreateSlider({Name = "Accuracy", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%", Tooltip = "Controls how often the Hitscan Priority will be considered first"}) UILibrary:CreateDropdown({Name = "Aimbot Key", Tab = "Legit", Section = "Aim Assist", Values = {"Mouse 1", "Mouse 2", "Always"}, Tooltip = "Controls when the aim assist will aim at a target, note it is always searching for a target"}) UILibrary:CreateDropdown({Name = "Hitscan Priority", Tab = "Legit", Section = "Aim Assist", Values = {"Head", "Body", "Closest"}, Tooltip = "Controls what the aim assist will consider first on an enemy"}) UILibrary:CreateDropdown({Name = "Hitscan Points", Tab = "Legit", Section = "Aim Assist", Values = {"Head", "Body", "Arms", "Legs"}, MultiChoice = true, Tooltip = "Controls what the aim assist will consider on an enemy at all"}) UILibrary:CreateSlider({Name = "Recoil Compesation Pitch", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 120, Suffix = "%", Tooltip = "Controls how hard the aim assist tries to compensate for recoil vertically"}) UILibrary:CreateSlider({Name = "Recoil Compesation Yaw", Tab = "Legit", Section = "Aim Assist", MinimumNumber = 0, MaximumNumber = 120, Suffix = "%", Tooltip = "Controls how hard the aim assist tries to compensate for recoil horizontally"}) UILibrary:CreateButton({Name = "Aim Through Flash", Tab = "Legit", Section = "Aim Assist", Tooltip = "Controls if the aim assist will continue aiming whilst flashed"}) UILibrary:CreateButton({Name = "Aim Through Smoke", Tab = "Legit", Section = "Aim Assist", Tooltip = "Controls if the aim assist will consider enemies obstructed by smoke"}) UILibrary:CreateButton({Name = "Aim At Backtrack", Tab = "Legit", Section = "Aim Assist", Tooltip = "Controls if the aim assist will consider aiming at backtracked parts"}) UILibrary:CreateButton({Name = "Require Mouse Movement", Tab = "Legit", Section = "Aim Assist", "Controls whether or not the aim assist requires mouse movement to aim"}) UILibrary:CreateButton({Name = "Enabled", Tab = "Legit", Section = "Trigger Bot", KeyBind = "None", Tooltip = "Master switch for automatically clicking when an enemy intersects your crosshair"}) UILibrary:CreateSlider({Name = "Reaction Time", Tab = "Legit", Section = "Trigger Bot", MinimumText = "Instant", Suffix = "ms", MinimumNumber = 0, MaximumNumber = 500, Tooltip = "Controls how long a hitbox must be tracked for before being automatically clicked on"}) UILibrary:CreateDropdown({Name = "Trigger Bot Hitboxes", Tab = "Legit", Section = "Trigger Bot", Values = {"Head", "Body", "Arms", "Legs"}, MultiChoice = true, Tooltip = "Controls what hitboxes the trigger bot will consider clicking on at all"}) UILibrary:CreateButton({Name = "Auto Wall", Tab = "Legit", Section = "Trigger Bot", Tooltip = "Controls if the trigger bot automatically clicks through walls if the enemy can be wallbanged"}) UILibrary:CreateSlider({Name = "Auto Wall Minimum Damage", Tab = "Legit", Section = "Trigger Bot", Suffix = "hp", MinimumNumber = 0, MaximumNumber = 105, Tooltip = "Controls how much damage must be done through a wallbang to automatically click"}) UILibrary:CreateButton({Name = "Magnet Triggerbot", Tab = "Legit", Section = "Trigger Bot", Tooltip = "Master switch for aim assisting with custom fov and speed on activation"}) UILibrary:CreateSlider({Name = "Magnet FOV", Tab = "Legit", Section = "Trigger Bot", MinimumNumber = 0, MaximumNumber = 90, Suffix = "°", Tooltip = "Controls the custom fov to be used for the aim assist on activation of the magnet triggerbot"}) UILibrary:CreateSlider({Name = "Magnet Speed", Tab = "Legit", Section = "Trigger Bot", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%", Tooltip = "Controls the custom speed to be used for the aim assist on activation of the magnet triggerbot"}) UILibrary:CreateDropdown({Name = "Magnet Priority", Tab = "Legit", Section = "Trigger Bot", Values = {"Head", "Body"}, MultiChoice = false, Tooltip = "Controls the custom Hitscan priority to be used for the aim assist on activation of the magnet triggerbot. Note this will override accuracy to 100% on activation"}) UILibrary:CreateButton({Name = "Silent Aim", Tab = "Legit", Section = "Bullet Redirection", Tooltip = "Master switch for redirecting bullets at a target"}) UILibrary:CreateSlider({Name = "Silent Aim FOV", Tab = "Legit", Section = "Bullet Redirection", MinimumNumber = 0, MaximumNumber = 180, Suffix = "°", Tooltip = "Controls how close from the center of your screen an enemy must be before the silent aim considers aiming at them"}) UILibrary:CreateSlider({Name = "Hit Chance", Tab = "Legit", Section = "Bullet Redirection", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%", Tooltip = "Controls the chance of a bullet being redirected at a target at all"}) UILibrary:CreateSlider({Name = "Accuracy", Tab = "Legit", Section = "Bullet Redirection", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%", Tooltip = "Controls how often the Hitscan Priority is considered first"}) UILibrary:CreateDropdown({Name = "Hitscan Priority", Tab = "Legit", Section = "Bullet Redirection", Values = {"Head", "Body", "Closest"}, Tooltip = "Controls what the silent aim will consider first on an enemy"}) UILibrary:CreateDropdown({Name = "Hitscan Points", Tab = "Legit", Section = "Bullet Redirection", Values = {"Head", "Body", "Arms", "Legs"}, MultiChoice = true, Tooltip = "Controls what the silent aim will consider on an enemy at all"}) UILibrary:CreateButton({Name = "Aim Through Flash", Tab = "Legit", Section = "Bullet Redirection", Tooltip = "Controls if the silent aim will continue aiming whilst flashed"}) UILibrary:CreateButton({Name = "Aim Through Smoke", Tab = "Legit", Section = "Bullet Redirection", Tooltip = "Controls if the silent aim will consider enemies obstructed by smoke"}) UILibrary:CreateButton({Name = "Auto Wall", Tab = "Legit", Section = "Bullet Redirection", Tooltip = "Controls if enemies behind walls will be considered if they may be wallbanged"}) --UILibrary:CreateButton({Name = "Aim At Backtrack", Tab = "Legit", Section = "Bullet Redirection"}) UILibrary:CreateButton({Name = "Enabled", Tab = "Rage", Section = "Aimbot", KeyBind = "None", Tooltip = "Master switch for aimbot"}) UILibrary:CreateButton({Name = "Silent Aim", Tab = "Rage", Section = "Aimbot", Tooltip = "Controls if the aimbot is locally visible"}) UILibrary:CreateButton({Name = "Rotate Viewmodel", Tab = "Rage", Section = "Aimbot", Tooltip = "Controls if your viewmodel will point to where the aimbot is shooting"}) UILibrary:CreateSlider({Name = "Aimbot FOV", Tab = "Rage", Section = "Aimbot", Suffix = "°", MinimumNumber = 0, MaximumNumber = 180, DefaultValue = 180, MaximumText = "Ignored", Tooltip = "Controls how close from the center of your screen an enemy must be before the aimbot considers aiming at them"}) UILibrary:CreateButton({Name = "Auto Wall", Tab = "Rage", Section = "Aimbot", Tooltip = "Controls if the aimbot considers people through walls that may be wallbanged"}) UILibrary:CreateButton({Name = "Auto Shoot", Tab = "Rage", Section = "Aimbot", Tooltip = "Controls if the aimbot shoots automatically once a target is found"}) UILibrary:CreateButton({Name = "Demonstrate Shooting Animation", Tab = "Rage", Section = "Settings", Tooltip = "Yeah, yeah,yea"}) UILibrary:CreateButton({Name = "Bypass Rate Limit", Tab = "Rage", Section = "Settings", Tooltip = "Yeah, yeah,yea"}) UILibrary:CreateSlider({Name = "Hit Per Second", Tab = "Rage", Section = "Settings", MinimumNumber = 1, MaximumNumber = 10, Suffix = " HPS", Tooltip = "yeh yeh yeh"}) UILibrary:CreateButton({Name = "Custom Gun Icon", Tab = "Rage", Section = "Settings", Tooltip = "Logs Who You Shot At (ragebot only)"}) UILibrary:CreateDropdown({Name = "Gun You Want To Change", Tab = "Rage", Section = "Settings", Values = {"Glock", "USP", "CZ", "DesertEagle", "R8", "AK47", "SG" ,"MP9", "P90", "Bizon", "Famas", "Galil", "AUG", "AWP", "Scout", "G3SG1", "CT Knife" ,"T Knife", "Banana", "Bayonet", "Butterfly Knife", "Cleaver", "Crowbar", "Falchion Knife", "Flip Knife", "Gut Knife", "Huntsman Knife", "Karambit", "Sickle", "Multimeter"}}) UILibrary:CreateButton({Name = "Hit Logs", Tab = "Rage", Section = "Settings", Tooltip = "Logs Who You Shot At (ragebot only)"}) UILibrary:CreateSlider({Name = "Hit Logs Delay", Tab = "Rage", Section = "Settings", MinimumNumber = 0, MaximumNumber = 10, Suffix = " .sec", Tooltip = "yeh yeh yeh"}) UILibrary:CreateDropdown({Name = "Double Tap", Tab = "Rage", Section = "Aimbot", Values = {"Off", "Fast", "Faster", "Fastest"}, Tooltip = "Controls if the aimbot may shoot two bullets in quick succession"}) UILibrary:CreateButton({Name = "Knife Bot", Tab = "Rage", Section = "Aimbot", KeyBind = "None", Tooltip = "Controls if the aimbot will aim with the knife"}) UILibrary:CreateSlider({Name = "Knife Bot Range", Tab = "Rage", Section = "Aimbot", MinimumNumber = 1, MaximumNumber = 256, Suffix = " st.", Tooltip = "Controls how close an enemy must be to you before being considered for being knifed"}) UILibrary:CreateDropdown({Name = "Knife Bot Type", Tab = "Rage", Section = "Aimbot", Values = {"Single Aura", "Multi Aura"}, Tooltip = "Controls the type of knife bot. Multi Aura rapidly stabs all targets at the same time within the radius regardless of obstruction."}) UILibrary:CreateSlider({Name = "Maximum Hitscanning Points", Tab = "Rage", Section = "HvH", Suffix = "", MinimumNumber = 8, MaximumNumber = 64, Tooltip = "Controls the maximum number of scans per frame the aimbot is allowed to do. Turn this down for better performance."}) UILibrary:CreateButton({Name = "Autowall Hitscan", Tab = "Rage", Section = "HvH", Tooltip = "Controls if the aimbot scans around your player for multiple places to shoot from other than your player. Not recommended for typical hack versus hack."}) UILibrary:CreateDropdown({Name = "Hitscan Points", Tab = "Rage", Section = "HvH", Values = {"Up", "Down", "Left", "Right", "Forward", "Backward", "Towards"}, MultiChoice = true, Tooltip = "Controls the directions that Autowall Hitscan will attempt to shoot from."}) UILibrary:CreateButton({Name = "Resolve Positions", Tab = "Rage", Section = "HvH", Tooltip = "Controls if the aimbot makes an attempt to resolve certain desync exploits. Disable if you are having issues with shooting nowhere near the enemy."}) UILibrary:CreateButton({Name = "Wait For Round Start", Tab = "Rage", Section = "HvH", Tooltip = "Controls if the aimbot waits for round start before finding targets."}) UILibrary:CreateButton({Name = "Auto Peek", Tab = "Rage", Section = "HvH", KeyBind = "None", Tooltip = "Hitscans from in front of your camera and teleports you to it if a target is found from it."}) UILibrary:CreateButton({Name = "Force Headshots", Tab = "Rage", Section = "HvH", Tooltip = "Controls if the aimbot will make every shot it fires a headshot regardless of the hitbox it really hit."}) UILibrary:CreateButton({Name = "Prediction", Tab = "Rage", Section = "HvH", Tooltip = "Controls if the aimbot shoots ahead of the enemy in the direction of their movement to increase the chance of the shot hitting."}) UILibrary:CreateDropdown({Name = "Prediction Type", Tab = "Rage", Section = "HvH", Values = {"Lag Compensation", "Exploit"}, Tooltip = "Controls the type of prediction the aimbot will use. Exploit hits every time and is highly recommended for hack versus hack."}) UILibrary:CreateSlider({Name = "Multiplier", Tab = "Rage", Section = "HvH", Suffix = "ms", MinimumNumber = 0, MaximumNumber = 2000, MinimumText = "Automatic", Tooltip = "Manually overrides how far ahead the prediction is"}) UILibrary:CreateButton({Name = "Back Tracking", Tab = "Rage", Section = "Tracking", Tooltip = "Standalone. Saves previous enemy positions and allows you to hit them."}) UILibrary:CreateSlider({Name = "Back Tracking Time", Tab = "Rage", Section = "Tracking", Suffix = "ms", MinimumNumber = 0, MaximumNumber = 4000, Tooltip = "Controls how far back in time the enemy positions are saved."}) UILibrary:CreateDropdown({Name = "Back Tracking Points", Tab = "Rage", Section = "Tracking", Values = {"Head", "Chest", "Pelvis", "Arms", "Legs", "Feet"}, MultiChoice = true, "Controls which backtrack hitboxes the aimbot will consider. Note that these hitboxes must also be selected in the weapon config."}) UILibrary:CreateButton({Name = "Extrapolation", Tab = "Rage", Section = "Tracking", Tooltip = "Controls if the aimbot extrapolates where the enemy is on their own screen and allows you to predict a shot such that the enemy runs into it. Useful for preventing people from peeking you successfully."}) UILibrary:CreateButton({Name = "Ignore walls", Tab = "Rage", Section = "Tracking"}) UILibrary:CreateSlider({Name = "Steps to Scan", Tab = "Rage", Section = "Tracking", Suffix = " ticks", MinimumNumber = 0, MaximumNumber = 100}) UILibrary:CreateSlider({Name = "Extrapolation Tuning", Tab = "Rage", Section = "Tracking", Suffix = "ms", MinimumNumber = 0, MaximumNumber = 4000, Tooltip = "Controls how much extra time ahead an enemy is extrapolated."}) UILibrary:CreateDropdown({Name = "Extrapolation Points", Tab = "Rage", Section = "Tracking", Values = {"Head", "Chest", "Pelvis", "Arms", "Legs", "Feet"}, MultiChoice = true, Tooltip = "Controls which extrapolated hitboxes the aimbot will consider. Note that these hitboxes must also be selected in the weapon config."}) UILibrary:CreateButton({Name = "Multi Point", Tab = "Rage", Section = "HvH", Tooltip = "Controls if the aimbot considers spots on the hitbox outside of the direct center."}) UILibrary:CreateSlider({Name = "Multi Point Scale", Tab = "Rage", Section = "HvH", MinimumNumber = 1, MaximumNumber = 8000, Suffix = "%", Tooltip = "Controls up to how far from the direct center of the hitbox the aimbot is allowed to consider shooting at."}) UILibrary:CreateDropdown({Name = "Multi Point Points", Tab = "Rage", Section = "HvH", Values = {"Head", "Chest", "Pelvis", "Arms", "Legs", "Feet"}, MultiChoice = true, Tooltip = "Controls which multipoint hitboxes the aimbot will consider. Note that these hitboxes must also be selected in the weapon config."}) UILibrary:CreateButton({Name = "Movement Track", Tab = "Rage", Section = "Tracking"}) UILibrary:CreateSlider({Name = "How Far", Tab = "Rage", Section = "Tracking", MinimumNumber = 1, MaximumNumber = 100, Suffix = "disc"}) UILibrary:CreateButton({Name = "Loop Kill", Tab = "Rage", Section = "Hitpart", Tooltip = "loop keel"}) UILibrary:CreateDropdown({Name = "Player in Focus", Tab = "Rage", Section = "Hitpart", Values = {}}) UILibrary:CreateButton({Name = "Wait For Round Start", Tab = "Rage", Section = "Hitpart", Tooltip = "Controls if the aimbot waits for round start before finding targets."}) local function getPlayerNames() local tbl = {} for _, player in next, game.Players:GetPlayers() do if player ~= game.Players.LocalPlayer then table.insert(tbl, player.Name) end end return tbl end -- Function to update the dropdown values local function updateDropdown() local playerNames = getPlayerNames() if #playerNames == 0 then Menu["Rage"]["Hitpart"]["Player in Focus"].UpdateValues({"No Players To Focus"}) Menu["Rage"]["Hitpart"]["Player in Focus"]["Value"] = "No Players To Focus" else Menu["Rage"]["Hitpart"]["Player in Focus"].UpdateValues(playerNames) -- Retain the old value if it exists in the updated list local oldValue = Menu["Rage"]["Hitpart"]["Player in Focus"]["Value"] if table.find(playerNames, oldValue) then Menu["Rage"]["Hitpart"]["Player in Focus"]["Value"] = oldValue else Menu["Rage"]["Hitpart"]["Player in Focus"]["Value"] = playerNames[1] -- Set to first player if old value is not found end end end -- Initial dropdown update updateDropdown() -- When a player is added or removed, update the dropdown values game.Players.PlayerAdded:Connect(function() task.wait() -- Slight delay to ensure everything is ready updateDropdown() end) game.Players.PlayerRemoving:Connect(function() task.wait() -- Slight delay to ensure everything is ready updateDropdown() end) for i, v in next, ({"Auto Sniper", "AWP", "Scout", "Rifle", "SMG", "LMG", "Shotgun", "Heavy Pistol", "Light Pistol"}) do local Section = "Other" if i <= 3 then Section = "Sniper" elseif i <= 6 then Section = "Auto" end UILibrary:CreateDropdown({Name = v .. " Hitboxes", Tab = "Rage", Section = Section, Values = {"Head", "Chest", "Pelvis", "Arms", "Legs", "Feet"}, MultiChoice = true, Tooltip = "The hitboxes that will be targeted when this weapon is equipped"}) UILibrary:CreateSlider({Name = v .. " Minimum Damage", Tab = "Rage", Section = Section, MinimumNumber = 0, MaximumNumber = 115, Suffix = "hp", Tooltip = "The minimum damage that a shot must do before the aimbot considers aiming at them when this weapon is equipped"}) end UILibrary:CreateDropdown({Name = "Pitch", Tab = "Rage", Section = "Anti Aim", Values = {"Off", "Default", "Up", "Zero", "Down", "Upside Down", "Roll Forward", "Roll Backward", "Random", "Bob", "Glitch"}, Tooltip = "Overrides your server pitch view angle."}) UILibrary:CreateDropdown({Name = "Yaw Base", Tab = "Rage", Section = "Anti Aim", Values = {"Local view", "At targets"}, Tooltip = "Controls where the Yaw will be in relation to."}) UILibrary:CreateDropdown({Name = "Yaw", Tab = "Rage", Section = "Anti Aim", Values = {"Off", "Forward", "Backward", "Spin", "Glitch Spin", "Stutter Spin"}, Tooltip = "Overrides your server yaw view angle."}) UILibrary:CreateDropdown({Name = "Yaw Jitter", Tab = "Rage", Section = "Anti Aim", Values = {"Off", "Random", "Offset", "Center"}, Tooltip = "Adds a jitter angle to the yaw."}) UILibrary:CreateDropdown({Name = "Freestanding", Tab = "Rage", Section = "Anti Aim", Values = {"Off", "Default"}, Tooltip = "Hides your head behind cover where possible, requires Yaw."}) --UILibrary:CreateDropdown({Name = "Fake angle", Tab = "Rage", Section = "Anti Aim", Values = {"Off", "Default", "Random", "Opposite", "Spin", "Jitter"}}) UILibrary:CreateSlider({Name = "Yaw angle", Tab = "Rage", Section = "Anti Aim", Suffix = "°", MinimumNumber = -180, MaximumNumber = 180, Tooltip = "Fine tunes yaw angle."}) UILibrary:CreateSlider({Name = "Yaw Jitter angle", Tab = "Rage", Section = "Anti Aim", Suffix = "°", MinimumNumber = -180, MaximumNumber = 180, Tooltip = "Fine tunes yaw jitter angle."}) UILibrary:CreateButton({Name = "Hide in Floor", Tab = "Rage", Section = "Anti Aim", Tooltip = "Lowers your body to be inside the floor."}) UILibrary:CreateButton({Name = "Pitch Extension", Tab = "Rage", Section = "Anti Aim", Tooltip = "Amplifies pitch angle."}) UILibrary:CreateButton({Name = "Slide Walk", Tab = "Rage", Section = "Anti Aim", Tooltip = "Overrides walking animations with empty ones."}) UILibrary:CreateButton({Name = "Prevent Replication", Tab = "Rage", Section = "Fake Lag", KeyBind = "None", Tooltip = "Freezes all your server movement, making you appear stuck in place."}) UILibrary:CreateButton({Name = "Enabled", Tab = "Rage", Section = "Fake Lag", Tooltip = "Master switch for fake lag."}) UILibrary:CreateSlider({Name = "Replication Delay", Tab = "Rage", Section = "Fake Lag", MinimumNumber = 0, MaximumNumber = 2048, Suffix = "ms", Tooltip = "Delays your server movment"}) UILibrary:CreateButton({Name = "Custom Triggers", Tab = "Rage", Section = "Fake Lag", Tooltip = "Controls if the fake lag is only working while certain conditions are met."}) UILibrary:CreateDropdown({Name = "Amount", Tab = "Rage", Section = "Fake Lag", Values = {"On Moving", "On Peek"}, MultiChoice = true, Tooltip = "Optional conditions for activating fake lag."}) UILibrary:CreateSlider({Name = "Limit", Tab = "Rage", Section = "Fake Lag", MinimumNumber = 0, MaximumNumber = 256, Tooltip = "Controls how long your server movement is frozen until it is refreshed. Each 64 ticks adds one second."}) UILibrary:CreateButton({Name = "Enabled", Tab = "ESP", Section = "Team ESP"}) UILibrary:CreateButton({Name = "Name", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Box", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(0, 1, 0)}}) UILibrary:CreateButton({Name = "Filled Box", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(0, 1, 0)}, Transparency = {220/255}}) UILibrary:CreateButton({Name = "Health Bar", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(0.4, 1, 0.4), Color3.new(1, 0.4, 0.4)}}) UILibrary:CreateButton({Name = "Gradient Health Bar", Tab = "ESP", Section = "Team ESP"}) UILibrary:CreateButton({Name = "Health Number", Tab = "ESP", Section = "Team ESP"}) --Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Held Weapon", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Held Weapon Icon", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Distance", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Armor", Tab = "ESP", Section = "Team ESP", Colors = {Color3.fromRGB(94, 150, 255)}}) UILibrary:CreateButton({Name = "Money", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(0, 1, 0)}}) UILibrary:CreateButton({Name = "Bomb", Tab = "ESP", Section = "Team ESP", Colors = {Color3.fromRGB(186, 252, 3)}}) UILibrary:CreateButton({Name = "Hostage", Tab = "ESP", Section = "Team ESP", Colors = {Color3.fromRGB(232, 151, 70)}}) UILibrary:CreateButton({Name = "Chams", Tab = "ESP", Section = "Team ESP", Colors = {Color3.fromRGB(0, 100, 0), Color3.fromRGB(0, 255, 0)}, Transparency = {155/255, 0/255}}) UILibrary:CreateButton({Name = "Skeleton", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Snap Lines", Tab = "ESP", Section = "Team ESP", Colors = {Color3.new(1, 1, 1)}, Transparency = {0/255}}) UILibrary:CreateButton({Name = "Enabled", Tab = "ESP", Section = "Enemy ESP"}) UILibrary:CreateButton({Name = "Name", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Box", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 0, 0)}}) UILibrary:CreateButton({Name = "Filled Box", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 0, 0)}, Transparency = {220/255}}) UILibrary:CreateButton({Name = "Health Bar", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(0.4, 1, 0.4), Color3.new(1, 0.4, 0.4)}}) UILibrary:CreateButton({Name = "Gradient Health Bar", Tab = "ESP", Section = "Enemy ESP"}) UILibrary:CreateButton({Name = "Health Number", Tab = "ESP", Section = "Enemy ESP"}) UILibrary:CreateButton({Name = "Held Weapon", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Held Weapon Icon", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Distance", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Armor", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.fromRGB(94, 150, 255)}}) UILibrary:CreateButton({Name = "Money", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(0, 1, 0)}}) UILibrary:CreateButton({Name = "Bomb", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.fromRGB(186, 252, 3)}}) UILibrary:CreateButton({Name = "Hostage", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.fromRGB(232, 151, 70)}}) UILibrary:CreateButton({Name = "Chams", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.fromRGB(100, 0, 0), Color3.fromRGB(255, 0, 0)}, Transparency = {155/255, 0/255}}) UILibrary:CreateButton({Name = "Skeleton", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Snap Lines", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 1, 1)}, Transparency = {0/255}}) UILibrary:CreateButton({Name = "Fake", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 0, 0)}}) --UILibrary:CreateButton({Name = "Lag Compensation", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 0, 0)}}) if not (executor == "ScriptWare" and platform == "Mac") then UILibrary:CreateButton({Name = "Out of View Arrows", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateSlider({Name = "Arrow Distance", Tab = "ESP", Section = "Enemy ESP", MinimumNumber = 10, MaximumNumber = 100, Suffix = "%"}) UILibrary:CreateSlider({Name = "Arrow Size", Tab = "ESP", Section = "Enemy ESP", MinimumNumber = 4, MaximumNumber = 30, Suffix = ""}) UILibrary:CreateButton({Name = "Dynamic Arrow Size", Tab = "ESP", Section = "Enemy ESP"}) end UILibrary:CreateButton({Name = "Show Resolved Position", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateButton({Name = "Show Backtrack Position", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.new(0, 0, 0)}, Transparency = {200/255}}) UILibrary:CreateButton({Name = "Show Extrapolation Position", Tab = "ESP", Section = "Enemy ESP", Colors = {Color3.fromRGB(113, 232, 70)}, Transparency = {0/255}}) UILibrary:CreateButton({Name = "Arm Chams", Tab = "Visuals", Section = "Local", Colors = {Color3.fromRGB(106, 136, 213), Color3.fromRGB(181, 179, 253)}, Transparency = {0/255, 0/255}}) UILibrary:CreateSlider({Name = "Arm Reflectivity", Tab = "Visuals", Section = "Local", MinimumNumber = 0, MaximumNumber = 240}) UILibrary:CreateSlider({Name = "Sleeve Reflectivity", Tab = "Visuals", Section = "Local", MinimumNumber = 0, MaximumNumber = 240}) UILibrary:CreateDropdown({Name = "Arm Cham Material", Tab = "Visuals", Section = "Local", Values = {"Ghost", "Flat", "Custom", "Reflective", "Metallic"}}) UILibrary:CreateDropdown({Name = "Arm Cham Animation", Tab = "Visuals", Section = "Local", Values = forcefieldAnimationsDropDown}) UILibrary:CreateButton({Name = "Weapon Chams", Tab = "Visuals", Section = "Local", Colors = {Color3.fromRGB(106, 136, 213)}, Transparency = {0/255}}) UILibrary:CreateSlider({Name = "Weapon Reflectivity", Tab = "Visuals", Section = "Local", MinimumNumber = 0, MaximumNumber = 240}) UILibrary:CreateDropdown({Name = "Weapon Cham Material", Tab = "Visuals", Section = "Local", Values = {"Ghost", "Flat", "Custom", "Reflective", "Metallic"}}) UILibrary:CreateDropdown({Name = "Weapon Cham Animation", Tab = "Visuals", Section = "Local", Values = forcefieldAnimationsDropDown}) UILibrary:CreateButton({Name = "Local Chams", Tab = "Visuals", Section = "Local", Colors = {Color3.fromRGB(106, 136, 213)}, Transparency = {0/255}}) UILibrary:CreateDropdown({Name = "Local Cham Material", Tab = "Visuals", Section = "Local", Values = {"Ghost", "Flat", "Custom", "Reflective", "Metallic"}}) UILibrary:CreateDropdown({Name = "Local Cham Animation", Tab = "Visuals", Section = "Local", Values = forcefieldAnimationsDropDown}) UILibrary:CreateSlider({Name = "Max HP Visibility Cap", Tab = "ESP", Section = "ESP Settings", MaximumNumber = 100, MinimumNumber = 0, Suffix = "hp", DefaultValue = 98}) UILibrary:CreateSlider({Name = "Text Size", Tab = "ESP", Section = "ESP Settings", MaximumNumber = 24, MinimumNumber = 8, DefaultValue = 13}) UILibrary:CreateDropdown({Name = "Text Case", Tab = "ESP", Section = "ESP Settings", Values = {"Normal", "UPPERCASE", "lowercase"}}) UILibrary:CreateDropdown({Name = "Text Font", Tab = "ESP", Section = "ESP Settings", Values = {"Plex", "Monospace", "UI", "System"}}) UILibrary:CreateSlider({Name = "Flag Text Size", Tab = "ESP", Section = "ESP Settings", MaximumNumber = 24, MinimumNumber = 8, DefaultValue = 13}) UILibrary:CreateDropdown({Name = "Flag Text Case", Tab = "ESP", Section = "ESP Settings", Values = {"Normal", "UPPERCASE", "lowercase"}}) UILibrary:CreateDropdown({Name = "Flag Text Font", Tab = "ESP", Section = "ESP Settings", Values = {"Plex", "Monospace", "UI", "System"}}) UILibrary:CreateButton({Name = "Highlight Aimbot Target", Tab = "ESP", Section = "ESP Settings", Colors = {Color3.new(1, 0, 0)}}) UILibrary:CreateButton({Name = "Override FOV", Tab = "Visuals", Section = "Camera"}) UILibrary:CreateSlider({Name = "FOV", Tab = "Visuals", Section = "Camera", MinimumNumber = 10, MaximumNumber = 120, Suffix = "°", DefaultValue = 80}) UILibrary:CreateButton({Name = "Disable Scope FOV", Tab = "Visuals", Section = "Camera"}) UILibrary:CreateButton({Name = "Disable Scope Border", Tab = "Visuals", Section = "Camera"}) UILibrary:CreateButton({Name = "Remove Camera Recoil", Tab = "Visuals", Section = "Camera"}) UILibrary:CreateButton({Name = "Disable Weapon Swaying", Tab = "Visuals", Section = "Camera"}) UILibrary:CreateButton({Name = "Hit Marker", Tab = "Visuals", Section = "Camera", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateDropdown({Name = "Hit Marker Type", Tab = "Visuals", Section = "Camera", Values = {"2D", "3D"}}) UILibrary:CreateButton({Name = "Third Person", Tab = "Visuals", Section = "Camera", KeyBind = "None"}) UILibrary:CreateSlider({Name = "Third Person Distance", Tab = "Visuals", Section = "Camera", MinimumNumber = 15, MaximumNumber = 150, DefaultValue = 90}) UILibrary:CreateButton({Name = "Offset Viewmodel", Tab = "Visuals", Section = "Viewmodel"}) UILibrary:CreateSlider({Name = "X Axis", Tab = "Visuals", Section = "Viewmodel", MinimumNumber = -270, MaximumNumber = 270, DefaultValue = 0}) UILibrary:CreateSlider({Name = "Y Axis", Tab = "Visuals", Section = "Viewmodel", MinimumNumber = -270, MaximumNumber = 270, DefaultValue = 0}) UILibrary:CreateSlider({Name = "Z Axis", Tab = "Visuals", Section = "Viewmodel", MinimumNumber = -270, MaximumNumber = 270, DefaultValue = 0}) UILibrary:CreateSlider({Name = "Pitch", Tab = "Visuals", Section = "Viewmodel", MinimumNumber = -180, MaximumNumber = 180, Suffix = "°"}) UILibrary:CreateSlider({Name = "Yaw", Tab = "Visuals", Section = "Viewmodel", MinimumNumber = -180, MaximumNumber = 180, Suffix = "°"}) UILibrary:CreateSlider({Name = "Roll", Tab = "Visuals", Section = "Viewmodel", MinimumNumber = -180, MaximumNumber = 180, Suffix = "°"}) UILibrary:CreateButton({Name = "Enable Fumo", Tab = "Visuals", Section = "Fumo"}) UILibrary:CreateButton({Name = "Highlight", Tab = "Visuals", Section = "Fumo", Colors = {Color3.fromRGB(255, 255, 255), Color3.fromRGB(128, 128, 128)}}) UILibrary:CreateSlider({Name = "Speed", Tab = "Visuals", Section = "Fumo", MinimumNumber = 0, MaximumNumber = 10, DefaultValue = 0}) UILibrary:CreateSlider({Name = "Distance", Tab = "Visuals", Section = "Fumo", MinimumNumber = 0, MaximumNumber = 5, DefaultValue = 0}) UILibrary:CreateButton({Name = "Name Changer", Tab = "Visuals", Section = "Player"}) UILibrary:CreateTextBox({Name = "Change To", Tab = "Visuals", Section = "Player", Default = "💩💩💩PoPohaxx💩💩💩"}) UILibrary:CreateButton({Name = "Custom Crosshair", Tab = "Visuals", Section = "Crosshair", Colors = {Color3.fromRGB(255, 255, 255)}, Transparency = {0/255}}) UILibrary:CreateSlider({Name = "Crosshair Width", Tab = "Visuals", Section = "Crosshair", MinimumNumber = 0, MaximumNumber = 100, DefaultValue = 10}) UILibrary:CreateSlider({Name = "Crosshair Length", Tab = "Visuals", Section = "Crosshair", MinimumNumber = 0, MaximumNumber = 100, DefaultValue = 10}) UILibrary:CreateSlider({Name = "Crosshair Width Gap", Tab = "Visuals", Section = "Crosshair", MinimumNumber = 0, MaximumNumber = 100, DefaultValue = 5}) UILibrary:CreateSlider({Name = "Crosshair Length Gap", Tab = "Visuals", Section = "Crosshair", MinimumNumber = 0, MaximumNumber = 100, DefaultValue = 5}) UILibrary:CreateSlider({Name = "Crosshair Thickness", Tab = "Visuals", Section = "Crosshair", MinimumNumber = 1, MaximumNumber = 100, DefaultValue = 2}) UILibrary:CreateSlider({Name = "Crosshair Rotation", Tab = "Visuals", Section = "Crosshair", MinimumNumber = 0, MaximumNumber = 360}) UILibrary:CreateSlider({Name = "Crosshair Rotation Speed", Tab = "Visuals", Section = "Crosshair", MinimumNumber = -360, MaximumNumber = 360, DefaultValue = 0}) UILibrary:CreateButton({Name = "Enabled", Tab = "Visuals", Section = "Particle", Colors = {Color3.fromRGB(255, 255, 255), Color3.fromRGB(255, 0, 0)}, Transparency = {0/255, 0/255}}) UILibrary:CreateButton({Name = "Locked", Tab = "Visuals", Section = "Particle"}) UILibrary:CreateDropdown({Name = "Texture", Tab = "Visuals", Section = "Particle", Values = particleImagesDropDown}) UILibrary:CreateSlider({Name = "Speed", Tab = "Visuals", Section = "Particle", MinimumNumber = 1, MaximumNumber = 100, DefaultValue = 50}) UILibrary:CreateSlider({Name = "Rate", Tab = "Visuals", Section = "Particle", MinimumNumber = 1, MaximumNumber = 100, DefaultValue = 5}) UILibrary:CreateSlider({Name = "Life Time", Tab = "Visuals", Section = "Particle", MinimumNumber = 1, MaximumNumber = 10, DefaultValue = 2}) UILibrary:CreateSlider({Name = "Rotation Speed", Tab = "Visuals", Section = "Particle", MinimumNumber = -360, MaximumNumber = 360, DefaultValue = 0}) UILibrary:CreateSlider({Name = "Spread Angle", Tab = "Visuals", Section = "Particle", MinimumNumber = 0, MaximumNumber = 100, DefaultValue = 0}) UILibrary:CreateButton({Name = "Ambience", Tab = "Visuals", Section = "World", Colors = {Color3.fromRGB(117, 76, 236), Color3.fromRGB(117, 76, 236)}}) UILibrary:CreateButton({Name = "Force Time", Tab = "Visuals", Section = "World"}) UILibrary:CreateSlider({Name = "Custom Time", Tab = "Visuals", Section = "World", MinimumNumber = 0, MaximumNumber = 24}) UILibrary:CreateButton({Name = "Custom Saturation", Tab = "Visuals", Section = "World", Colors = {Color3.new(1, 1, 1)}}) UILibrary:CreateSlider({Name = "Saturation Density", Tab = "Visuals", Section = "World", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%"}) UILibrary:CreateButton({Name = "Custom Bloom", Tab = "Visuals", Section = "Bloom"}) UILibrary:CreateSlider({Name = "Bloom Intensity", Tab = "Visuals", Section = "Bloom", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%"}) UILibrary:CreateSlider({Name = "Bloom Size", Tab = "Visuals", Section = "Bloom", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%"}) UILibrary:CreateSlider({Name = "Bloom Threshold", Tab = "Visuals", Section = "Bloom", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%"}) UILibrary:CreateButton({Name = "Custom Atmosphere", Tab = "Visuals", Section = "Atmosphere", Colors = {Color3.fromRGB(50, 50, 50), Color3.fromRGB(30, 30, 30)}}) UILibrary:CreateSlider({Name = "Density", Tab = "Visuals", Section = "Atmosphere", MinimumNumber = 0, MaximumNumber = 100, DefaultValue = 50}) UILibrary:CreateSlider({Name = "Glare", Tab = "Visuals", Section = "Atmosphere", MinimumNumber = 0, MaximumNumber = 100, DefaultValue = 50}) UILibrary:CreateSlider({Name = "Haze", Tab = "Visuals", Section = "Atmosphere", MinimumNumber = 0, MaximumNumber = 100, DefaultValue = 20}) UILibrary:CreateButton({Name = "Custom Brightness", Tab = "Visuals", Section = "Misc"}) UILibrary:CreateDropdown({Name = "Brightness Mode", Tab = "Visuals", Section = "Misc", Values = {"Nightmode", "Fullbright"}}) UILibrary:CreateButton({Name = "Custom Skybox", Tab = "Visuals", Section = "Misc"}) UILibrary:CreateDropdown({Name = "Skybox choice", Tab = "Visuals", Section = "Misc", Values = {"Cloudy Skies", "Bob's Skybox", "Space", "Nebula", "Vivid Skies"}}) UILibrary:CreateButton({Name = "Ragdoll Chams", Tab = "Visuals", Section = "Extra", Colors = {Color3.new(0.282353, 0.427451, 0.737255)}, Transparency = {0/255}}) UILibrary:CreateDropdown({Name = "Ragdoll Cham Material", Tab = "Visuals", Section = "Extra", Values = {"Ghost", "Flat", "Custom", "Reflective", "Metallic"}}) UILibrary:CreateButton({Name = "Remove Flash", Tab = "Visuals", Section = "Extra"}) UILibrary:CreateButton({Name = "Remove Smoke", Tab = "Visuals", Section = "Extra"}) UILibrary:CreateButton({Name = "Hit Chams", Tab = "Visuals", Section = "Hits", Colors = {Color3.new(0.729412, 0.572549, 1)}, Transparency = {0/255}}) UILibrary:CreateSlider({Name = "Hit Cham Life Time", Tab = "Visuals", Section = "Hits", MinimumNumber = 1, MaximumNumber = 10, Suffix = " s"}) UILibrary:CreateSlider({Name = "Hit Cham Fade Time", Tab = "Visuals", Section = "Hits", MinimumNumber = 1, MaximumNumber = 10, Suffix = " s"}) UILibrary:CreateDropdown({Name = "Hit Cham Material", Tab = "Visuals", Section = "Hits", Values = {"Ghost", "Flat", "Custom", "Reflective", "Metallic"}}) UILibrary:CreateButton({Name = "Bullet Tracers", Tab = "Visuals", Section = "Bullets", Colors = {Color3.fromRGB(201, 69, 54)}, Transparency = {0/255}}) UILibrary:CreateSlider({Name = "Bullet Tracer Life Time", Tab = "Visuals", Section = "Bullets", MinimumNumber = 1, MaximumNumber = 10, Suffix = " s"}) UILibrary:CreateSlider({Name = "Bullet Tracer Fade Time", Tab = "Visuals", Section = "Bullets", MinimumNumber = 1, MaximumNumber = 10, Suffix = " s"}) --UILibrary:CreateDropdown({Name = "Bullet Tracer Origin", Tab = "Visuals", Section = "Bullets", Values = {"Automatic", "Barrel", "Camera"}}) UILibrary:CreateButton({Name = "Aim Assist FOV", Tab = "Visuals", Section = "FOV", Colors = {Color3.fromRGB(127, 72, 163)}, Transparency = {0/255}}) UILibrary:CreateButton({Name = "Aim Assist Deadzone FOV", Tab = "Visuals", Section = "FOV", Colors = {Color3.fromRGB(50, 50, 50)}, Transparency = {0/255}}) UILibrary:CreateButton({Name = "Magnet Triggerbot FOV", Tab = "Visuals", Section = "FOV", Colors = {Color3.fromRGB(85, 147, 201)}, Transparency = {0/255}}) UILibrary:CreateButton({Name = "Bullet Redirection FOV", Tab = "Visuals", Section = "FOV", Colors = {Color3.fromRGB(163, 72, 127)}, Transparency = {0/255}}) UILibrary:CreateButton({Name = "Aimbot FOV", Tab = "Visuals", Section = "FOV", Colors = {Color3.fromRGB(255, 210, 0)}, Transparency = {0/255}}) UILibrary:CreateButton({Name = "Weapon Names", Tab = "ESP", Section = "Dropped ESP", Colors = {Color3.fromRGB(255, 125, 255)}}) UILibrary:CreateButton({Name = "Weapon Ammo", Tab = "ESP", Section = "Dropped ESP", Colors = {Color3.fromRGB(61, 168, 235)}}) UILibrary:CreateButton({Name = "Bomb Warning", Tab = "ESP", Section = "Dropped ESP", Colors = {Color3.fromRGB(77, 89, 250), Color3.fromRGB(131, 68, 219)}}) --UILibrary:CreateButton({Name = "Grenade Warning", Tab = "ESP", Section = "Dropped ESP", Colors = {Color3.fromRGB(77, 89, 250), Color3.fromRGB(131, 68, 219)}}) --UILibrary:CreateButton({Name = "Bomb", Tab = "ESP", Section = "Dropped ESP", Colors = {Color3.fromRGB(61, 145, 235)}}) --UILibrary:CreateButton({Name = "Hostage", Tab = "ESP", Section = "Dropped ESP", Colors = {Color3.fromRGB(240, 161, 77)}}) UILibrary:CreateButton({Name = "Fly", Tab = "Misc", Section = "Movement", KeyBind = "None"}) UILibrary:CreateSlider({Name = "Fly Speed", Tab = "Misc", Section = "Movement", MinimumNumber = 0, MaximumNumber = 400, Suffix = " st/sec"}) UILibrary:CreateButton({Name = "Automatic Jump", Tab = "Misc", Section = "Movement"}) UILibrary:CreateButton({Name = "Speed", Tab = "Misc", Section = "Movement", KeyBind = "None"}) UILibrary:CreateSlider({Name = "Speed Factor", Tab = "Misc", Section = "Movement", MinimumNumber = 0, MaximumNumber = 400, Suffix = " st/sec"}) UILibrary:CreateDropdown({Name = "Speed Type", Tab = "Misc", Section = "Movement", Values = {"Velocity", "CFrame"}}) UILibrary:CreateButton({Name = "Circle Strafe", Tab = "Misc", Section = "Movement", KeyBind = "None"}) UILibrary:CreateSlider({Name = "Circle Strafe Radius", Tab = "Misc", Section = "Movement", MinimumNumber = 1, MaximumNumber = 100, Suffix = " st"}) UILibrary:CreateButton({Name = "Custom Gravity", Tab = "Misc", Section = "Tweaks"}) UILibrary:CreateSlider({Name = "Gravity Level", Tab = "Misc", Section = "Tweaks", MinimumNumber = 0, MaximumNumber = 600}) UILibrary:CreateButton({Name = "Remove Crouch Cooldown", Tab = "Misc", Section = "Tweaks"}) UILibrary:CreateButton({Name = "Bypass Fall Damage", Tab = "Misc", Section = "Tweaks"}) UILibrary:CreateButton({Name = "No Clip", Tab = "Misc", Section = "Tweaks", KeyBind = "None"}) UILibrary:CreateButton({Name = "Edge Jump", Tab = "Misc", Section = "Tweaks", KeyBind = "None"}) UILibrary:CreateButton({Name = "Enabled", Tab = "Misc", Section = "Weapon Modifications"}) UILibrary:CreateSlider({Name = "Fire Rate Scale", Tab = "Misc", Section = "Weapon Modifications", MinimumNumber = 100, MaximumNumber = 1200, Suffix = "%", MaximumText = "Rapid"}) UILibrary:CreateSlider({Name = "Recoil Scale", Tab = "Misc", Section = "Weapon Modifications", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%"}) UILibrary:CreateButton({Name = "Instant Equip", Tab = "Misc", Section = "Weapon Modifications"}) UILibrary:CreateButton({Name = "Instant Reload", Tab = "Misc", Section = "Weapon Modifications"}) UILibrary:CreateButton({Name = "Infinite Ammo", Tab = "Misc", Section = "Weapon Modifications"}) UILibrary:CreateButton({Name = "No Spread", Tab = "Misc", Section = "Weapon Modifications"}) UILibrary:CreateButton({Name = "Fully Automatic", Tab = "Misc", Section = "Weapon Modifications"}) UILibrary:CreateButton({Name = "Infinity Damage", Tab = "Misc", Section = "Weapon Modifications"}) UILibrary:CreateButton({Name = "Kill All", Tab = "Misc", Section = "Extra"}) UILibrary:CreateDropdown({Name = "Kill All Type", Tab = "Misc", Section = "Extra", Values = {"Rage", "HvH"}}) UILibrary:CreateButton({Name = "Uncensor Chat", Tab = "Misc", Section = "Extra"}) UILibrary:CreateButton({Name = "Infinite Money", Tab = "Misc", Section = "Extra"}) UILibrary:CreateButton({Name = "Bypass Molotov Damage", Tab = "Misc", Section = "Extra"}) UILibrary:CreateButton({Name = "Auto Buy Bot", Tab = "Misc", Section = "Extra"}) local allweapons = {} if game:GetService("ReplicatedStorage"):FindFirstChild("Weapons") then for i, v in next, (game:GetService("ReplicatedStorage").Weapons:GetChildren()) do if (v:FindFirstChild("Primary") or v:FindFirstChild("Secondary")) and not v:FindFirstChild("Melee") then allweapons[1 + #allweapons] = v.Name end end end UILibrary:CreateDropdown({Name = "Buy Bot Primary", Tab = "Misc", Section = "Extra", Values = allweapons}) UILibrary:CreateDropdown({Name = "Buy Bot Secondary", Tab = "Misc", Section = "Extra", Values = allweapons}) UILibrary:CreateTap({Name = "Buy Weapons", Tab = "Misc", Section = "Extra", Confirmation = true}) UILibrary:CreateButton({Name = "Hit Sound", Tab = "Misc", Section = "Extra"}) UILibrary:CreateSlider({Name = "Hit Sound Volume", Tab = "Misc", Section = "Extra", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%"}) UILibrary:CreateTextBox({Name = "Hit Sound ID", Tab = "Misc", Section = "Extra", Default = "5447626464"}) UILibrary:CreateButton({Name = "Kill Sound", Tab = "Misc", Section = "Extra"}) UILibrary:CreateSlider({Name = "Kill Sound Volume", Tab = "Misc", Section = "Extra", MinimumNumber = 0, MaximumNumber = 100, Suffix = "%"}) UILibrary:CreateTextBox({Name = "Kill Sound ID", Tab = "Misc", Section = "Extra", Default = ""}) UILibrary:CreateButton({Name = "Kill Say", Tab = "Misc", Section = "Extra"}) UILibrary:CreateDropdown({Name = "Kill Say Mode", Tab = "Misc", Section = "Extra", Values = {"Text Box", "File"}}) UILibrary:CreateTextBox({Name = "Kill Say Message", Tab = "Misc", Section = "Extra", Default = "sit nn dog"}) UILibrary:CreateButton({Name = "Remove Bullet Holes", Tab = "Misc", Section = "Extra"}) UILibrary:CreateButton({Name = "Remove Hit Effects", Tab = "Misc", Section = "Extra"}) --UILibrary:CreateButton({Name = "Remove Kill Bricks", Tab = "Misc", Section = "Extra"}) --UILibrary:CreateButton({Name = "Auto Martyrdom", Tab = "Misc", Section = "Extra"}) UILibrary:CreateTap({Name = "Join A New Game", Tab = "Misc", Section = "Extra", Confirmation = true}) UILibrary:CreateButton({Name = "Unlock Inventory", Tab = "Misc", Section = "Exploits"}) UILibrary:CreateButton({Name = "Shot players become mush", Tab = "Misc", Section = "Exploits"}) UILibrary:CreateButton({Name = "Ping Spoofer", Tab = "Misc", Section = "Exploits"}) UILibrary:CreateSlider({Name = "Minimum Ping", Tab = "Misc", Section = "Exploits", MinimumNumber = 2^31, MaximumNumber = 2^31, DefaultValue = 60, Suffix = "ms"}) UILibrary:CreateSlider({Name = "Maximum Ping", Tab = "Misc", Section = "Exploits", MinimumNumber = 2^31, MaximumNumber = 2^31, DefaultValue = 250, Suffix = "ms"}) --UILibrary:CreateButton({Name = "Replicate Skins", Tab = "Misc", Section = "Exploits"}) --UILibrary:CreateButton({Name = "Block Weapon Dropping On Death", Tab = "Misc", Section = "Exploits"}) --UILibrary:CreateTap({Name = "Crash Server", Tab = "Misc", Section = "Exploits", Confirmation = true}) --[[UILibrary:CreateDropdown({Name = "Player in Focus", Tab = "Misc", Section = "Exploits", Values = {}}) local function getnames() local tbl = {} for i, v in next, (game.Players:GetPlayers()) do tbl[1 + #tbl] = v.Name end Menu["Misc"]["Exploits"]["Player in Focus"].UpdateValues(tbl) end getnames() game.Players.PlayerRemoving:Connect(function() task.wait() local old = Menu["Misc"]["Exploits"]["Player in Focus"]["Value"] getnames() Menu["Misc"]["Exploits"]["Player in Focus"]["Value"] = old end) game.Players.PlayerAdded:Connect(function() task.wait() local old = Menu["Misc"]["Exploits"]["Player in Focus"]["Value"] getnames() Menu["Misc"]["Exploits"]["Player in Focus"]["Value"] = old end) UILibrary:CreateDropdown({Name = "Action", Tab = "Misc", Section = "Exploits", Values = {"Hold", "Bring", "Silent Kill", "Desync"}}) UILibrary:CreateTap({Name = "Apply action to focused player", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateTap({Name = "Apply action to all players", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateTap({Name = "Kick all players", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateTap({Name = "Crash Server", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateDropdown({Name = "Crash Server Option", Tab = "Misc", Section = "Exploits", Values = {"Packet", "Object"}}) UILibrary:CreateTap({Name = "God Mode", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateDropdown({Name = "God Mode Type", Tab = "Misc", Section = "Exploits", Values = {"Hostage", "Fall"}}) UILibrary:CreateTap({Name = "Instant Defuse", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateTap({Name = "Instant Plant", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateDropdown({Name = "Plant Position", Tab = "Misc", Section = "Exploits", Values = {"Bombsite", "Void", "Glitch"}}) --UILibrary:CreateButton({Name = "Block Vision", Tab = "Misc", Section = "Exploits"}) --UILibrary:CreateButton({Name = "Force Slow Walk", Tab = "Misc", Section = "Exploits"}) UILibrary:CreateTap({Name = "Map destroyer", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateButton({Name = "Fake Equip", Tab = "Misc", Section = "Exploits"}) UILibrary:CreateDropdown({Name = "Fake Slot", Tab = "Misc", Section = "Exploits", Values = {"Primary", "Secondary", "Melee"}})]] --[[ UILibrary:CreateDropdown({Name = "Action", Tab = "Misc", Section = "Exploits", Values = {"Kill", "Broken Kill", "Grab", "Hold"}}) UILibrary:CreateTap({Name = "Apply action to focused player", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateTap({Name = "Apply action to all players", Tab = "Misc", Section = "Exploits", Confirmation = true}) UILibrary:CreateTap({Name = "Crash Server", Tab = "Misc", Section = "Exploits", Confirmation = true}) --UILibrary:CreateTap({Name = "Instant Defuse", Tab = "Misc", Section = "Exploits", Confirmation = true}) --UILibrary:CreateTap({Name = "Instant Plant", Tab = "Misc", Section = "Exploits", Confirmation = true}) --UILibrary:CreateDropdown({Name = "Plant Position", Tab = "Misc", Section = "Exploits", Values = {"Bombsite", "Void", "Glitch"}}) UILibrary:CreateButton({Name = "Fake Equip", Tab = "Misc", Section = "Exploits"}) UILibrary:CreateDropdown({Name = "Fake Slot", Tab = "Misc", Section = "Exploits", Values = {"Primary", "Secondary", "Melee"}}) UILibrary:CreateButton({Name = "Godmode", Tab = "Misc", Section = "Exploits"}) --UILibrary:CreateButton({Name = "Uncensored Chat", Tab = "Misc", Section = "Exploits"}) --UILibrary:CreateButton({Name = "Chat While Dead", Tab = "Misc", Section = "Exploits"})]] UILibrary:CreateButton({Name = "Menu Accent", Tab = "Settings", Section = "Menu Settings", Colors = {Color3.fromRGB(127, 72, 163)}}) UILibrary:CreateButton({Name = "Watermark", Tab = "Settings", Section = "Menu Settings", Callback = function(toggled) Library.UI.Watermark.Visible = toggled end}) UILibrary:CreateButton({Name = "Aurora Watermark", Tab = "Settings", Section = "Menu Settings"}) local cur_date = os.date("*t") local watermark = Instance.new("ScreenGui") watermark.Name = "_watermark_" watermark.DisplayOrder = 1.88e+09 watermark.ResetOnSpawn = false local watermark1 = Instance.new("Frame") watermark1.Name = "Watermark" watermark1.Active = true watermark1.BorderColor3 = Color3.fromRGB(0, 0, 0) watermark1.BorderSizePixel = 0 watermark1.Position = UDim2.fromOffset(10, 10) watermark1.Size = UDim2.fromOffset(362, 22) watermark1.ZIndex = 200 local frame = Instance.new("Frame") frame.Name = "Frame" frame.BackgroundColor3 = Color3.fromRGB(15, 15, 15) frame.BorderColor3 = Color3.fromRGB(22, 22, 22) frame.Size = UDim2.fromScale(1.141, 1.14) frame.ZIndex = 201 local frame1 = Instance.new("Frame") frame1.Name = "Frame" frame1.BackgroundColor3 = Color3.fromRGB(255, 255, 255) frame1.BackgroundTransparency = 1 frame1.BorderSizePixel = 0 frame1.Position = UDim2.fromOffset(1, 1) frame1.Size = UDim2.new(1, -2, 1, -2) frame1.ZIndex = 202 local imageLabel = Instance.new("ImageLabel") imageLabel.Name = "ImageLabel" imageLabel.AnchorPoint = Vector2.new(0, 0.5) imageLabel.BackgroundTransparency = 1 imageLabel.Image = "rbxassetid://140198300701593" imageLabel.Position = UDim2.new(0, 5, 0.5, 0) imageLabel.Size = UDim2.fromOffset(15, 15) imageLabel.ZIndex = 203 imageLabel.Parent = frame1 local textLabel = Instance.new("TextLabel") textLabel.Name = "TextLabel" textLabel.BackgroundTransparency = 1 textLabel.Font = Enum.Font.SourceSans textLabel.Position = UDim2.fromOffset(17, 0) textLabel.RichText = true textLabel.Size = UDim2.new(1, -28, 1, 0) textLabel.TextColor3 = Color3.fromRGB(215, 215, 215) textLabel.TextSize = 17 textLabel.TextXAlignment = Enum.TextXAlignment.Left textLabel.ZIndex = 203 textLabel.Parent = frame1 frame1.Parent = frame local frame2 = Instance.new("Frame") frame2.Name = "Frame" frame2.BackgroundColor3 = Color3.fromRGB(255, 37, 37) frame2.BorderColor3 = Color3.fromRGB(255, 37, 37) frame2.BorderSizePixel = 0 frame2.Position = UDim2.new(0, -1, 1, 0) frame2.Size = UDim2.new(1, 2, 0, 2) frame2.ZIndex = 202 frame2.Parent = frame frame.Parent = watermark1 watermark1.Parent = watermark watermark.Parent = gethui() local rs = game:GetService("RunService") local sts = game:GetService("Stats") local frm = sts and sts:FindFirstChild("FrameRateManager") local ra = frm and frm:FindFirstChild("RenderAverage") local function GetFramerate(): number return math.floor((1000 / ra:GetValue()) + 0.5) end rs.RenderStepped:Connect(function() if Menu["Settings"]["Menu Settings"]["Aurora Watermark"]["Toggle"]["Enabled"] then watermark.Enabled = true textLabel.Text = " Aurora Legacy v2.3.0 " .. GetFramerate() .. " fps ã€Ą" .. math.floor(game:GetService("Players").LocalPlayer.Ping.Value) .. " ms ã€Ą" .. os.date("%I:%M") .. " ã€Ą" .. os.date("%A") .. ", " .. os.date("%B") .. " " .. cur_date.day else watermark.Enabled = false end end) UILibrary:CreateButton({Name = "Keybinds", Tab = "Settings", Section = "Menu Settings", Callback = function(toggled) Library.UI.KeyBindContainer.Visible = toggled end}) UILibrary:CreateButton({Name = "Use List Size", Tab = "Settings", Section = "Menu Settings", Callback = function(toggled) Library.UI.UseListSize = toggled end}) UILibrary:CreateButton({Name = "Custom Menu Name", Tab = "Settings", Section = "Menu Settings"}) UILibrary:CreateTextBox({Name = "Custom Menu Name Text", Tab = "Settings", Section = "Menu Settings", Default = "💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩"}) UILibrary:CreateButton({Name = "Show Debug Info", Tab = "Settings", Section = "Menu Settings"}) UILibrary:CreateTap({Name = "Set Clipboard Game ID", Tab = "Settings", Section = "Extra", Callback = function() setclipboard('Roblox.GameLauncher.joinGameInstance('..game.PlaceId..',"'..game.JobId..'")') end}) UILibrary:CreateTap({Name = "Set Clipboard Teleport Code", Tab = "Settings", Section = "Extra", Callback = function() setclipboard('game:GetService("TeleportService"):TeleportToPlaceInstance('..game.PlaceId..',"'..game.JobId..'")') end}) UILibrary:CreateTap({Name = "Rejoin", Tab = "Settings", Section = "Extra", Confirmation = true, Callback = function() UILibrary:EventLog("Rejoining the game...", 5) game:GetService("TeleportService"):TeleportToPlaceInstance(game.PlaceId, game.JobId) end}) -- hit in(vaded)(teger) if not isfolder("bloxsense") then makefolder("bloxsense") end if not isfolder("bloxsense/bloxsense_configs") then makefolder("bloxsense/bloxsense_configs") end if not isfolder("bloxsense/bloxsense_auto_exec") then makefolder("bloxsense/bloxsense_auto_exec") end if not isfile("bloxsense/kill_say.txt") then writefile("bloxsense/kill_say.txt", "{victim} was killed with a {weapon}\nsit nn dog") end UILibrary:CreateTextBox({Name = "Config Text", Tab = "Settings", Section = "Configurations", Default = getconfigs()[1]}) UILibrary:CreateDropdown({Name = "Configs", Tab = "Settings", Section = "Configurations", Values = getconfigs(), Callback = function(selection) Menu["Settings"]["Configurations"]["Config Text"]["Value"] = selection end}) UILibrary:CreateTap({Name = "Load Config", Tab = "Settings", Section = "Configurations", Confirmation = true, Callback = function() local old = Menu["Settings"]["Configurations"]["Config Text"]["Value"]; UILibrary:LoadConfiguration(readfile("bloxsense/bloxsense_configs/" .. Menu["Settings"]["Configurations"]["Config Text"]["Value"] .. ".cfg")); Library.UI:EventLog("Loaded " .. Menu["Settings"]["Configurations"]["Config Text"]["Value"] .. ".cfg!", 5); Menu["Settings"]["Configurations"]["Configs"].UpdateValues(getconfigs()); Menu["Settings"]["Configurations"]["Config Text"]["Value"] = old end}) UILibrary:CreateTap({Name = "Save Config", Tab = "Settings", Section = "Configurations", Confirmation = true, Callback = function() local old = Menu["Settings"]["Configurations"]["Config Text"]["Value"]; writefile("bloxsense/bloxsense_configs/" .. Menu["Settings"]["Configurations"]["Config Text"]["Value"] .. ".cfg", UILibrary:SaveConfiguration()); Library.UI:EventLog("Saved " .. Menu["Settings"]["Configurations"]["Config Text"]["Value"] .. ".cfg!", 5); Menu["Settings"]["Configurations"]["Configs"].UpdateValues(getconfigs()); Menu["Settings"]["Configurations"]["Config Text"]["Value"] = old end}) UILibrary:CreateTap({Name = "Delete Config", Tab = "Settings", Section = "Configurations", Confirmation = true, Callback = function() local old = Menu["Settings"]["Configurations"]["Config Text"]["Value"]; delfile("bloxsense/bloxsense_configs/" .. Menu["Settings"]["Configurations"]["Config Text"]["Value"] .. ".cfg"); Library.UI:EventLog("Deleted " .. Menu["Settings"]["Configurations"]["Config Text"]["Value"] .. ".cfg!", 5); Menu["Settings"]["Configurations"]["Configs"].UpdateValues(getconfigs()); Menu["Settings"]["Configurations"]["Config Text"]["Value"] = old end}) end --ANCHOR Services (this formatting is dumb and im gonna fucking use it to define constants and services) local workspace = workspace --GETGLOBAL IS A BITCH local game = game local math = math local RaycastParams = RaycastParams local table = table local getnamecallmethod = getnamecallmethod local task = task local string = string local next = next local debug = debug local Enum = Enum local soundService = game.SoundService local lighting = game.Lighting local players = game:GetService("Players") local runService = game:GetService("RunService") local teleportService = game:GetService("TeleportService") local userInputService = game:GetService("UserInputService") local httpService = game:GetService("HttpService") local replicatedStorage = game:GetService("ReplicatedStorage") local userSettings = UserSettings():GetService("UserGameSettings") local tweenService = game:GetService("TweenService") local physicsService = game:GetService("PhysicsService") local ProximityPromptService = game:GetService("ProximityPromptService") local networkClient = game:GetService("NetworkClient") --ANCHOR Common objects local materials = Enum.Material local camera = workspace.CurrentCamera local localPlayer = players.localPlayer local mouse = localPlayer:GetMouse() local client = getsenv(localPlayer:FindFirstChild("PlayerGui").Client) local hitPart = replicatedStorage:WaitForChild("Events", 1/0):WaitForChild("HitPart", 1/0) local replicateCamera = replicatedStorage:WaitForChild("Events", 1/0):WaitForChild("ReplicateCamera", 1/0) local controlTurn = replicatedStorage:WaitForChild("Events", 1/0):WaitForChild("ControlTurn", 1/0) local fallDamage = replicatedStorage:WaitForChild("Events", 1/0):WaitForChild("FallDamage", 1/0) local playerChat = replicatedStorage:WaitForChild("Events", 1/0):WaitForChild("PlayerChatted", 1/0) --[[do local localScripts = {} for i, v in next, localPlayer:FindFirstChild("PlayerGui"):GetChildren() do if v.ClassName == "LocalScript" then localScripts[v] = getprops(v) end end task.wait(1) for script, props in next, localScripts do if props.Name ~= script.Name then client = getsenv(script) break end end end]] --ANCHOR Funny constants --rth=-a-ts the sLaOmeL thing -- LOL -- nah fuck u -- my cheat --nigger --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local nan = math.sqrt(-1) local inf = 1/0 local smallestNumber = -1.7*10^308 local highestNumber = -smallestNumber local pi = math.pi local tau = 2*pi local toDeg = 180/pi local toRad = pi/180 local emptyVec3 = Vector3.new() local emptyVec2 = Vector2.new() local emptyCf = CFrame.new() local viewportSize = camera.ViewportSize local xz = Vector3.one - Vector3.yAxis local nanVec = Vector3.new(nan, nan, nan) --ANCHOR Table storages local cameraTasks = {tasks = {}} --this is used to re Connect connections if the camera gets destroyed(never but be safe than sorry) local mathModule = {} local timer = {} local trajectory = {} local ragebot = {} local legitbot = {} local misc = {} local visuals = {} local movement = {} --yes invaded MOVEMENT CHEAT IN BLOXSENSE!!!! (how to make ishpedo jealous) local playerInfo = {} local raycastUtils = {} local exploits = {} local menusettings = {} --ANCHOR Cache functions local fireServer = Instance.new("RemoteEvent").FireServer local pointToObjectSpace = emptyCf.PointToObjectSpace local newVector3 = Vector3.new local newVector2 = Vector2.new local newCframe = CFrame.new local workspaceRaycast = workspace.Raycast local findFirstChild = game.FindFirstChild local robloxWorldToViewport = camera.WorldToViewportPoint --ANCHOR Signals because cb is gay local playerDied = Library.Signal.new() local playerSpawned = Library.Signal.new() --ANCHOR Magic Sex Drive Booster networkClient:SetOutgoingKBPSLimit(0) --KYS local function deepCopy(original) local copy = {} for k, v in pairs(original) do if type(v) == "table" then v = deepCopy(v) end copy[k] = v end return copy end do local function apply(plr) plr.CharacterAdded:Connect(function(character) repeat task.wait() until plr.Status.Alive.Value playerSpawned:Fire(plr, tick()) local hum = character:WaitForChild("Humanoid") local sig; sig = hum.HealthChanged:Connect(function(newHealth) if newHealth == newHealth and newHealth <= 0 then sig:Disconnect() sig = nil playerDied:Fire(plr, tick()) end end) end) end for i,v in next, players:GetPlayers() do apply(v) end players.PlayerAdded:Connect(apply) end do --ANCHOR Raycast stuff --https://github.com/Quenty/NevermoreEngine/blob/2d2d3a22ecebe84ed1334eb997118418ce4f00d5/src/raycaster/src/Shared/RaycastUtils.lua local empty = {} raycastUtils.raycastParam = RaycastParams.new() raycastUtils.exitParam = RaycastParams.new() raycastUtils.exitParam.FilterType = Enum.RaycastFilterType.Whitelist function raycastUtils.raycast(origin, direction, ignoreList, ignoreFunc, keepIgnoreListChanges, ignoreWater) --origin describes the ray's origin --direction describes the ray's direction --everything in ignorelist will get ignored by the raycast --will raycast indefinetely until a part thats not ignored by ignoreFunc is found or no parts are found --since the function edits the ignorelist, it has a toggle to keep the added part or remove them --ignorewater controls if the raycast will ignore water or not (dn) --(psst u can cheat an autowall by ignoring the uncollideable object and thus not incrementing the wall count we'vepassed, barely noticeable) local resultFinal local initialIgnoreListLength = #ignoreList raycastUtils.raycastParam.FilterDescendantsInstances = ignoreList raycastUtils.raycastParam.IgnoreWater = ignoreWater and true or false while true do local result = workspaceRaycast(workspace, origin, direction, raycastUtils.raycastParam) if ignoreFunc and result and ignoreFunc(result.Instance) then table.insert(ignoreList, result.Instance) raycastUtils.raycastParam.FilterDescendantsInstances = ignoreList else resultFinal = result break end end if not keepIgnoreListChanges then for i = #ignoreList, initialIgnoreListLength + 1, -1 do ignoreList[i] = nil end end raycastUtils.raycastParam.FilterDescendantsInstances = empty raycastUtils.raycastParam.IgnoreWater = false return resultFinal end function raycastUtils.raycastSingleExit(origin, direction, part) raycastUtils.exitParam.FilterDescendantsInstances = {part} local resultFinal = workspaceRaycast(workspace, origin + direction, -direction, raycastUtils.exitParam) raycastUtils.exitParam.FilterDescendantsInstances = empty return resultFinal end end do --ANCHOR cameraTasks function cameraTasks:addTask(getSignal, callback) local data = { getSignal = getSignal, callback = callback } local index = #self.tasks + 1 self.tasks[index] = data return data, index end function cameraTasks.onCameraAdded() for i = 1, #cameraTasks.tasks do local task = cameraTasks.tasks[i] if task then task.connection = task.getSignal():Connect(task.callback) end end end function cameraTasks.unload() for i = #cameraTasks.tasks, 1, -1 do --reverse because remove shiftes the table local task = table.remove(cameraTasks.tasks, i) if task and task.connection then task.connection:Disconnnect() end end table.clear(cameraTasks.tasks) --make sure cameraTasks = {} --this is cringe end end --ANCHOR Camera updating signals (incase) workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() camera = workspace.CurrentCamera cameraTasks.onCameraAdded() end) do --ANCHOR mathModule --Misc function mathModule.truncateNumber(number, decimalPlaces) local d = 10^decimalPlaces return math.floor(number*d)/d end function mathModule.map(x, start0, stop0, start1, stop1) return (x - start0)/(stop0 - start0)*(stop1 - start1) + start1 end function mathModule.safeUnit(vec, epsilon) --will safely unitize a vector3or2 if the magnitude is lower than epsilon (this function makes sure that it doesnt return nan) local magnitude = vec.magnitude if magnitude > (epsilon or 1e-10) then return vec/magnitude end return typeof(vec) == "Vector2" and emptyVec2 or emptyVec3 end --Vector3s function mathModule.angleBetweenVector3(vec1, vec2) --abit slow but numerically more stable, and u dont have to unitize them :smiley: local angle = math.atan2(vec1:Cross(vec2).magnitude, vec1:Dot(vec2)) if angle < 0 then angle = tau - angle end return angle end function mathModule.pitchYawToLookVec(pitch, yaw) local cx = math.cos(pitch) return newVector3(-cx*math.sin(yaw), math.sin(pitch), -cx*math.cos(yaw)) end function mathModule.lookVecToPitchYaw(lookVec) local x, y, z = lookVec.x, lookVec.y, lookVec.z return math.atan2(y, (x*x + z*z)^0.5), math.atan2(-x, -z) end --Vector2s function mathModule.angleBetweenVector2(vec1, vec2) --trust me i hate arccos local ang = math.acos(mathModule.safeUnit(vec1):Dot(mathModule.safeUnit(vec2))) if ang < 0 then ang = tau - ang end return ang end function mathModule.rotationMatrix(vec, angle) --https://en.wikipedia.org/wiki/Rotation_matrix local mag = vec.Magnitude vec = mathModule.safeUnit(vec) local co, si = math.cos(angle), math.sin(angle) local x, y = vec.x, vec.y return mathModule.safeUnit(newVector2(x*co - y*si, x*si + y*co))*mag end function mathModule.normalizeAngle(angle) return ((angle + pi) % (2*pi)) - pi end do --ANCHOR mathModule for visuals (wtsp) local fov local viewportX, viewportY local frustumYScale local frustumXScale local rScaleX, rScaleY local function refresh() viewportSize = camera.ViewportSize fov = camera.FieldOfView * toRad viewportX, viewportY = viewportSize.x, viewportSize.y frustumYScale = math.tan(fov/2) frustumXScale = viewportX/viewportY * frustumYScale rScaleX = (1 + frustumXScale*frustumXScale)^0.5 rScaleY = (1 + frustumYScale*frustumYScale)^0.5 end refresh() cameraTasks:addTask(function() return camera:GetPropertyChangedSignal("FieldOfView") end, refresh) cameraTasks:addTask(function() return camera:GetPropertyChangedSignal("ViewportSize") end, refresh) --hello future skidders (incase this gets leaked which i doubt), if you're wondering what the fuck is this for, use ur brain and STOP PASTING STORMY :) -- https://cdn.discordapp.com/attachments/847345559132045352/890095011348234270/caption.gif function mathModule.worldToViewportPoint(worldPosition, clampEdge, clampOffset) local projectedPosition = pointToObjectSpace(camera.CFrame, worldPosition) local pX, pY, pZ = projectedPosition.x, projectedPosition.y, -projectedPosition.z local screenX = viewportX * (0.5 + pX/(2*pZ*frustumXScale)) local screenY = viewportY * (0.5 - pY/(2*pZ*frustumYScale)) local onScreen = pZ > 0 and screenX >= 0 and screenX <= viewportX and screenY >= 0 and screenY <= viewportY if not clampEdge then return newVector3(screenX, screenY, pZ), onScreen end if onScreen then return newVector3(screenX, screenY, pZ), true end local widthEdge, heightEdge = pX < 0 and clampOffset or viewportX - clampOffset, -pY < 0 and clampOffset or viewportY - clampOffset local m = 0.5*(pY*viewportX + pX*viewportY) local newY = (m - pY*widthEdge)/pX if newY > clampOffset and newY < (viewportY - clampOffset) then return newVector3(widthEdge, newY, pZ), false else local newX = (m - pX*heightEdge)/pY return newVector3(newX, heightEdge, pZ), false end end --scales the camera's frustum size according to the radius, useful to know if a character is fully offscreen or no function mathModule.spherePoint(worldPosition, radius) local projectedPosition = pointToObjectSpace(camera.CFrame, worldPosition) local pX, pY, pZ = projectedPosition.x, projectedPosition.y, -projectedPosition.z local rX = rScaleX*radius local rY = rScaleY*radius return -pZ*frustumXScale < pX+rX and pX-rX < pZ*frustumXScale and -pZ*frustumYScale < pY+rY and pY-rY < pZ*frustumYScale and pZ > -radius end end do -- timer class and trajectory bullshit (pasted) timer.__index = timer function timer.new(startTime) local self = setmetatable({}, timer) self.Active = false self.StartTime = startTime self.Time = startTime self.Events = {} self.timerEvent = runService.RenderStepped:Connect(function(dt) if (self.Active) then self.Time = self.Time + dt local events = self.Events for i = #events, 1, -1 do if (self.Time >= events[i][1]) then events[i][2](self.Time) table.remove(events, i) end end end end) return self end function timer:SetActive(bool) self.Active = bool end function timer:FireOntimereached(t, f) table.insert(self.Events, {t, f}) end function timer:Destroy() self.timerEvent:Disconnect() end end do -- ok ok heres trajectory -- if u read this fuck u trajectory.__index = trajectory local nadelinestorage = workspace.Terrain local basebeam = Instance.new("Beam") basebeam.Color = ColorSequence.new(Color3.new(0, 1, 0)) basebeam.Transparency = NumberSequence.new(0) basebeam.FaceCamera = true basebeam.Segments = 100 basebeam.Width0 = 0.05 basebeam.Width1 = 0.05 local basepart = Instance.new("Part") basepart.Color = Color3.new(1, 0, 0) basepart.Anchored = true basepart.CanCollide = false basepart.Size = newVector3(0.15, 0.15, 0.15) basepart.Material = materials.SmoothPlastic local function reflect(v, n) return -2*v.Dot(v, n)*n + v end trajectory.reflect = reflect local function drawBeamProjectile(g, v0, x0, t, visible, color, bounce) local c = 0.5*0.5*0.5 local p3 = 0.5*g*t*t + v0*t + x0 local p2 = p3 - (g*t*t + v0*t)/3 local p1 = (c*g*t*t + 0.5*v0*t + x0 - c*(x0+p3))/(3*c) - p2 local curve0 = (p1 - x0).Magnitude local curve1 = (p2 - p3).Magnitude local b = (x0 - p3).unit local r1 = (p1 - x0).unit local u1 = r1:Cross(b).unit local r2 = (p2 - p3).unit local u2 = r2:Cross(b).unit b = u1:Cross(r1).unit local cfA = CFrame.fromMatrix(x0, r1, u1, b) local cfB = CFrame.fromMatrix(p3, r2, u2, b) local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local Beam = basebeam:Clone() local Bounce = basepart:Clone() A0.CFrame = cfA A0.Parent = nadelinestorage A1.CFrame = cfB A1.Parent = nadelinestorage Beam.Color = ColorSequence.new(color) Beam.Attachment0 = A0 Beam.Attachment1 = A1 Beam.CurveSize0 = curve0 Beam.CurveSize1 = -curve1 Beam.Parent = nadelinestorage Beam.Enabled = visible Bounce.Color = bounce Bounce.Transparency = visible and 0 or 1 Bounce.Position = A1.CFrame.p Bounce.Parent = nadelinestorage return A0, A1, Beam, Bounce end function trajectory.new(Parameters) local self = setmetatable({}, trajectory) self.Gravity = Parameters.gravity self.TimeStep = Parameters.step self.MaxTime = Parameters.time self.MaxBounce = Parameters.bounces return self end function trajectory:Velocity(v0, t) -- g*t + v0 return self.Gravity*t + v0 end function trajectory:Position(x0, v0, t) -- 0.5*g*t^2 + v0*t + x0 return 0.5*self.Gravity*t*t + v0*t + x0 end function trajectory:PlaneQuadraticIntersection(x0, v0, p, n) local a = (0.5*self.Gravity):Dot(n) local b = v0:Dot(n) local c = (x0 - p):Dot(n) if (a ~= 0) then local d = math.sqrt(b*b - 4*a*c) return (-b - d)/(2*a) else return -c / b end end function trajectory:CalculateSingle(x0, v0, ignoreList) local t = 0 local hit, pos, normal, material repeat local p0 = self:Position(x0, v0, t) local p1 = self:Position(x0, v0, t + self.TimeStep) t = t + self.TimeStep local ray = Ray.new(p0, p1 - p0) hit, pos, normal, material = workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false, true) until ((hit and hit.CanCollide == true) or t >= self.MaxTime) if (hit and hit.CanCollide == true) then local t = self:PlaneQuadraticIntersection(x0, v0, pos, normal) local x1 = self:Position(x0, v0, t) return t, normal, PhysicalProperties.new(material) end end function trajectory:Cast(Parameters) local bounces = 0 local t, x1, normal, pB local pA = Parameters.physics local path = {} local x0, v0 = Parameters.start, Parameters.velocity while (bounces <= self.MaxBounce) do t, normal, pB = self:CalculateSingle(x0, v0, Parameters.ignores) if (t) then path[1 + #path] = {x0, v0, t} local elasticity = (pA.Elasticity*pA.ElasticityWeight + pB.Elasticity*pB.ElasticityWeight)/(pA.ElasticityWeight+pB.ElasticityWeight) local friction = (pA.Friction*pA.FrictionWeight + pB.Friction*pB.FrictionWeight)/(pA.FrictionWeight+pB.FrictionWeight) -- check the weighting https://developer.roblox.com/en-us/api-reference/datatype/PhysicalProperties local dotprod = 1 - math.abs(v0.Unit:Dot(normal)) x0 = self:Position(x0, v0, t) v0 = reflect(self:Velocity(v0, t), normal) * elasticity + v0 * friction * dotprod if normal.Y > normal.X and normal.Y > normal.Z then -- the surface is prob a floor bounces = bounces + 1 end else bounces = self.MaxBounce + 1 end end return path end function trajectory:Travel(part, path) local t = 0 local timer = timer.new(0) local x0, v0, dt = unpack(path[1]) part.CFrame = CFrame.new(x0, x0 + v0) for i = 1, #path do local x0, v0, dt = unpack(path[i]) timer:FireOnTimeReached(t, function(currentTime) part.Velocity = v0 end) t = t + dt end timer:FireOnTimeReached(t, function(currentTime) timer:Destroy() end) timer:SetActive(true) end function trajectory:Draw(Parameters) local things = {} local pathtodraw = Parameters.trail for i = 1, #pathtodraw do local x0, v0, t = unpack(pathtodraw[i]) local a, b, c, d = drawBeamProjectile(self.Gravity, v0, x0, t, Parameters.visible, Parameters.color, Parameters.bounce) things[1 + #things] = {a, b, c, d} end return things end end end do --ANCHOR playerinfo module playerInfo.storage = {} local function refreshEnemyType(data) data.enemy = replicatedStorage.gametype.Value == "deathmatch" or (data.player ~= localPlayer and data.player.Team ~= localPlayer.Team) end localPlayer:GetPropertyChangedSignal("Team"):Connect(function() for player,data in next, playerInfo.storage do refreshEnemyType(data) end end) function playerInfo.add(player) local data = {} data.player = player data.lastVelocity = emptyVec3 data.velocity = emptyVec3 data.character = nil data.god = false data.currentPosition = emptyVec3 data.lastPosition = emptyVec3 data.lastcameracf = emptyCf data.camcf = emptyCf data.updates = {} data.enemy = replicatedStorage.gametype.Value == "deathmatch" or (player ~= localPlayer and player.Team ~= localPlayer.Team) player:GetPropertyChangedSignal("Team"):Connect(function() refreshEnemyType(data) end) data.step = runService.Stepped:Connect(function(delta) --debug.profilebegin(player.Name .. " pInfo update") --so this is supposed to give an accurate result of what roblox physics would calculate as they run in 60 fps, if this doesnt exist then the velocity result we get would be much higher if we have fps unlocker, before u scream "wouldnt that make our forward track beter", yes but scummy --which is what this line below fix, it wont forward track too far :) --lol local char = player.Character data.character = char data.humanoid = char and char:FindFirstChild("Humanoid") data.head = char and char:FindFirstChild("Head") data.rootpart = char and char:FindFirstChild("HumanoidRootPart") data.god = data.humanoid and data.humanoid.Health ~= data.humanoid.Health data.alive = (char and data.humanoid and data.humanoid.Parent and data.humanoid.Health > 0 and data.humanoid.Health == data.humanoid.Health and data.rootpart) if data.god or data.alive then data.protected = char and char:FindFirstChildOfClass("ForceField") ~= nil if data.currentPosition then data.lastPosition = data.currentPosition end data.currentPosition = data.rootpart and data.rootpart.Position if data.camcf then data.lastcameracf = data.camcf end data.camcf = player:FindFirstChild("CameraCF") and player:FindFirstChild("CameraCF").Value or emptyCf table.insert(data.updates, 1, {position = data.currentPosition, velocity = data.velocity, time = tick()}) local samples = 5 local totalDelta = 0 local totalDistance = emptyVec3 for i = 2, math.min(samples, #data.updates) do local now = data.updates[i] local prev = data.updates[i - 1] totalDelta = totalDelta + (now.time - prev.time) totalDistance = totalDistance + (now.position - prev.position) end data.velocity = totalDistance / totalDelta else table.clear(data.updates) data.protected = false data.character = nil data.alive = false data.lastVelocity = emptyVec3 data.velocity = emptyVec3 data.currentPosition = emptyVec3 data.lastPosition = emptyVec3 data.humanoid = nil data.head = nil data.rootpart = nil end --debug.profileend() end) playerInfo.storage[player] = data end function playerInfo.remove(player) if playerInfo.storage[player] then playerInfo.storage[player].step:Disconnect() table.clear(playerInfo.storage[player]) playerInfo.storage[player] = nil end end function playerInfo.unload() for player,data in next, playerInfo.storage do playerInfo.remove(player) end table.clear(playerInfo) playerInfo = {} end for i,v in next, players:GetPlayers() do if v ~= localPlayer then playerInfo.add(v) end end players.PlayerAdded:Connect(playerInfo.add) players.PlayerRemoving:Connect(playerInfo.remove) end do --ANCHOR Visuals visuals.chamsFolder = Instance.new("Folder", game:GetService("CoreGui")) visuals.espObjects = {} visuals.allDrawingObjects = {} visuals.tracerObjects = {} visuals.lastragdollupdate = tick() visuals.lastcolorupdate = tick() visuals.droppedWeaponStorage = {} visuals.ragdollobjects = {} visuals.chammedbody = false visuals.imagecache = {} visuals.grenadetrajectories = {} visuals.particleemitter = nil -- particle thing visuals.chammedobjects = { ["Clothing"] = {}, ["Arms"] = {}, ["Weapon Objects"] = {}, ["Colored Arms"] = {}, ["Colored Weapons"] = {}, ["Colored Body"] = {}, ["Original"] = {}, ["Original Body"] = {} -- dn } visuals.materials = { ["Ghost"] = materials.ForceField, ["Flat"] = materials.Neon, ["Custom"] = materials.SmoothPlastic, ["Reflective"] = materials.Glass, -- this one will have reflectance set to 1 ["Metallic"] = materials.Glass, ["Magic"] = materials.SmoothPlastic } visuals.forcefieldAnimations = forcefieldAnimations visuals.particleImages = particleImages visuals.skyboxes = { ["Cloudy Skies"] = { SkyboxLf = "rbxassetid://151165191", SkyboxBk = "rbxassetid://151165214", SkyboxDn = "rbxassetid://151165197", SkyboxFt = "rbxassetid://151165224", SkyboxRt = "rbxassetid://151165206", SkyboxUp = "rbxassetid://151165227", }, ["Space"] = { SkyboxLf = "rbxassetid://159454286", SkyboxBk = "rbxassetid://159454299", SkyboxDn = "rbxassetid://159454296", SkyboxFt = "rbxassetid://159454293", SkyboxRt = "rbxassetid://159454300", SkyboxUp = "rbxassetid://159454288", }, ["Nebula"] = { SkyboxLf = "rbxassetid://149397684", SkyboxBk = "rbxassetid://149397692", SkyboxDn = "rbxassetid://149397686", SkyboxFt = "rbxassetid://149397697", SkyboxRt = "rbxassetid://149397688", SkyboxUp = "rbxassetid://149397702", }, ["Vivid Skies"] = { SkyboxLf = "rbxassetid://271042310", SkyboxBk = "rbxassetid://271042516", SkyboxDn = "rbxassetid://271077243", SkyboxFt = "rbxassetid://271042556", SkyboxRt = "rbxassetid://271042467", SkyboxUp = "rbxassetid://271077958", }, ["Bob's Skybox"] = { SkyboxLf = "rbxassetid://7264789109", SkyboxBk = "rbxassetid://7264789737", SkyboxDn = "rbxassetid://7264789487", SkyboxFt = "rbxassetid://7264789309", SkyboxRt = "rbxassetid://7264788930", SkyboxUp = "rbxassetid://7264788734", } } visuals.defaultlighting = { -- fuck it ["de_dust2"] = { Ambient = Color3.fromRGB(90, 74, 62), OutdoorAmbient = Color3.fromRGB(165, 156, 140), ClockTime = 13 }, ["de_seaside"] = { Ambient = Color3.fromRGB(211, 237, 255), OutdoorAmbient = Color3.fromRGB(180, 180, 180), ClockTime = 14 }, ["de_train"] = { Ambient = Color3.fromRGB(130, 118, 95), OutdoorAmbient = Color3.fromRGB(163, 161, 146), ClockTime = 9.5 }, ["de_mirage"] = { Ambient = Color3.fromRGB(214, 214, 214), OutdoorAmbient = Color3.fromRGB(165, 156, 140), ClockTime = 15 }, ["de_cache"] = { Ambient = Color3.fromRGB(214, 214, 214), OutdoorAmbient = Color3.fromRGB(165, 156, 140), ClockTime = 14 }, ["de_nuke"] = { Ambient = Color3.fromRGB(90, 74, 62), OutdoorAmbient = Color3.fromRGB(165, 156, 140), ClockTime = 13 }, ["de_vertigo"] = { Ambient = Color3.fromRGB(255, 255, 255), OutdoorAmbient = Color3.fromRGB(255, 255, 255), ClockTime = 15 }, ["de_inferno"] = { Ambient = Color3.fromRGB(130, 118, 95), OutdoorAmbient = Color3.fromRGB(163, 161, 146), ClockTime = 9.5 }, ["de_aztec"] = { Ambient = Color3.fromRGB(149, 175, 179), OutdoorAmbient = Color3.fromRGB(149, 159, 191), ClockTime = 15 } } visuals.thirdPersonConnections = {} function visuals.createDrawing(type, prop) local obj = Drawing.new(type) if prop then for index,value in next, prop do obj[index] = value end end table.insert(visuals.allDrawingObjects, obj) return obj end do --esp and chams visuals.gradentHealthBarSegments = 16 visuals.defaultProp = { outlineBox = { Visible = false, Transparency = 0.7, Color = Color3.fromRGB(10, 10, 10), Thickness = 3, Filled = false }, box = { Visible = false, Transparency = 1, Color = Color3.fromRGB(255, 255, 255), Thickness = 1, Filled = false }, boxFilled = { Visible = false, Transparency = 0.1, Color = Color3.fromRGB(255, 255, 255), Filled = true }, healthBarOutline = { Visible = false, Transparency = 0.7, Color = Color3.fromRGB(10, 10, 10), Thickness = 1, Filled = true }, healthBarOutlineOutline = { Visible = false, Transparency = 0.7, Color = Color3.fromRGB(10, 10, 10), Thickness = 1, Filled = false }, healthBar = { Visible = false, Transparency = 1, Color = Color3.fromRGB(0, 255, 0), Thickness = 1, Filled = true }, nameTag = { Visible = false, Size = 13, Font = Drawing.Fonts.Plex, Color = Color3.fromRGB(255, 255, 255), Transparency = 1, Center = true, Outline = true }, heldWeapon = { Visible = false, Size = 13, Font = 2, Color = Color3.fromRGB(255, 255, 255), Transparency = 1, Center = true, Outline = true }, heldWeaponIcon = { Visible = false, Data = visuals.imagecache["C4"], Size = newVector2(56, 22), Rounding = 2, Transparency = 1, }, healthNumber = { Visible = false, Size = 13, Font = Drawing.Fonts.Plex, Color = Color3.fromRGB(255, 255, 255), Transparency = 1, Center = true, Outline = true }, distanceTag = { Visible = false, Size = 13, Font = 2, Color = Color3.fromRGB(255, 255, 255), Transparency = 1, Center = true, Outline = true }, oofArrow = { Visible = false, Filled = true, Color = Color3.fromRGB(255, 0, 255), Thickness = 2, Transparency = 1 }, oofArrowOutline = { Visible = false, Filled = false, Color = Color3.fromRGB(255, 255, 255), Thickness = 4, Transparency = 0.9, }, cameraCircle = { Visible = false, Thickness = 1, Radius = 3, Transparency = 1, Filled = false }, snapLine = { Thickness = 1, Color = Color3.fromRGB(255, 255, 255), Transparency = 1, Visible = false }, flags = { Visible = false, Size = 13, Font = Drawing.Fonts.Plex, Color = Color3.fromRGB(255, 255, 255), Transparency = 1, Center = true, Outline = true }, } function visuals.initializeDrawingObjects(onScreen, offScreen, general) onScreen.outlineBox = { object = visuals.createDrawing("Square", visuals.defaultProp.outlineBox), originalTransparency = visuals.defaultProp.outlineBox.Transparency } onScreen.box = { object = visuals.createDrawing("Square", visuals.defaultProp.box), originalTransparency = visuals.defaultProp.box.Transparency } onScreen.boxFilled = { object = visuals.createDrawing("Square", visuals.defaultProp.boxFilled), originalTransparency = visuals.defaultProp.boxFilled.Transparency } onScreen.healthBarOutline = { object = visuals.createDrawing("Square", visuals.defaultProp.healthBarOutline), originalTransparency = visuals.defaultProp.healthBarOutline.Transparency } onScreen.healthBarOutlineOutline = { object = visuals.createDrawing("Square", visuals.defaultProp.healthBarOutlineOutline), originalTransparency = visuals.defaultProp.healthBarOutline.Transparency } onScreen.healthBar = { object = visuals.createDrawing("Square", visuals.defaultProp.healthBar), originalTransparency = visuals.defaultProp.healthBar.Transparency } for i = 1, visuals.gradentHealthBarSegments do onScreen["healthBarSegment" .. i] = { object = visuals.createDrawing("Square", visuals.defaultProp.healthBar), originalTransparency = visuals.defaultProp.healthBar.Transparency } end onScreen.nameTag = { object = visuals.createDrawing("Text", visuals.defaultProp.nameTag), originalTransparency = visuals.defaultProp.nameTag.Transparency } onScreen.heldWeapon = { object = visuals.createDrawing("Text", visuals.defaultProp.heldWeapon), originalTransparency = visuals.defaultProp.heldWeapon.Transparency } onScreen.heldWeaponIcon = { object = visuals.createDrawing("Image", visuals.defaultProp.heldWeaponIcon), originalTransparency = visuals.defaultProp.heldWeaponIcon.Transparency } onScreen.healthNumber = { object = visuals.createDrawing("Text", visuals.defaultProp.healthNumber), originalTransparency = visuals.defaultProp.healthNumber.Transparency } onScreen.distanceTag = { object = visuals.createDrawing("Text", visuals.defaultProp.distanceTag), originalTransparency = visuals.defaultProp.distanceTag.Transparency } onScreen.armorTag = { object = visuals.createDrawing("Text", visuals.defaultProp.flags), originalTransparency = visuals.defaultProp.flags.Transparency } onScreen.bombTag = { object = visuals.createDrawing("Text", visuals.defaultProp.flags), originalTransparency = visuals.defaultProp.flags.Transparency } onScreen.hostageTag = { object = visuals.createDrawing("Text", visuals.defaultProp.flags), originalTransparency = visuals.defaultProp.flags.Transparency } onScreen.moneyTag = { object = visuals.createDrawing("Text", visuals.defaultProp.flags), originalTransparency = visuals.defaultProp.flags.Transparency } --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 onScreen.fakeTag = { object = visuals.createDrawing("Text", visuals.defaultProp.flags), originalTransparency = visuals.defaultProp.flags.Transparency } offScreen.oofArrow = { object = visuals.createDrawing("Triangle", visuals.defaultProp.oofArrow), originalTransparency = visuals.defaultProp.oofArrow.Transparency } offScreen.oofArrowOutline = { object = visuals.createDrawing("Triangle", visuals.defaultProp.oofArrowOutline), originalTransparency = visuals.defaultProp.oofArrowOutline.Transparency } onScreen.cameraCircle = { object = visuals.createDrawing("Circle", visuals.defaultProp.cameraCircle), originalTransparency = visuals.defaultProp.cameraCircle.Transparency } general.snapLine = { object = visuals.createDrawing("Line", visuals.defaultProp.snapLine), originalTransparency = visuals.defaultProp.snapLine.Transparency } for i = 1, 12 do general["lagCompLine" .. i] = { object = visuals.createDrawing("Line", visuals.defaultProp.snapLine), originalTransparency = visuals.defaultProp.snapLine.Transparency } end end function visuals.getBoundingBox(rootCf, headCf, rootSize, headSize, hipHeight, cacheTable) if cacheTable and rootCf then cacheTable.rootCf = rootCf cacheTable.headCf = headCf cacheTable.rootSize = rootSize cacheTable.headSize = headSize cacheTable.hipHeight = hipHeight elseif not rootCf then rootCf = cacheTable.rootCf headCf = cacheTable.headCf rootSize = cacheTable.rootSize headSize = cacheTable.headSize hipHeight = cacheTable.hipHeight end local th = headCf * newVector3(0, headSize.y*0.5 + 0.5, 0) local bf = rootCf * newVector3(0, -(rootSize.y*0.5 + hipHeight + 0.5), 0) local td = (th - rootCf.p).Magnitude local bd = (rootCf.p - bf).Magnitude local up = rootCf.UpVector local tp = rootCf.p + up*td local bp = rootCf.p - up*bd local top = mathModule.worldToViewportPoint(tp) local bottom = mathModule.worldToViewportPoint(bp) local width = math.abs(top.x - bottom.x) local height = math.max(math.abs(top.y - bottom.y), width / 1.75) local size = newVector2(math.floor(math.max(height / 1.7, width * 2.5)), math.floor(height)) local pos = newVector2(math.floor((bottom.x - size.x + top.x) / 2), math.floor(math.min(top.y, bottom.y))) return Rect.new(pos, pos + size) end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 function visuals.applyEsp(player) repeat task.wait() until playerInfo.storage[player] task.wait(1) local this = {} this.drawingObjects = { drawOnScreen = {}, drawOffScreen = {}, drawGeneral = {}, --everything in general will always draw if the condition is met stoppedRenderingOnScreen = true, stoppedRenderingOffScreen = true, lastData = { --data needed for calculating getboundingbox to preserve the rotation headPos = nil, torsoCf = nil, health = nil, maxHealth = nil }, } this.transparencyEvent = Instance.new("BindableEvent") this.healthPercentageSpring = spring.new() this.healthPercentageSpring.s = 24 this.timePassed = 0 this.chamsObjects = {} this.skeletons = {} this.chamsTransConnections = {} this.updatechams = false -- homo!! this.transConnections = {} this.theirpInfo = playerInfo.storage[player] visuals.initializeDrawingObjects(this.drawingObjects.drawOnScreen, this.drawingObjects.drawOffScreen, this.drawingObjects.drawGeneral) for i,v in next, this.drawingObjects.drawOnScreen do table.insert(this.transConnections, this.transparencyEvent.Event:Connect(function(transparency) v.object.Transparency = v.originalTransparency * (1 - transparency) end)) end for i,v in next, this.drawingObjects.drawOffScreen do table.insert(this.transConnections, this.transparencyEvent.Event:Connect(function(transparency) v.object.Transparency = v.originalTransparency * (1 - transparency) end)) end for i,v in next, this.drawingObjects.drawGeneral do table.insert(this.transConnections, this.transparencyEvent.Event:Connect(function(transparency) v.object.Transparency = v.originalTransparency * (1 - transparency) end)) end function this.chamsremoved(character) for i = #this.chamsObjects, 1, -1 do local object = table.remove(this.chamsObjects, i) if object then object:Destroy() object = nil end end for i = #this.skeletons, 1, -1 do local v = table.remove(this.skeletons, i) if v then v.step:Disconnect() v.step = nil v.line:Remove() v.line = nil v.weld = nil end end end local transparencyFix = function() local character = player.Character if not character then return end local pInfo = playerInfo.storage[player] if not pInfo then return end local section = this and this.theirpInfo and this.theirpInfo.enemy and "Enemy ESP" or "Team ESP" local childs = character:GetChildren() for i = 1, #childs do local accessory = childs[i] if accessory and accessory.ClassName == "Accessory" then local c = accessory:GetChildren() for j = 1, #c do local part = c[j] if part and part:IsA("BasePart") then part.Transparency = Menu["ESP"][section]["Chams"]["Toggle"]["Enabled"] and 1 or 0 end end end end end function this.chamsadded(character) repeat task.wait() until character ~= nil local humanoid = character:WaitForChild("Humanoid", 1/0) local humanoidRootPart = character:WaitForChild("HumanoidRootPart", 1/0) if humanoid.Health <= 0 then return end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local pInfo = playerInfo.storage[player] if not pInfo then repeat pInfo = playerInfo.storage[player] task.wait() until pInfo end --what the dog doing local section = this and this.theirpInfo and this.theirpInfo.enemy and "Enemy ESP" or "Team ESP" humanoidRootPart.AncestryChanged:Connect(function(child, new) if new == nil then this.chamsremoved() end end) local yeah = tick() local loop loop = runService.Stepped:Connect(function() if tick() - yeah > 5 then loop:Disconnect() loop = nil end transparencyFix() end) for i,v in next, character:GetChildren() do if v:IsA("MeshPart") or v:IsA("BasePart") and v:FindFirstChildOfClass("Motor6D") and (v.Transparency ~= 1 or v.Name == "Head") then if v.Name == "BackC4" then return end local weld = v:FindFirstChildOfClass("Motor6D") if weld.Part0 == character.HumanoidRootPart or weld.Part1 == character.HumanoidRootPart then else if weld and weld.Part0 and weld.Part1 then local data = {} data.weld = weld data.line = visuals.createDrawing("Line", { Thickness = 1, Color = Menu["ESP"][section]["Skeleton"]["Color 1"]["Color"], Visible = false, Transparency = 0.5 }) local hasBeenHidden = false data.step = runService.Stepped:Connect(function() local section = this and this.theirpInfo and this.theirpInfo.enemy and "Enemy ESP" or "Team ESP" if Menu["ESP"][section]["Enabled"]["Toggle"]["Enabled"] and Menu["ESP"][section]["Skeleton"]["Toggle"]["Enabled"] then hasBeenHidden = false local p0, v0 = mathModule.worldToViewportPoint(data.weld.Part0.Position) local p1, v1 = mathModule.worldToViewportPoint(data.weld.Part1.Position) if v0 and v1 then data.line.From = newVector2(math.floor(p0.x), math.floor(p0.y)) data.line.To = newVector2(math.floor(p1.x), math.floor(p1.y)) data.line.Color = Menu["ESP"][section]["Skeleton"]["Color 1"]["Color"] data.line.Visible = true else data.line.Visible = false end else if hasBeenHidden ~= true then data.line.Visible = false hasBeenHidden = true end end end) table.insert(this.skeletons, data) end end end if v:IsA("BasePart") and v.Name ~= "HumanoidRootPart" and v.Name ~= "Gun" and v.Name ~= "BackC4" and v.Name ~= "HeadHB" and v.Name ~= "Head" then local isHead = v.Name == "FakeHead" local inner = Instance.new(isHead and "CylinderHandleAdornment" or "BoxHandleAdornment") local outline = inner:Clone() -- dn -- is 1 the inner or outline? -- 1 inner inner.Name = "inner" inner.AlwaysOnTop = true inner.Color3 = Menu["ESP"][section]["Chams"]["Color 1"]["Color"] inner.Transparency = Menu["ESP"][section]["Chams"]["Color 1"]["Transparency"] inner.Visible = Menu["ESP"][section]["Chams"]["Toggle"]["Enabled"] inner.ZIndex = 2 inner.Adornee = v inner.Parent = visuals.chamsFolder outline.Name = "outer" outline.AlwaysOnTop = false outline.Color3 = Menu["ESP"][section]["Chams"]["Color 2"]["Color"] outline.Transparency = Menu["ESP"][section]["Chams"]["Color 2"]["Transparency"] outline.Visible = inner.Visible outline.ZIndex = -1 outline.Adornee = v outline.Parent = visuals.chamsFolder if isHead then inner.CFrame = CFrame.Angles(pi / 2, 0, 0) inner.Radius = v.Size.x * 0.58 + 0.001 inner.Height = v.Size.y + 0.17 outline.CFrame = inner.CFrame outline.Radius = v.Size.x * 0.58 + 0.15 outline.Height = v.Size.y + 0.32 else inner.Size = v.Size + newVector3(0.001, 0.001, 0.001) outline.Size = v.Size + newVector3(0.15, 0.15, 0.15) end table.insert(this.chamsObjects, inner) table.insert(this.chamsObjects, outline) end end end function this.updateInnerChams() if not this or not this.theirpInfo then return end local section = this and this.theirpInfo and this.theirpInfo.enemy and "Enemy ESP" or "Team ESP" local chamsEnabled = Menu["ESP"][section]["Chams"]["Toggle"]["Enabled"] and Menu["ESP"][section]["Enabled"]["Toggle"]["Enabled"] if this.chamsObjects then for i, v in next, this.chamsObjects do v.Visible = Menu["ESP"][section]["Chams"]["Toggle"]["Enabled"] if v.Name == "inner" then v.Color3 = Menu["ESP"][section]["Chams"]["Color 1"]["Color"] v.Transparency = chamsEnabled and Menu["ESP"][section]["Chams"]["Color 1"]["Transparency"] or 1 end end end end function this.updateOuterChams() if not this or not this.theirpInfo then return end local section = this and this.theirpInfo and this.theirpInfo.enemy and "Enemy ESP" or "Team ESP" local chamsEnabled = Menu["ESP"][section]["Chams"]["Toggle"]["Enabled"] and Menu["ESP"][section]["Enabled"]["Toggle"]["Enabled"] if this.chamsObjects then for i, v in next, this.chamsObjects do v.Visible = Menu["ESP"][section]["Chams"]["Toggle"]["Enabled"] if v.Name == "outer" then v.Color3 = Menu["ESP"][section]["Chams"]["Color 2"]["Color"] v.Transparency = chamsEnabled and Menu["ESP"][section]["Chams"]["Color 2"]["Transparency"] or 1 end end end end function this.updateChams() if not this or not this.theirpInfo then return end local section = this and this.theirpInfo and this.theirpInfo.enemy and "Enemy ESP" or "Team ESP" local chamsEnabled = Menu["ESP"][section]["Chams"]["Toggle"]["Enabled"] and Menu["ESP"][section]["Enabled"]["Toggle"]["Enabled"] if this.chamsObjects then for i, v in next, this.chamsObjects do v.Visible = Menu["ESP"][section]["Chams"]["Toggle"]["Enabled"] if v.Name == "inner" then v.Color3 = Menu["ESP"][section]["Chams"]["Color 1"]["Color"] v.Transparency = chamsEnabled and Menu["ESP"][section]["Chams"]["Color 1"]["Transparency"] or 1 elseif v.Name == "outer" then v.Color3 = Menu["ESP"][section]["Chams"]["Color 2"]["Color"] v.Transparency = chamsEnabled and Menu["ESP"][section]["Chams"]["Color 2"]["Transparency"] or 1 end end transparencyFix() end end for i,section in next, {"Team ESP", "Enemy ESP"} do Menu["ESP"][section]["Enabled"]["Toggle"].Changed:Connect(this.updateChams) Menu["ESP"][section]["Chams"]["Toggle"].Changed:Connect(this.updateChams) Menu["ESP"][section]["Chams"]["Color 1"].Changed:Connect(this.updateInnerChams) Menu["ESP"][section]["Chams"]["Color 2"].Changed:Connect(this.updateOuterChams) end function this.renderOnScreen(info) --debug.profilebegin(player.Name .. " esp render on screen") if info.pInfo then this.drawingObjects.lastData.pInfo = info.pInfo else info.pInfo = this.drawingObjects.lastData.pInfo end local health = info.health local maxHealth = info.maxHealth local section = ((this and this.theirpInfo and this.theirpInfo.enemy and "Enemy") or "Team") .. " ESP" local boundingRect = info.boundingRect local drawOnScreen = this.drawingObjects.drawOnScreen local boxOutline = drawOnScreen.outlineBox.object local box = drawOnScreen.box.object local boxFilled = drawOnScreen.boxFilled.object local healthBar = drawOnScreen.healthBar.object local healthBarOutline = drawOnScreen.healthBarOutline.object local healthBarOutlineOutline = drawOnScreen.healthBarOutlineOutline.object local healthNumber = drawOnScreen.healthNumber.object local heldWeapon = drawOnScreen.heldWeapon.object local heldWeaponIcon = drawOnScreen.heldWeaponIcon.object local distanceTag = drawOnScreen.distanceTag.object local nameTag = drawOnScreen.nameTag.object local armorTag = drawOnScreen.armorTag.object local moneyTag = drawOnScreen.moneyTag.object local fakeTag = drawOnScreen.fakeTag.object local bombTag = drawOnScreen.bombTag.object local hostageTag = drawOnScreen.hostageTag.object local fakeindicator = 0 local flagoffset = 0 -- yeah yeah this is gay but fuck off ty! local textCase = Menu["ESP"]["ESP Settings"]["Text Case"]["Value"] local textSize = Menu["ESP"]["ESP Settings"]["Text Size"]["Value"] local textFont = Drawing.Fonts[Menu["ESP"]["ESP Settings"]["Text Font"]["Value"]] local textFlagCase = Menu["ESP"]["ESP Settings"]["Flag Text Case"]["Value"] local textFlagSize = Menu["ESP"]["ESP Settings"]["Flag Text Size"]["Value"] local textFlagFont = Drawing.Fonts[Menu["ESP"]["ESP Settings"]["Flag Text Font"]["Value"]] this.healthPercentageSpring.t = info.pInfo.god == true and 0 or health/maxHealth if info.pInfo.character and findFirstChild(info.pInfo.character, "EquippedTool") then this.drawingObjects.lastData.weapon = textCase == "lowercase" and info.pInfo.character.EquippedTool.Value:lower() or textCase == "UPPERCASE" and info.pInfo.character.EquippedTool.Value:upper() or info.pInfo.character.EquippedTool.Value end --debug.profilebegin(player.Name .. " esp render on screen box") if Menu["ESP"][section]["Box"]["Toggle"]["Enabled"] then box.Position = boundingRect.Min box.Size = boundingRect.Max - boundingRect.Min boxOutline.Position = box.Position boxOutline.Size = box.Size box.Color = Menu["ESP"][section]["Box"]["Color 1"]["Color"] boxFilled.Color = Menu["ESP"][section]["Filled Box"]["Color 1"]["Color"] boxFilled.Transparency = 1 - Menu["ESP"][section]["Filled Box"]["Color 1"]["Transparency"] if Menu["ESP"][section]["Filled Box"]["Toggle"]["Enabled"] then boxFilled.Position = box.Position + newVector2(math.floor(box.Thickness / 2) + 1, math.floor(box.Thickness / 2) + 1) boxFilled.Size = box.Size - newVector2(box.Thickness + 1, box.Thickness + 1) boxFilled.Visible = true else boxFilled.Visible = false end box.Visible = true boxOutline.Visible = true else box.Visible = false boxFilled.Visible = false boxOutline.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen health bar") if Menu["ESP"][section]["Health Bar"]["Toggle"]["Enabled"] then local hpMax = Menu["ESP"][section]["Health Bar"]["Color 1"]["Color"] local hpLow = Menu["ESP"][section]["Health Bar"]["Color 2"]["Color"] local healthPercentage = this.healthPercentageSpring.p local fullSize = boundingRect.Height local chunk = fullSize * healthPercentage healthBar.Size = newVector2(2, chunk) healthBar.Position = boundingRect.Min + newVector2(-5, fullSize - chunk) healthBarOutline.Size = newVector2(4, fullSize + 2) healthBarOutline.Position = boundingRect.Min + newVector2(-6, -1) healthBarOutlineOutline.Size = healthBarOutline.Size healthBarOutlineOutline.Position = healthBarOutline.Position healthBar.Color = hpLow:Lerp(hpMax, healthPercentage) local isGradient = Menu["ESP"][section]["Gradient Health Bar"]["Toggle"]["Enabled"] healthBar.Visible = not isGradient healthBarOutline.Visible = true healthBarOutlineOutline.Visible = true if isGradient then local sizePerSegment = math.ceil(fullSize / visuals.gradentHealthBarSegments) local maxSegments = fullSize / sizePerSegment + 1 local minSegments = chunk / sizePerSegment + 1 local skipped = maxSegments - minSegments local healthPos = healthBar.Position local healthSizeX = healthBar.Size.x local healthSizeY = healthBar.Size.y for i = 1, visuals.gradentHealthBarSegments do local segment = drawOnScreen["healthBarSegment" .. i].object local projectedPosMin = newVector2(0, (i-1) * sizePerSegment) local ProjectedPosMax = projectedPosMin + newVector2(0, sizePerSegment) if projectedPosMin.y > chunk then segment.Visible = false else segment.Visible = true segment.Position = healthPos + projectedPosMin segment.Size = newVector2(healthSizeX, ProjectedPosMax.y - healthSizeY > 0 and sizePerSegment - (ProjectedPosMax.y - healthSizeY) or sizePerSegment) segment.Color = hpMax:Lerp(hpLow, (i + skipped)/maxSegments) end end else if drawOnScreen["healthBarSegment1"].object.Visible == true then for i = 1, visuals.gradentHealthBarSegments do drawOnScreen["healthBarSegment" .. i].object.Visible = false end end end else healthBar.Visible = false healthBarOutline.Visible = false healthBarOutlineOutline.Visible = false if drawOnScreen["healthBarSegment1"].object.Visible == true then for i = 1, visuals.gradentHealthBarSegments do drawOnScreen["healthBarSegment" .. i].object.Visible = false end end end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen health bar number") if Menu["ESP"][section]["Health Bar"]["Toggle"]["Enabled"] and ((Menu["ESP"][section]["Health Number"]["Toggle"]["Enabled"] and health <= Menu["ESP"]["ESP Settings"]["Max HP Visibility Cap"]["Value"]) or info.pInfo.god) then local godded = info.pInfo.god healthNumber.Text = godded and "God" or tostring(math.floor((this.healthPercentageSpring.p * maxHealth) + 0.5)) local offset = godded and 0 or (2 * this.healthPercentageSpring.p) - 1 healthNumber.Position = godded and boundingRect.Min + newVector2(-5 - healthBar.Size.x - (healthNumber.TextBounds.X/2), (boundingRect.Height*0.5) - healthNumber.TextBounds.Y/2 + (offset * (healthNumber.Size/4)) - (offset * 1)) or healthBar.Position + newVector2(-healthBar.Size.x - (healthNumber.TextBounds.X/2) - 1, -healthNumber.TextBounds.Y/2) + newVector2(0, (offset * (healthNumber.Size + 1) * 0.25)) healthNumber.Color = Color3.new(1, 1, 1) healthNumber.Visible = true else healthNumber.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen held weapon") local theOffsetBullshit = 0 if Menu["ESP"][section]["Held Weapon"]["Toggle"]["Enabled"] then heldWeapon.Text = this.drawingObjects.lastData.weapon heldWeapon.Size = textSize heldWeapon.Font = textFont heldWeapon.Position = boundingRect.Min + newVector2(math.floor(boundingRect.Width / 2), boundingRect.Height + 2) heldWeapon.Color = Menu["ESP"][section]["Held Weapon"]["Color 1"]["Color"] heldWeapon.Visible = true theOffsetBullshit = theOffsetBullshit + textSize else heldWeapon.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen held weapon icon") if Menu["ESP"][section]["Held Weapon Icon"]["Toggle"]["Enabled"] then local data = info.pInfo.character and findFirstChild(info.pInfo.character, "EquippedTool") and findFirstChild(info.pInfo.character, "EquippedTool").Value or this.drawingObjects.lastData.lastHeldWeapon if this.drawingObjects.lastData.lastHeldWeapon ~= data then heldWeaponIcon.Data = visuals.imagecache[data] or visuals.imagecache["C4"] end this.drawingObjects.lastData.lastHeldWeapon = data heldWeaponIcon.Position = boundingRect.Min + newVector2(math.floor((boundingRect.Width / 2) - (heldWeaponIcon.Size.X / 2)), boundingRect.Height + theOffsetBullshit + 2) heldWeaponIcon.Color = Menu["ESP"][section]["Held Weapon Icon"]["Color 1"]["Color"] heldWeaponIcon.Visible = true theOffsetBullshit = theOffsetBullshit + heldWeaponIcon.Size.Y else heldWeaponIcon.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen distance") if Menu["ESP"][section]["Distance"]["Toggle"]["Enabled"] then distanceTag.Text = mathModule.truncateNumber((this.drawingObjects.lastData.headCf.p - camera.CFrame.p).Magnitude, 1) .. (textCase == "lowercase" and " st" or textCase == "UPPERCASE" and " ST" or " st") distanceTag.Position = boundingRect.Min + newVector2(math.floor(boundingRect.Width / 2), boundingRect.Height + theOffsetBullshit + 2) distanceTag.Size = textSize distanceTag.Font = textFont distanceTag.Color = Menu["ESP"][section]["Distance"]["Color 1"]["Color"] distanceTag.Visible = true else distanceTag.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen name") if Menu["ESP"][section]["Name"]["Toggle"]["Enabled"] then nameTag.Color = Menu["ESP"][section]["Name"]["Color 1"]["Color"] nameTag.Text = textCase == "lowercase" and player.Name:lower() or textCase == "UPPERCASE" and player.Name:upper() or player.Name nameTag.Position = boundingRect.Min + newVector2(math.floor(boundingRect.Width / 2), -2 - nameTag.TextBounds.y) nameTag.Size = textSize nameTag.Font = textFont nameTag.Visible = true else nameTag.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen armor") if Menu["ESP"][section]["Armor"]["Toggle"]["Enabled"] then armorTag.Color = Menu["ESP"][section]["Armor"]["Color 1"]["Color"] local str = "" if player:FindFirstChild("Helmet") then str = str .. "H" end if player:FindFirstChild("Kevlar") then str = str .. "K" end local rawText = str local rawTextSplit = string.split(rawText:lower(), "") if rawTextSplit[1] then rawTextSplit[1] = rawTextSplit[1]:upper() for i, char in next, rawTextSplit do if ((char == " " or char == "-") and i < #rawTextSplit) then rawTextSplit[i + 1] = rawTextSplit[i + 1]:upper() end end end local fixedText = table.concat(rawTextSplit) armorTag.Text = textFlagCase == "lowercase" and str:lower() or textFlagCase == "UPPERCASE" and str:upper() or fixedText armorTag.Position = boundingRect.Min + newVector2(math.floor(boundingRect.Width) + (armorTag.TextBounds.X / 2) + 2, -3) if str ~= "" then flagoffset = flagoffset + armorTag.TextBounds.Y end armorTag.Visible = true armorTag.Font = textFlagFont armorTag.Size = textFlagSize else armorTag.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen money") if Menu["ESP"][section]["Money"]["Toggle"]["Enabled"] then moneyTag.Color = Menu["ESP"][section]["Money"]["Color 1"]["Color"] moneyTag.Text = tostring(player.Cash.Value) .. "$" moneyTag.Font = textFlagFont moneyTag.Size = textFlagSize moneyTag.Position = boundingRect.Min + newVector2(math.floor(boundingRect.Width) + (moneyTag.TextBounds.X / 2) + 2, -3 + flagoffset) flagoffset = flagoffset + moneyTag.TextBounds.Y moneyTag.Visible = true else moneyTag.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen fake") local cameraCf = findFirstChild(player, "CameraCF") local desync = (cameraCf.Value.p - this.drawingObjects.lastData.headCf.p).Magnitude fakeindicator = (0.1 * desync - 1.2) if section == "Enemy ESP" and Menu["ESP"][section]["Fake"]["Toggle"]["Enabled"] and cameraCf.Value ~= emptyCf and cameraCf.Value == cameraCf.Value and desync > 12 and fakeindicator > 0 then fakeTag.Color = Menu["ESP"][section]["Fake"]["Color 1"]["Color"] fakeTag.Text = textFlagCase == "lowercase" and "fake" or textFlagCase == "UPPERCASE" and "FAKE" or "Fake" fakeTag.Transparency = fakeindicator fakeTag.Position = boundingRect.Min + newVector2(math.floor(boundingRect.Width) + (fakeTag.TextBounds.X / 2) + 2, -3 + flagoffset) flagoffset = flagoffset + fakeTag.TextBounds.Y fakeTag.Visible = true else fakeTag.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen bomb") if workspace:FindFirstChild("Status") and workspace.Status:FindFirstChild("HasBomb") and workspace.Status.HasBomb.Value == player.Name then this.drawingObjects.lastData.hadBomb = true else this.drawingObjects.lastData.hadBomb = false end if Menu["ESP"][section]["Bomb"]["Toggle"]["Enabled"] and this.drawingObjects.lastData.hadBomb then bombTag.Color = Menu["ESP"][section]["Bomb"]["Color 1"]["Color"] bombTag.Text = textFlagCase == "lowercase" and "bomb" or textFlagCase == "UPPERCASE" and "BOMB" or "Bomb" bombTag.Position = boundingRect.Min + newVector2(math.floor(boundingRect.Width) + (bombTag.TextBounds.X / 2) + 2, -3 + flagoffset) flagoffset = flagoffset + bombTag.TextBounds.Y bombTag.Visible = true else bombTag.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen hostage") if workspace:FindFirstChild("Ray_Ignore") and workspace.Ray_Ignore:FindFirstChild(player.Name) and workspace.Ray_Ignore[player.Name]:FindFirstChild("Hostage") then this.drawingObjects.lastData.hadHostage = true else this.drawingObjects.lastData.hadHostage = false end if Menu["ESP"][section]["Hostage"]["Toggle"]["Enabled"] and this.drawingObjects.lastData.hadHostage then hostageTag.Color = Menu["ESP"][section]["Hostage"]["Color 1"]["Color"] hostageTag.Text = textFlagCase == "lowercase" and "hostage" or textFlagCase == "UPPERCASE" and "HOSTAGE" or "Hostage" hostageTag.Position = boundingRect.Min + newVector2(math.floor(boundingRect.Width) + (hostageTag.TextBounds.X / 2) + 2, -3 + flagoffset) flagoffset = flagoffset + hostageTag.TextBounds.Y hostageTag.Visible = true else hostageTag.Visible = false end --debug.profileend() --debug.profilebegin(player.Name .. " esp render on screen hightlight") if (ragebot and ragebot.currenttarget and ragebot.currenttarget.player == player or legitbot and legitbot.aimassisttarget and legitbot.aimassisttarget.player == player) and Menu["ESP"]["ESP Settings"]["Highlight Aimbot Target"]["Toggle"]["Enabled"] then for i, v in next, this.chamsObjects do if v.Name == "inner" then local color = Menu["ESP"]["ESP Settings"]["Highlight Aimbot Target"]["Color 1"]["Color"] v.Color3 = Color3.fromRGB(math.clamp((color.R * 255) - 75, 0, 255), math.clamp((color.G * 255) - 75, 0, 255), math.clamp((color.B * 255) - 75, 0, 255)) else v.Color3 = Menu["ESP"]["ESP Settings"]["Highlight Aimbot Target"]["Color 1"]["Color"] end end this.updatechams = true for i, v in next, drawOnScreen do if v.object == healthBarOutline or v.object == healthBarOutlineOutline or v.object == boxOutline then else v.object.Color = Menu["ESP"]["ESP Settings"]["Highlight Aimbot Target"]["Color 1"]["Color"] end end else if this.updatechams == true then this.updateChams() this.updatechams = false end end --debug.profileend() --make visible this.drawingObjects.stoppedRenderingOnScreen = false if not this.drawingObjects.stoppedRenderingOffScreen then this.drawingObjects.stoppedRenderingOffScreen = true for i,v in next, this.drawingObjects.drawOffScreen do v.object.Visible = false end end --debug.profileend() end function this.renderOffScreen(info) --debug.profilebegin(player.Name .. " esp render off screen") local pos = CFrame.lookAt(camera.CFrame.p, camera.CFrame.p + camera.CFrame.LookVector * newVector3(1, 0, 1)):PointToObjectSpace(info.position) --arrow if not (executor == "ScriptWare" and platform == "Mac") then local oofArrow = this.drawingObjects.drawOffScreen.oofArrow.object local oofArrowOutline = this.drawingObjects.drawOffScreen.oofArrowOutline.object if Menu["ESP"]["Enemy ESP"]["Out of View Arrows"]["Toggle"]["Enabled"] and this and this.theirpInfo and this.theirpInfo.enemy then local angle = math.atan2(pos.z, pos.x) local cx, sy = math.cos(angle), math.sin(angle) local cx1, sy1 = math.cos(angle + pi/2), math.sin(angle + pi/2) local cx2, sy2 = math.cos(angle + pi/2*3), math.sin(angle + pi/2*3) local viewport = camera.ViewportSize local bigger = math.max(viewport.x, viewport.y) local smaller = math.min(viewport.x, viewport.y) local arrowSize = math.clamp(Menu["ESP"]["Enemy ESP"]["Dynamic Arrow Size"]["Toggle"]["Enabled"] and mathModule.map((info.position - camera.CFrame.p).Magnitude, 1, 100, 30, 10) or Menu["ESP"]["Enemy ESP"]["Arrow Size"]["Value"], 4, 1/0) local arrowPercentage = Menu["ESP"]["Enemy ESP"]["Arrow Distance"]["Value"] local arrowOrigin = viewport/2 + (Vector2.new(cx, sy) * Vector2.new(bigger * arrowPercentage/200, smaller * arrowPercentage/200)) oofArrow.PointA = arrowOrigin + Vector2.new(arrowSize*2 * cx, arrowSize*2 * sy) oofArrow.PointB = arrowOrigin + Vector2.new(arrowSize * cx1, arrowSize * sy1) oofArrow.PointC = arrowOrigin + Vector2.new(arrowSize * cx2, arrowSize * sy2) oofArrow.Color = Menu["ESP"]["Enemy ESP"]["Out of View Arrows"]["Color 1"]["Color"] oofArrowOutline.PointA = oofArrow.PointA oofArrowOutline.PointB = oofArrow.PointB oofArrowOutline.PointC = oofArrow.PointC oofArrowOutline.Color = Color3.new(math.max(0, Menu["ESP"]["Enemy ESP"]["Out of View Arrows"]["Color 1"]["Color"].r * 0.5), math.max(0, Menu["ESP"]["Enemy ESP"]["Out of View Arrows"]["Color 1"]["Color"].g * 0.5), math.max(0, Menu["ESP"]["Enemy ESP"]["Out of View Arrows"]["Color 1"]["Color"].b * 0.5)) local trans = ((math.cos(tick() * 2 * pi) * (0.75 - (0.25 * (math.cos(tick() * 2 * pi))))) / 2) + 0.75 this.drawingObjects.drawOffScreen.oofArrow.originalTransparency = trans this.drawingObjects.drawOffScreen.oofArrowOutline.originalTransparency = trans oofArrow.Transparency = trans oofArrowOutline.Transparency = trans oofArrow.Visible = true oofArrowOutline.Visible = true else oofArrowOutline.Visible = false oofArrow.Visible = false end end this.drawingObjects.stoppedRenderingOffScreen = false if not this.drawingObjects.stoppedRenderingOnScreen then this.drawingObjects.stoppedRenderingOnScreen = true for i,v in next, this.drawingObjects.drawOnScreen do v.object.Visible = false end end --debug.profileend() end function this.renderGeneral(info) --debug.profilebegin(player.Name .. " esp render general") local snapLine = this.drawingObjects.drawGeneral.snapLine.object local pos, onScreen = mathModule.worldToViewportPoint(info.position, false, 50) if not onScreen then local angle local centerX, centerY = viewportSize.x/2, viewportSize.y/2 if pos.z > 0 then angle = math.atan2(pos.y - centerY, pos.x - centerX) else angle = math.atan2(centerY - pos.y, centerX - pos.x) end local x = math.cos(angle) local y = math.sin(angle) local slope = y/x local xEdge, yEdge = viewportSize.x, viewportSize.y if y < 0 then yEdge = 0 end if x < 0 then xEdge = 0 end local newY = slope*xEdge + centerY - slope*centerX if newY > 0 and newY < viewportSize.y then pos = Vector2.new(xEdge, newY) else pos = Vector2.new((yEdge - centerY + slope*centerX)/slope, yEdge) end end local section = (this and this.theirpInfo and this.theirpInfo.enemy and "Enemy" or "Team") .. " ESP" if Menu["ESP"][section]["Snap Lines"]["Toggle"]["Enabled"] then local trans = (1 - Menu["ESP"][section]["Snap Lines"]["Color 1"]["Transparency"]) * (onScreen and 1 or 0.5) snapLine.From = newVector2(math.floor(viewportSize.x / 2), math.floor(viewportSize.y - 50)) snapLine.To = Vector2.new(pos.x, pos.y) snapLine.Transparency = trans snapLine.Color = Menu["ESP"][section]["Snap Lines"]["Color 1"]["Color"] snapLine.Visible = true else snapLine.Visible = false end local cameraCircle = this.drawingObjects.drawOnScreen.cameraCircle.object local cameraCf = findFirstChild(player, "CameraCF") local desync = (cameraCf.Value.p - info.position).Magnitude fakeindicator = (0.1 * desync - 1.2) if section:find("Enemy") and Menu["ESP"]["Enemy ESP"]["Show Resolved Position"]["Toggle"]["Enabled"] and findFirstChild(player, "CameraCF") and this.timePassed == 0 then if cameraCf.Value ~= emptyCf and cameraCf.Value == cameraCf.Value and desync > 12 then local pos, onScreen = mathModule.worldToViewportPoint(cameraCf.Value.p) if onScreen then cameraCircle.Position = newVector2(math.floor(pos.x), math.floor(pos.y)) cameraCircle.Transparency = fakeindicator cameraCircle.Color = Menu["ESP"]["Enemy ESP"]["Show Resolved Position"]["Color 1"]["Color"] cameraCircle.Visible = true else cameraCircle.Visible = false end else cameraCircle.Visible = false end else cameraCircle.Visible = false end if section:find("Enemy") and Menu["ESP"]["Enemy ESP"]["Show Extrapolation Position"]["Toggle"]["Enabled"] and Menu["Rage"]["Tracking"]["Extrapolation"]["Toggle"]["Enabled"] and player.Character and player.Character:FindFirstChild("Humanoid") and this.timePassed == 0 and info.pInfo.velocity.Magnitude > 0.01 then local extrapolatedparam = RaycastParams.new() extrapolatedparam.IgnoreWater = true extrapolatedparam.FilterType = Enum.RaycastFilterType.Whitelist extrapolatedparam.FilterDescendantsInstances = {workspace.Map} -- this cannot be moved through under normal circumstances local cf = CFrame.new(info.pInfo.currentPosition) local size = Vector3.new(2, 6, 2) local extrapolateby = info.pInfo.velocity * ((Menu["Rage"]["Tracking"]["Extrapolation Tuning"]["Value"] + (game.Stats.PerformanceStats.Ping:GetValue() * 2)) / 1000) -- this is how far ahead in time we are extrapolating local cast = workspaceRaycast(workspace, cf.p, extrapolateby, extrapolatedparam) local extrapolated = cast and cast.Position or cf.p + extrapolateby -- this is terrible but i need to do this asap local currentColor = Menu["ESP"]["Enemy ESP"]["Show Extrapolation Position"]["Color 1"]["Color"] do local verticee1 = extrapolated + Vector3.new(size.x / 2, size.y / 2, size.z / 2) local verticee2 = extrapolated + Vector3.new(size.x / 2, -size.y / 2, size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine1.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(-size.x / 2, size.y / 2, size.z / 2) local verticee2 = extrapolated + Vector3.new(-size.x / 2, -size.y / 2, size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine2.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(-size.x / 2, size.y / 2, -size.z / 2) local verticee2 = extrapolated + Vector3.new(-size.x / 2, -size.y / 2, -size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine3.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(size.x / 2, size.y / 2, -size.z / 2) local verticee2 = extrapolated + Vector3.new(size.x / 2, -size.y / 2, -size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine4.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end -- animated bits (tits) local upper = math.sin(tick() * 2) do local verticee1 = extrapolated + Vector3.new(size.x / 2, size.y / 2 * upper, size.z / 2) local verticee2 = extrapolated + Vector3.new(-size.x / 2, size.y / 2 * upper, size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine5.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(size.x / 2, size.y / 2 * upper, size.z / 2) local verticee2 = extrapolated + Vector3.new(size.x / 2, size.y / 2 * upper, -size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine6.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(-size.x / 2, size.y / 2 * upper, -size.z / 2) local verticee2 = extrapolated + Vector3.new(-size.x / 2, size.y / 2 * upper, size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine7.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(-size.x / 2, size.y / 2 * upper, -size.z / 2) local verticee2 = extrapolated + Vector3.new(size.x / 2, size.y / 2 * upper, -size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine8.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end upper = -upper do local verticee1 = extrapolated + Vector3.new(size.x / 2, size.y / 2 * upper, size.z / 2) local verticee2 = extrapolated + Vector3.new(-size.x / 2, size.y / 2 * upper, size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine9.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(size.x / 2, size.y / 2 * upper, size.z / 2) local verticee2 = extrapolated + Vector3.new(size.x / 2, size.y / 2 * upper, -size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine10.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(-size.x / 2, size.y / 2 * upper, -size.z / 2) local verticee2 = extrapolated + Vector3.new(-size.x / 2, size.y / 2 * upper, size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine11.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end do local verticee1 = extrapolated + Vector3.new(-size.x / 2, size.y / 2 * upper, -size.z / 2) local verticee2 = extrapolated + Vector3.new(size.x / 2, size.y / 2 * upper, -size.z / 2) local pos1, onScreen1 = mathModule.worldToViewportPoint(verticee1) local pos2, onScreen2 = mathModule.worldToViewportPoint(verticee2) local segment = this.drawingObjects.drawGeneral.lagCompLine12.object if onScreen1 and onScreen2 then segment.From = newVector2(pos1.x, pos1.y) segment.To = newVector2(pos2.x, pos2.y) segment.Color = currentColor segment.Visible = true else segment.Visible = false end end else for i = 1, 12 do local segment = this.drawingObjects.drawGeneral["lagCompLine" .. i].object segment.Visible = false end end --debug.profileend() end function this.onSpawned() local pInfo = playerInfo.storage[player] repeat task.wait() until pInfo and pInfo.alive -- FUCK INTEGER HARD if this.step then this.step:Disconnect() this.step = nil end this.transparencyEvent:Fire(0) this.fadefinished = true this.step = runService.Stepped:Connect(function(upTime, deltaTime) --debug.profilebegin(player.Name .. " esp spawned render") if pInfo and (pInfo.alive or pInfo.god) then local section = pInfo.enemy and "Enemy" or "Team" local health, maxHealth = pInfo.humanoid.Health, pInfo.humanoid.MaxHealth this.drawingObjects.lastData.health = health this.drawingObjects.lastData.maxHealth = maxHealth local enabled = Menu["ESP"][section .. " ESP"]["Enabled"]["Toggle"]["Enabled"] if enabled then this.timePassed = 0 local onScreen = mathModule.spherePoint(pInfo.head.Position, 4) if onScreen then this.renderOnScreen({ boundingRect = visuals.getBoundingBox(pInfo.rootpart.CFrame, pInfo.head.CFrame, pInfo.rootpart.Size, pInfo.head.Size, pInfo.humanoid.HipHeight, this.drawingObjects.lastData), pInfo = pInfo, health = health, maxHealth = maxHealth }) else --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 this.renderOffScreen({ position = pInfo.currentPosition }) end this.renderGeneral({ position = pInfo.currentPosition, pInfo = pInfo }) else this.timePassed = 1 if not this.drawingObjects.stoppedRenderingOnScreen then this.drawingObjects.stoppedRenderingOnScreen = true for i,v in next, this.drawingObjects.drawOnScreen do v.object.Visible = false end end if not this.drawingObjects.stoppedRenderingOffScreen then this.drawingObjects.stoppedRenderingOffScreen = true for i,v in next, this.drawingObjects.drawOffScreen do v.object.Visible = false end end for i,v in next, this.drawingObjects.drawGeneral do v.object.Visible = false end end else if this and this.onDied then this.onDied() end end --debug.profileend() end) end function this.onDied() local pInfo = playerInfo.storage[player] if this.step then this.step:Disconnect() this.step = nil end this.fadefinished = false this.timePassed = 0 this.step = runService.Stepped:Connect(function(upTime, deltaTime) --debug.profilebegin(player.Name .. " esp died render") if not this.timePassed then this.timePassed = 1 end this.timePassed = this.timePassed + (deltaTime * 4) if this.timePassed >= 1 then if this.step then this.step:Disconnect() end for i,v in next, this.drawingObjects.drawOnScreen do v.object.Visible = false end for i,v in next, this.drawingObjects.drawOffScreen do v.object.Visible = false end for i,v in next, this.drawingObjects.drawGeneral do v.object.Visible = false end this.drawingObjects.stoppedRenderingOffScreen = true this.drawingObjects.stoppedRenderingOnScreen = true for i = #this.chamsTransConnections, 1, -1 do local con = table.remove(this.chamsTransConnections, i) if con then con:Disconnect() con = nil end end for i = #this.chamsObjects, 1, -1 do local object = table.remove(this.chamsObjects, i) if object then object:Destroy() object = nil end end if this.step then this.step:Disconnect() this.step = nil end this.transparencyEvent:Fire(0) this.fadefinished = true else this.transparencyEvent:Fire(mathModule.map(this.timePassed, 0, 1, 0, 1)) local section = pInfo.enemy and "Enemy" or "Team" local enabled = Menu["ESP"][section .. " ESP"]["Enabled"]["Toggle"]["Enabled"] if enabled and this.drawingObjects.lastData.headCf then local onScreen = mathModule.spherePoint(this.drawingObjects.lastData.headCf.p, 4) if onScreen then this.renderOnScreen({ boundingRect = visuals.getBoundingBox(nil, nil, nil, nil, nil, this.drawingObjects.lastData), health = 0, maxHealth = this.drawingObjects.lastData.maxHealth }) else this.renderOffScreen({ position = this.drawingObjects.lastData.headCf.p }) end this.renderGeneral({ position = this.drawingObjects.lastData.headCf.p }) else if not this.drawingObjects.stoppedRenderingOnScreen then this.drawingObjects.stoppedRenderingOnScreen = true for i,v in next, this.drawingObjects.drawOnScreen do v.object.Visible = false end end if not this.drawingObjects.stoppedRenderingOffScreen then this.drawingObjects.stoppedRenderingOffScreen = true for i,v in next, this.drawingObjects.drawOffScreen do v.object.Visible = false end end for i,v in next, this.drawingObjects.drawGeneral do v.object.Visible = false end end end --debug.profileend() end) end if player.Character and player.Character:FindFirstChild("HumanoidRootPart") then this.onSpawned() this.chamsadded(player.Character) end visuals.espObjects[player] = this end function visuals.removeEsp(player) local this = visuals.espObjects[player] if this then if this.step then this.step:Disconnect() end for i,v in next, this.drawingObjects.drawOnScreen do v.object:Remove() v.object = nil table.clear(v) end for i,v in next, this.drawingObjects.drawOffScreen do v.object:Remove() v.object = nil table.clear(v) end for i,v in next, this.drawingObjects.drawGeneral do v.object:Remove() v.object = nil table.clear(v) end for i = #this.chamsTransConnections, 1, -1 do local con = table.remove(this.chamsTransConnections, i) if con then con:Disconnect() con = nil end end for i = #this.transConnections, 1, -1 do local con = table.remove(this.transConnections, i) if con then con:Disconnect() con = nil end end this.transparencyEvent:Destroy() this.healthPercentageSpring = nil table.clear(this) visuals.espObjects[player] = nil this = nil end end playerSpawned:Connect(function(plr, tick) local this = visuals.espObjects[plr] if this then this.chamsadded(plr.Character) this.onSpawned() end end) end function visuals.saveViewmodel() visuals.chammedobjects["Weapon Objects"] = {} -- guns are not re used visuals.chammedobjects["Arms"] = {} visuals.chammedobjects["Clothing"] = {} visuals.chammedobjects["Original"] = {} if localPlayer.Status.Alive.Value == false then return end if camera:FindFirstChild("Arms") then for i, v in next, (camera.Arms:GetChildren()) do if v:IsA("Model") and v:FindFirstChild("Right Arm") and v:FindFirstChild("Left Arm") then table.insert(visuals.chammedobjects["Arms"], v["Right Arm"]) table.insert(visuals.chammedobjects["Arms"], v["Left Arm"]) table.insert(visuals.chammedobjects["Clothing"], v["Right Arm"]:FindFirstChild("RGlove") or v["Right Arm"]:FindFirstChild("Glove")) table.insert(visuals.chammedobjects["Clothing"], v["Left Arm"]:FindFirstChild("LGlove") or v["Left Arm"]:FindFirstChild("Glove")) table.insert(visuals.chammedobjects["Clothing"], v["Right Arm"]:FindFirstChild("Sleeve")) table.insert(visuals.chammedobjects["Clothing"], v["Left Arm"]:FindFirstChild("Sleeve")) elseif (v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("SpecialMesh") or v:IsA("SurfaceAppearance")) and v.Transparency == 0 or v.Name == "HumanoidRootPart" then if v.Name == "HumanoidRootPart" then -- fixing rolve issue v.Transparency = 1 else table.insert(visuals.chammedobjects["Weapon Objects"], v) if v:FindFirstChild("SurfaceAppearance") then table.insert(visuals.chammedobjects["Weapon Objects"], v:FindFirstChild("SurfaceAppearance")) end end end end else return end -- FUCK YOU NIGGER I HATE THIS SO FUCKING MUCH IF U READ THIS FUCK YOU for idx, objects in next, ({visuals.chammedobjects["Arms"], visuals.chammedobjects["Clothing"], visuals.chammedobjects["Weapon Objects"]}) do for i, v in next, (objects) do if v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("SpecialMesh") then local property = { -- i would getprops(v) but that shits laggy Color = v.Color, Material = v.Material, Reflectance = v.Reflectance, Transparency = v.Transparency } if v:IsA("MeshPart") then property.TextureID = v.TextureID elseif v:IsA("SpecialMesh") then property.TextureId = v.TextureId end visuals.chammedobjects["Original"][v] = property if v:FindFirstChildOfClass("MeshPart") or v:FindFirstChildOfClass("SpecialMesh") then local HiddenMesh = v:FindFirstChildOfClass("MeshPart") or v:FindFirstChildOfClass("SpecialMesh") if HiddenMesh:IsA("MeshPart") then visuals.chammedobjects["Original"][HiddenMesh] = { TextureID = HiddenMesh.TextureID } else visuals.chammedobjects["Original"][HiddenMesh] = { TextureId = HiddenMesh.TextureId, VertexColor = HiddenMesh.VertexColor } end end elseif v:IsA("SurfaceAppearance") then visuals.chammedobjects["Original"][v] = { Parent = v.Parent } end end end end function visuals.updatelocalobjects(char) -- fucking hell man visuals.chammedobjects["Original Body"] = {} for i, v in next, (char:GetChildren()) do if v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("SpecialMesh") then if not (v.Name == "HumanoidRootPart" or v.Name == "BackC4" or v.Name == "___") then local property = { Transparency = v.Transparency, Color = v.Color, Material = v.Material } if v:IsA("MeshPart") then property.TextureID = v.TextureID elseif v:IsA("SpecialMesh") then property.TextureId = v.TextureId end visuals.chammedobjects["Original Body"][v] = property end elseif v:IsA("Accessory") and v:FindFirstChild("Handle") then for i2, v2 in next, (v:GetChildren()) do if v2:IsA("BasePart") or v2:IsA("MeshPart") or v2:IsA("SpecialMesh") then local property2 = { Transparency = v2.Transparency, Color = v2.Color, Material = v2.Material } if v2:IsA("MeshPart") then property2.TextureID = v2.TextureID elseif v2:IsA("SpecialMesh") then property2.TextureId = v2.TextureId end visuals.chammedobjects["Original Body"][v2] = property2 local HiddenMesh = --[[v2:FindFirstChildOfClass("MeshPart") or]] v2:FindFirstChildOfClass("SpecialMesh") or nil if HiddenMesh ~= nil then local hiddenmeshproperty = {} if HiddenMesh:IsA("MeshPart") then hiddenmeshproperty.TextureID = HiddenMesh.TextureID else hiddenmeshproperty.TextureId = HiddenMesh.TextureId end hiddenmeshproperty.VertexColor = HiddenMesh.VertexColor visuals.chammedobjects["Original Body"][HiddenMesh] = hiddenmeshproperty end end end elseif v:IsA("Shirt") or v:IsA("Pants") then visuals.chammedobjects["Original Body"][v] = {Parent = v.Parent} end end end function visuals.updateWeaponChams() for i, v in next, (visuals.chammedobjects["Colored Weapons"]) do local originalproperties = visuals.chammedobjects["Original"][v] if originalproperties then for i2, v2 in next, (originalproperties) do v[i2] = v2 end end end visuals.chammedobjects["Colored Weapons"] = {} -- shit aint colored no more if Menu["Visuals"]["Local"]["Weapon Chams"]["Toggle"]["Enabled"] then local Animation = "" local thing = visuals.chammedobjects["Colored Weapons"] -- save the shit that we colored if Menu["Visuals"]["Local"]["Weapon Cham Material"]["Value"] == "Ghost" or Menu["Visuals"]["Local"]["Weapon Cham Material"]["Value"] == "Magic" then Animation = visuals.forcefieldAnimations[Menu["Visuals"]["Local"]["Weapon Cham Animation"]["Value"]] end for i, v in next, (visuals.chammedobjects["Weapon Objects"]) do if Menu["Visuals"]["Local"]["Arm Cham Material"]["Value"] == "Magic" then else if v:IsA("Part") or v:IsA("MeshPart") or v:IsA("SpecialMesh") then thing[1 + #thing] = v v.Transparency = Menu["Visuals"]["Local"]["Weapon Chams"]["Color 1"]["Transparency"] if v.Name ~= "Dot" then v.Color = Menu["Visuals"]["Local"]["Weapon Chams"]["Color 1"]["Color"] v.Material = visuals.materials[Menu["Visuals"]["Local"]["Weapon Cham Material"]["Value"]] v.Reflectance = Menu["Visuals"]["Local"]["Weapon Reflectivity"]["Value"] if v:IsA("MeshPart") then v.TextureID = Animation end if v:IsA("SpecialMesh") then v.TextureId = Animation end local HiddenMesh = v:FindFirstChildOfClass("MeshPart") or v:FindFirstChildOfClass("SpecialMesh") if HiddenMesh ~= nil then if HiddenMesh:IsA("MeshPart") then HiddenMesh.TextureID = Animation HiddenMesh.Color = v.Color HiddenMesh.Material = v.Material HiddenMesh.Reflectance = v.Reflectance else HiddenMesh.TextureId = Animation HiddenMesh.VertexColor = newVector3(v.Color.r, v.Color.g, v.Color.b) end thing[1 + #thing] = HiddenMesh end end elseif v:IsA("SurfaceAppearance") then thing[1 + #thing] = v v.Parent = nil end end end end end -- -- getgenv().playername = game:GetService("Players").LocalPlayer.Name local Players = game:GetService("Players") local localPlayer = Players.LocalPlayer local playerId = Players:GetUserIdFromNameAsync(getgenv().playername) getgenv().newpfp = playerId local function getNewName() return Menu["Visuals"]["Player"]["Change To"]["Value"] end local GUI if game.GameId == 115797356 then GUI = localPlayer:WaitForChild("PlayerGui"):FindFirstChild("GUI") end local mt = getrawmetatable(game) local __oldNewIndex = mt.__newindex if setreadonly then setreadonly(mt, false) else make_writeable(mt) end mt.__newindex = newcclosure(function(self, k, v) local toggle = Menu["Visuals"]["Player"]["Name Changer"]["Toggle"]["Enabled"] if toggle then local newname = getNewName() if (game.IsA(self, "TextLabel") or game.IsA(self, "TextButton")) and k == "Text" and string.find(v, getgenv().playername) then return __oldNewIndex(self, k, string.gsub(v, getgenv().playername, newname)) elseif (game.IsA(self, "ImageLabel") or game.IsA(self, "ImageButton")) and k == "Image" then if string.find(v, tostring(playerId)) then return __oldNewIndex(self, k, string.gsub(v, tostring(playerId), tostring(getgenv().newpfp))) elseif string.find(v, getgenv().playername) then return __oldNewIndex(self, k, string.gsub(v, getgenv().playername, Players:GetNameFromUserIdAsync(playerId))) end end end return __oldNewIndex(self, k, v) end) if setreadonly then setreadonly(mt, true) else make_readonly(mt) end local function patchText(v) if v:IsA("TextLabel") or v:IsA("TextButton") then local function update() local toggle = Menu["Visuals"]["Player"]["Name Changer"]["Toggle"]["Enabled"] local newname = getNewName() if toggle then v.Text = string.gsub(v.Text, getgenv().playername, newname) else v.Text = string.gsub(v.Text, newname, getgenv().playername) end end update() v:GetPropertyChangedSignal("Text"):Connect(update) end end for _, v in pairs(game:GetDescendants()) do patchText(v) end game.DescendantAdded:Connect(patchText) if GUI then for _, v in pairs(GUI.TopRight:GetChildren()) do if v:FindFirstChild("Killer") and v:FindFirstChild("Victim") then v.Killer:GetPropertyChangedSignal("Text"):Connect(function() local toggle = Menu["Visuals"]["Player"]["Name Changer"]["Toggle"]["Enabled"] local newname = getNewName() if toggle and string.find(v.Killer.Text, newname) then v.Outline.Visible = true end end) v.Outline:GetPropertyChangedSignal("Visible"):Connect(function() local toggle = Menu["Visuals"]["Player"]["Name Changer"]["Toggle"]["Enabled"] local newname = getNewName() if toggle and (string.find(v.Killer.Text, newname) or string.find(v.Victim.Text, newname)) then v.Outline.Visible = true end end) end end end function visuals.updateArmChams() -- call this when we feel like it for i, v in next, (visuals.chammedobjects["Colored Arms"]) do local originalproperties = visuals.chammedobjects["Original"][v] if originalproperties then for i2, v2 in next, (originalproperties) do v[i2] = v2 end end end visuals.chammedobjects["Colored Arms"] = {} if Menu["Visuals"]["Local"]["Arm Chams"]["Toggle"]["Enabled"] then local thing = visuals.chammedobjects["Colored Arms"] -- save the shit that we colored local Animation = "" if Menu["Visuals"]["Local"]["Arm Cham Material"]["Value"] == "Ghost" or Menu["Visuals"]["Local"]["Arm Cham Material"]["Value"] == "Magic" then Animation = visuals.forcefieldAnimations[Menu["Visuals"]["Local"]["Arm Cham Animation"]["Value"]] end for idx, objects in next, ({visuals.chammedobjects["Arms"], visuals.chammedobjects["Clothing"]}) do for i, v in next, (objects) do if Menu["Visuals"]["Local"]["Arm Cham Material"]["Value"] == "Magic" then -- FUCK FEMMI FUCK FEMMI FUCK FEMMI FUCK FEMMI FUCK FEMMI FUCK FEMMI else if v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("SpecialMesh") then v.Color = Menu["Visuals"]["Local"]["Arm Chams"]["Color " .. idx]["Color"] v.Transparency = Menu["Visuals"]["Local"]["Arm Chams"]["Color " .. idx]["Transparency"] v.Material = visuals.materials[Menu["Visuals"]["Local"]["Arm Cham Material"]["Value"]] thing[1 + #thing] = v v.Reflectance = idx == 1 and Menu["Visuals"]["Local"]["Arm Reflectivity"]["Value"] or Menu["Visuals"]["Local"]["Sleeve Reflectivity"]["Value"] if --[[v:IsA("MeshPart") or]] v:IsA("SpecialMesh") then v.VertexColor = newVector3(v.Color.r, v.Color.g, v.Color.b) if v:IsA("MeshPart") then v.TextureID = Animation else v.TextureId = Animation end end if v:FindFirstChildOfClass("MeshPart") or v:FindFirstChildOfClass("SpecialMesh") then local HiddenMesh = v:FindFirstChildOfClass("MeshPart") or v:FindFirstChildOfClass("SpecialMesh") thing[1 + #thing] = HiddenMesh if HiddenMesh:IsA("MeshPart") then HiddenMesh.TextureID = Animation else HiddenMesh.VertexColor = newVector3(v.Color.r, v.Color.g, v.Color.b) HiddenMesh.TextureId = Animation end end end end end end end end local haltLocalChams = false camera.ChildAdded:Connect(function() haltLocalChams = true task.wait() visuals.saveViewmodel() haltLocalChams = false end) function visuals.updatelocalplayerchams() if (Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"]) and Menu["Visuals"]["Local"]["Local Chams"]["Toggle"]["Enabled"] and visuals.chammedbody == true and localPlayer.Character then local thing = visuals.chammedobjects["Colored Body"] local texture = "" if Menu["Visuals"]["Local"]["Local Cham Material"]["Value"] == "Ghost" then texture = visuals.forcefieldAnimations[Menu["Visuals"]["Local"]["Local Cham Animation"]["Value"]] end for i, v in next, (localPlayer.Character:GetChildren()) do if v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("SpecialMesh") then if not (v.Name == "HumanoidRootPart" or v.Name == "BackC4" or v.Name == "___") then v.Color = Menu["Visuals"]["Local"]["Local Chams"]["Color 1"]["Color"] v.Material = visuals.materials[Menu["Visuals"]["Local"]["Local Cham Material"]["Value"]] v.Transparency = Menu["Visuals"]["Local"]["Local Chams"]["Color 1"]["Tranparency"] if v:IsA("MeshPart") then v.TextureID = texture elseif v:IsA("SpecialMesh") then v.TextureId = texture end if v.Name == "FakeHead" or v.Name == "HeadHB" then v.Transparency = 1 end thing[1 + #thing] = v end elseif v:IsA("Accessory") and v:FindFirstChild("Handle") then for i2, v2 in next, (v:GetChildren()) do if v2:IsA("BasePart") or v2:IsA("MeshPart") or v2:IsA("SpecialMesh") then v2.Transparency = Menu["Visuals"]["Local"]["Local Chams"]["Color 1"]["Transparency"] v2.Color = Menu["Visuals"]["Local"]["Local Chams"]["Color 1"]["Color"] v2.Material = visuals.materials[Menu["Visuals"]["Local"]["Local Cham Material"]["Value"]] if v2:IsA("MeshPart") then v2.TextureID = texture elseif v2:IsA("SpecialMesh") then v2.TextureId = texture end thing[1 + #thing] = v2 local HiddenMesh = v2:FindFirstChildOfClass("MeshPart") or v2:FindFirstChildOfClass("SpecialMesh") or nil if HiddenMesh ~= nil then if HiddenMesh:IsA("MeshPart") then HiddenMesh.TextureID = texture HiddenMesh.Color = v.Color HiddenMesh.Material = v.Material HiddenMesh.Reflectance = v.Reflectance HiddenMesh.TextureID = texture else HiddenMesh.VertexColor = newVector3(v2.Color.r, v2.Color.g, v2.Color.b) HiddenMesh.TextureId = texture end thing[1 + #thing] = HiddenMesh end end end elseif v:IsA("Shirt") or v:IsA("Pants") then v.Parent = nil -- eh thing[1 + #thing] = v end end else for i, v in next, (visuals.chammedobjects["Colored Body"]) do local originalproperties = visuals.chammedobjects["Original Body"][v] if originalproperties then for i2, v2 in next, (originalproperties) do if i2 == "TextureId" or i2 == "TextureID" or i2 == "Material" or i2 == "Color" or i2 == "VertexColor" or i2 == "Reflectance" or i2 == "Transparency" or i2 == "Parent" then v[i2] = v2 end end end end visuals.chammedobjects["Colored Body"] = {} end end Menu["Visuals"]["Local"]["Local Chams"]["Toggle"].Changed:Connect(visuals.updatelocalplayerchams) local lastLocalChamColor = tick() Menu["Visuals"]["Local"]["Local Cham Material"]["Dropdown"].Changed:Connect(visuals.updatelocalplayerchams) Menu["Visuals"]["Local"]["Local Cham Animation"]["Dropdown"].Changed:Connect(visuals.updatelocalplayerchams) Menu["Visuals"]["Camera"]["Third Person"]["Toggle"].Changed:Connect(visuals.updatelocalplayerchams) Menu["Visuals"]["Camera"]["Third Person"]["Bind"].Changed:Connect(visuals.updatelocalplayerchams) local everyOther = 0 local everyEveryOther = 2 runService.Stepped:Connect(function() everyEveryOther = everyEveryOther + 1 if (Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"]) then if everyEveryOther > 4 then visuals.updatelocalplayerchams() everyEveryOther = 0 end return end if haltLocalChams == true then return end everyOther = everyOther + 1 if everyOther > 4 then visuals.updateArmChams() everyOther = 0 end visuals.updateWeaponChams() end) localPlayer.CharacterAdded:Connect(function() visuals.chammedobjects["Original Body"] = {} repeat task.wait(.1) until localPlayer.Character and localPlayer.Character:FindFirstChild("Humanoid") and localPlayer.Character.Humanoid.Health > 0 visuals.updatelocalobjects(localPlayer.Character) task.wait() visuals.chammedbody = true visuals.updatelocalplayerchams() end) if localPlayer.Character then visuals.chammedbody = true visuals.updatelocalobjects(localPlayer.Character) end localPlayer.CharacterRemoving:Connect(function() visuals.chammedbody = false visuals.chammedobjects["Original Body"] = {} end) local oldads = client.updateads client.updateads = function(...) coroutine.wrap(function() task.wait() if localPlayer.Character ~= nil then for i, v in next, (localPlayer.Character:GetDescendants()) do if v:IsA("Part") or v:IsA("MeshPart") then if v.Transparency ~= 1 then v.Transparency = localPlayer.Character:FindFirstChild("AIMING") and 0.75 or 0 end end if v:IsA("Accessory") then v.Handle.Transparency = localPlayer.Character:FindFirstChild("AIMING") and 0.75 or 0 end end end end)() return oldads(...) end local oldNewIndex oldNewIndex = hookmetamethod(game, "__newindex", newcclosure(function(self, key, value) if not checkcaller() and self == camera and key == "FieldOfView" then if Menu["Visuals"]["Camera"]["Override FOV"]["Toggle"]["Enabled"] then return -- Block FOV override by the game end end return oldNewIndex(self, key, value) end)) -- Keep enforcing custom FOV using RunService Heartbeat runService.Heartbeat:Connect(function() if Menu["Visuals"]["Camera"]["Override FOV"]["Toggle"]["Enabled"] then camera.FieldOfView = Menu["Visuals"]["Camera"]["FOV"]["Value"] end end) -- Prevent FOV change when scoping (i.e. game tries to modify it via internal methods) camera:GetPropertyChangedSignal("FieldOfView"):Connect(function() if Menu["Visuals"]["Camera"]["Disable Scope FOV"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Override FOV"]["Toggle"]["Enabled"] then camera.FieldOfView = Menu["Visuals"]["Camera"]["FOV"]["Value"] end end) function visuals.updateScope(bool) for i, v in next, (localPlayer.PlayerGui.GUI.Crosshairs:GetChildren()) do if v.Name:match("Frame") then v.BackgroundTransparency = bool and 1 or 0 elseif v.Name:match("Scope") then v.ImageTransparency = bool and 1 or 0 end end end Menu["Visuals"]["Camera"]["Disable Scope Border"]["Toggle"].Changed:Connect(visuals.updateScope) for i,v in next, players:GetPlayers() do if v ~= localPlayer then task.spawn(visuals.applyEsp, v) end end players.PlayerAdded:Connect(visuals.applyEsp) players.PlayerRemoving:Connect(visuals.removeEsp) visuals.crosshair = {} visuals.crosshair.drawingObjects = {} visuals.crosshair.drawingObjects.outlines = {} for i = 1, 4 do visuals.crosshair.drawingObjects.outlines[i] = visuals.createDrawing("Line", { Thickness = 3, Color = Color3.fromRGB(0, 0, 0), Transparency = 1, Visible = true }) end visuals.crosshair.drawingObjects.objects = {} for i = 1, 4 do visuals.crosshair.drawingObjects.objects[i] = visuals.createDrawing("Line", { Thickness = 1, Color = Color3.fromRGB(255, 255, 255), Transparency = 1, Visible = true }) end visuals.crosshair.currentaddedrotation = 0 visuals.crosshair.currentrotation = 0 function visuals.updateGUI(upTime, deltaTime) -- pasted from vaderhaxx local customCrosshair = Menu["Visuals"]["Crosshair"]["Custom Crosshair"]["Toggle"]["Enabled"] and not (Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"]) if customCrosshair then local crosshairColor = Menu["Visuals"]["Crosshair"]["Custom Crosshair"]["Color 1"]["Color"] local crosshairTrans = Menu["Visuals"]["Crosshair"]["Custom Crosshair"]["Color 1"]["Transparency"] local crosshairThickness = Menu["Visuals"]["Crosshair"]["Crosshair Thickness"].Value local crosshairOutline = false -- not enough space for toggle :( for _, frame in next, localPlayer.PlayerGui.GUI.Crosshairs.Crosshair:GetChildren() do if frame:IsA("ImageLabel") then else frame.BackgroundTransparency = 1 end end local screenPos = newVector2(math.floor(camera.ViewportSize.x / 2), math.floor(camera.ViewportSize.y / 2)) for i, v in next, visuals.crosshair.drawingObjects.objects do v.Visible = customCrosshair v.Color = crosshairColor v.Thickness = crosshairThickness v.Transparency = localPlayer.PlayerGui.GUI.Crosshairs.Scope.Visible and 0 or 1 - crosshairTrans visuals.crosshair.drawingObjects.outlines[i].Visible = v.Visible and crosshairOutline or false visuals.crosshair.drawingObjects.outlines[i].Thickness = v.Thickness + 2 end local width = Menu["Visuals"]["Crosshair"]["Crosshair Width"].Value local length = Menu["Visuals"]["Crosshair"]["Crosshair Length"].Value local widthgap = Menu["Visuals"]["Crosshair"]["Crosshair Width Gap"].Value local lengthgap = Menu["Visuals"]["Crosshair"]["Crosshair Length Gap"].Value local rotation = Menu["Visuals"]["Crosshair"]["Crosshair Rotation"].Value local rotationspeed = Menu["Visuals"]["Crosshair"]["Crosshair Rotation Speed"].Value visuals.crosshair.currentaddedrotation = (rotationspeed ~= 0) and visuals.crosshair.currentaddedrotation + (rotationspeed * deltaTime) or 0 visuals.crosshair.currentrotation = pi/180 * (rotation + visuals.crosshair.currentaddedrotation) local cx, sy = math.sin(visuals.crosshair.currentrotation), math.cos(visuals.crosshair.currentrotation) local from = (newVector2(cx, sy) * newVector2(widthgap, lengthgap)) local to = from + (newVector2(cx, sy) * newVector2(width, length)) local outfrom = (newVector2(cx, sy) * newVector2(widthgap - 1, lengthgap - 1)) local outto = outfrom + (newVector2(cx, sy) * newVector2(width + 1, length + 1)) local cx2, sy2 = math.sin(visuals.crosshair.currentrotation + pi/2), math.cos(visuals.crosshair.currentrotation + pi/2) local from2 = (newVector2(cx2, sy2) * newVector2(widthgap, lengthgap)) local to2 = from2 + (newVector2(cx2, sy2) * newVector2(width, length)) local outfrom2 = (newVector2(cx2, sy2) * newVector2(widthgap - 1, lengthgap - 1)) local outto2 = outfrom2 + (newVector2(cx2, sy2) * newVector2(width + 1, length + 1)) local a, a1 = visuals.crosshair.drawingObjects.objects[1], visuals.crosshair.drawingObjects.outlines[1] a.From = newVector2(screenPos.x - from.x, screenPos.y - from.y) a.To = newVector2(screenPos.x - to.x, screenPos.y - to.y) a1.From = newVector2(screenPos.x - outfrom.x, screenPos.y - outfrom.y) a1.To = newVector2(screenPos.x - outto.x, screenPos.y - outto.y) local b, b1 = visuals.crosshair.drawingObjects.objects[2], visuals.crosshair.drawingObjects.outlines[2] b.From = newVector2(screenPos.x + from.x, screenPos.y + from.y) b.To = newVector2(screenPos.x + to.x, screenPos.y + to.y) b1.From = newVector2(screenPos.x + outfrom.x, screenPos.y + outfrom.y) b1.To = newVector2(screenPos.x + outto.x, screenPos.y + outto.y) local c, c1 = visuals.crosshair.drawingObjects.objects[3], visuals.crosshair.drawingObjects.outlines[3] c.From = newVector2(screenPos.x - from2.x, screenPos.y - from2.y) c.To = newVector2(screenPos.x - to2.x, screenPos.y - to2.y) c1.From = newVector2(screenPos.x - outfrom2.x, screenPos.y - outfrom2.y) c1.To = newVector2(screenPos.x - outto2.x, screenPos.y - outto2.y) local d, d1 = visuals.crosshair.drawingObjects.objects[4], visuals.crosshair.drawingObjects.outlines[4] d.From = newVector2(screenPos.x + from2.x, screenPos.y + from2.y) d.To = newVector2(screenPos.x + to2.x, screenPos.y + to2.y) d1.From = newVector2(screenPos.x + outfrom2.x, screenPos.y + outfrom2.y) d1.To = newVector2(screenPos.x + outto2.x, screenPos.y + outto2.y) else for i, v in next, visuals.crosshair.drawingObjects.objects do v.Visible = false visuals.crosshair.drawingObjects.outlines[i].Visible = false end end end visuals.updaterGUI = runService.Stepped:Connect(visuals.updateGUI) Menu["Visuals"]["Crosshair"]["Custom Crosshair"]["Toggle"].Changed:Connect(function() if not Menu["Visuals"]["Crosshair"]["Custom Crosshair"]["Toggle"]["Enabled"] and not (Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"]) then for _, frame in next, localPlayer.PlayerGui.GUI.Crosshairs.Crosshair:GetChildren() do if frame:IsA("ImageLabel") then else frame.BackgroundTransparency = 0 end end end end) visuals.particleEmitterUpdate = function() if not Menu["Visuals"]["Particle"]["Enabled"]["Toggle"]["Enabled"] then return end if localPlayer.Character and ragebot.realhrp then if ragebot.realhrp:FindFirstChild("_p") then -- _p_p_p_p visuals.particleemitter = ragebot.realhrp["_p"] else visuals.particleemitter = Instance.new("ParticleEmitter", ragebot.realhrp) visuals.particleemitter.Name = "_p" -- so secret! visuals.particleemitter.Size = NumberSequence.new(0.35) visuals.particleemitter.Brightness = 10 visuals.particleemitter.LightEmission = 1 visuals.particleemitter.LightInfluence = 1 end visuals.particleemitter.Texture = visuals.particleImages[Menu["Visuals"]["Particle"]["Texture"]["Value"] ] visuals.particleemitter.Color = ColorSequence.new{ColorSequenceKeypoint.new(0, Menu["Visuals"]["Particle"]["Enabled"]["Color 2"]["Color"]), ColorSequenceKeypoint.new(1, Menu["Visuals"]["Particle"]["Enabled"]["Color 1"]["Color"])} visuals.particleemitter.Transparency = not (Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"]) and NumberSequence.new(1) or NumberSequence.new{NumberSequenceKeypoint.new(0, Menu["Visuals"]["Particle"]["Enabled"]["Color 2"]["Transparency"]), NumberSequenceKeypoint.new(1, Menu["Visuals"]["Particle"]["Enabled"]["Color 1"]["Transparency"])} visuals.particleemitter.Speed = NumberRange.new(Menu["Visuals"]["Particle"]["Speed"].Value, Menu["Visuals"]["Particle"]["Speed"].Value) visuals.particleemitter.Rate = Menu["Visuals"]["Particle"]["Rate"].Value * 10 visuals.particleemitter.Rotation = Menu["Visuals"]["Particle"]["Rotation Speed"].Value ~= 0 and NumberRange.new(-180, 180) or NumberRange.new(0, 0) visuals.particleemitter.RotSpeed = NumberRange.new(-Menu["Visuals"]["Particle"]["Rotation Speed"].Value, Menu["Visuals"]["Particle"]["Rotation Speed"].Value) visuals.particleemitter.Lifetime = NumberRange.new(1, Menu["Visuals"]["Particle"]["Life Time"].Value) visuals.particleemitter.SpreadAngle = Vector2.new(Menu["Visuals"]["Particle"]["Spread Angle"].Value, Menu["Visuals"]["Particle"]["Spread Angle"].Value) visuals.particleemitter.LockedToPart = Menu["Visuals"]["Particle"]["Locked"]["Toggle"]["Enabled"] end end visuals.particleEmitterUpdater = runService.RenderStepped:Connect(visuals.particleEmitterUpdate) Menu["Visuals"]["Particle"]["Enabled"]["Toggle"].Changed:Connect(function(state) if not state then if localPlayer.Character and ragebot.realhrp and visuals.particleemitter then visuals.particleemitter:Destroy() end end end) Instance.new("BloomEffect", camera) local customAtmosphere = Instance.new("Atmosphere", lighting) local updateWorldColorStop = tick() function visuals.updateworldcolor() if tick() - updateWorldColorStop < 1/20 then return end updateWorldColorStop = tick() --debug.profilebegin("world color update") if Menu["Visuals"]["World"]["Ambience"]["Toggle"]["Enabled"] then lighting.OutdoorAmbient = Menu["Visuals"]["World"]["Ambience"]["Color 1"]["Color"] lighting.Ambient = Menu["Visuals"]["World"]["Ambience"]["Color 1"]["Color"] else if findFirstChild(workspace, "Map") and findFirstChild(workspace.Map, "Origin") then if visuals.defaultlighting[workspace.Map.Origin.Value] ~= nil then for i, v in next, (visuals.defaultlighting[workspace.Map.Origin.Value]) do lighting[i] = v end end else lighting.OutdoorAmbient = Color3.new(0.647059, 0.611765, 0.54902) -- dust II lighting.Ambient = Color3.new(0.509804, 0.462745, 0.372549) -- dust II end end if Menu["Visuals"]["World"]["Force Time"]["Toggle"]["Enabled"] then lighting.ClockTime = Menu["Visuals"]["World"]["Custom Time"]["Value"] else lighting.ClockTime = 9 end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 if Menu["Visuals"]["World"]["Custom Saturation"]["Toggle"]["Enabled"] then -- this colorcorrection effect doesnt get removed ever camera.ColorCorrection.TintColor = Menu["Visuals"]["World"]["Custom Saturation"]["Color 1"]["Color"] camera.ColorCorrection.Saturation = Menu["Visuals"]["World"]["Saturation Density"]["Value"] / 100 else camera.ColorCorrection.Saturation = 0 camera.ColorCorrection.TintColor = Color3.new(1, 1, 1) end camera.Bloom.Enabled = Menu["Visuals"]["Bloom"]["Custom Bloom"]["Toggle"]["Enabled"] if Menu["Visuals"]["Bloom"]["Custom Bloom"]["Toggle"]["Enabled"] then camera.Bloom.Intensity = Menu["Visuals"]["Bloom"]["Bloom Intensity"]["Value"] / 100 camera.Bloom.Size = Menu["Visuals"]["Bloom"]["Bloom Size"]["Value"] * 14 / 25 camera.Bloom.Threshold = Menu["Visuals"]["Bloom"]["Bloom Threshold"]["Value"] / 400 else camera.Bloom.Intensity = 0 camera.Bloom.Size = 0 camera.Bloom.Threshold = 0 end if Menu["Visuals"]["Atmosphere"]["Custom Atmosphere"]["Toggle"]["Enabled"] then customAtmosphere.Color = Menu["Visuals"]["Atmosphere"]["Custom Atmosphere"]["Color 1"]["Color"] customAtmosphere.Decay = Menu["Visuals"]["Atmosphere"]["Custom Atmosphere"]["Color 2"]["Color"] customAtmosphere.Density = Menu["Visuals"]["Atmosphere"]["Density"]["Value"] / 100 customAtmosphere.Glare = Menu["Visuals"]["Atmosphere"]["Glare"]["Value"] / 10 customAtmosphere.Haze = Menu["Visuals"]["Atmosphere"]["Haze"]["Value"] / 10 else customAtmosphere.Density = 0 customAtmosphere.Glare = 0 customAtmosphere.Haze = 0 end if Menu["Visuals"]["Misc"]["Custom Brightness"]["Toggle"]["Enabled"] then if Menu["Visuals"]["Misc"]["Brightness Mode"]["Value"] == "Fullbright" then lighting.Brightness = 1 lighting.GlobalShadows = false else lighting.Brightness = 0 end else lighting.GlobalShadows = true lighting.Brightness = 1 -- fixes inferno end --debug.profileend() end visuals.updateworldcolors = runService.Stepped:Connect(visuals.updateworldcolor) function visuals.updatesky() if lighting:FindFirstChildOfClass("Sky") then lighting:FindFirstChildOfClass("Sky"):Destroy() end if Menu["Visuals"]["Misc"]["Custom Skybox"]["Toggle"]["Enabled"] then local sky = lighting:FindFirstChildOfClass("Sky") if sky == nil then sky = Instance.new("Sky", lighting) end for i, v in next, (visuals.skyboxes[Menu["Visuals"]["Misc"]["Skybox choice"]["Value"]]) do sky[i] = v end end end Menu["Visuals"]["Misc"]["Custom Skybox"]["Toggle"].Changed:Connect(visuals.updatesky) Menu["Visuals"]["Misc"]["Skybox choice"]["Dropdown"].Changed:Connect(visuals.updatesky) lighting.ChildAdded:Connect(visuals.updatesky) function visuals.addWeaponESP(weapon) if weapon:IsA("Part") and weapon:FindFirstChild("GunDrop") then local ammoShit = weapon:WaitForChild("Ammo") local storedammoShit = weapon:WaitForChild("StoredAmmo") visuals.droppedWeaponStorage[weapon] = { weaponName = visuals.createDrawing("Text", { Font = 2, Text = string.upper(weapon.Name), Visible = false, Position = newVector2(), Size = 13, Transparency = 1, Color = Color3.new(1, 1, 1), Center = true, Outline = true, }), weaponAmmo = visuals.createDrawing("Text", { Font = 2, Text = tostring(ammoShit.Value), Visible = false, Position = newVector2(), Size = 13, Transparency = 1, Color = Color3.new(1, 1, 1), Center = true, Outline = true }) } local referenceWeapName = visuals.droppedWeaponStorage[weapon].weaponName local referenceWeapAmmo = visuals.droppedWeaponStorage[weapon].weaponAmmo visuals.droppedWeaponStorage[weapon].step = runService.Stepped:Connect(function() --debug.profilebegin(weapon.Name .. " esp") if Menu["ESP"]["Dropped ESP"]["Weapon Names"]["Toggle"]["Enabled"] or Menu["ESP"]["Dropped ESP"]["Weapon Ammo"]["Toggle"]["Enabled"] then local distance = (weapon.Position - camera.CFrame.p).Magnitude if distance <= 80 then local weaponPosition, weaponOnScreen = mathModule.worldToViewportPoint(weapon.Position, true, 50) local gunTrans = 1 if distance >= 50 then gunTrans = math.max(gunTrans - ((distance - 50)/30), 0) end referenceWeapName.Color = Menu["ESP"]["Dropped ESP"]["Weapon Names"]["Color 1"]["Color"] referenceWeapAmmo.Color = Menu["ESP"]["Dropped ESP"]["Weapon Ammo"]["Color 1"]["Color"] referenceWeapName.Transparency = gunTrans referenceWeapName.Position = newVector2(math.floor(weaponPosition.x), math.floor(weaponPosition.y + 11)) referenceWeapAmmo.Transparency = gunTrans referenceWeapAmmo.Position = newVector2(math.floor(weaponPosition.x), math.floor(weaponPosition.y)) referenceWeapAmmo.Text = "[ " .. tostring(ammoShit.Value) .. " / " .. tostring(storedammoShit.Value).. " ]" referenceWeapName.Visible = Menu["ESP"]["Dropped ESP"]["Weapon Names"]["Toggle"]["Enabled"] referenceWeapAmmo.Visible = Menu["ESP"]["Dropped ESP"]["Weapon Ammo"]["Toggle"]["Enabled"] else referenceWeapName.Visible = false referenceWeapAmmo.Visible = false end else referenceWeapName.Visible = false referenceWeapAmmo.Visible = false end --debug.profileend() end) end end function visuals.removeWeaponESP(weapon) if visuals.droppedWeaponStorage[weapon] then visuals.droppedWeaponStorage[weapon].step:Disconnect() visuals.droppedWeaponStorage[weapon].weaponName:Remove() visuals.droppedWeaponStorage[weapon].weaponAmmo:Remove() visuals.droppedWeaponStorage[weapon].weaponName = nil visuals.droppedWeaponStorage[weapon].weaponAmmo = nil table.clear(visuals.droppedWeaponStorage[weapon]) visuals.droppedWeaponStorage[weapon] = nil end end function visuals.addRagdollChamObjects(ragdoll) if ragdoll:IsA("Model") and players:FindFirstChild(ragdoll.Name) then visuals.ragdollobjects[ragdoll.Name] = {} for i, v in next, (ragdoll:GetChildren()) do table.insert(visuals.ragdollobjects[ragdoll.Name], v) end end end for i, child in next, (workspace.Debris:GetChildren()) do visuals.addRagdollChamObjects(child) end function visuals.updateRagdollChams() if tick() - visuals.lastragdollupdate > 0.1 then visuals.lastragdollupdate = tick() if Menu["Visuals"]["Extra"]["Ragdoll Chams"]["Toggle"]["Enabled"] then local Animation = "" if Menu["Visuals"]["Extra"]["Ragdoll Cham Material"]["Value"] == "Ghost" then Animation = visuals.forcefieldAnimations["Off"] end for i, v in next, (players:GetPlayers()) do if visuals.ragdollobjects[v.Name] then for i2, v2 in next, (visuals.ragdollobjects[v.Name]) do if v2:IsA("Accessory") or v2:IsA("Shirt") or v2:IsA("Pants") then v2:Destroy() elseif v2:IsA("BasePart") or v2:IsA("MeshPart") and v2.Transparency < 1 and not (v2.Name == "BackC4") then v2.Transparency = Menu["Visuals"]["Extra"]["Ragdoll Chams"]["Color 1"]["Transparency"] v2.Color = Menu["Visuals"]["Extra"]["Ragdoll Chams"]["Color 1"]["Color"] v2.Material = visuals.materials[Menu["Visuals"]["Extra"]["Ragdoll Cham Material"]["Value"]] if v2:IsA("MeshPart") or v2:IsA("SpecialMesh") then if v2:IsA("MeshPart") then v2.TextureID = Animation else v2.TextureId = Animation end end local HiddenMesh = v2:FindFirstChildOfClass("MeshPart") or v2:FindFirstChildOfClass("SpecialMesh") or nil if HiddenMesh then if HiddenMesh:IsA("MeshPart") then HiddenMesh.TextureID = Animation else HiddenMesh.TextureId = Animation end end end end end end end else return end end --[[ I love how feminine I feel wearing my thigh highs while coding ]] visuals.ragdollChamsUpdater = runService.Stepped:Connect(function() --debug.profilebegin("ragdoll chams") visuals.updateRagdollChams() --debug.profileend() end) workspace.Debris.ChildAdded:Connect(function(child) task.wait() visuals.addWeaponESP(child) -- there visuals.addRagdollChamObjects(child) end) workspace.Debris.ChildRemoved:Connect(visuals.removeWeaponESP) for i,v in next, workspace.Debris:GetChildren() do visuals.addWeaponESP(v) end function visuals.addBombESP(child) if child.Name == "C4" then -- ok i made this awful because initially it wasnt done with circles n icons in mind local ExplosionTime = tick() + 40 local elNig = tick() local thisStuff = {} thisStuff["C4"] = {} thisStuff["C4"]["Drawings"] = {} thisStuff["C4"]["Drawings"]["BackerCircle"] = visuals.createDrawing("Circle", { Visible = false, Transparency = 1, Color = Color3.fromRGB(24, 24, 24), NumSides = 360, Radius = 38, Filled = true, Position = newVector2(), }) thisStuff["C4"]["Drawings"]["BackCircle"] = visuals.createDrawing("Circle", { Visible = false, Transparency = 1, Color = Color3.fromRGB(64, 64, 64), NumSides = 360, Radius = 36, Filled = true, Position = newVector2(), }) local radius = 36 local lines = 2 * pi * radius for i = 1, lines do -- i am so sorry thisStuff["C4"]["Drawings"][tostring(i)] = visuals.createDrawing("Line", { Thickness = 2, Visible = true, Color = Color3.fromRGB(255, 0, 0), }) end thisStuff["C4"]["Drawings"]["FrontCircle"] = visuals.createDrawing("Circle", { Visible = false, Transparency = 1, Color = Color3.fromRGB(24, 24, 24), NumSides = 360, Radius = 34, Filled = true, Position = newVector2(), }) thisStuff["C4"]["Drawings"]["Icon"] = visuals.createDrawing("Image", { Data = visuals.imagecache["C4"], Size = newVector2(90, 32), Transparency = 1, }) thisStuff["C4"]["Drawings"]["NameText"] = visuals.createDrawing("Text", { Font = 2, Text = child.Name, Visible = false, Position = newVector2(), Size = 13, Transparency = 1, Color = Color3.new(1, 1, 1), Center = true, Outline = true, }) thisStuff["C4"]["Drawings"]["DamageText"] = visuals.createDrawing("Text", { Font = 2, Text = "100", Visible = false, Position = newVector2(), Size = 13, Transparency = 1, Color = Color3.new(1, 1, 1), Center = true, Outline = true, }) thisStuff["C4"].step = runService.Stepped:Connect(function() --debug.profilebegin("c4 esp") if child.Parent ~= workspace or not child.PrimaryPart or not child.PrimaryPart.Position then -- get rid of this shit thisStuff["C4"].step:Disconnect() for i, v in next, (thisStuff["C4"]["Drawings"]) do v.Visible = false --v:Remove() -- unstable??? tf?? v = nil end thisStuff["C4"]["Drawings"] = nil thisStuff["C4"] = nil return else if Menu["ESP"]["Dropped ESP"]["Bomb Warning"]["Toggle"]["Enabled"] then local bombPosition, bombOnScreen = mathModule.worldToViewportPoint(child.PrimaryPart.Position, true, 50) local bombDamage = math.ceil(math.max(254 - ((((child.PrimaryPart.Position - camera.CFrame.p).Magnitude)/120)*254), 0)) + 1 local percentagetime = workspace.Status.Defused.Value == false and ((ExplosionTime - tick()) / 40) or 1 local percentagetoexplode = workspace.Status.Defused.Value == false and math.clamp(((tick() - ExplosionTime) / 40), -1, 0) or -1 local lower = Menu["ESP"]["Dropped ESP"]["Bomb Warning"]["Color 1"]["Color"] local upper = Menu["ESP"]["Dropped ESP"]["Bomb Warning"]["Color 2"]["Color"] bombPosition = newVector2(math.floor(bombPosition.x), math.floor(bombPosition.y)) thisStuff["C4"]["Drawings"].BackerCircle.Color = Color3.fromRGB(24, 24, 24) thisStuff["C4"]["Drawings"].BackCircle.Color = Color3.fromRGB(0, 0, 0) thisStuff["C4"]["Drawings"].FrontCircle.Color = Color3.fromRGB(24, 24, 24) thisStuff["C4"]["Drawings"].DamageText.Color = Color3.new(1, 1, 1) if workspace.Status.Defused.Value == false then if ExplosionTime - tick() > 0 then thisStuff["C4"]["Drawings"].NameText.Text = tostring(mathModule.truncateNumber(ExplosionTime - tick(), 1)) .. "s" else thisStuff["C4"]["Drawings"].NameText.Text = "Exploding" end if (localPlayer.Character and localPlayer.Character:FindFirstChild("Humanoid")) then thisStuff["C4"]["Drawings"].DamageText.Text = tostring(bombDamage) if bombDamage <= 1 then thisStuff["C4"]["Drawings"].DamageText.Text = "Safe" elseif bombDamage > localPlayer.Character.Humanoid.Health then thisStuff["C4"]["Drawings"].DamageText.Text = "Lethal" thisStuff["C4"]["Drawings"].DamageText.Color = Color3.new(1, 0.2, 0.2) end else thisStuff["C4"]["Drawings"].DamageText.Text = "Safe" end else thisStuff["C4"]["Drawings"].NameText.Text = "0.0s" thisStuff["C4"]["Drawings"].DamageText.Text = "Defused" end thisStuff["C4"]["Drawings"].Icon.Position = bombPosition - newVector2(math.floor(thisStuff["C4"]["Drawings"].Icon.Size.X / 2), 30) thisStuff["C4"]["Drawings"].NameText.Position = bombPosition + newVector2(0, 1) thisStuff["C4"]["Drawings"].DamageText.Position = bombPosition + newVector2(0, 15) thisStuff["C4"]["Drawings"].BackerCircle.Position = bombPosition thisStuff["C4"]["Drawings"].BackCircle.Position = bombPosition thisStuff["C4"]["Drawings"].FrontCircle.Position = bombPosition thisStuff["C4"]["Drawings"].Icon.Visible = true thisStuff["C4"]["Drawings"].NameText.Visible = true thisStuff["C4"]["Drawings"].DamageText.Visible = true thisStuff["C4"]["Drawings"].BackerCircle.Visible = true thisStuff["C4"]["Drawings"].BackCircle.Visible = true thisStuff["C4"]["Drawings"].FrontCircle.Visible = true local percent = (tick() - elNig) / (ExplosionTime - elNig) local lerpcolor = lower:lerp(upper, percent) local toshow = thisStuff["C4"]["Drawings"].DamageText.Text == "Defused" and lines * 1 or math.floor(lines * percent) local centerpos = thisStuff["C4"]["Drawings"].FrontCircle.Position for i = 1, lines do local the = tostring(i) local elLine = thisStuff["C4"]["Drawings"][the] if elLine then if i < toshow then elLine.Visible = false else elLine.Visible = true local mangle = (i / lines) * 360 local cx, cy = math.sin(toRad * mangle), math.cos(toRad * mangle) elLine.From = centerpos elLine.To = centerpos + newVector2(math.floor(cx * radius), math.floor(cy * radius)) elLine.Color = lerpcolor end end end else for i, v in next, (thisStuff["C4"]["Drawings"]) do v.Visible = false end end end --debug.profileend() end) end end workspace.ChildAdded:Connect(function(child) task.wait() visuals.addBombESP(child) end) do --ANCHOR Bullet Tracer visuals.tracerParent = Instance.new("Part", workspace:WaitForChild("Terrain", 1/0)) visuals.tracerParent.Anchored = true visuals.tracerParent.CanCollide = false visuals.tracerParent.Transparency = 1 for i = 1, 10 do visuals.tracerObjects[i] = { beam = Instance.new("Beam"), a0 = Instance.new("Attachment"), a1 = Instance.new("Attachment"), used = false } end visuals.shotIndex = 0 function visuals.bulletTracer(origin, target) visuals.shotIndex = visuals.shotIndex + 1 if visuals.shotIndex > 10 then for i = 1, 10 do visuals.tracerObjects[i] = { beam = Instance.new("Beam"), a0 = Instance.new("Attachment"), a1 = Instance.new("Attachment"), used = false } end visuals.shotIndex = 1 end local object = visuals.tracerObjects[visuals.shotIndex] object.used = true local m = "Camera" if origin == nil then local cameraCf = camera.CFrame if Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"] then cameraCf = cameraCf * newCframe(0, 0, -Menu["Visuals"]["Camera"]["Third Person Distance"].Value/10) end if m == "Automatic" then --u want it to use barrel if its not ads, if its ads then use camera cf if getupvalue(client.updateads, 1) then origin = localPlayer.Character.HumanoidRootPart.Position -- exactly how i want it elseif Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"] then origin = cameraCf.p else local arms = camera:FindFirstChild("Arms") if arms then local flash = arms:FindFirstChild("Flash") if flash then origin = flash.Position else origin = cameraCf.p --never what the fuck end end end -- done elseif m == "Barrel" then local arms = camera:FindFirstChild("Arms") if arms then local flash = arms:FindFirstChild("Flash") if flash then origin = flash.Position else origin = cameraCf.p --never what the fuck end end elseif m == "Camera" then origin = cameraCf.p end end object.a0.WorldPosition = origin object.a1.WorldPosition = target object.beam.Attachment0 = object.a0 object.beam.Attachment1 = object.a1 object.beam.FaceCamera = true object.beam.LightInfluence = 0 object.beam.Color = ColorSequence.new(Menu["Visuals"]["Bullets"]["Bullet Tracers"]["Color 1"]["Color"]) object.beam.Transparency = NumberSequence.new(Menu["Visuals"]["Bullets"]["Bullet Tracers"]["Color 1"]["Transparency"]) object.beam.Texture = "rbxassetid://446111271" object.beam.TextureLength = 12 object.beam.TextureSpeed = 6 object.beam.ZOffset = -1 object.beam.TextureMode = Enum.TextureMode.Wrap object.a0.Parent = visuals.tracerParent object.a1.Parent = visuals.tracerParent object.beam.Parent = visuals.tracerParent task.delay(Menu["Visuals"]["Bullets"]["Bullet Tracer Life Time"]["Value"], function() local originalWidth0 = object.beam.Width0 local originalWidth1 = object.beam.Width1 local passed = 0 while passed < Menu["Visuals"]["Bullets"]["Bullet Tracer Fade Time"]["Value"] do object.beam.Width0 = originalWidth0 * (Menu["Visuals"]["Bullets"]["Bullet Tracer Fade Time"]["Value"] - passed) object.beam.Width1 = originalWidth1 * (Menu["Visuals"]["Bullets"]["Bullet Tracer Fade Time"]["Value"] - passed) passed = passed + task.wait() end object.beam.Destroy(object.beam) object.a0.Destroy(object.a0) object.a1.Destroy(object.a1) table.clear(object) visuals.tracerObjects[visuals.shotIndex] = nil object = nil end) end function visuals.updateTracerProperties() for i,v in next, visuals.tracerParent:GetChildren() do if v.ClassName == "Beam" then v.Color = ColorSequence.new(Menu["Visuals"]["Bullets"]["Bullet Tracers"]["Color 1"]["Color"]) v.Transparency = NumberSequence.new(not Menu["Visuals"]["Bullets"]["Bullet Tracers"]["Toggle"]["Enabled"] and 1 or Menu["Visuals"]["Bullets"]["Bullet Tracers"]["Color 1"]["Transparency"]) end end end Menu["Visuals"]["Bullets"]["Bullet Tracers"]["Color 1"].Changed:Connect(visuals.updateTracerProperties) Menu["Visuals"]["Bullets"]["Bullet Tracers"]["Toggle"].Changed:Connect(visuals.updateTracerProperties) end -- dn function visuals.createHitChams(character) local old = getthreadidentity() setthreadidentity(8) character.Archivable = true local cloned = character:Clone() cloned.Parent = workspace.Ray_Ignore cloned:SetPrimaryPartCFrame(character:GetPrimaryPartCFrame()) if cloned:FindFirstChildOfClass("Humanoid") then cloned:FindFirstChildOfClass("Humanoid"):Destroy() end --yo whats like the fucking delay sldier or sum shit idfk -- idk -- 1 sec -- fuck it for now -- no iwan finish this -- fuck u i have to make a whole new section local transNumber = Instance.new("NumberValue") for i,v in next, cloned:GetDescendants() do if v:IsA("BasePart") then -- ue v.CanCollide = false v.Anchored = true if v.Transparency ~= 1 then v.Material = visuals.materials[Menu["Visuals"]["Hits"]["Hit Cham Material"]["Value"]] v.Color = Menu["Visuals"]["Hits"]["Hit Chams"]["Color 1"]["Color"] v.Transparency = Menu["Visuals"]["Hits"]["Hit Chams"]["Color 1"]["Transparency"] if Menu["Visuals"]["Hits"]["Hit Cham Material"]["Value"] == "Reflective" then -- dn v.Reflectance = 1 end transNumber:GetPropertyChangedSignal("Value"):Connect(function() v.Transparency = transNumber.Value end) end elseif v:IsA("MeshPart") then v.CanCollide = false end if v.Name == "HeadHB" or v:IsA("Shirt") or v:IsA("Pants") then -- nigga v:Destroy() end if v:IsA("MeshPart") then v.TextureID = visuals.forcefieldAnimations["Off"] -- local function __llll(_, __ll_, _l_l) end end task.delay(Menu["Visuals"]["Hits"]["Hit Cham Life Time"].Value, function() local tween = tweenService:Create(transNumber, TweenInfo.new(Menu["Visuals"]["Hits"]["Hit Cham Fade Time"].Value), { Value = 1 }) tween:Play() --ik this looks dumb but trust me this is better as it loops in the c++ side so its faster (proof = ur ui tweening is done like this) -- okayy --also its kinda multithreaded so everything will go like, instantly and not just one prat and then move on yk --downside = might cause memory leak but like for a while tween.Completed:Wait() tween:Destroy() cloned:Destroy() transNumber:Destroy() end) setthreadidentity(old) end function visuals.unload() visuals.espStepConnection:Disconnect() for i = #visuals.allDrawingObjects, 1, -1 do local draw = visuals.allDrawingObjects[i] if draw then pcall(function() draw.Visible = false draw.Transparency = 0 draw:Remove() draw = nil end) end end table.clear(visuals.allDrawingObjects) table.clear(visuals.espObjects) visuals = {} end function visuals.RemoveFlash() localPlayer.PlayerGui.Blnd.Blind.Visible = not Menu["Visuals"]["Extra"]["Remove Flash"]["Toggle"]["Enabled"] end Menu["Visuals"]["Extra"]["Remove Flash"]["Toggle"].Changed:Connect(visuals.RemoveFlash) function visuals.ModifySmoke(smoke) local particleemitter = smoke:WaitForChild("ParticleEmitter", 1/0) if particleemitter.Enabled ~= Menu["Visuals"]["Extra"]["Remove Smoke"]["Toggle"]["Enabled"] then if Menu["Visuals"]["Extra"]["Remove Smoke"]["Toggle"]["Enabled"] then particleemitter:Clear() else particleemitter:Emit(10) end end particleemitter.Enabled = not Menu["Visuals"]["Extra"]["Remove Smoke"]["Toggle"]["Enabled"] end function visuals.ModifySmokes() for i, v in next, (workspace.Ray_Ignore.Smokes:GetChildren()) do visuals.ModifySmoke(v) end end local lastSmokeModification = tick() runService.Stepped:Connect(function() if tick() - lastSmokeModification > 1/10 then --debug.profilebegin("smoke modifier") lastSmokeModification = tick() visuals.ModifySmokes() --debug.profileend() end end) --[[function visuals.nadewarning(nade) local bodyforce = emptyVec3 local grenadetype local handle = nade:FindFirstChild("Handle2") if handle == nil then return end local nadetexture = handle.TextureID local nadedata = {} for i, v in next, (replicatedStorage.Weapons:GetChildren()) do if v:FindFirstChild("Grenade") then local model = v:FindFirstChild("Model") if nadetexture == model.Handle2.TextureID then -- FUCK ROLVE FUCK ROLVE grenadetype = v.Name end end end if nade:FindFirstChild("GunDrop") then return end -- ok this is a dropped one, not one that has been thrown for i, v in next, (replicatedStorage.Weapons:FindFirstChild(grenadetype):GetChildren()) do if v:IsA("NumberValue") or v:IsA("IntValue") then nadedata[v.Name] = v.Value end end local predict = trajectory.new({ gravity = newVector3(0, -workspace.Gravity, 0), -- #fuck rolve step = 1/60, -- just a thousand steps, were good here time = 2.5, -- look, rolve nades are really fucking convoluted bounces = (grenadetype == "Molotov" or grenadetype == "Incendiary Grenade") and 0 or 4, }) local ignorelist = { -- ignore this fuck findFirstChild(workspace.Map, "Clips"), findFirstChild(workspace.Map, "SpawnPoints"), camera, findFirstChild(workspace, "Debris"), findFirstChild(workspace, "Ray_Ignore"), } for i, v in next, (nade:GetDescendants()) do ignorelist[1 + #ignorelist] = v end for i, v in next, (players:GetPlayers()) do if v.Character then ignorelist[1 + #ignorelist] = v.Character end end local origin = nade.Handle2.CFrame.p local vel = nade:FindFirstChild("Velocity2").Value local pA = nade.CustomPhysicalProperties local path = predict:Cast({ start = origin, velocity = vel, physics = pA, ignores = ignorelist }) local objects = predict:Draw({ trail = path, visible = true, color = Color3.new(0, 1, 0), bounce = Color3.new(1, 0, 0) }) local endpos = objects[#objects][4].Position + newVector3(0, 1, 0) --create the actual warning local esp = {} esp.drawings = { ["backcircle"] = visuals.createDrawing("Circle", { Visible = false, Transparency = 0.25, Color = Color3.fromRGB(64, 64, 64), NumSides = 360, Radius = 32, Filled = true, Position = newVector2(), }), ["frontcircle"] = visuals.createDrawing("Circle", { Visible = false, Transparency = 0.25, Color = Color3.fromRGB(24, 24, 24), NumSides = 360, Radius = 30, Filled = true, Position = newVector2(), }), ["icon"] = visuals.createDrawing("Image", { Data = visuals.imagecache[grenadetype], Size = grenadetype:match("HE") and newVector2(100, 38) or newVector2(128, 50), Transparency = 0.25, }), } local remove = false esp.updater = runService.RenderStepped:Connect(function(dt) local nadeposition, nadeonscreen = mathModule.worldToViewportPoint(endpos, true, 50) local center = newVector2(nadeposition.X, nadeposition.Y) esp.drawings.backcircle.Position = center esp.drawings.frontcircle.Position = center esp.drawings.backcircle.Color = Color3.fromRGB(64, 64, 64) esp.drawings.frontcircle.Color = Color3.fromRGB(24, 24, 24) esp.drawings.icon.Position = center - newVector2(esp.drawings.icon.Size.x / 2, esp.drawings.icon.Size.y / 2) -- preserve it if nade:FindFirstChild("Handle2") == nil or nade.Handle2.Transparency > 0 or nade.Parent ~= workspace.Debris or remove == true then remove = true else if Menu["ESP"]["Dropped ESP"]["Grenade Warning"]["Toggle"]["Enabled"] then for i, v in next, (esp.drawings) do v.Visible = true end local ignores = { -- ignore this findFirstChild(workspace.Map, "Clips"), findFirstChild(workspace.Map, "SpawnPoints"), camera, localPlayer.Character, findFirstChild(workspace, "Debris"), findFirstChild(workspace, "Ray_Ignore"), } local hit, pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(camera.CFrame.p, endpos - camera.CFrame.p), ignores, false, true) if pos == endpos then -- its visible for i, v in next, (esp.drawings) do v.Transparency = math.clamp(v.Transparency + (dt * 2), 0.25, 1) end if grenadetype:match("HE") or grenadetype == "Molotov" or grenadetype == "Incendiary Grenade" then -- keep ur distance from these if localPlayer.Character and localPlayer.Character:FindFirstChild("Humanoid") then if (camera.CFrame.p - endpos).Magnitude < nadedata.MaxStudsForMaxDmg then local safety = (camera.CFrame.p - endpos).Magnitude / nadedata.MaxStudsForMaxDmg local result1 = Color3.fromRGB(245, 0, 0):lerp(Color3.fromRGB(64, 64, 64), safety) local result2 = Color3.fromRGB(205, 0, 0):lerp(Color3.fromRGB(24, 24, 24), safety) esp.drawings.backcircle.Color = result1 esp.drawings.frontcircle.Color = result2 end end elseif grenadetype:match("Flash") then -- just look away local angle = math.clamp(((math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, endpos).LookVector)))) * 2) / 180), 0, 1) local result1 = Color3.fromRGB(245, 0, 0):lerp(Color3.fromRGB(64, 64, 64), angle) local result2 = Color3.fromRGB(205, 0, 0):lerp(Color3.fromRGB(24, 24, 24), angle) esp.drawings.backcircle.Color = result1 esp.drawings.frontcircle.Color = result2 end else for i, v in next, (esp.drawings) do v.Transparency = math.clamp(v.Transparency - (dt * 2), 0.25, 1) end end else for i, v in next, (esp.drawings) do v.Visible = false end end end if remove == true then for i, v in next, (esp.drawings) do v.Transparency = v.Transparency - (dt * 4) end if esp.drawings.backcircle.Transparency < 0 then esp.updater:Disconnect() for i, v in next, (esp.drawings) do v.Visible = false v = nil end for i, v in next, (objects) do for i2, v2 in next, (v) do v2:Destroy() end end end end end) visuals.grenadetrajectories[1 + #visuals.grenadetrajectories] = {predict, path, objects, esp} end workspace.Debris.ChildAdded:Connect(function(child) task.wait() if child:FindFirstChild("Explode") then visuals.nadewarning(child) end end)]] visuals.fovCircles = {} do local fovCircles = {} fovCircles.circles = {} for i = 1, 5 do local circle1 = visuals.createDrawing("Circle", { Visible = false, Thickness = 1, Radius = 3, Transparency = 1, Filled = false }) local circle2 = visuals.createDrawing("Circle", { Visible = false, Thickness = 3, Color = Color3.new(), Radius = 3, Transparency = 0.25, Filled = false }) fovCircles.circles[i] = { colored = circle1, outline = circle2 } end local refreshedFovCircles = tick() fovCircles.loop = runService.Stepped:Connect(function() if tick() - refreshedFovCircles < 1/5 then return end --debug.profilebegin("fov circles") refreshedFovCircles = tick() camFov = camera.FieldOfView * 2 local screenSize = camera.ViewportSize local centerScreen = newVector2(math.floor(screenSize.x / 2), math.floor(screenSize.y / 2)) for iter, v in next, {"Aim Assist FOV", "Aim Assist Deadzone FOV", "Magnet Triggerbot FOV", "Bullet Redirection FOV", "Aimbot FOV"} do local enabled = Menu["Visuals"]["FOV"][v]["Toggle"]["Enabled"] local color = Menu["Visuals"]["FOV"][v]["Color 1"]["Color"] for o, c in next, fovCircles.circles[iter] do c.Visible = enabled if o == "colored" then c.Color = color end c.Position = centerScreen end end fovCircles.circles[1].colored.Radius = Menu["Legit"]["Aim Assist"]["Aimbot FOV"]["Value"] / camFov * screenSize.x fovCircles.circles[1].outline.Radius = fovCircles.circles[1].colored.Radius fovCircles.circles[2].colored.Radius = Menu["Legit"]["Aim Assist"]["Deadzone FOV"]["Value"] / camFov * screenSize.x fovCircles.circles[2].outline.Radius = fovCircles.circles[2].colored.Radius fovCircles.circles[3].colored.Radius = Menu["Legit"]["Trigger Bot"]["Magnet FOV"]["Value"] / camFov * screenSize.x fovCircles.circles[3].outline.Radius = fovCircles.circles[3].colored.Radius fovCircles.circles[4].colored.Radius = Menu["Legit"]["Bullet Redirection"]["Silent Aim FOV"]["Value"] / camFov * screenSize.x fovCircles.circles[4].outline.Radius = fovCircles.circles[4].colored.Radius fovCircles.circles[5].colored.Radius = Menu["Rage"]["Aimbot"]["Aimbot FOV"]["Value"] / camFov * screenSize.x fovCircles.circles[5].outline.Radius = fovCircles.circles[5].colored.Radius --debug.profileend() end) visuals.fovCircles = fovCircles end end do --ANCHOR Ragebot ragebot.fakeanimation = Instance.new("Animation") ragebot.fakeanimation.AnimationId = "rbxassetid://0" ragebot.fakehrp = nil -- the one that u control ragebot.realhrp = nil -- the one the server sees ragebot.lasthrpCf = CFrame.new() ragebot.returnpitch = false ragebot.jitterone = false ragebot.lastcrouch = tick() ragebot.lastcameracf = emptyCf ragebot.lastpitch = tick() ragebot.lastpitchangle = 0 ragebot.lastcamupdate = tick() ragebot.hrpfix = nil ragebot.manualhrp = false ragebot.lby = tick() ragebot.autopeekrecovery = tick() ragebot.lastupdate = tick() ragebot.laststance = "Crouched" ragebot.shotindex = 0 ragebot.lastreplicationtick = tick() ragebot.lastdt = tick() ragebot.lastshot = tick() ragebot.lastreload = tick() ragebot.triggerfl = false ragebot.currentindex = 1 ragebot.hitboxes = {"Head", "UpperTorso", "LowerTorso", "LeftLowerArm", "RightLowerArm", "LeftLowerLeg", "RightLowerLeg", "LeftFoot", "RightFoot"} ragebot.minimumDamage = 36 ragebot.shootSound = Instance.new("Sound", camera); ragebot.currenttarget = { player = nil, instance = nil, position = nil, modifier = nil, wallbang = nil, pInfo = nil } ragebot.baseantiaimbotangles = { pitch = { ["Default"] = -0.65, ["Up"] = 0.9, ["Down"] = -0.9, ["Zero"] = 0, ["Upside Down"] = -5, ["Roll Forward"] = 0, ["Roll Backward"] = 0, ["Random"] = 0, ["Bob"] = 0, ["Glitch"] = math.sqrt(-1) }, yaw = { ["Forward"] = 0, ["Backward"] = 180, ["Spin"] = 0 , ["Random"] = 0, ["Glitch Spin"] = 180, ["Stutter Spin"] = 180 }, } function ragebot.restrictangle(angle) if angle > 360 then return angle - 360 elseif angle < 0 then return angle + 360 else return angle end end ragebot.backtracks = {} ragebot.allPartsForBacktrack = {} ragebot.bodyParts = { "Head", "UpperTorso", "LowerTorso", "LeftUpperArm", "LeftLowerArm", "LeftHand", "RightUpperArm", "RightLowerArm", "RightHand", "LeftUpperLeg", "LeftLowerLeg", "LeftFoot", "RightUpperLeg", "RightLowerLeg", "RightFoot" } function ragebot.setupbacktrack(player) task.wait() local this = {} this.middlepoint = newVector3() repeat task.wait() until playerInfo.storage[player] ~= nil local pInfo = playerInfo.storage[player] this.backtrackParts = {} this.visualizations = {} this.frameLogs = {} this.tickLogs = {} this.spawnParts = function(characterModel) for i = 1, #ragebot.bodyParts do local partName = ragebot.bodyParts[i] local part = characterModel:FindFirstChild(partName) if part and not this.backtrackParts[partName] then local bPart = Instance.new("Part") bPart.Size = part.Size bPart.Name = "HeadHB" -- holy shit invaded is a genius, (if 1 > PartHit.Transparency or PartHit.Name == "HeadHB" then) cb decompile bPart.Transparency = 1 bPart.Color = Color3.new(1, 1, 1) bPart.Anchored = true bPart.CanCollide = false bPart.Parent = characterModel --[[ fixes a dt issue where it would go thru backtrack then through their playermodel, this should make the game ignore their player model as well once the backtrack is shot if PartHit and PartHit.Parent and PartHit.Parent.Name == "Hitboxes" or PartHit and PartHit.Parent and PartHit.Parent.Parent and PartHit.Parent.Parent:FindFirstChild("Humanoid2") or PartHit and PartHit.Parent and PartHit.Parent:FindFirstChild("Humanoid2") or PartHit and PartHit.Parent and PartHit.Parent:FindFirstChild("Humanoid") and (1 > PartHit.Transparency or PartHit.Name == "HeadHB") and PartHit.Parent:IsA("Model") then table.insert(hitlist, PartHit.Parent) else table.insert(hitlist, PartHit) end ]] this.backtrackParts[partName] = bPart ragebot.allPartsForBacktrack[bPart] = part local vis = Instance.new("BoxHandleAdornment") vis.Parent = visuals.chamsFolder vis.ZIndex = 2 vis.Adornee = bPart vis.Size = bPart.Size vis.Visible = false vis.AlwaysOnTop = true this.visualizations[partName] = vis end end end this.onCharacterAdded = function(characterModel) this.onCharacterRemoved() this.spawnParts(characterModel) end this.updateBacktrack = function(upTime, deltaTime) --debug.profilebegin(player.Name .. " backtrack") local characterModel = player.Character if not characterModel then return end local thisTick = tick() local backtrackTime = (Menu["Rage"]["Tracking"]["Back Tracking"]["Toggle"]["Enabled"] and (Menu["Rage"]["Tracking"]["Back Tracking Time"]["Value"] / 1000) or 0) local backtrackedFrame for i, time in next, this.tickLogs do local behindBy = thisTick - time if behindBy > backtrackTime then backtrackedFrame = this.frameLogs[time] break end end local canShow = Menu["Rage"]["Tracking"]["Back Tracking"]["Toggle"]["Enabled"] and Menu["ESP"]["Enemy ESP"]["Show Backtrack Position"]["Toggle"]["Enabled"] and pInfo and pInfo.enemy and this.backtrackParts.LowerTorso ~= nil and characterModel:FindFirstChild("LowerTorso") and backtrackedFrame and backtrackedFrame.LowerTorso and (backtrackedFrame.LowerTorso.p - characterModel.LowerTorso.Position).Magnitude > 0.25 local colorShow = Menu["ESP"]["Enemy ESP"]["Show Backtrack Position"]["Color 1"]["Color"] local transShow = Menu["ESP"]["Enemy ESP"]["Show Backtrack Position"]["Color 1"]["Transparency"] for i = 1, #ragebot.bodyParts do -- for each body part local d = ragebot.bodyParts[i] local btPart = this.backtrackParts[d] if btPart then if backtrackedFrame and backtrackedFrame[d] and canShow then btPart.CFrame = backtrackedFrame[d] -- move backtrack there else if btPart.Position ~= emptyVec3 then btPart.Position = emptyVec3 end end local v = this.visualizations[d] if v then if canShow then v.Color3 = colorShow v.Transparency = transShow v.Visible = true else if v.Visible == true then v.Visible = false v.Transparency = 1 end end end else this.onCharacterAdded(characterModel) break end end local thisFrame = {} for i = 1, #ragebot.bodyParts do -- for each body part local d = ragebot.bodyParts[i] local part = characterModel:FindFirstChild(d) if part then thisFrame[d] = part.CFrame -- record this body part end end table.insert(this.tickLogs, 1, thisTick) this.frameLogs[thisTick] = thisFrame -- record the entire frame --debug.profileend() end this.step = runService.Stepped:Connect(this.updateBacktrack) this.onCharacterRemoved = function() if this.frameLogs then table.clear(this.frameLogs) end if this.tickLogs then table.clear(this.tickLogs) end if this.backtrackParts then for i, v in next, this.backtrackParts do if ragebot.allPartsForBacktrack[v] then ragebot.allPartsForBacktrack[v] = nil end v:Destroy() end table.clear(this.backtrackParts) end if this.visualizations then for i,v in next, this.visualizations do v:Destroy() end table.clear(this.visualizations) end end if player.Character and player.Character:FindFirstChild("Humanoid") then this.onCharacterAdded(player.Character) end player.CharacterAdded:Connect(this.onCharacterAdded) ragebot.backtracks[player] = this end function ragebot.removebacktrack(player) local this = ragebot.backtracks[player] if this then this.step:Disconnect() this.step = nil this.onCharacterRemoved() if this.backtrackParts then for i, v in next, this.backtrackParts do if ragebot.allPartsForBacktrack[v] then ragebot.allPartsForBacktrack[v] = nil end v:Destroy() v = nil end table.clear(this.backtrackParts) this.backtrackParts = nil end if ragebot.backtracks[player].visualizations then for i,v in next, ragebot.backtracks[player].visualizations do v:Destroy() v = nil end table.clear(ragebot.backtracks[player].visualizations) end ragebot.backtracks[player] = nil end end for i, v in next, players:GetPlayers() do if v ~= localPlayer then task.spawn(ragebot.setupbacktrack, v) end end players.PlayerAdded:Connect(ragebot.setupbacktrack) players.PlayerRemoving:Connect(ragebot.removebacktrack) function ragebot.updatedynamicangles(delta) -- kinda scuffed but dn if tick() - ragebot.lastupdate < 1/64 then return end ragebot.lastupdate = tick() ragebot.jitterone = not ragebot.jitterone ragebot.baseantiaimbotangles.pitch["Roll Backward"] = ragebot.baseantiaimbotangles.pitch["Roll Backward"] + (delta * 24) if ragebot.baseantiaimbotangles.pitch["Roll Backward"] > 4 then ragebot.baseantiaimbotangles.pitch["Roll Backward"] = -4 end ragebot.baseantiaimbotangles.pitch["Roll Forward"] = ragebot.baseantiaimbotangles.pitch["Roll Forward"] - (delta * 24) if ragebot.baseantiaimbotangles.pitch["Roll Forward"] < -4 then ragebot.baseantiaimbotangles.pitch["Roll Forward"] = 4 end ragebot.baseantiaimbotangles.pitch.Random = math.random(-1000, 1000)/1000 ragebot.baseantiaimbotangles.pitch.Bob = 0.5 * math.cos(16*tick()) ragebot.baseantiaimbotangles.yaw.Spin = ragebot.restrictangle(ragebot.baseantiaimbotangles.yaw.Spin + ((Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"] * 30) * delta)) local upperbound, lowerbound, dir if Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"] > 0 then upperbound = Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"] lowerbound = -1 * Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"] dir = 1 else upperbound = -1 * Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"] lowerbound = Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"] dir = -1 end ragebot.baseantiaimbotangles.yaw["Glitch Spin"] = ragebot.restrictangle(ragebot.baseantiaimbotangles.yaw["Glitch Spin"] + ((Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"] + (math.cos(tick() * 16) * math.sin(tick() * 32) * math.random(8, 12) * dir * math.random(-lowerbound, upperbound))))) ragebot.baseantiaimbotangles.yaw["Stutter Spin"] = ragebot.restrictangle(ragebot.baseantiaimbotangles.yaw["Stutter Spin"] + ((Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"] + (math.cos(tick() * 8) * 4 * dir * math.random(lowerbound, upperbound))))) end function ragebot.setweapons() local primary = Menu["Misc"]["Extra"]["Buy Bot Primary"]["Value"] local secondary = Menu["Misc"]["Extra"]["Buy Bot Secondary"]["Value"] local replicatedStorage = game:GetService("ReplicatedStorage") local selectedWeapon1 = Menu["Misc"]["Extra"]["Buy Bot Secondary"]["Value"] if replicatedStorage:FindFirstChild("Weapons") then local weaponData = replicatedStorage.Weapons[selectedWeapon1] client.secondary = selectedWeapon1 client.secondaryowner = localPlayer.Name client.secondaryskin = "💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩" client.secondarystattrak = nil -- client.realgun = selectedWeapon client.vars.ammocount2 = weaponData.Ammo.Value client.vars.secondarystored = weaponData.StoredAmmo.Value client.updateInventory() end local replicatedStorage = game:GetService("ReplicatedStorage") local selectedWeapon = Menu["Misc"]["Extra"]["Buy Bot Primary"]["Value"] if replicatedStorage:FindFirstChild("Weapons") then local weaponData = replicatedStorage.Weapons[selectedWeapon] client.primary = selectedWeapon client.primaryowner = localPlayer.Name client.primaryskin = "💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩" client.primarystattrak = nil client.realgun = selectedWeapon client.vars.ammocount = weaponData.Ammo.Value client.vars.primarystored = weaponData.StoredAmmo.Value client.updateInventory() end end Menu["Misc"]["Extra"]["Buy Weapons"]["Button"].Pressed:Connect(function() if ragebot.fakehrp then ragebot.setweapons() end end) function ragebot.nearesttocrosshair() local lowest = inf local nearest for i, pInfo in next, (playerInfo.storage) do if pInfo.alive and pInfo.enemy and not (pInfo.protected or pInfo.god) then local angle = (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, pInfo.character.HumanoidRootPart.Position).LookVector))))) * 2 -- cope!!! if angle < lowest then lowest = angle nearest = pInfo end end end return nearest end local targetThirdPersonDistance = 0 local timeSinceLast3p = 0 runService.RenderStepped:Connect(function(deltaTime) if Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"] and localPlayer.Character and localPlayer.Character:FindFirstChild("Humanoid") then local thingy = math.clamp((1 / (-2.71828 ^ (8 * math.clamp(timeSinceLast3p, 0, 2)))) + 1, 0, 1) * Menu["Visuals"]["Camera"]["Third Person Distance"]["Value"] / 10 targetThirdPersonDistance = thingy timeSinceLast3p = timeSinceLast3p + deltaTime else timeSinceLast3p = 0 targetThirdPersonDistance = 0 end end) local oldNIndex; oldNIndex = hookmetamethod(game, "__newindex", function(self, k, v) if self == camera and k == "CFrame" then if tostring(getcallingscript()) == "Client" and Menu["Visuals"]["Camera"]["Remove Camera Recoil"]["Toggle"]["Enabled"] then return end end if Menu["Visuals"]["Camera"]["Disable Scope Border"]["Toggle"]["Enabled"] and self.Name == "Blur" and self.Parent.Name == "Scope" then v = 0 end return oldNIndex(self, k, v) end) local oldIndex; oldIndex = hookmetamethod(game, "__index", function(self, k) if k == "Velocity" and self.Parent == localPlayer.Character and ragebot.fakehrp then return oldIndex(ragebot.fakehrp, k) end return oldIndex(self, k) end) runService:BindToRenderStep("cameraFix", Enum.RenderPriority.Camera.Value + 1, function() if Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"] then local wall, pos, norm = workspace:FindPartOnRayWithWhitelist(Ray.new(camera.CFrame.p, (camera.CFrame * CFrame.new(0, 0, targetThirdPersonDistance).p) - camera.CFrame.p), {workspace.Map}, true) camera.CFrame = camera.CFrame * CFrame.new(0, 0, (pos - camera.CFrame.p).Magnitude - (wall and 0.15 or 0)) if camera.CameraType ~= Enum.CameraType.Track and targetThirdPersonDistance > 0 then camera.CameraType = Enum.CameraType.Track end else if camera.CameraType ~= Enum.CameraType.Custom then camera.CameraType = Enum.CameraType.Custom end end end) function ragebot.setupfakehrp(char) local oldhrp = char:WaitForChild("HumanoidRootPart", 1/0) ragebot.realhrp = oldhrp ragebot.lasthrpCf = ragebot.realhrp.CFrame ragebot.fakehrp = oldhrp:Clone() --then u are leaking fakelag ragebot.realhrp.Name = "___" ragebot.fakehrp.Name = "HumanoidRootPart" ragebot.fakehrp.Parent = char cache.replace(ragebot.realhrp, ragebot.fakehrp) ragebot.fakehrp.CFrame = ragebot.lasthrpCf ragebot.realhrp.CFrame = ragebot.lasthrpCf physicsService:SetPartCollisionGroup(ragebot.fakehrp, "Debris") end ragebot.hrpfix = runService.Stepped:Connect(function(delta) --debug.profilebegin("hrp fix") local char = localPlayer.Character if not ragebot.realhrp or not ragebot.fakehrp or not char then return end if not ragebot.manualhrp then ragebot.realhrp.CFrame = ragebot.lasthrpCf end ragebot.realhrp.AssemblyLinearVelocity = emptyVec3 --ragebot.realhrp.AssemblyLinearVelocity = newVector3(ragebot.realhrp.AssemblyLinearVelocity.x, 0, ragebot.realhrp.AssemblyLinearVelocity.z) --[[if findFirstChild(char, "Gun") then for i, v in next, (char.Gun:GetChildren()) do if v.Name == "GunWeld" then v.Part0 = nil end end end]] --debug.profileend() end) function ragebot.removefakehrp() if ragebot.fakehrp == nil then return end ragebot.fakehrp.Name = "___" ragebot.realhrp.CFrame = ragebot.fakehrp.CFrame -- sync the fuck ragebot.realhrp.Name = "HumanoidRootPart" ragebot.fakehrp:Destroy() ragebot.fakehrp = nil ragebot.realhrp = nil end if localPlayer.Character then ragebot.setupfakehrp(localPlayer.Character) end localPlayer.CharacterAdded:Connect(function() repeat task.wait() until localPlayer.Character and localPlayer.Character:FindFirstChild("Humanoid") and localPlayer.Character.Humanoid.Health > 0 task.wait(.1) if localPlayer.Character and localPlayer.Character:FindFirstChild("HumanoidRootPart") then ragebot.setupfakehrp(localPlayer.Character) if Menu["Misc"]["Extra"]["Auto Buy Bot"]["Toggle"]["Enabled"] then ragebot.setweapons() end end end) localPlayer.CharacterRemoving:Connect(ragebot.removefakehrp) local necko = CFrame.new(-5.96046448e-08, 0.799999952, 1.1920929e-07, 1, 0, 0, 0, 1, 0, 0, 0, 1) local armo2 = CFrame.new(-1.24989128, 0.549999952, 1.1920929e-07, 1, 0, 0, 0, 1, 0, 0, 0, 1) local armo1 = CFrame.new(1.24998045, 0.549999952, 1.1920929e-07, 1, 0, 0, 0, 1, 0, 0, 0, 1) local uppat = CFrame.new(-1.1920929e-07, 0.550000072, 7.64462551e-20, 1, 0, 0, 0, 1, 0, 0, 0, 1) function ragebot.controlturn(player, ylookvector, climbing) if player.Character and player.Character:FindFirstChild("UpperTorso") and player.Character:FindFirstChild("RightUpperArm") and player.Character:FindFirstChild("Head") and player.Character.Head:FindFirstChild("Neck") then local neck = player.Character.Head.Neck local arm = player.Character.LeftUpperArm.LeftShoulder local arm2 = player.Character.RightUpperArm.RightShoulder local waist = player.Character.UpperTorso.Waist if waist then local angle = ((pi / 3) * 1) * (ylookvector) * 0.6 waist.C0 = uppat * CFrame.Angles(angle, 0, 0) end if neck then neck.C0 = necko * CFrame.Angles(((pi / 3) * 1) * ylookvector, 0, 0) end if arm then arm.C0 = armo2 * CFrame.Angles(((pi / 3) * 1) * ylookvector * 0.5, 0, 0) end if arm2 then arm2.C0 = armo1 * CFrame.Angles(((pi / 3) * 1) * ylookvector * 0.5, 0, 0) end if climbing then waist.C0 = uppat neck.C0 = necko arm.C0 = armo2 arm2.C0 = armo1 end end end --fakelagstart ragebot.fakeLagging = false local fakeReplicationUpdate = function(uptime, delta) local delayedcf, pitch if not ragebot.fakehrp or not ragebot.realhrp or not localPlayer.Status.Alive.Value or not localPlayer.Character then return end if movement and movement.step then movement.step(delta) end if ragebot.fakehrp and ragebot.realhrp then -- establish our un-fucked angles delayedcf = ragebot.fakehrp.CFrame local camerapitch, camerayaw = mathModule.lookVecToPitchYaw(camera.CFrame.LookVector) pitch = toDeg * camerapitch / 90 -- shaky model fix ragebot.realhrp.AssemblyLinearVelocity = emptyVec3 ragebot.controlturn(localPlayer, ragebot.lastpitchangle, lastClimbStatus) end ragebot.fakeLagging = false -- we dont actually change the fakehrp shit, this makes climbing ladders n shit really easy -- we just base the unfucked angles on fakehrp, manipulate that then set the realhrp cframe to the fucked one if Menu["Rage"]["Fake Lag"]["Enabled"]["Toggle"]["Enabled"] then task.wait(Menu["Rage"]["Fake Lag"]["Replication Delay"]["Value"]/1000) ragebot.fakeLagging = true end if localPlayer.Character:FindFirstChild("HeadHB") and localPlayer.Character:FindFirstChild("FakeHead") then if not localPlayer.Character.HeadHB:FindFirstChild("Weld") and not localPlayer.Character.FakeHead:FindFirstChild("Weld") then localPlayer.Character.FakeHead.AssemblyLinearVelocity = newVector3() localPlayer.Character.HeadHB.AssemblyLinearVelocity = newVector3() localPlayer.Character.FakeHead.CFrame = localPlayer.Character.Head.CFrame localPlayer.Character.HeadHB.CFrame = localPlayer.Character.Head.CFrame end end -- prevent replication if Menu["Rage"]["Fake Lag"]["Prevent Replication"]["Toggle"]["Enabled"] and Menu["Rage"]["Fake Lag"]["Prevent Replication"]["Bind"]["Active"] then ragebot.fakeLagging = true return end local triggerfl = false if Menu["Rage"]["Fake Lag"]["Enabled"]["Toggle"]["Enabled"] then if Menu["Rage"]["Fake Lag"]["Custom Triggers"]["Toggle"]["Enabled"] then if table.find(Menu["Rage"]["Fake Lag"]["Amount"]["Value"], "On Moving") then if ragebot.fakehrp.Velocity.Magnitude > 4 then triggerfl = true end end if table.find(Menu["Rage"]["Fake Lag"]["Amount"]["Value"], "On Peek") and trigger ~= true then for i, v in next, (players:GetPlayers()) do if v ~= localPlayer and trigger ~= true then local pInfo = playerInfo.storage[v] if pInfo and pInfo.alive and pInfo.enemy and pInfo.character and pInfo.character:FindFirstChild("HumanoidRootPart") and workspace:FindFirstChild("Map") then local ignore = { findFirstChild(workspace.Map, "Clips"), findFirstChild(workspace.Map, "SpawnPoints"), camera, localPlayer.Character, findFirstChild(workspace, "Debris"), findFirstChild(workspace, "Ray_Ignore"), pInfo.character } if ragebot.backtracks[v].backtrackParts then for i2, v2 in next, (ragebot.backtracks[v].backtrackParts) do ignore[1 + #ignore] = v2 end end local _, nextpos = workspace:FindPartOnRayWithIgnoreList(Ray.new(camera.CFrame.p, ragebot.fakehrp.Velocity * (Menu["Rage"]["Fake Lag"]["Limit"]["Value"] / 256)), ignore, false, true) local _, pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(nextpos, pInfo.character.HumanoidRootPart.Position - nextpos), ignore, false, true) local _, pos2 = workspace:FindPartOnRayWithIgnoreList(Ray.new(camera.CFrame.p, pInfo.character.HumanoidRootPart.Position - camera.CFrame.p), ignore, false, true) if pos == pInfo.character.HumanoidRootPart.Position or pos2 == pInfo.character.HumanoidRootPart.Position then -- we WILL peek or we are alr visible triggerfl = true break end end end end end else triggerfl = true end if triggerfl then local timesincelastrefresh = tick() - ragebot.lastreplicationtick local limit = Menu["Rage"]["Fake Lag"]["Limit"]["Value"] / 64 if timesincelastrefresh < limit then ragebot.fakeLagging = true return end end end--FAKELAGEND -- pitch if Menu["Rage"]["Anti Aim"]["Pitch"]["Value"] ~= "Off" then pitch = ragebot.baseantiaimbotangles.pitch[Menu["Rage"]["Anti Aim"]["Pitch"]["Value"]] if Menu["Rage"]["Anti Aim"]["Pitch Extension"]["Toggle"]["Enabled"] then pitch = pitch * 2 end end if Menu["Rage"]["Anti Aim"]["Yaw"]["Value"] ~= "Off" then local closesttocross = ragebot.nearesttocrosshair() local targetpos = ragebot.currenttarget.position and ragebot.currenttarget.position or closesttocross and closesttocross.character.HumanoidRootPart.Position or nil if Menu["Rage"]["Anti Aim"]["Yaw Base"]["Value"] == "At targets" then if targetpos then -- correct our cf to face ragetarget or nearest player delayedcf = newCframe(delayedcf.p, newVector3(targetpos.x, delayedcf.p.y, targetpos.z)) end end -- now that we have our target cf, apply the rotation to it local realangle = (ragebot.baseantiaimbotangles.yaw[Menu["Rage"]["Anti Aim"]["Yaw"]["Value"]] + Menu["Rage"]["Anti Aim"]["Yaw angle"]["Value"]) if Menu["Rage"]["Anti Aim"]["Freestanding"]["Value"] ~= "Off" and targetpos then local extraignored = { findFirstChild(workspace.Map, "Clips"), findFirstChild(workspace.Map, "SpawnPoints"), camera, localPlayer.Character, findFirstChild(workspace, "Debris"), findFirstChild(workspace, "Ray_Ignore"), } -- ignoring every player model since that doesnt block bullets :sad: for i, v in next, players:GetPlayers() do if v.Character then extraignored[1 + #extraignored] = v.Character end end local shotfrom = targetpos local maximumsim = 4 local shotFromDir = CFrame.new(delayedcf.p, newVector3(shotfrom.x, delayedcf.p.y, shotfrom.z)) local baseDirs = {} local scanfrom = {} local scores = {} baseDirs[newVector3(1, 0, 0).unit] = {} baseDirs[newVector3(-1, 0, 0).unit] = {} baseDirs[newVector3(0, 0, 1).unit] = {} baseDirs[newVector3(0, 0, -1).unit] = {} for dir, from in next, baseDirs do local thisPoint = (shotFromDir * (dir * maximumsim)) local trueDir = thisPoint - delayedcf.p scanfrom[trueDir] = {} scores[trueDir] = 0 local wall, point = workspace:FindPartOnRayWithWhitelist(Ray.new(delayedcf.p, thisPoint - delayedcf.p), {workspace.Map}, true) if (point - delayedcf.p).Magnitude >= 1 then for extendedBy = 1, maximumsim do scanfrom[trueDir][1 + #scanfrom[trueDir]] = {point, (maximumsim / extendedBy) / 1.875} -- generate things as to simulate what would happen if our head was there, give it the importance amount too end else scores[trueDir] = scores[trueDir] - 0.5 end end -- assuming this is where we are about to be shot from for dir, points in next, scanfrom do for i, data in next, points do local origin = data[1] local hit, damagemodifier, wallbang = ragebot.autowall(shotfrom, origin, extraignored, {maxPenetration = 3, maxWalls = 4}) -- the logic is that it tests how hard it is to shoot at our head if we are left or right, the side with more wall will be the one we hide our head behind if hit then scores[dir] = scores[dir] - (data[2] * damagemodifier) else scores[dir] = scores[dir] + data[2] end end end local idealFreestand local min = inf for dir, score in next, scores do if score < min then idealFreestand = dir min = score end end if idealFreestand then delayedcf = newCframe(delayedcf.p, (delayedcf.p + idealFreestand)) -- freestand the opposite of the most dangerous vector --[[if Menu["Rage"]["Anti Aim"]["Fake angle"]["Value"] ~= "Off" then realangle = realangle + 180 if Menu["Rage"]["Anti Aim"]["Fake angle"]["Value"] == "Default" then realangle = realangle + math.random(-45, 45) elseif Menu["Rage"]["Anti Aim"]["Fake angle"]["Value"] == "Random" then realangle = realangle + math.random(0, 360) elseif Menu["Rage"]["Anti Aim"]["Fake angle"]["Value"] == "Spin" then realangle = realangle + (-(2 * 45 / pi)) * math.atan(-math.tan((pi * tick()) / 0.5)) elseif Menu["Rage"]["Anti Aim"]["Fake angle"]["Value"] == "Jitter" then realangle = realangle + (ragebot.jitterone and 45 or -45) end if localPlayer.Character.HeadHB:FindFirstChild("Weld") then localPlayer.Character.HeadHB.Weld:Destroy() end if localPlayer.Character.FakeHead:FindFirstChild("Weld") then localPlayer.Character.FakeHead.Weld:Destroy() end if tick() - ragebot.lby > 63/64 then if tick() - ragebot.lby > 1 then ragebot.lby = tick() end end end]] end end realangle = toDeg * mathModule.normalizeAngle(realangle * toRad) --[[if localPlayer.Character:FindFirstChild("HeadHB") and localPlayer.Character:FindFirstChild("FakeHead") then if not localPlayer.Character.HeadHB:FindFirstChild("Weld") and not localPlayer.Character.FakeHead:FindFirstChild("Weld") and Menu["Rage"]["Anti Aim"]["Fake angle"]["Value"] ~= "Off" and targetpos then if tick() - ragebot.lby < 63/64 then localPlayer.Character.LowerTorso.Root.C0 = CFrame.new(0, -0.649999976, 0) * CFrame.Angles(0, pi - (toRad * realangle), 0) else localPlayer.Character.LowerTorso.Root.C0 = CFrame.new(0, -0.649999976, 0) * CFrame.Angles(0, 0 -(toRad * realangle), 0) end else localPlayer.Character.LowerTorso.Root.C0 = CFrame.new(0, -0.649999976, 0) * CFrame.Angles(0, 0, 0) end end]] if Menu["Rage"]["Anti Aim"]["Yaw Jitter"]["Value"] ~= "Off" then local jitterangle = Menu["Rage"]["Anti Aim"]["Yaw Jitter angle"]["Value"] if jitterangle ~= 0 then if Menu["Rage"]["Anti Aim"]["Yaw Jitter"]["Value"] == "Random" then realangle = realangle + math.random(-1 * math.abs(jitterangle), math.abs(jitterangle)) elseif Menu["Rage"]["Anti Aim"]["Yaw Jitter"]["Value"] == "Offset" then realangle = realangle + (ragebot.jitterone and jitterangle or 0) elseif Menu["Rage"]["Anti Aim"]["Yaw Jitter"]["Value"] == "Center" then realangle = realangle + ((ragebot.jitterone and jitterangle or -jitterangle) * 0.5) end end end -- now that we've finished choosing our real angle, change the delayed cf delayedcf = delayedcf * CFrame.Angles(0, toRad * realangle, 0) end if Menu["Rage"]["Anti Aim"]["Hide in Floor"]["Toggle"]["Enabled"] then delayedcf = delayedcf - newVector3(0, 4, 0) end ragebot.lasthrpCf = delayedcf -- here we manipulate our cf n shit ragebot.updatedynamicangles(tick() - ragebot.lastreplicationtick) ragebot.lastreplicationtick = tick() if localPlayer.Character:FindFirstChild("HeadHB") and localPlayer.Character:FindFirstChild("FakeHead") then if not localPlayer.Character.HeadHB:FindFirstChild("Weld") and not localPlayer.Character.FakeHead:FindFirstChild("Weld") then localPlayer.Character.FakeHead.AssemblyLinearVelocity = newVector3(0, 0, 0) localPlayer.Character.HeadHB.AssemblyLinearVelocity = newVector3(0, 0, 0) localPlayer.Character.FakeHead.CFrame = localPlayer.Character.Head.CFrame localPlayer.Character.HeadHB.CFrame = localPlayer.Character.Head.CFrame end end local viewheight = localPlayer.Character.Humanoid.CameraOffset local targetpos = triggerfl and delayedcf.p or ragebot.fakehrp.Position local realcameracf = newCframe((targetpos + newVector3(0, 1.35, 0) + viewheight), (targetpos + newVector3(0, 1.35, 0) + viewheight) + mathModule.pitchYawToLookVec(toRad * (pitch * 90), toRad * ragebot.realhrp.Orientation.Y)) if tick() - ragebot.lastshot < 1/2 and ragebot.currenttarget.position then realcameracf = newCframe(realcameracf.p, ragebot.currenttarget.position) end if tick() - ragebot.lastcamupdate > 1/64 then ragebot.lastcamupdate = tick() ragebot.lastcameracf = realcameracf end if tick() - ragebot.lastpitch > 1/64 then ragebot.lastpitch = tick() ragebot.lastpitchangle = pitch end end ragebot.fakeReplication = runService.Stepped:Connect(fakeReplicationUpdate) --:nerd: -- here we can see femboy doing his programming weird shit in his natural habitat so called man cave -- fuck u ragebot.hitgroups = { ["Head"] = {"Head"}, ["Chest"] = {"UpperTorso"}, ["Pelvis"] = {"LowerTorso"}, ["Arms"] = {"LeftLowerArm", "RightLowerArm", "LeftUpperArm", "RightUpperArm"}, ["Legs"] = {"LeftLowerLeg", "LeftUpperLeg", "RightLowerLeg", "RightUpperLeg"}, ["Feet"] = {"LeftFoot", "RightFoot"} } ragebot.weaponconfigs = { -- kinda fucked this up ["Sniper"] = { ["Auto Sniper"] = {"G3SG1"}, ["Scout"] = {"Scout"}, ["AWP"] = {"AWP"}, }, ["Auto"] = { ["Rifle"] = {"M4A4", "AK47", "Famas", "Galil", "AUG", "SG", "M4A1"}, ["SMG"] = {"P90", "MAC10", "MP7", "Bizon", "MP9", "UMP", "MP7-SD"}, ["LMG"] = {"Negev", "M249"}, }, ["Other"] = { ["Light Pistol"] = {"USP", "P2000", "Glock", "DualBerettas", "P250", "FiveSeven", "Tec9", "CZ"}, --:nerd: ["Heavy Pistol"] = {"R8", "DesertEagle"}, ["Shotgun"] = {"SawedOff", "Sawed-Off", "Sawed Off", "Nova", "MAG7", "XM"} } } ragebot.multipointdirections = {} for x = -1, 1 do for y = -1, 1 do for z = -1, 1 do if x == 0 and y == 0 and z == 0 then else ragebot.multipointdirections[1 + #ragebot.multipointdirections] = {newVector3(x, y, z).unit, (x == 0 and "" or x > 0 and "+X, " or x < 0 and "-X, ") .. (y == 0 and "" or y > 0 and "+Y, " or y < 0 and "-Y, ") .. (z == 0 and "" or z > 0 and "+Z, " or z < 0 and "-Z, ")} end end end end ragebot.hitmodifier = { Head = 4, FakeHead = 4, HeadHB = 4, UpperTorso = 1, LowerTorso = 1.25, LeftUpperArm = 1, LeftLowerArm = 1, LeftHand = 1, RightUpperArm = 1, RightLowerArm = 1, RightHand = 1, LeftUpperLeg = 0.75, LeftLowerLeg = 0.75, LeftFoot = 0.75, RightUpperLeg = 0.75, RightLowerLeg = 0.75, RightFoot = 0.75 } function ragebot.kevlardamage(armorpen, kevlar, helmet, headshot) if not kevlar then return 1 end if headshot and helmet then return 0.01 * armorpen else return 0.01 * armorpen end end function ragebot.distancedamagemodifier(distance, rangemodifier) return math.clamp((rangemodifier / 100) ^ (distance / (500 * 0.0694)), 0.45, 1) end function ragebot.fakeshoot(Parameters) local fireAnimation = debug.getupvalue(client.reloadwep, 9) if fireAnimation and client.fgun ~= "none" then fireAnimation:Play() client.updateads() replicatedStorage.Events.ReplicateAnimation:FireServer("Fire") if localPlayer.Character:FindFirstChild("Gun") then local soundData = findFirstChild(localPlayer.Character.Gun, "SShoot") or findFirstChild(localPlayer.Character.Gun, "Shoot") or findFirstChild(localPlayer.Character.Gun, "Shoot1") -- shoot1 for the knife swing sound local newSound = ragebot.shootSound:Clone() newSound.Parent = camera newSound.SoundId = soundData.Value newSound.PlayOnRemove = true newSound:Destroy() if findFirstChild(localPlayer.Character.Gun, "Flash") and findFirstChild(camera, "Arms") and findFirstChild(camera.Arms, "Flash") then client.createparticle("muzzle", camera.Arms.Flash) replicatedStorage.Events.RemoteEvent:FireServer({"createpiarticle", "muzzle", localPlayer.Character.Gun.Flash, nil}) if Parameters.walls then for i, v in next, (Parameters.walls) do client.hitobject(v["Hit"], v["Enter"], v["Normal"], client.fgun, false) client.hitobject(v["Hit"], v["Exit"], -v["Normal"], client.fgun, false) end end end end end --local bodyFireAnimation = debug.getupvalue(client.usethatgun, 29) --bodyFireAnimation:Play() end function ragebot.fire(Parameters) -- everything that takes place once someone CAN be shot if client.fgun == "none" then return end if not Menu["Rage"]["Aimbot"]["Silent Aim"]["Toggle"]["Enabled"] then camera.CFrame = newCframe(camera.CFrame.p, ragebot.currenttarget.position) end if Menu["Rage"]["Aimbot"]["Auto Shoot"]["Toggle"]["Enabled"] then local shotsPerSecond = 10 local delay = 1 / shotsPerSecond for i = 0, Menu["Rage"]["Settings"]["Hit Per Second"]["Value"] do hitPart:FireServer( Menu["Rage"]["HvH"]["Force Headshots"]["Toggle"]["Enabled"] and Parameters.instance.Parent.Head or Parameters.instance, Parameters.position, not Menu["Rage"]["Settings"]["Custom Gun Icon"]["Toggle"]["Enabled"] and client.fgun.Name or Menu["Rage"]["Settings"]["Gun You Want To Change"]["Value"], client.fgun.Range.Value, localPlayer.Character:FindFirstChild("Gun"), nil, 4, false, Parameters.wallbang, Parameters.origin, workspace.DistributedTime.Value, emptyVec3, true, "r", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil ) if Menu["Rage"]["Settings"]["Bypass Rate Limit"]["Toggle"]["Enabled"] then task.wait(delay) end end end if Menu["Rage"]["Settings"]["Demonstrate Shooting Animation"]["Toggle"]["Enabled"] then ragebot.fakeshoot({walls = Parameters.walls}) end if Parameters.origintype == "Auto Peek" then localPlayer.Character.HumanoidRootPart.Position = Parameters.origin end -- Asscoder adds soudns -- stop looking at my girl ragebot if Menu["Rage"]["Settings"]["Hit Logs"]["Toggle"]["Enabled"] then setthreadidentity(3) Library.UI:EventLog("Astralclient Service: Shot at " .. ragebot.currenttarget.player.Name .. " for " .. tostring(math.floor(Parameters.damageInflicted + 0.5)) .. ", in the " .. ragebot.currenttarget.instance.Name .. "\n( " .. tostring(math.clamp(math.floor(Parameters.instance.Parent.Humanoid.Health - (Parameters.damageInflicted * client.gun.Bullets.Value) + 0.5), 0, 100)) .. " hp remaining)" .. " (type: " .. Parameters.type .. ", origin: " .. Parameters.origintype .. ")", Menu["Rage"]["Settings"]["Hit Logs Delay"]["Value"]) setthreadidentity(8) end end --warning autowall is kinda scuffed it ,makes u look like stormy paste user --nnvm i know how to fix fix function ragebot.autowall(origin, target, ignored, gunstats) -- theres no simulations here, only headshots, also did this so u can simulate shot anywhere, instead of being limited to when u have a gun or whatever local ignore = {unpack(ignored)} -- I AM SPEED local maxPenetration = gunstats.maxPenetration local maxWalls = gunstats.maxWalls local penetrationPassed = 0 local wallsPenetrated = 0 local direction = (target - origin) local unitdir = direction.unit local enterParam = RaycastParams.new() enterParam.FilterType = Enum.RaycastFilterType.Blacklist enterParam.IgnoreWater = true enterParam.FilterDescendantsInstances = ignore local exitParam = RaycastParams.new() exitParam.FilterType = Enum.RaycastFilterType.Whitelist repeat local enterresult = workspaceRaycast(workspace, origin, direction, enterParam) if not enterresult then return true, (1 - penetrationPassed / maxPenetration), wallsPenetrated > 0, emptyVec3 end local wall = enterresult.Instance local enter = enterresult.Position local material = wall.Material --add it to the ignore list so that autowall doesnt scan it next round ignore[#ignore + 1] = wall local modifier = 1 --a multiplier for the raw wall depth -- save the materials shit like this, because once u get the material u cant change that if wall.Name == "nowallbang" then modifier = 100 --yo read #chatting its a fucking mess LMFAO return -- this isnt wallbangable end if material == materials.DiamondPlate then --diamondplate modifier = 3 elseif material == materials.CorrodedMetal or material == materials.Metal or material == materials.Concrete or material == materials.Brick then --corrodedmetal or metal or concrete or brick modifier = 2 --hi check dms elseif material == materials.Wood or material == materials.WoodPlanks then modifier = 0.1 end -- this shit is dynamic or whatever if wall.Name == "Grate" or findFirstChild(wall.Parent, "Humanoid") then if findFirstChild(wall.Parent, "Humanoid") then ignore[1 + #ignore] = wall.Parent -- ignore their entire body end modifier = 0.1 end if wall.Transparency == 1 or not wall.CanCollide or wall.Name == "Glass" or wall.Name == "Cardboard" or wall.Parent.Name == "Hitboxes" then modifier = 0 end local partModifier = findFirstChild(wall, "PartModifier") if partModifier then modifier = tonumber(partModifier.Value) end if modifier >= 100 then return end if modifier > 0 then --finds the exit position of the ray so we could find the wall depth local penetrableDepth = math.min((maxPenetration - penetrationPassed) / modifier, (enter - target).Magnitude) -- optimization, this is the most we can penetrate with our remaining energy, if we dont hit the same wall with this depth, the wall is too thick if penetrableDepth <= 0 then return end -- no remaining depth for our bulletssss$ (???) exitParam.FilterDescendantsInstances = {wall} local wallPenetration = (unitdir * penetrableDepth) local exitresult = workspaceRaycast(workspace, enter + wallPenetration, -wallPenetration, exitParam) if not exitresult then return end -- wall was too thick to penetrate penetrationPassed = penetrationPassed + ((penetrableDepth - exitresult.Distance) * modifier) -- how much opposition the bullet encountered wallsPenetrated = wallsPenetrated + 1 end enterParam.FilterDescendantsInstances = ignore until penetrationPassed >= maxPenetration or wallsPenetrated >= maxWalls end function ragebot.getwallspassed(origin, target, ignored, gunstats) local ignore = table.clone(ignored) -- I AM SPEED --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local maxPenetration = gunstats.maxPenetration local maxWalls = gunstats.maxWalls local penetrationPassed = 0 local wallPassed = {} local wallsPenetrated = 0 local direction = (target - origin) local unitdir = direction.unit local enterParam = RaycastParams.new() enterParam.FilterType = Enum.RaycastFilterType.Blacklist enterParam.FilterDescendantsInstances = ignore enterParam.IgnoreWater = true repeat local enterresult = workspaceRaycast(workspace, origin, direction, enterParam) if not enterresult then return true, (1 - penetrationPassed / maxPenetration), wallsPenetrated > 0, emptyVec3, wallPassed end local wall = enterresult.Instance local enter = enterresult.Position local normalhit = enterresult.Normal local material = wall.Material --add it to the ignore list so that autowall doesnt scan it next round ignore[#ignore + 1] = wall local modifier = 1 --a multiplier for the raw wall depth if wall.Name == "nowallbang" then return elseif material == materials.DiamondPlate then modifier = 3 elseif material == materials.CorrodedMetal or material == materials.Metal or material == materials.Concrete or material == materials.Brick then modifier = 2 elseif material == materials.Wood or material == materials.WoodPlanks then modifier = 0.1 end if wall.Name == "Grate" or findFirstChild(wall.Parent, "Humanoid") then if findFirstChild(wall.Parent, "Humanoid") then ignore[#ignore + 1] = wall.Parent -- if we hit someones body, the game ignores the rest of their body after the first thing we hit end modifier = 0.1 end if wall.Transparency == 1 or not wall.CanCollide or wall.Name == "Glass" or wall.Name == "Cardboard" or wall.Parent.Name == "Hitboxes" then modifier = 0 end if findFirstChild(wall, "PartModifier") then modifier = tonumber(wall.PartModifier.Value) -- apparently its not a number sometimes?? end enterParam.FilterDescendantsInstances = ignore if modifier >= 100 then return end if modifier <= 0 then else --finds the exit position of the ray so we could find the wall depth local maxremainingdepth = (maxPenetration - penetrationPassed) / modifier -- optimization, this is the most we can penetrate with our remaining energy, if we dont hit the same wall with this depth, the wall is too thick if maxremainingdepth <= 0 then return end -- no remaining depth for our bulletssss$ local exitParam = RaycastParams.new() exitParam.FilterType = Enum.RaycastFilterType.Whitelist exitParam.FilterDescendantsInstances = {wall} local maxwallpenetration = (unitdir * maxremainingdepth) local exitresult = workspaceRaycast(workspace, enter + maxwallpenetration, -maxwallpenetration, exitParam) if not exitresult then return end -- wall was too thick to penetrate local wallDepth = (maxremainingdepth - exitresult.Distance) * modifier -- HOW TO MAKE YOUR AUTOWALL LITERAL SPEED penetrationPassed = penetrationPassed + wallDepth -- how much opposition the bullet encountered wallsPenetrated = wallsPenetrated + 1 wallPassed[wallsPenetrated] = {Hit = wall, Enter = enter, Exit = exitresult.Position, Normal = normalhit} -- record the shit, (used for bullet holes) end until penetrationPassed >= maxPenetration or wallsPenetrated >= maxWalls return end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 function ragebot.getweaponconfig(weapon) local currentweapon = weapon.Name for i, weapongroup in next, (ragebot.weaponconfigs) do for i2, weapontype in next, (weapongroup) do for i3, weapon in next, (weapontype) do if currentweapon == weapon then local hitParts = {} for i4, v4 in next, (Menu["Rage"][i][i2 .. " Hitboxes"]["Value"]) do for i5, v5 in next, (ragebot.hitgroups[v4]) do -- translated to dn hitParts[1 + #hitParts] = v5 end end return hitParts, Menu["Rage"][i][i2 .. " Minimum Damage"]["Value"] end end end end end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 function ragebot.hitgrouptohitbox(hitboxes) local chosenhitboxes = {} for i, v in next, (hitboxes) do for i2, v2 in next, (ragebot.hitgroups[v]) do -- translate the hitgroups chosenhitboxes[1 + #chosenhitboxes] = v2 end end return chosenhitboxes end -- OMG DUDE function ragebot.getorigins(toward) local origins = {} local from = localPlayer.Character.HumanoidRootPart.Position + newVector3(0, 1.4, 0) + localPlayer.Character.Humanoid.CameraOffset origins[1 + #origins] = {from, "Base"} local base = newCframe(from, from + camera.CFrame.LookVector.unit) local factor = 10 if Menu["Rage"]["HvH"]["Autowall Hitscan"]["Toggle"]["Enabled"] then local offsetOrigins = {} if table.find(Menu["Rage"]["HvH"]["Hitscan Points"]["Value"], "Up") ~= nil then offsetOrigins[1 + #offsetOrigins] = {(base * newCframe(0, factor, 0)).p, "Up"} -- up end if table.find(Menu["Rage"]["HvH"]["Hitscan Points"]["Value"], "Down") ~= nil then offsetOrigins[1 + #offsetOrigins] = {(base * newCframe(0, -factor, 0)).p, "Down"} -- down end if table.find(Menu["Rage"]["HvH"]["Hitscan Points"]["Value"], "Left") ~= nil then offsetOrigins[1 + #offsetOrigins] = {(base * newCframe(-factor, 0, 0)).p, "Left"} -- left end if table.find(Menu["Rage"]["HvH"]["Hitscan Points"]["Value"], "Right") ~= nil then offsetOrigins[1 + #offsetOrigins] = {(base * newCframe(factor, 0, 0)).p, "Right"} -- right end if table.find(Menu["Rage"]["HvH"]["Hitscan Points"]["Value"], "Backward") ~= nil then offsetOrigins[1 + #offsetOrigins] = {(base * newCframe(0, 0, factor)).p, "Backward"} -- backwards end if table.find(Menu["Rage"]["HvH"]["Hitscan Points"]["Value"], "Forward") ~= nil then offsetOrigins[1 + #offsetOrigins] = {(base * newCframe(0, 0, -factor)).p, "Forward"} -- forwards end if table.find(Menu["Rage"]["HvH"]["Hitscan Points"]["Value"], "Towards") ~= nil then offsetOrigins[1 + #offsetOrigins] = {(base + (newCframe(from, toward).LookVector.Unit * factor)).p, "Towards"} -- towards end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 for i = 1, #offsetOrigins do local shootFromData = offsetOrigins[i] local shootFrom = shootFromData[1] --[[local dir = (shootFrom - base.p).unit for pullFactor = 1, factor, 1 do origins[1 + #origins] = {base.p + (dir * pullFactor), shootFromData} end]] origins[1 + #origins] = shootFromData end end if Menu["Rage"]["HvH"]["Auto Peek"]["Toggle"]["Enabled"] and Menu["Rage"]["HvH"]["Auto Peek"]["Bind"]["Active"] then local wallPassed, positionHit = workspace:FindPartOnRayWithWhitelist(Ray.new(from, camera.CFrame.LookVector.unit * 21), {workspace.Map}, true) origins[1 + #origins] = {positionHit - camera.CFrame.LookVector.unit, "Auto Peek"} end return origins end function ragebot.getpoints(enemy) local pInfo = enemy.pInfo -- their player info local char = pInfo.character -- their char local plr = pInfo.player -- the roblox player local hitboxes, minimumDamage = ragebot.getweaponconfig(client.fgun) -- lets get the current weapons config if not hitboxes or not minimumDamage then return end -- smth missing local validinstances = {} -- what hitboxes are we considering local scan = {} -- where to are we shooting -- ok we have the origins moving on to the scanpoints for i, v in next, hitboxes do local point = findFirstChild(char, v) -- find this point on our enemy if point then scan[1 + #scan] = {point, point.Position, "Center"} -- record that we will be shooting the center position of this hitbox validinstances[point.Name] = {point, point.Position} -- since we were scanning the center of this point, we have something to base the other points off end -- this point doesnt exist in their character end -- camera$resolve$ if Menu["Rage"]["HvH"]["Resolve Positions"]["Toggle"]["Enabled"] then local camerapos = plr.CameraCF.Value.p if camerapos == camerapos and camerapos ~= emptyVec3 and pInfo.camcf ~= pInfo.lastcameracf and (camerapos - pInfo.rootpart.CFrame.p).Magnitude > 8 then -- if they have a valid camera pos scan[1 + #scan] = {scan[1][1], camerapos, "Resolved"} -- add the camerapos and associate it with the hitbox of the first scanpoint validinstances[scan[1][1].Name] = {scan[1][1], camerapos} end end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- extrapolate from a center of a hitbox to the position they will be if we were to shoot at them right now if Menu["Rage"]["Tracking"]["Extrapolation"]["Toggle"]["Enabled"] and pInfo.velocity.Magnitude > 0.01 then local extrapolatedparam = RaycastParams.new() extrapolatedparam.IgnoreWater = true extrapolatedparam.FilterType = Enum.RaycastFilterType.Whitelist extrapolatedparam.FilterDescendantsInstances = Menu["Rage"]["Tracking"]["Ignore walls"]["Toggle"]["Enabled"] and {} or {workspace.Map} local ping = game.Stats.PerformanceStats.Ping:GetValue() * 2 local extrapolatebase = pInfo.velocity * ((Menu["Rage"]["Tracking"]["Extrapolation Tuning"]["Value"] + ping) / 1000) local steps = Menu["Rage"]["Tracking"]["Steps to Scan"]["Value"] local extrapolatedpoints = ragebot.hitgrouptohitbox(Menu["Rage"]["Tracking"]["Extrapolation Points"]["Value"]) for step = 1, steps do local step_fraction = step / steps local extrapolateby = extrapolatebase * step_fraction for i, v in next, extrapolatedpoints do local correspondinginstance = validinstances[v] if correspondinginstance then local instance, center = correspondinginstance[1], correspondinginstance[2] local cast = workspaceRaycast(workspace, center, extrapolateby, extrapolatedparam) scan[#scan + 1] = {instance, cast and cast.Position or center + extrapolateby, "Extrapolated", step} end end end end -- LOL LOL ODFL HDUJKL:DRUo2w7op3474tukmh game:GetService("RunService").RenderStepped:Connect(function() for i, v in pairs(game:GetService("Players"):GetPlayers()) do if Menu["Rage"]["Tracking"]["Movement Track"]["Toggle"]["Enabled"] then if alive == true and v.Team ~= game.Players.LocalPlayer.Team and v ~= game.Players.LocalPlayer then v.Character.Head.Position = v.Character.HumanoidRootPart.Position + v.Character.Humanoid.MoveDirection * Menu["Rage"]["Tracking"]["How Far"]["Value"] end end end end) -- since we have backtracking and are able to shoot at where the enemy was previously, try to scan their previous positions if Menu["Rage"]["Tracking"]["Back Tracking"]["Toggle"]["Enabled"] then local btpoints = ragebot.hitgrouptohitbox(Menu["Rage"]["Tracking"]["Back Tracking Points"]["Value"]) local enemybacktrack = ragebot and ragebot.backtracks and ragebot.backtracks[plr] and ragebot.backtracks[plr].backtrackParts if enemybacktrack then for i, v in next, btpoints do local correspondinginstance = validinstances[v] if correspondinginstance then local instance = correspondinginstance[1] local center = correspondinginstance[2] local backtrackedtick = enemybacktrack[instance.Name == "HeadHB" and "Head" or instance.Name] if backtrackedtick and (backtrackedtick.Position - center).Magnitude > 0.1 and (backtrackedtick.Position - emptyVec3).Magnitude > 0.1 then -- located their backtrack point scan[1 + #scan] = {instance, backtrackedtick.Position, "Backtrack"} end end -- this doesnt have a valid centerpoint to base our thing off of end end end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- while the center of the hitbox is a reasonable spot to shoot at, shooting towards the edge of the hitbox could be useful if Menu["Rage"]["HvH"]["Multi Point"]["Toggle"]["Enabled"] then local maxPullFactor = Menu["Rage"]["HvH"]["Multi Point Scale"]["Value"] / 100 local instensity = 4 local multiPointScan = {} local mppoints = ragebot.hitgrouptohitbox(Menu["Rage"]["HvH"]["Multi Point Points"]["Value"]) -- what hitboxes do the hitgroups in the dropdown allow for i, v in next, mppoints do local correspondinginstance = validinstances[v] if correspondinginstance then local instance = correspondinginstance[1] local center = correspondinginstance[2] local partcframe = instance.CFrame local partsize = instance.Size for i2, v2 in next, ragebot.multipointdirections do -- in each direction, add a scanpoint local d = v2[1] for scaled = instensity, 1, -1 do local percentScale = scaled / instensity local minScale = maxPullFactor * (scaled - 1) / instensity local scale = math.random(minScale * 1000, maxPullFactor * percentScale * 1000) / 1000 multiPointScan[1 + #multiPointScan] = {instance, (partcframe * newCframe(partsize.X * 0.5 * scale * d.x, partsize.X * 0.5 * scale * d.y, partsize.X * 0.5 * scale * d.z)).p, "Multi Point"} end end end -- this doesnt have a valid centerpoint to base our thing off of end for i = 1, math.min(#scan, #multiPointScan) do local rand = #multiPointScan > 1 and math.random(#multiPointScan) or 1 scan[1 + #scan] = multiPointScan[rand] multiPointScan[rand] = nil end end -- return the points we gathered return scan, minimumDamage end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 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function ragebot.scan(enemy) -- calculates the highest damage point on a single target local pInfo = enemy.pInfo -- their player info local plr = pInfo.player -- the roblox player local char = plr.Character -- their char local origins = ragebot.getorigins(pInfo.currentPosition) -- where are we shooting from if not origins then return end -- how are you going to shoot if you DONT HAVE A POINT TO SHOOT FROM local points, minimumdamage = ragebot.getpoints(enemy) -- where are we shooting to if not points then return end -- ok we arent even like -- sorting of points for $$optimised$$ local scanGroups = {} local hits = {} -- what can we actually hit local gun = client.fgun local ignored = { -- this is the stuff we dont want the autowall to attempt simulating camera, -- ignore our camera as our viewmodel is stored here and bullets arent going to pass thru it workspace.Map.Clips, -- the clips are to be ignored workspace.Map.SpawnPoints, -- spawnpoints are to be ignored localPlayer.Character, -- since the bullets are coming from us, ignore our own player model workspace.Debris, -- the debris is to be ignored workspace.Ray_Ignore, -- obvious char -- ignore their entire playermodel as the autowall is position based not hit based } -- lil bit of logic do local groups = math.min(#origins, 8) local pointsPerGroup = math.floor(Menu["Rage"]["HvH"]["Maximum Hitscanning Points"]["Value"] / groups) for originGroup = 1, groups do local scanOrigins = {} local scanPoints = {} local origin = #origins > 1 and math.random(#origins) or 1 local o = origins[origin] for pointGroup = 1, math.min(#points, pointsPerGroup) do local point = #points > 1 and math.random(#points) or 1 local mp = points[point] scanPoints[1 + #scanPoints] = mp table.remove(points, point) end scanOrigins[1 + #scanOrigins] = o table.remove(origins, origin) scanGroups[1 + #scanGroups] = { origins = scanOrigins, points = scanPoints } end end -- kevlar local haskevlar = findFirstChild(plr, "Kevlar") local hashelmet = haskevlar and findFirstChild(plr, "Helmet") local armorpiercing = gun.ArmorPenetration.Value -- damage drop off at range local rangemodifier = gun.RangeModifier.Value local weapondamage = gun.DMG.Value local pellets = gun.Bullets.Value local forcedHead = Menu["Rage"]["HvH"]["Force Headshots"]["Toggle"]["Enabled"] local weaponstat = { -- this one is just for the autowall maxPenetration = gun.Penetration.Value * 0.01, -- the equivalent of no penetration if the autowall is disabled maxWalls = (Menu["Rage"]["Aimbot"]["Auto Wall"]["Toggle"]["Enabled"] == false) and 0 or 4, -- if our autowall isnt enabled then just simulate one wall, itll fail anyway } for groupI, group in next, scanGroups do for i, origin in next, group.origins do local from, fromdata = origin[1], origin[2] for i2, point in next, group.points do local instance, to, todata = point[1], point[2], point[3] local ishead = forcedHead == true or instance.Name == "Head" or instance.Name == "FakeHead" or instance.Name == "HeadHB" local penetrable, damagemodifier, wallbang = ragebot.autowall(from, to, ignored, weaponstat) -- theres no simulations here, only headshots if penetrable then local damage = pellets * weapondamage * damagemodifier * (ishead and 4 or ragebot.hitmodifier[instance.Name]) * ragebot.kevlardamage(armorpiercing, haskevlar, hashelmet, ishead) * ragebot.distancedamagemodifier((from - char.HumanoidRootPart.Position).Magnitude, rangemodifier) if damage > minimumdamage then hits[1 + #hits] = { -- record that we hit this to = {to, todata}, from = {from, fromdata}, instance = instance, damage = damage, wallbang = wallbang, damagemodifier = damagemodifier, } end end -- this point cannot be hit, continue to the next one end end end if #hits < 1 then return end if #hits > 1 then table.sort(hits, function(a, b) return a.damage > b.damage end) -- sort for highest damage end local result = hits[1] result.player = plr result.pInfo = pInfo local canPen, mod, wallbanged, norm, wallsPassed = ragebot.getwallspassed(result.from[1], result.to[1], ignored, weaponstat) result.walls = wallsPassed and wallsPassed or {} return result -- this is the highest damage point end function ragebot.knifebot() local from = localPlayer.Character.HumanoidRootPart.Position + newVector3(0, 2, 0) + localPlayer.Character.Humanoid.CameraOffset local enemies = {} for i, pInfo in next, (playerInfo.storage) do if pInfo.alive and pInfo.enemy and not (pInfo.protected or pInfo.god) then if Menu["Rage"]["Aimbot"]["Aimbot FOV"]["Value"] == 180 or (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, pInfo.character.HumanoidRootPart.Position).LookVector))))) * 2 < Menu["Rage"]["Aimbot"]["Aimbot FOV"]["Value"] then enemies[1 + #enemies] = {player = pInfo.player, pInfo = pInfo} end end end if #enemies < 1 then return end -- no enemies if Menu["Rage"]["Aimbot"]["Knife Bot Type"]["Value"] == "Single Aura" then -- did u select single aura or multi aura? local results = {} for i, enemy in next, enemies do local to = enemy.pInfo.currentPosition if (to - from).Magnitude < Menu["Rage"]["Aimbot"]["Knife Bot Range"]["Value"] then local Param = RaycastParams.new() Param.FilterType = Enum.RaycastFilterType.Blacklist Param.IgnoreWater = true Param.FilterDescendantsInstances = { -- this is the stuff we dont want the autowall to attempt simulating camera, -- ignore our camera as our viewmodel is stored here and bullets arent going to pass thru it workspace.Map.Clips, -- the clips are to be ignored workspace.Map.SpawnPoints, -- spawnpoints are to be ignored localPlayer.Character, -- since the bullets are coming from us, ignore our own player model workspace.Debris, -- the debris is to be ignored workspace.Ray_Ignore, -- obvious --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 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--💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 enemy.player.Character -- ignore their entire playermodel as the autowall is position based not hit based } local enterresult = workspaceRaycast(workspace, from, to - from, Param) if not enterresult then results[1 + #results] = enemy end end -- nope! end if #results < 1 then return end if #results > 2 then table.sort(results, function(a, b) return (a.pInfo.currentPosition - from).Magnitude < (b.pInfo.currentPosition - from).Magnitude end) end local nearest = results[1] nearest.player = nearest.player nearest.instance = nearest.player.Character.HumanoidRootPart nearest.to = {nearest.pInfo.currentPosition, "Center"} nearest.from = {localPlayer.Character.HumanoidRootPart.Position + newVector3(0, 2, 0) + localPlayer.Character.Humanoid.CameraOffset, "Base"} nearest.position = nearest.pInfo.currentPosition nearest.damagemodifier = 1 nearest.wallbang = false nearest.pInfo = nearest.pInfo nearest.damage = 33 nearest.normal = emptyVec3 nearest.walls = {} return nearest else -- we have selected multi aura -- ok so if they are in our range ragebot.currentindex = ragebot.currentindex + 1 -- okay lets move to the next idx in the enemies table (scan the next enemy) if ragebot.currentindex > #enemies then -- okay that idx is too high so go back to 1 ragebot.currentindex = 1 end local enemy = enemies[ragebot.currentindex] if not ((enemy.pInfo.character.HumanoidRootPart.Position - from).Magnitude < Menu["Rage"]["Aimbot"]["Knife Bot Range"]["Value"]) then return end ragebot.currenttarget.player = enemy.player ragebot.currenttarget.instance = enemy.pInfo.character.HumanoidRootPart ragebot.currenttarget.position = enemy.pInfo.character.HumanoidRootPart.Position ragebot.currenttarget.modifier = 1 ragebot.currenttarget.wallbang = false ragebot.currenttarget.pInfo = enemy.pInfo hitPart:FireServer( ragebot.currenttarget.instance, -- 1 ragebot.currenttarget.position, -- 2 client.fgun.Name, client.fgun.Range.Value, nil, nil, 9, false, false, localPlayer.Character.HumanoidRootPart.Position + newVector3(0, 2, 0) + localPlayer.Character.Humanoid.CameraOffset, workspace.DistributedTime.Value, Vector3.zero, true, "r", -- 14 nil, -- 15 nil, -- 16 nil,-- 17 nil,-- 18 nil,-- 19 nil,-- 20 nil,-- 21 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 nil,-- 22 nil,-- 23 nil, -- 24 nil,--25 nil--26 ) return end end function ragebot.think() -- Invaded#5143 (girl) if not (localPlayer.Character and localPlayer.Character:FindFirstChild("HumanoidRootPart") and Menu["Rage"]["Aimbot"]["Enabled"]["Toggle"]["Enabled"] and Menu["Rage"]["Aimbot"]["Enabled"]["Bind"]["Active"]) or not client.fgun or client.fgun == "none" or Menu["Misc"]["Extra"]["Kill All"]["Toggle"]["Enabled"] then ragebot.currenttarget.player = nil ragebot.currenttarget.instance = nil ragebot.currenttarget.position = nil ragebot.currenttarget.modifier = nil ragebot.currenttarget.wallbang = nil ragebot.currenttarget.origin = nil ragebot.currenttarget.pInfo = nil return -- we cannot shoot at all at this time end local gun = replicatedStorage.Weapons:FindFirstChild(client.fgun.Name); if tick() - ragebot.lastshot < gun.FireRate.Value or tick() - ragebot.lastreload < gun.ReloadTime.Value then return -- firerate restrikkt end ragebot.currenttarget.player = nil ragebot.currenttarget.instance = nil ragebot.currenttarget.position = nil ragebot.currenttarget.modifier = nil ragebot.currenttarget.wallbang = nil ragebot.currenttarget.origin = nil ragebot.currenttarget.pInfo = nil if workspace.Status.Preparation.Value and Menu["Rage"]["HvH"]["Wait For Round Start"]["Toggle"]["Enabled"] then return -- we are to wait until the round has started before doing anything end local enemies = {} for i, pInfo in next, (playerInfo.storage) do if pInfo.alive and pInfo.enemy and not (pInfo.protected or pInfo.god) then if Menu["Rage"]["Aimbot"]["Aimbot FOV"]["Value"] == 180 or (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, pInfo.character.HumanoidRootPart.Position).LookVector))))) * 2 < Menu["Rage"]["Aimbot"]["Aimbot FOV"]["Value"] then enemies[1 + #enemies] = {player = pInfo.player, pInfo = pInfo} end end end if #enemies < 1 then return end -- no enemies local result if gun:FindFirstChild("Melee") and Menu["Rage"]["Aimbot"]["Knife Bot"]["Toggle"]["Enabled"] then -- okay so we're holding our knifebot so we need to use our knifebot result = ragebot.knifebot() else -- okay no knife, ragebot.scan!! ragebot.currentindex = ragebot.currentindex + 1 -- okay lets move to the next idx in the enemies table (scan the next enemy) if ragebot.currentindex > #enemies then -- okay that idx is too high so go back to 1 ragebot.currentindex = 1 end result = ragebot.scan(enemies[ragebot.currentindex]) end if not result then return end -- couldnt hit ragebot.currenttarget.player = result.player ragebot.currenttarget.instance = result.instance ragebot.currenttarget.position = result.to[1] ragebot.currenttarget.modifier = result.damagemodifier ragebot.currenttarget.wallbang = result.wallbang ragebot.currenttarget.origin = result.from[1] ragebot.currenttarget.pInfo = result.pInfo if not gun:FindFirstChild("Melee") and (result.damage < result.pInfo.humanoid.health or Menu["Rage"]["Aimbot"]["Auto Shoot"]["Toggle"]["Enabled"] == false) then ragebot.currentindex = ragebot.currentindex - 1 -- rescan this person as we did not deliver a lethal hit end ragebot.fire({ -- fire at them origin = result.from[1], instance = result.instance, position = result.to[1], damageMultiplier = result.damagemodifier, wallbang = result.wallbang, normal = emptyVec3, damageInflicted = result.damage, type = result.to[2], origintype = result.from[2], walls = result.walls }) if Menu["Rage"]["Aimbot"]["Auto Shoot"]["Toggle"]["Enabled"] then ragebot.lastshot = tick() local shifting = Menu["Rage"]["Aimbot"]["Double Tap"]["Value"] == "Fast" and 10/64 or Menu["Rage"]["Aimbot"]["Double Tap"]["Value"] == "Faster" and 12/64 or Menu["Rage"]["Aimbot"]["Double Tap"]["Value"] == "Fastest" and 14/64 if shifting and tick() - ragebot.lastdt > shifting * 2 then -- ok we have dt and have another chance in a sec ragebot.lastdt = tick() ragebot.lastshot = tick() - shifting -- tickbase shifting simulation 2022 end end end runService.Heartbeat:Connect(function(d) --debug.profilebegin("ragebot think") ragebot.think(d) --debug.profileend() end) end do --ANCHOR Misc misc.oldmoney = 0 misc.oldweaponstats = {} misc.lastchatmessage = tick() misc.lastupdate = tick() misc.hitsound = Instance.new("Sound", camera) misc.killsound = Instance.new("Sound", camera) misc.killsaylines = {Menu["Misc"]["Extra"]["Kill Say Message"]["Value"]} misc.ammomodded = false misc.olddamage = 0 -- i am not stormy (plays hit and kill sound when the total damage gets reset) misc.oldkills = 0 misc.lastcheck = tick() misc.killFeed = {} misc.gunByIcon = {} local imagesLoaded = 0 local constants = getconstants(require(replicatedStorage.GetIcon).getWeaponOfKiller) local totalImages = #constants local imagecache = {} for i = 2, #constants + 1 do coroutine.wrap(function() --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 local gun = constants[i-1] local rbxassetid = constants[i] if gun == "C4" or replicatedStorage.Weapons:FindFirstChild(gun) then if rbxassetid and rbxassetid:find("rbxassetid") then misc.gunByIcon[rbxassetid] = gun end end imagesLoaded = imagesLoaded + 1 end)() end repeat task.wait() until imagesLoaded == totalImages --[[misc.checkgoddedplrs = function() if tick() - misc.lastcheck > 0.05 then misc.lastcheck = tick() if Menu["Misc"]["Extra"]["Auto Martyrdom"]["Toggle"]["Enabled"] then for i, v in next, (players:GetPlayers()) do if v ~= localPlayer then local character = v.Character if character ~= nil and character:FindFirstChild("Humanoid") then if character:FindFirstChild("Hostage") or character.Humanoid.Health ~= character.Humanoid.Health then replicatedStorage.Events.PlaySound:FireServer(character, replicatedStorage.Hostage.Head) end end end end end end end runService.Heartbeat:Connect(misc.checkgoddedplrs)]] for i, v in next, (replicatedStorage.Weapons:GetChildren()) do local gun = v misc.oldweaponstats[gun.Name] = {} for i2, v2 in next, (gun:GetChildren()) do if (v2:IsA("NumberValue") or v2:IsA("IntValue") or v2:IsA("BoolValue")) and v2.Name ~= "MinDmg" then -- hehe int misc.oldweaponstats[gun.Name][v2.Name] = v2.Value end end end misc.updateweaponstats = function() local currentgun = client.fgun if currentgun == "none" or not currentgun then return end if misc.oldweaponstats[currentgun.Name] == nil or tick() - misc.lastupdate < 0.05 then return end misc.lastupdate = tick() -- Handle Weapon Modifications if Menu["Misc"]["Weapon Modifications"]["Enabled"]["Toggle"]["Enabled"] then for i, v in next, (misc.oldweaponstats[currentgun.Name]) do local stat = client.fgun:FindFirstChild(i) if stat then local statname = i if statname == "FireRate" then stat.Value = Menu["Misc"]["Weapon Modifications"]["Fire Rate Scale"]["Value"] == 1200 and 0 or v / (Menu["Misc"]["Weapon Modifications"]["Fire Rate Scale"]["Value"]/100) elseif statname == "ReloadTime" then stat.Value = Menu["Misc"]["Weapon Modifications"]["Instant Reload"]["Toggle"]["Enabled"] and 0.00001 or v elseif statname == "Auto" then stat.Value = Menu["Misc"]["Weapon Modifications"]["Fully Automatic"]["Toggle"]["Enabled"] and true or v else stat.Value = v end end end end -- Handle Infinite Ammo if Menu["Misc"]["Weapon Modifications"]["Infinite Ammo"]["Toggle"]["Enabled"] then game:GetService("Players").LocalPlayer.PlayerGui.GUI.AmmoGUI.AmmoClip.Text = 'Astral' game:GetService("Players").LocalPlayer.PlayerGui.GUI.AmmoGUI.AmmoReserve.Text = 'haxx' client.vars.ammocount = math.huge client.vars.primarystored = math.huge client.vars.ammocount2 = math.huge client.vars.secondarystored = math.huge else -- Restore old weapon stats if infinite ammo is disabled if misc.oldweaponstats[currentgun.Name] then for i, v in next, misc.oldweaponstats[currentgun.Name] do local stat = client.fgun:FindFirstChild(i) if stat and (stat:IsA("NumberValue") or stat:IsA("IntValue") or stat:IsA("BoolValue")) then stat.Value = v end end end end end runService.Stepped:Connect(function() --debug.profilebegin("modify weapons") misc.updateweaponstats() --debug.profileend() end) misc.joinnewgame = function() UILibrary:EventLog("Joining a new game...", 5) local thing = httpService:JSONDecode(game:HttpGet("https://games.roblox.com/v1/games/" .. game.PlaceId .. "/servers/Public?sortOrder=Asc&limit=100")) local jobid = thing.data[math.random(1, table.getn(thing.data))].id teleportService:TeleportToPlaceInstance(game.PlaceId, jobid) end Menu["Misc"]["Extra"]["Join A New Game"]["Button"].Pressed:Connect(misc.joinnewgame) runService.Heartbeat:Connect(function() if Menu["Misc"]["Extra"]["Infinite Money"]["Toggle"]["Enabled"] then game:GetService("Players").LocalPlayer.PlayerGui.GUI.Cash.Text = 'PoPo cheat leaked!' task.wait(0.1) localPlayer.Cash.Value = 12345 end end) function misc.updatemoney() if Menu["Misc"]["Extra"]["Infinite Money"]["Toggle"]["Enabled"] then misc.oldmoney = localPlayer.Cash.Value task.wait() localPlayer.Cash.Value = 12345 else localPlayer.Cash.Value = misc.oldmoney end end Menu["Misc"]["Extra"]["Infinite Money"]["Toggle"].Changed:Connect(misc.updatemoney) function misc.hitplayer() if localPlayer.Additionals.TotalDamage.Value > misc.olddamage then if Menu["Misc"]["Extra"]["Hit Sound"]["Toggle"]["Enabled"] then misc.hitsound.SoundId = "rbxassetid://" .. Menu["Misc"]["Extra"]["Hit Sound ID"]["Value"] misc.hitsound.Volume = Menu["Misc"]["Extra"]["Hit Sound Volume"]["Value"] / 10 misc.hitsound:Play() end local dmgdealt = localPlayer.Additionals.TotalDamage.Value - misc.olddamage if Menu["Visuals"]["Camera"]["Hit Marker"]["Toggle"]["Enabled"] then local upper = 4 local lower = 8 if Menu["Visuals"]["Camera"]["Hit Marker Type"].Value == "2D" then local transSignal = Library.Signal.new() for i = 1, 4 do local line = visuals.createDrawing("Line", { Color = Color3.new(1, 1, 1), Transparency = 1, Thickness = 1,-- what the fuck From = i == 1 and newVector2(viewportSize.x / 2 + upper, viewportSize.y / 2 + upper) or i == 2 and newVector2(viewportSize.x / 2 + upper, viewportSize.y / 2 - upper) or i == 3 and newVector2(viewportSize.x / 2 - upper, viewportSize.y / 2 - upper) or i == 4 and newVector2(viewportSize.x / 2 - upper, viewportSize.y / 2 + upper), To = i == 1 and newVector2(viewportSize.x / 2 + lower, viewportSize.y / 2 + lower) or i == 2 and newVector2(viewportSize.x / 2 + lower, viewportSize.y / 2 - lower) or i == 3 and newVector2(viewportSize.x / 2 - lower, viewportSize.y / 2 - lower) or i == 4 and newVector2(viewportSize.x / 2 - lower, viewportSize.y / 2 + lower), Visible = true }) local loop; loop = runService.Stepped:Connect(function() line.Color = Menu["Visuals"]["Camera"]["Hit Marker"]["Color 1"]["Color"] end) transSignal:Connect(function(newTrans) if type(newTrans) == "number" then line.Transparency = newTrans else loop:Disconnect() loop = nil line:Remove() line = nil end end) end task.delay(1/2, function() for i = 1, 0, -1/10 do transSignal:Fire(i) task.wait(0.01) end transSignal:Fire("nigger") transSignal:Destroy() transSignal = nil end) else task.spawn(function() repeat until misc.lastHitpart local data = {} for i, v in next, (misc.lastHitpart) do data[i] = v end misc.lastHitpart = nil local posSignal = Library.Signal.new() local transSignal = Library.Signal.new() local step = runService.Stepped:Connect(function() local pos, onScreen = mathModule.worldToViewportPoint(data[2]) if onScreen then posSignal:Fire(pos) else transSignal:Fire(0) end end) for i = 1, 4 do local line = visuals.createDrawing("Line", { Color = Color3.new(1, 1, 1), Transparency = 1, Thickness = 1, Visible = true, }) posSignal:Connect(function(pos) line.From = i == 1 and newVector2(pos.x + upper, pos.y + upper) or i == 2 and newVector2(pos.x + upper, pos.y - upper) or i == 3 and newVector2(pos.x - upper, pos.y - upper) or i == 4 and newVector2(pos.x - upper, pos.y + upper) line.To = i == 1 and newVector2(pos.x + lower, pos.y + lower) or i == 2 and newVector2(pos.x + lower, pos.y - lower) or i == 3 and newVector2(pos.x - lower, pos.y - lower) or i == 4 and newVector2(pos.x - lower, pos.y + lower) line.Color = Menu["Visuals"]["Camera"]["Hit Marker"]["Color 1"]["Color"] end) transSignal:Connect(function(newTrans) if type(newTrans) == "number" then line.Transparency = newTrans else line:Remove() line = nil end end) end local damagedealt = dmgdealt local text = visuals.createDrawing("Text", { Color = data[1].Name:match("Head") and Color3.new(1, 1, 1) or Color3.new(1, 1, 1), Visible = true, Text = "dealt: "..tostring(damagedealt).. "dmg", Size = 13, Center = true, Outline = true, Font = 2 }) posSignal:Connect(function(pos) text.Position = newVector2(pos.x, pos.y - 20) end) transSignal:Connect(function(newTrans) if type(newTrans) == "number" then text.Transparency = newTrans else text:Remove() text = nil end end) task.delay(2, function() for i = 1, 0, -1/10 do transSignal:Fire(i) task.wait(0.01) end step:Disconnect() step = nil transSignal:Fire("nigger") transSignal:Destroy() transSignal = nil posSignal:Destroy() posSignal = nil end) end) end end end misc.olddamage = localPlayer.Additionals.TotalDamage.Value end localPlayer.Additionals.TotalDamage.Changed:Connect(misc.hitplayer) -- not cuteware, not doing this on hitpart --[[ misc.crosshairFix = runService.Stepped:Connect(function() for i, v in next, localPlayer.PlayerGui.GUI.Crosshairs.Crosshair:GetChildren() do if client.fgun ~= "none" and client.fgun:FindFirstChild("Scoped") and client.fgun:FindFirstChild("RifleThing") == nil then v.Visible = false else v.Visible = true if v.Name == "Dot" then if localPlayer.PlayerGui.GUI.CrosshairCustom.dot.Text == "OFF" then v.Visible = false end end end end end)]] function misc.getkillfeed() task.wait(((350 + game.Stats.PerformanceStats.Ping:GetValue()) * 2) / 1000) -- idk why misc.killFeed = {} for i, v in next, workspace.KillFeed:GetChildren() do misc.killFeed[i] = { position = tonumber(v.Name), killer = v.Killer.Value, victim = v.Victim.Value, weapon = v.Weapon.Value, headshot = v.Weapon.Headshot.Value, wallbang = v.Weapon.Wallbang.Value } end table.sort(misc.killFeed, function(a, b) return a.position > b.position end) end function misc.refreshkillsayfile() if isfile("bloxsense/kill_say.txt") then misc.killsaylines = {} for line in readfile("bloxsense/kill_say.txt"):gmatch("[^\n]+") do if line:match("%S") then table.insert(misc.killsaylines, line) end end misc.killsaylines = #misc.killsaylines > 0 and misc.killsaylines or {Menu["Misc"]["Extra"]["Kill Say Message"]["Value"]} end end Menu["Misc"]["Extra"]["Kill Say"]["Toggle"].Changed:Connect(misc.refreshkillsayfile) Menu["Misc"]["Extra"]["Kill Say Mode"]["Dropdown"].Changed:Connect(misc.refreshkillsayfile) function misc.killplayer() if localPlayer.Status.Kills.Value > misc.oldkills then if Menu["Misc"]["Extra"]["Kill Sound"]["Toggle"]["Enabled"] then misc.killsound.SoundId = "rbxassetid://" .. Menu["Misc"]["Extra"]["Kill Sound ID"]["Value"] misc.killsound.Volume = Menu["Misc"]["Extra"]["Kill Sound Volume"]["Value"] / 10 misc.killsound:Play() end if Menu["Misc"]["Extra"]["Kill Say"]["Toggle"]["Enabled"] then misc.getkillfeed() for _, kill in next, misc.killFeed do if kill["killer"] == localPlayer.Name then local killInfo = { victim = kill["victim"], weapon = kill["weapon"] } local allowedAbbreviation = { ["{victim}"] = killInfo["victim"], ["{weapon}"] = misc.gunByIcon[killInfo["weapon"]] } local message = Menu["Misc"]["Extra"]["Kill Say Mode"]["Value"] == "Text Box" and Menu["Misc"]["Extra"]["Kill Say Message"]["Value"] or misc.killsaylines[math.random(1, #misc.killsaylines)] local message = message:gsub("{.-}", function(abbreviation) local lowerAbbreviation = string.lower(abbreviation) return allowedAbbreviation[lowerAbbreviation] or abbreviation end) playerChat:FireServer(message, false, false, true) break end end end end misc.oldkills = localPlayer.Status.Kills.Value end localPlayer.Status.Kills.Changed:Connect(misc.killplayer) end do --ANCHOR Movement function movement.collisionFilter(instance) return not instance.CanCollide end movement.basedir = -1 function movement.step(delta) local localCharacter = localPlayer.Character local flightmode = (Menu["Misc"]["Tweaks"]["No Clip"]["Toggle"]["Enabled"] and Menu["Misc"]["Tweaks"]["No Clip"]["Bind"]["Active"]) or (Menu["Misc"]["Movement"]["Fly"]["Toggle"]["Enabled"] and Menu["Misc"]["Movement"]["Fly"]["Bind"]["Active"]) if Menu["Misc"]["Tweaks"]["Custom Gravity"]["Toggle"]["Enabled"] then workspace.Gravity = Menu["Misc"]["Tweaks"]["Gravity Level"]["Value"] else workspace.Gravity = 80 end if localCharacter then local humanoid = localCharacter:FindFirstChild("Humanoid") local humanoidRootPart = localCharacter:FindFirstChild("HumanoidRootPart") if humanoid and humanoidRootPart then if userInputService:IsKeyDown("Space") and Menu["Misc"]["Movement"]["Automatic Jump"]["Toggle"]["Enabled"] and humanoid.FloorMaterial ~= materials.Air and localPlayer.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then humanoid.Jump = true end local moveDirection = emptyVec3 local cfRel = flightmode and camera.CFrame or CFrame.lookAt(camera.CFrame.p, camera.CFrame.p + camera.CFrame.LookVector * xz) if userInputService:IsKeyDown("W") then moveDirection = moveDirection + cfRel.LookVector end if userInputService:IsKeyDown("S") then moveDirection = moveDirection - cfRel.LookVector end if userInputService:IsKeyDown("D") then moveDirection = moveDirection + cfRel.RightVector end if userInputService:IsKeyDown("A") then moveDirection = moveDirection - cfRel.RightVector end if userInputService:IsKeyDown("LeftShift") then moveDirection = moveDirection + cfRel.UpVector end if userInputService:IsKeyDown("LeftControl") then moveDirection = moveDirection - cfRel.UpVector end if (Menu["Misc"]["Movement"]["Fly"]["Toggle"]["Enabled"] and Menu["Misc"]["Movement"]["Fly"]["Bind"]["Active"]) then local speed = Menu["Misc"]["Movement"]["Fly Speed"]["Value"] humanoidRootPart.AssemblyLinearVelocity = moveDirection * speed elseif (Menu["Misc"]["Movement"]["Speed"]["Toggle"]["Enabled"] and Menu["Misc"]["Movement"]["Speed"]["Bind"]["Active"]) then local speed = Menu["Misc"]["Movement"]["Speed Factor"]["Value"] local mode = Menu["Misc"]["Movement"]["Speed Type"]["Value"] if flightmode then humanoidRootPart.AssemblyLinearVelocity = moveDirection * speed else if Menu["Misc"]["Movement"]["Circle Strafe"]["Toggle"]["Enabled"] and Menu["Misc"]["Movement"]["Circle Strafe"]["Bind"]["Active"] then local radius = Menu["Misc"]["Movement"]["Circle Strafe Radius"]["Value"] local direction if userInputService:IsKeyDown("D") then direction = 1 end if userInputService:IsKeyDown("A") then direction = -1 end if not direction then direction = movement.basedir movement.basedir = direction end if not misc.angle then misc.angle = 0 end local myCframe = humanoidRootPart.CFrame local middleCircle = myCframe.p - newVector3(radius * math.cos(toRad * misc.angle), 0, radius * math.sin(toRad * misc.angle)) local circumference = radius * 2 * pi local degreesPerSec = (speed / circumference) * 360 local changeDegree = degreesPerSec * delta misc.angle = misc.angle + (changeDegree * movement.basedir) local moveTo = middleCircle + newVector3(radius * math.cos(toRad * misc.angle), 0, radius * math.sin(toRad * misc.angle)) local moveIn = (moveTo - myCframe.p).unit local moveBy = moveIn * speed * delta local wallHit, positionOnWall, normalOnWall = workspace:FindPartOnRayWithWhitelist(Ray.new(myCframe.p, moveBy), {workspace.Map}, true) if not wallHit then humanoidRootPart.Position = moveTo else movement.basedir = movement.basedir * -1 end return else moveDirection = newVector3(moveDirection.x, 0, moveDirection.z) moveDirection = mathModule.safeUnit(moveDirection) * speed end misc.angle = 0 if mode == "Velocity" then humanoidRootPart.AssemblyLinearVelocity = newVector3(moveDirection.x, humanoidRootPart.AssemblyLinearVelocity.y, moveDirection.z) elseif mode == "CFrame" then local currentCf = humanoidRootPart.CFrame local nextCf = currentCf + (moveDirection * xz) * delta local wallPassed, pos, norm = workspace:FindPartOnRayWithWhitelist(Ray.new(currentCf.p, nextCf.p - currentCf.p), {workspace.Map}, true) if wallPassed then nextCf = nextCf - nextCf.p + pos + norm * 1.5 end humanoidRootPart.CFrame = nextCf end end end if Menu["Misc"]["Tweaks"]["No Clip"]["Toggle"]["Enabled"] and Menu["Misc"]["Tweaks"]["No Clip"]["Bind"]["Active"] then for i,v in next, (localCharacter:GetChildren()) do if v:IsA("BasePart") and v.CanCollide == true then v.CanCollide = false -- pastedS end end else if ragebot.fakehrp then ragebot.fakehrp.CanCollide = true end end if Menu["Misc"]["Tweaks"]["Remove Crouch Cooldown"]["Toggle"]["Enabled"] then client.crouchcooldown = 0 end if Menu["Misc"]["Tweaks"]["Edge Jump"]["Toggle"]["Enabled"] and Menu["Misc"]["Tweaks"]["Edge Jump"]["Bind"]["Active"] then if localPlayer.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and localPlayer.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then coroutine.wrap(function() runService.RenderStepped:Wait() if localPlayer.Character ~= nil and localPlayer.Character:FindFirstChild("Humanoid") and localPlayer.Character.Humanoid:GetState() == Enum.HumanoidStateType.Freefall and localPlayer.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then localPlayer.Character.Humanoid:ChangeState("Jumping") end end)() end end end end end end -- HIIII INTEGER --nigger this code looks bad idk how to organize hooks --hold on do --ANCHOR Legitbot legitbot.aimassisttarget = { -- writing legitbotzz at 4 am$$$$$$$$ player = nil, instance = nil, position = nil } legitbot.triggerbottarget = { player = nil, instance = nil, hit = tick(), -- for reaction time magnet = { active = false, player = nil, instance = nil, position = nil, } } legitbot.hitgroups = { ["Head"] = {"HeadHB", "FakeHead"}, ["Body"] = {"UpperTorso", "LowerTorso"}, ["Arms"] = {"RightUpperArm", "RightLowerArm", "LeftUpperArm", "LeftLowerArm"}, ["Legs"] = {"RightUpperLeg", "RightLowerLeg", "LeftUpperLeg", "LeftLowerLeg"} } legitbot.triggergroups = { ["Head"] = {"HeadHB", "FakeHead"}, ["Body"] = {"UpperTorso", "LowerTorso"}, ["Arms"] = {"RightUpperArm", "RightLowerArm", "RightHand", "LeftUpperArm", "LeftLowerArm", "LeftHand"}, ["Legs"] = {"RightUpperLeg", "RightLowerLeg", "RightFoot", "LeftUpperLeg", "LeftLowerLeg", "LeftFoot"} } legitbot.weaponstats = {} -- so that u dont knife silent aim or some bullshit legitbot.weaponstats.gunrange = 1 legitbot.weaponstats.penetration = 1 -- i have no clue what the fuck i am doing (3:56 am, 3/6/2022, Invaded) --[[for reference: legitbot.evaluatetarget({ -- if it wasnt for this i wouldve had to copy paste this func like 3 times (silent aim) fov = 0, deadzone = 0, hitscanpoints = {"Head", "Body"}, hitscanpriority = "Head", ignoresmoke = false, ignoreflash = false, accuracy = 100, considerbacktrack = true }) ]] legitbot.evaluatetarget = function(Parameters) local possibletargets = {} for i, v in next, (players:GetPlayers()) do if v ~= localPlayer then local pInfo = playerInfo.storage[v] if pInfo and pInfo.alive and pInfo.enemy and pInfo.character and pInfo.character:FindFirstChild("HumanoidRootPart") and not pInfo.protected then local angle = (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, pInfo.character.HumanoidRootPart.Position).LookVector))))) * 2 -- cope!!! if angle < Parameters.fov and angle > Parameters.deadzone then possibletargets[1 + #possibletargets] = {v, pInfo, v.Character, angle} end end end end if #possibletargets < 1 then return end table.sort(possibletargets, function(a, b) return a[4] > b[4] end) -- okay so lets get a table of the people in fov and the closest to crosshair local currenttarget for i, v in next, (possibletargets) do if legitbot.aimassisttarget.player == nil then -- okay so we still dont have a valid target so lets scan the next person local player = v[1] local pInfo = v[2] local char = v[3] local potentialpoints = {} for i, v in next, (Parameters.hitscanpoints) do for i2, v2 in next, (legitbot.hitgroups[v]) do local point = char:FindFirstChild(v2) if ragebot.allPartsForBacktrack[point] then point = ragebot.allPartsForBacktrack[point] -- this is actually a backtrack, switch to the real one end if point then potentialpoints[1 + #potentialpoints] = point -- okay these are our hitscan points if Parameters.considerbacktrack == true then local btpart = point.Name if btpart == "HeadHB" then btpart = "Head" end if ragebot.backtracks[player].backtrackParts[btpart] then potentialpoints[1 + #potentialpoints] = ragebot.backtracks[player].backtrackParts[btpart] end end end end end local ignore = { workspace.Map } if Parameters.ignoresmoke == false then ignore[1 + #ignore] = workspace.Ray_Ignore end if localPlayer.PlayerGui.Blnd.Blind.BackgroundTransparency > 0.85 or Parameters.ignoreflash then local bestpoints = {} local priority = Parameters.hitscanpriority if Parameters.accuracy >= math.random(1, 100) then -- if accuracy chance is met lets try hitscan priority local currentpos, currentpart if priority == "Closest" then -- ok! local angles = {} for i, v in next, (potentialpoints) do -- lets get the closest to crosshair out of all of the hitscan points angles[1 + #angles] = {v, (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, v.Position).LookVector))))) * 2} end table.sort(angles, function(a, b) return a[2] > b[2] end) for i, v in next, (angles) do bestpoints[1 + #bestpoints] = v[1] -- ok so first idx of angles table is closest, so the closest will be scanned first end else for i2, v2 in next, (legitbot.hitgroups[priority]) do -- ok so its just a simple change of priority here (scan hitscan priority first) local point = char:FindFirstChild(v2) bestpoints[1 + #bestpoints] = point end end end local copy = {} -- i dont really feel like head aiming 100% of the time if the accuracy chance isnt met so lets randomize this table for i, v in next, (potentialpoints) do copy[1 + #copy] = v end local j, temp for i = #copy, 1, -1 do j = math.random(i) temp = copy[i] copy[i] = copy[j] copy[j] = temp end for i, v in next, (copy) do bestpoints[1 + #bestpoints] = v end for i, v in next, (bestpoints) do -- ok now that our points are sorted, lets do a visible check local ray = Ray.new(camera.CFrame.p, v.Position - camera.CFrame.p) local hit, pos = workspace:FindPartOnRayWithWhitelist(ray, ignore, false, true) if pos == v.Position then -- okay great, this point is visible, lets make currenttarget set to it return {player = player, instance = v, position = v.Position} end end end end end end legitbot.verifypoint = function(Parameters) -- {player, instance, position, fov, deadzone, ignoresmoke, ignoreflash} local currentplayer = Parameters.player local pInfo = playerInfo.storage[currentplayer] if pInfo ~= nil then local currentinstance = Parameters.instance local currentpos = Parameters.position if pInfo.alive and pInfo.enemy and (localPlayer.PlayerGui.Blnd.Blind.BackgroundTransparency > 0.85 or Parameters.ignoreflash) then local angle = (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, currentinstance.Position).LookVector))))) * 2 if angle < Parameters.fov and angle > Parameters.deadzone then -- ok they are still in fov local ignore = { workspace.Map } if Parameters.ignoresmoke == false then ignore[1 + #ignore] = workspace.Ray_Ignore end local targetpos = currentinstance.Position local ray = Ray.new(camera.CFrame.p, targetpos - camera.CFrame.p) local hit, pos = workspace:FindPartOnRayWithWhitelist(ray, ignore, false, true) if pos == targetpos then -- well that point isnt visible anymore so stop aiming there return currentinstance.Position -- update the currenttarget.pos or we will aim at the same point forever end end end end end legitbot.aimingTime = 0 legitbot.previousDude = { dude = nil, lastAim = nil } legitbot.legitbotloop = runService.Stepped:Connect(function(delta) --debug.profilebegin("legit bot") if not client.fgun or client.fgun == "none" or not localPlayer.Character or (localPlayer.Character and not localPlayer.Character:FindFirstChild("Humanoid")) then -- hmm i wonder where ive seen this b4 legitbot.aimassisttarget.player = nil legitbot.aimassisttarget.instance = nil legitbot.aimassisttarget.position = nil legitbot.triggerbottarget.player = nil legitbot.triggerbottarget.instance = nil legitbot.triggerbottarget.hit = nil legitbot.triggerbottarget.magnet.active = false legitbot.triggerbottarget.magnet.player = nil legitbot.triggerbottarget.magnet.instance = nil legitbot.triggerbottarget.magnet.hit = nil else legitbot.weaponstats.gunrange = client.fgun.Range.Value legitbot.weaponstats.penetration = client.fgun.Penetration.Value if client.fgun:FindFirstChild("Melee") then return end if Menu["Legit"]["Trigger Bot"]["Enabled"]["Toggle"]["Enabled"] and Menu["Legit"]["Trigger Bot"]["Enabled"]["Bind"]["Active"] then if legitbot.triggerbottarget.player ~= nil and legitbot.triggerbottarget.instance ~= nil then -- same procedure again if Menu["Legit"]["Trigger Bot"]["Reaction Time"]["Value"] == 0 or (tick() - legitbot.triggerbottarget.hit) > (Menu["Legit"]["Trigger Bot"]["Reaction Time"]["Value"] / 1000) then -- ok so we've waited for the reaction time, lets see if its still a valid point local currentplayer = legitbot.triggerbottarget.player local pInfo = playerInfo.storage[currentplayer] if pInfo ~= nil then local currentinstance = legitbot.triggerbottarget.instance local char = pInfo.character if pInfo.alive and pInfo.enemy then -- ok they are still alive local charchild = char:GetChildren() local possiblepoints = {} local plrReference = {} for i, v in next, (Menu["Legit"]["Trigger Bot"]["Trigger Bot Hitboxes"]["Value"]) do for i2, v2 in next, (legitbot.triggergroups[v]) do for i3, v3 in next, (charchild) do if v3 and ragebot.hitmodifier[v3.Name] ~= nil and v3.Name == v2 and ragebot.backtracks[currentplayer].backtrackParts[v3] == nil then possiblepoints[v3] = true end end for i3, v3 in next, (ragebot.backtracks[currentplayer].backtrackParts) do if i3.Name == v2 or (i3 == "Head" and v2 == "HeadHB") then possiblepoints[v3] = true end end end end local ignorelist = { -- dumbed down qual thing here localPlayer.Character, workspace.Debris, camera, workspace.Map:WaitForChild("Clips"), workspace.Map:WaitForChild("SpawnPoints"), } for i, v in next, (char:GetChildren()) do if possiblepoints[v] ~= true then -- so thats not a hitbox, lets ignore it ignorelist[1 + #ignorelist] = v end end -- okay lets see if our ray hits a selected hitbox local ray = Ray.new(camera.CFrame.p, camera.CFrame.LookVector.unit * 500) -- okay send a ray in the direction of my camera if Menu["Legit"]["Trigger Bot"]["Auto Wall"]["Toggle"]["Enabled"] then ignorelist[1 + #ignorelist] = workspace.Map end local hit, pos = workspace:FindPartOnRayWithIgnoreList(ray, ignorelist, false, true) -- lets see what it hits if possiblepoints[hit] == true then -- ok so its still a valid point local mayProceed = true if Menu["Legit"]["Trigger Bot"]["Auto Wall"]["Toggle"]["Enabled"] then mayProceed = false local extraignored = { findFirstChild(workspace.Map, "Clips"), findFirstChild(workspace.Map, "SpawnPoints"), camera, localPlayer.Character, findFirstChild(workspace, "Debris"), findFirstChild(workspace, "Ray_Ignore"), } -- ignoring every player model since that doesnt block bullets :sad: for i, v in next, players:GetPlayers() do if v.Character then extraignored[1 + #extraignored] = v.Character end end local weaponstat = { maxPenetration = client.fgun.Penetration.Value * 0.01, maxWalls = 4 } local awallhit, damagemodifier, wallbang = ragebot.autowall(camera.CFrame.p, pos, extraignored, weaponstat) if awallhit then local gun = client.fgun local haskevlar = findFirstChild(currentplayer, "Kevlar") local hashelmet = haskevlar and findFirstChild(currentplayer, "Helmet") local armorpiercing = gun.ArmorPenetration.Value -- damage drop off at range local rangemodifier = gun.RangeModifier.Value local weapondamage = gun.DMG.Value local pellets = gun.Bullets.Value local ishead = hit.Name:match("Head") local damage = pellets * weapondamage * damagemodifier * (ishead and 4 or ragebot.hitmodifier[hit.Name]) * ragebot.kevlardamage(armorpiercing, haskevlar, hashelmet, ishead) * ragebot.distancedamagemodifier((camera.CFrame.p - char.HumanoidRootPart.Position).Magnitude, rangemodifier) if damage > Menu["Legit"]["Trigger Bot"]["Auto Wall Minimum Damage"]["Value"] or damage > pInfo.health then mayProceed = true end end end if not client.vars.DISABLED and mayProceed == true then client.firebullet() legitbot.triggerbottarget.clicked = true legitbot.triggerbottarget.player = nil legitbot.triggerbottarget.instance = nil legitbot.triggerbottarget.hit = nil end end end end legitbot.triggerbottarget.clicked = true legitbot.triggerbottarget.player = nil legitbot.triggerbottarget.instance = nil legitbot.triggerbottarget.hit = nil end else local validtarget local ignore = { localPlayer.Character, workspace.Debris, camera, workspace.Map:WaitForChild("Clips"), workspace.Map:WaitForChild("SpawnPoints"), } local ray = Ray.new(camera.CFrame.p, camera.CFrame.LookVector.unit * 500) -- okay send a ray in the direction of my camera if Menu["Legit"]["Trigger Bot"]["Auto Wall"]["Toggle"]["Enabled"] then ignore[1 + #ignore] = workspace.Map end local hit, pos = workspace:FindPartOnRayWithIgnoreList(ray, ignore, false, true) -- lets see what it hits if hit then local playerhit = players:GetPlayerFromCharacter(hit.Parent) if playerhit ~= nil then -- okay so i hit SOMEONE local pInfo = playerInfo.storage[playerhit] if pInfo and pInfo.enemy then validtarget = {playerhit, pInfo} end end if validtarget ~= nil then -- okay so this is an enemy and they are on our crosshair local currentplayer = validtarget[1] local pInfo = validtarget[2] local char = pInfo.character if char ~= nil then -- this errored once so dn -- okay so now check if we are hitting a hitbox that is selected local charchild = char:GetChildren() local possiblepoints = {} for i, v in next, (Menu["Legit"]["Trigger Bot"]["Trigger Bot Hitboxes"]["Value"]) do for i2, v2 in next, (legitbot.triggergroups[v]) do for i3, v3 in next, (charchild) do if v3 and ragebot.hitmodifier[v3.Name] ~= nil and v3.Name == v2 and ragebot.backtracks[currentplayer].backtrackParts[v3] == nil then possiblepoints[v3] = true end end for i3, v3 in next, (ragebot.backtracks[currentplayer].backtrackParts) do if i3.Name == v2 or (i3 == "Head" and v2 == "HeadHB") then possiblepoints[v3] = true end end end end local ignorelist = { -- dumbed down qual thing here localPlayer.Character, workspace.Debris, camera, workspace.Map:WaitForChild("Clips"), workspace.Map:WaitForChild("SpawnPoints"), } for i, v in next, (char:GetChildren()) do if possiblepoints[v] ~= true then -- so thats not a hitbox, lets ignore it ignorelist[1 + #ignorelist] = v end end -- okay lets see if our ray hits a selected hitbox local ray = Ray.new(camera.CFrame.p, camera.CFrame.LookVector.unit * 500) -- okay send a ray in the direction of my camera if Menu["Legit"]["Trigger Bot"]["Auto Wall"]["Toggle"]["Enabled"] then ignorelist[1 + #ignorelist] = workspace.Map end local hit, pos = workspace:FindPartOnRayWithIgnoreList(ray, ignorelist, false, true) -- lets see what it hits if possiblepoints[hit] == true then -- ok so its still a valid point local mayProceed = true if Menu["Legit"]["Trigger Bot"]["Auto Wall"]["Toggle"]["Enabled"] then mayProceed = false local extraignored = { findFirstChild(workspace.Map, "Clips"), findFirstChild(workspace.Map, "SpawnPoints"), camera, localPlayer.Character, findFirstChild(workspace, "Debris"), findFirstChild(workspace, "Ray_Ignore"), } -- ignoring every player model since that doesnt block bullets :sad: for i, v in next, players:GetPlayers() do if v.Character then extraignored[1 + #extraignored] = v.Character end end local weaponstat = { maxPenetration = client.fgun.Penetration.Value * 0.01, maxWalls = 4 } local awallhit, damagemodifier, wallbang = ragebot.autowall(camera.CFrame.p, pos, extraignored, weaponstat) if awallhit then local gun = client.fgun local haskevlar = findFirstChild(currentplayer, "Kevlar") local hashelmet = haskevlar and findFirstChild(currentplayer, "Helmet") local armorpiercing = gun.ArmorPenetration.Value -- damage drop off at range local rangemodifier = gun.RangeModifier.Value local weapondamage = gun.DMG.Value local pellets = gun.Bullets.Value local isHead = hit.Name:match("Head") local damage = pellets * weapondamage * damagemodifier * (ishead and 4 or ragebot.hitmodifier[hit.Name]) * ragebot.kevlardamage(armorpiercing, haskevlar, hashelmet, ishead) * ragebot.distancedamagemodifier((camera.CFrame.p - char.HumanoidRootPart.Position).Magnitude, rangemodifier) if damage > Menu["Legit"]["Trigger Bot"]["Auto Wall Minimum Damage"]["Value"] or damage > pInfo.health then mayProceed = true end end end if mayProceed then -- would u look at that.... its a valid hitbox legitbot.triggerbottarget.player = currentplayer legitbot.triggerbottarget.instance = hit legitbot.triggerbottarget.hit = tick() end end end end end end end if legitbot.triggerbottarget.magnet.player then local result = legitbot.verifypoint({ player = legitbot.triggerbottarget.magnet.player, instance = legitbot.triggerbottarget.magnet.instance, position = legitbot.triggerbottarget.magnet.instance.Position, fov = Menu["Legit"]["Trigger Bot"]["Magnet FOV"]["Value"], deadzone = 0, ignoresmoke = Menu["Legit"]["Aim Assist"]["Aim Through Smoke"]["Toggle"]["Enabled"], ignoreflash = Menu["Legit"]["Aim Assist"]["Aim Through Flash"]["Toggle"]["Enabled"] }) if result then legitbot.triggerbottarget.magnet.position = result else legitbot.triggerbottarget.magnet.player = nil legitbot.triggerbottarget.magnet.instance = nil legitbot.triggerbottarget.magnet.position = nil legitbot.triggerbottarget.magnet.active = false end else legitbot.triggerbottarget.magnet.player = nil legitbot.triggerbottarget.magnet.instance = nil legitbot.triggerbottarget.magnet.position = nil legitbot.triggerbottarget.magnet.active = false local canSwitchToDude = not legitbot.previousDude.tick or (legitbot.previousDude.dude == legitbot.aimassisttarget.player or tick() - legitbot.previousDude.tick > (Menu["Legit"]["Aim Assist"]["Target Switch Delay"]["Value"] / 1000)) local canLockOn = Menu["Legit"]["Aim Assist"]["Maximum Lock-On Time"]["Value"] == 8000 or legitbot.aimingTime < Menu["Legit"]["Aim Assist"]["Maximum Lock-On Time"]["Value"] if legitbot.aimassisttarget.player and canLockOn and canSwitchToDude then -- well, magnet was a no go so try the aim assist local result = legitbot.verifypoint({ player = legitbot.aimassisttarget.player, instance = legitbot.aimassisttarget.instance, position = legitbot.aimassisttarget.instance.Position, fov = Menu["Legit"]["Aim Assist"]["Aimbot FOV"]["Value"], deadzone = Menu["Legit"]["Aim Assist"]["Deadzone FOV"]["Value"], ignoresmoke = Menu["Legit"]["Aim Assist"]["Aim Through Smoke"]["Toggle"]["Enabled"], ignoreflash = Menu["Legit"]["Aim Assist"]["Aim Through Flash"]["Toggle"]["Enabled"] }) if result ~= nil then legitbot.aimassisttarget.position = result else -- that point is no longer viable legitbot.aimingTime = 0 legitbot.aimassisttarget.player = nil legitbot.aimassisttarget.instance = nil legitbot.aimassisttarget.position = nil end else legitbot.aimingTime = 0 legitbot.aimassisttarget.player = nil legitbot.aimassisttarget.instance = nil legitbot.aimassisttarget.position = nil end end -- so the points have been verified lets move our mouse accordingle if legitbot.aimassisttarget.player ~= nil or legitbot.triggerbottarget.magnet.player ~= nil then -- ok so there is a current point that can be aimed at local aimposition, Speed if legitbot.triggerbottarget.magnet.player ~= nil then -- ok so there is a magnet target Speed = Menu["Legit"]["Trigger Bot"]["Magnet Speed"]["Value"] aimposition = legitbot.triggerbottarget.magnet.position else -- nvm we dont local activation = Menu["Legit"]["Aim Assist"]["Aimbot Key"]["Value"] Speed = Menu["Legit"]["Aim Assist"]["Speed"]["Value"] if ((activation == "Mouse 1" and userInputService:IsMouseButtonPressed(0)) or (activation == "Mouse 2" and userInputService:IsMouseButtonPressed(1)) or activation == "Always") and Menu.closed == true and localPlayer.Character and localPlayer.Character:FindFirstChild("Humanoid") and (not Menu["Legit"]["Aim Assist"]["Require Mouse Movement"]["Toggle"]["Enabled"] or userInputService:GetMouseDelta().Magnitude > 0.01) then aimposition = legitbot.aimassisttarget.position end end if aimposition ~= nil then local randomisation = Menu["Legit"]["Aim Assist"]["Randomization"]["Value"] aimposition = aimposition + newVector3(math.noise(tick() * 0.1, 100) * randomisation, math.noise(tick() * 0.1, 200) * randomisation, math.noise(tick() * 0.1, 300) * randomisation) local angle = (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, aimposition).LookVector))))) * 2 local speedtype = Menu["Legit"]["Aim Assist"]["Speed Type"]["Value"] if speedtype == "Exponential" then Speed = Speed / 500 else Speed = (Speed / angle) / 100 end local recoilY, recoilP, recoilZ = client.revert:toEulerAnglesXYZ() recoilP = recoilP * 2 * Menu["Legit"]["Aim Assist"]["Recoil Compesation Pitch"]["Value"] / 100 recoilY = recoilY * 2 * Menu["Legit"]["Aim Assist"]["Recoil Compesation Yaw"]["Value"] / 100 camera.CFrame = camera.CFrame:Lerp(CFrame.new(camera.CFrame.p, aimposition) * CFrame.Angles(recoilY, recoilP, 0), Speed) if legitbot.triggerbottarget.magnet.player == nil then legitbot.aimingTime = legitbot.aimingTime + delta legitbot.previousDude.dude = legitbot.aimassisttarget.player legitbot.previousDude.tick = tick() end end return end if Menu["Legit"]["Aim Assist"]["Enabled"]["Toggle"]["Enabled"] then if Menu["Legit"]["Trigger Bot"]["Enabled"]["Bind"]["Active"] and Menu["Legit"]["Trigger Bot"]["Magnet Triggerbot"]["Toggle"]["Enabled"] then legitbot.aimassisttarget.player = nil legitbot.aimassisttarget.instance = nil legitbot.aimassisttarget.position = nil legitbot.aimingTime = 0 local result = legitbot.evaluatetarget({ -- if it wasnt for this i wouldve had to copy paste this func like 3 times (silent aim) fov = Menu["Legit"]["Trigger Bot"]["Magnet FOV"]["Value"], deadzone = 0, hitscanpoints = {Menu["Legit"]["Trigger Bot"]["Magnet Priority"]["Value"]}, hitscanpriority = Menu["Legit"]["Trigger Bot"]["Magnet Priority"]["Value"], --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 ignoresmoke = Menu["Legit"]["Aim Assist"]["Aim Through Smoke"]["Toggle"]["Enabled"], ignoreflash = Menu["Legit"]["Aim Assist"]["Aim Through Flash"]["Toggle"]["Enabled"], accuracy = 100, considerbacktrack = Menu["Legit"]["Aim Assist"]["Aim At Backtrack"]["Toggle"]["Enabled"] }) if result ~= nil then legitbot.triggerbottarget.magnet.player = result.player legitbot.triggerbottarget.magnet.instance = result.instance legitbot.triggerbottarget.magnet.position = result.position legitbot.triggerbottarget.magnet.active = true else legitbot.triggerbottarget.magnet.player = nil legitbot.triggerbottarget.magnet.instance = nil legitbot.triggerbottarget.magnet.position = nil legitbot.triggerbottarget.magnet.active = false end else local result = legitbot.evaluatetarget({ -- if it wasnt for this i wouldve had to copy paste this func like 3 times (silent aim) fov = Menu["Legit"]["Aim Assist"]["Aimbot FOV"]["Value"], deadzone = Menu["Legit"]["Aim Assist"]["Deadzone FOV"]["Value"], hitscanpoints = Menu["Legit"]["Aim Assist"]["Hitscan Points"]["Value"], hitscanpriority = Menu["Legit"]["Aim Assist"]["Hitscan Priority"]["Value"], ignoresmoke = Menu["Legit"]["Aim Assist"]["Aim Through Smoke"]["Toggle"]["Enabled"], ignoreflash = Menu["Legit"]["Aim Assist"]["Aim Through Flash"]["Toggle"]["Enabled"], accuracy = Menu["Legit"]["Aim Assist"]["Accuracy"]["Value"], considerbacktrack = Menu["Legit"]["Aim Assist"]["Aim At Backtrack"]["Toggle"]["Enabled"] }) if result ~= nil then legitbot.aimassisttarget.player = result.player legitbot.aimassisttarget.instance = result.instance legitbot.aimassisttarget.position = result.position legitbot.aimingTime = 0 legitbot.triggerbottarget.magnet.player = nil legitbot.triggerbottarget.magnet.instance = nil legitbot.triggerbottarget.magnet.position = nil legitbot.triggerbottarget.magnet.active = false else legitbot.aimassisttarget.player = nil legitbot.aimassisttarget.instance = nil legitbot.aimassisttarget.position = nil legitbot.aimingTime = 0 end end else legitbot.aimassisttarget.player = nil legitbot.aimassisttarget.instance = nil legitbot.aimassisttarget.position = nil legitbot.aimingTime = 0 legitbot.triggerbottarget.magnet.player = nil legitbot.triggerbottarget.magnet.instance = nil legitbot.triggerbottarget.magnet.position = nil legitbot.triggerbottarget.magnet.active = false end end --debug.profileend() end) end do -- ANCHOR hooks n shitter local localPing = game.Stats.PerformanceStats.Ping:GetValue() runService.Stepped:Connect(function() localPing = game.Stats.PerformanceStats.Ping:GetValue() end) -- inventory unlocker bullshit local allSkins = {} for i, v in next, game:GetService("StarterGui").Client.Rarities:GetChildren() do if v.Name ~= "Banana_Stock" then allSkins[1 + #allSkins] = {v.Name} end end local inventorySelections = {} local legitInventory = table.clone(client.CurrentInventory) Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"].Changed:Connect(function() if Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"]["Enabled"] then client.CurrentInventory = allSkins else client.CurrentInventory = legitInventory end local TClone, CTClone = localPlayer.SkinFolder.TFolder:Clone(), localPlayer.SkinFolder.CTFolder:Clone() localPlayer.SkinFolder.TFolder:Destroy() localPlayer.SkinFolder.CTFolder:Destroy() TClone.Parent = localPlayer.SkinFolder CTClone.Parent = localPlayer.SkinFolder end) local CurrentKnives = { "Bayonet", "Huntsman Knife", "Falchion Knife", "Karambit", "Gut Knife", "Butterfly Knife", "M9 Bayonet", "Banana", "Flip Knife", "Sickle", "Bearded Axe", "Cleaver" } local CurrentGloves = { "Sports Glove", "Strapped Glove", "Fingerless Glove", "Handwraps" } local equipHook = client.equipitem client.equipitem = function(invennum, team) if Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"]["Enabled"] then local item2equip = client.CurrentInventory[invennum] local physicalitem = item2equip[1] local splitter = string.split(physicalitem, "_") local weapon = splitter[1] local isKnife for i = 1, #CurrentKnives do if CurrentKnives[i] == weapon then isKnife = true end end local weapon = splitter[1] local isGlove for i = 1, #CurrentGloves do if CurrentGloves[i] == weapon then isGlove = true end end inventorySelections[1 + #inventorySelections] = { args = {invennum, team}, item2equip = item2equip, physicalitem = physicalitem, splitter = splitter, weapon = splitter[1], skin = splitter[2], isKnife = isKnife, isGlove = isGlove } local seenItems = {} for i = #inventorySelections, 1, -1 do local entry = inventorySelections[i] local physicalItem = entry.weapon if seenItems[physicalItem] then if entry.skin ~= inventorySelections[seenItems[physicalItem]].skin then inventorySelections[seenItems[physicalItem]].skin = entry.skin end table.remove(inventorySelections, i) else seenItems[physicalItem] = i end end local knifeSeen for i = #inventorySelections, 1, -1 do local entry = inventorySelections[i] local isKnife = entry.isKnife if isKnife and knifeSeen then table.remove(inventorySelections, i) end if isKnife then knifeSeen = true end end local gloveSeen for i = #inventorySelections, 1, -1 do local entry = inventorySelections[i] local isGlove = entry.isGlove if isGlove and gloveSeen then table.remove(inventorySelections, i) end if isGlove then gloveSeen = true end end end return equipHook(invennum, team) end Menu["Misc"]["Exploits"]["Inventory Data"] = {} Menu["Misc"]["Exploits"]["Inventory Data"].Value = {} Menu["Misc"]["Exploits"]["Inventory Data"].Save = function() return {["Value"] = inventorySelections} end local inventoryProxy = Menu["Misc"]["Exploits"]["Inventory Data"] Menu["Misc"]["Exploits"]["Inventory Data"] = setmetatable({}, { __index = function(self, i) return inventoryProxy[i] end, __newindex = function(self, i, v) if i == "Value" and #v > 0 then coroutine.wrap(function() task.wait() if Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"]["Enabled"] then local oldPageGen = client.GeneratePage client.GeneratePage = function() end for d, a in next, v do equipHook(unpack(a.args)) end client.GeneratePage = oldPageGen end end)() inventorySelections = v end inventoryProxy[i] = v end }) local isUnlocked local fakeSkinOwner = { SkinFolder = { ["CTFolder"] = { }, ["TFolder"] = { }, ["Funds"] = {Value = 1/0} }, Status = { Team = { Value = "T" } } } local lastClimbStatus = false local oldNamecall; oldNamecall = hookmetamethod(game, "__namecall", function(self, ...) local args = {...} local method = getnamecallmethod() if method == "FireServer" then if args[1] == localPlayer.UserId then if Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"]["Enabled"] then return end elseif string.len(tostring(self)) == 38 then if Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"]["Enabled"] then if not isUnlocked then isUnlocked = true for i,v in pairs(allSkins) do local doSkip for i2,v2 in pairs(args[1]) do if v[1] == v2[1] then doSkip = true end end if not doSkip then table.insert(args[1], v) end end end return end elseif self.Name == "DataEvent" and args[1][4] then if Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"]["Enabled"] then local currentModel = string.split(args[1][4][1], "_")[1] local currentSkin = string.split(args[1][4][1], "_")[2] if args[1][2] == "Both" then localPlayer["SkinFolder"]["CTFolder"][args[1][3]].Value = currentSkin localPlayer["SkinFolder"]["TFolder"][args[1][3]].Value = currentSkin fakeSkinOwner["SkinFolder"]["CTFolder"][currentModel] = {Value = currentSkin} fakeSkinOwner["SkinFolder"]["TFolder"][currentModel] = {Value = currentSkin} else localPlayer["SkinFolder"][args[1][2] .. "Folder"][currentModel].Value = currentSkin fakeSkinOwner["SkinFolder"][args[1][2] .. "Folder"][currentModel] = {Value = currentSkin} end end elseif self.Name == controlTurn.Name then args[1] = ragebot.lastpitchangle return oldNamecall(self, table.unpack(args,1,select("#",...))) elseif self.Name == "ApplyGun" then --if Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"]["Enabled"] and Menu["Misc"]["Exploits"]["Replicate Skins"]["Toggle"]["Enabled"] then -- fakeSkinOwner.Status.Team.Value = tostring(localPlayer.Team) == "Terrorists" and "T" or "CT" --args[2] = fakeSkinOwner -- return oldNamecall(self, table.unpack(args,1,select("#",...))) --end elseif self.Name == "Drop" then --if Menu["Misc"]["Exploits"]["Block Weapon Dropping On Death"]["Toggle"]["Enabled"] and (localPlayer.Character == nil or localPlayer.Character.Humanoid.Health <= 0) then -- return --end --return oldNamecall(self, table.unpack(args,1,select("#",...))) elseif self.Name == replicateCamera.Name then args[1] = ragebot.lastcameracf return oldNamecall(self, table.unpack(args,1,select("#",...))) elseif self.Name == "UpdatePing" and Menu["Misc"]["Exploits"]["Ping Spoofer"]["Toggle"]["Enabled"] then args[1] = math.random(math.min(Menu["Misc"]["Exploits"]["Minimum Ping"]["Value"], Menu["Misc"]["Exploits"]["Maximum Ping"]["Value"]), Menu["Misc"]["Exploits"]["Maximum Ping"]["Value"])/1000 return oldNamecall(self, table.unpack(args,1,select("#",...))) elseif self.Name == "BURNME" and Menu["Misc"]["Extra"]["Bypass Molotov Damage"]["Toggle"]["Enabled"] then return elseif self.Name == "PlayerChatted" then --args[3] = (args[3] == "Spectator" and Menu["Misc"]["Exploits"]["Chat While Dead"]["Toggle"]["Enabled"]) and "Innocent" or args[3] --args[4] = not (not args[4] or (Menu["Misc"]["Exploits"]["Chat While Dead"]["Toggle"]["Enabled"])) --args[5] = Menu["Misc"]["Exploits"]["Uncensored Chat"]["Toggle"]["Enabled"] and false or true elseif self.Name == fallDamage.Name and Menu["Misc"]["Tweaks"]["Bypass Fall Damage"]["Toggle"]["Enabled"] and args[1] == args[1] then return elseif self.Name == hitPart.Name and not Menu["Misc"]["Extra"]["Kill All"]["Toggle"]["Enabled"] then local x1,x2,x3,x4,x5,x6,x7,x8,x9,x10,x11,x12,x13,x14,x15,x16,x17,x18,x19,x20,x21,x22,x23,x24,x25,x26 = ... local dude = ragebot.currenttarget.player if ragebot.currenttarget.player ~= nil and Menu["Rage"]["Aimbot"]["Auto Shoot"]["Toggle"]["Enabled"] == false then x1 = ragebot.currenttarget.instance x2 = ragebot.currenttarget.position x7 = ragebot.currenttarget.modifier x9 = ragebot.currenttarget.wallbang x14 = "r" ragebot.currenttarget.player = nil -- breaks the first check so i dont do this shit like 4 times end if Menu["Misc"]["Weapon Modifications"]["Enabled"]["Toggle"]["Enabled"] then if Menu["Misc"]["Weapon Modifications"]["Infinity Damage"]["Toggle"]["Enabled"] then x7 = math.huge end end local ya = x14 and ragebot.currenttarget.position or Vector3.new(((x2.X / 13 - 1325) / 4) + 74312, ((x2.Y + 4201432) / 4) - 3183421, (x2.Z / 2 + 581357) / 41) local f = {...} f[2] = ya if Menu["Rage"]["Tracking"]["Back Tracking"]["Toggle"]["Enabled"] then -- ok its a backtrack part local v = { real = ragebot.allPartsForBacktrack[args[1]] } if ragebot.allPartsForBacktrack[args[1]] then x1 = v.real x2 = Vector3.new(((v.real.Position.x - 74312) * 4 + 1325) * 13, (v.real.Position.y + 3183421) * 4 - 4201432, (v.real.Position.z * 41 - 581357) * 2) end end task.spawn(function() -- unstable or sm idk local hitplayer = players:GetPlayerFromCharacter(x1.Parent) if hitplayer and playerInfo.storage[hitplayer].enemy then misc.lastHitpart = f -- okay this looks really cringe but try to do misc.lastHitpart = args if Menu["Visuals"]["Hits"]["Hit Chams"]["Toggle"]["Enabled"] then visuals.createHitChams(hitplayer.Character) end end end) if Menu["Visuals"]["Bullets"]["Bullet Tracers"]["Toggle"]["Enabled"] then -- nearly done" task.spawn(visuals.bulletTracer, x14 and args[10] or nil, ya) -- can u like dn end if x14 == "r" then if Menu["Rage"]["HvH"]["Prediction"]["Toggle"]["Enabled"] then if Menu["Rage"]["HvH"]["Prediction Type"]["Value"] == "Exploit" then x2 = {X = math.sqrt(-1), Y = math.sqrt(-1), Z = math.sqrt(-1)} else local pInfo = playerInfo.storage[dude] if pInfo and pInfo.velocity.Magnitude > 1 and #pInfo.updates > 2 then local configPing = Menu["Rage"]["HvH"]["Multiplier"]["Value"] local simPing = configPing > 0 and configPing or localPing local simVel = pInfo.velocity x2 = pInfo.updates[1].position + (simVel * simPing / 1000) + (simVel * 1/60) end x2 = Vector3.new(((x2.x - 74312) * 4 + 1325) * 13, (x2.y + 3183421) * 4 - 4201432, (x2.z * 41 - 581357) * 2) end else x2 = Vector3.new(((x2.x - 74312) * 4 + 1325) * 13, (x2.y + 3183421) * 4 - 4201432, (x2.z * 41 - 581357) * 2) end x14 = nil return oldNamecall(self, x1,x2,x3,x4,x5,x6,x7,x8,x9,x10,x11,x12,x13,x14,x15,x16,x17,x18,x19,x20,x21,x22,x23,x24,x25,x26) end if Menu["Misc"]["Exploits"]["Shot players become mush"]["Toggle"]["Enabled"] then x1 = x1.Parent.FindFirstChild(x1.Parent, "Head") or x1 x7 = 1 x3 = "AWP" oldNamecall(self, x1,x2,x3,x4,x5,x6,x7,x8,x9,x10,x11,x12,x13,x14,x15,x16,x17,x18,x19,x20,x21,x22,x23,x24,x25,x26) x3 = "Multimeter" oldNamecall(self, x1,x2,x3,x4,x5,x6,x7,x8,x9,x10,x11,x12,x13,x14,x15,x16,x17,x18,x19,x20,x21,x22,x23,x24,x25,x26) return end return oldNamecall(self, x1,x2,x3,x4,x5,x6,x7,x8,x9,x10,x11,x12,x13,x14,x15,x16,x17,x18,x19,x20,x21,x22,x23,x24,x25,x26) end elseif method == "Kick" and self == localPlayer then return coroutine.yield() elseif method == "FindPartOnRayWithIgnoreList" then -- for bullet redirection in the legitbotz local passed = false for i, v in next, args[2] do if v.ClassName == "Accessory" then passed = true end end if passed then if Menu["Misc"]["Weapon Modifications"]["Enabled"]["Toggle"]["Enabled"] and Menu["Misc"]["Weapon Modifications"]["No Spread"]["Toggle"]["Enabled"] then args[1] = Ray.new(camera.CFrame.p, camera.CFrame.LookVector * client.gun.Range.Value) end if Menu["Legit"]["Bullet Redirection"]["Silent Aim"]["Toggle"]["Enabled"] and Menu["Legit"]["Bullet Redirection"]["Hit Chance"]["Value"] > math.random(0, 100) then -- ok is the chance met? if legitbot.triggerbottarget.magnet.active == true and legitbot.triggerbottarget.magnet.player ~= nil and legitbot.triggerbottarget.magnet.instance ~= nil and (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, legitbot.triggerbottarget.magnet.player.Character.HumanoidRootPart.Position).LookVector))))) * 2 < Menu["Legit"]["Bullet Redirection"]["Silent Aim FOV"]["Value"] then args[1] = Ray.new(camera.CFrame.p, (legitbot.triggerbottarget.magnet.position - camera.CFrame.p).unit * legitbot.weaponstats.gunrange * 0.0694) elseif legitbot.aimassisttarget.player ~= nil and legitbot.aimassisttarget.instance ~= nil and legitbot.aimassisttarget.player ~= nil and (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, legitbot.aimassisttarget.player.Character.HumanoidRootPart.Position).LookVector))))) * 2 < Menu["Legit"]["Bullet Redirection"]["Silent Aim FOV"]["Value"] then -- ok so the aim assist is trying to pull my crosshair to a certain part, if its in fov then silent aim at it too args[1] = Ray.new(camera.CFrame.p, (legitbot.aimassisttarget.position - camera.CFrame.p).unit * legitbot.weaponstats.gunrange * 0.0694) else local extraignored = { findFirstChild(workspace.Map, "Clips"), findFirstChild(workspace.Map, "SpawnPoints"), camera, localPlayer.Character, findFirstChild(workspace, "Debris"), findFirstChild(workspace, "Ray_Ignore"), } -- ignoring every player model since that doesnt block bullets :sad: for i, v in next, players:GetPlayers() do if v.Character then extraignored[1 + #extraignored] = v.Character end end local weaponstat = { -- this one is just for the autowall maxPenetration = legitbot.weaponstats.penetration * 0.01, -- the equivalent of no penetration if the autowall is disabled maxWalls = 4, -- if our autowall isnt enabled then just simulate one wall, itll fail anyway } local possibletargets = {} for i, v in next, (playerInfo.storage) do local pInfo = v if pInfo and pInfo.alive and pInfo.enemy and not pInfo.protected then local angle = (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, pInfo.character.HumanoidRootPart.Position).LookVector))))) * 2 -- cope!!! if angle < Menu["Legit"]["Bullet Redirection"]["Silent Aim FOV"]["Value"] then possibletargets[1 + #possibletargets] = {pInfo.player, pInfo, pInfo.player.Character, angle} end end end table.sort(possibletargets, function(a, b) return a[4] < b[4] end) local currenttarget for i, v in next, (possibletargets) do local player = v[1] local pInfo = v[2] local char = v[3] local potentialpoints = {} for i2, v2 in next, (Menu["Legit"]["Bullet Redirection"]["Hitscan Points"]["Value"]) do for i3, v3 in next, (legitbot.hitgroups[v2]) do local point = char:FindFirstChild(v3) if ragebot.allPartsForBacktrack[point] then point = ragebot.allPartsForBacktrack[point] -- this is actually a backtrack, switch to the real one end if point then potentialpoints[1 + #potentialpoints] = point -- okay these are our hitscan points end end end local ignore = {workspace.Map} if not Menu["Legit"]["Bullet Redirection"]["Aim Through Smoke"]["Toggle"]["Enabled"] then ignore[1 + #ignore] = workspace.Ray_Ignore end if localPlayer.PlayerGui.Blnd.Blind.BackgroundTransparency > 0.85 or Menu["Legit"]["Bullet Redirection"]["Aim Through Flash"]["Toggle"]["Enabled"] then local bestpoints = {} if Menu["Legit"]["Bullet Redirection"]["Accuracy"]["Value"] >= math.random(1, 100) then local priority = Menu["Legit"]["Bullet Redirection"]["Hitscan Priority"]["Value"] local currentpos, currentpart if priority == "Closest" then local angles = {} for i2, v2 in next, (potentialpoints) do local point = v2 if point then angles[1 + #angles] = {point, (math.abs(math.deg(math.acos((camera.CFrame.LookVector):Dot(newCframe(camera.CFrame.p, point.Position).LookVector))))) * 2} end end table.sort(angles, function(a, b) return a[2] < b[2] end) for i2, v2 in next, (angles) do bestpoints[1 + #bestpoints] = v2[1] end else for i2, v2 in next, (legitbot.hitgroups[Menu["Legit"]["Bullet Redirection"]["Hitscan Priority"]["Value"]]) do local point = char:FindFirstChild(v2) bestpoints[1 + #bestpoints] = point end end end local copy = {} for i2, v2 in next, (potentialpoints) do local point = char:FindFirstChild(v2) if point then copy[1 + #copy] = point end end local j, temp for f = #copy, 1, -1 do j = math.random(f) temp = copy[f] copy[i] = copy[j] copy[j] = temp end for i2, v2 in next, (copy) do bestpoints[1 + #bestpoints] = v2 end for i2, v2 in next, (bestpoints) do if v2 ~= nil then local ray = Ray.new(camera.CFrame.p, v2.Position - camera.CFrame.p) local hit, pos = workspace:FindPartOnRayWithWhitelist(ray, ignore) if hit and Menu["Legit"]["Bullet Redirection"]["Auto Wall"]["Toggle"]["Enabled"] then local penetrable, damagemodifier, wallbang = ragebot.autowall(camera.CFrame.p, v2.Position, extraignored, weaponstat) -- theres no simulations here, only headshots if penetrable then hit = nil end end if not hit then local silentaimpoint = v2.Position args[1] = Ray.new(camera.CFrame.p, (silentaimpoint - camera.CFrame.p).unit * legitbot.weaponstats.gunrange * 0.0694) local enterParam = RaycastParams.new() enterParam.FilterType = Enum.RaycastFilterType.Blacklist enterParam.IgnoreWater = true enterParam.FilterDescendantsInstances = args[2] local resultOfDepressionAndLonliness = workspaceRaycast(workspace, args[1].Origin, args[1].Direction, enterParam) return resultOfDepressionAndLonliness and resultOfDepressionAndLonliness.Instance or nil, resultOfDepressionAndLonliness and resultOfDepressionAndLonliness.Position or (args[1].Origin + args[1].Direction), resultOfDepressionAndLonliness and resultOfDepressionAndLonliness.Normal or emptyVec3, resultOfDepressionAndLonliness and resultOfDepressionAndLonliness.Material or nil end end end end end end end -- vaderrrr :c what is this emo shit doing here :sad: local enterParam = RaycastParams.new() enterParam.FilterType = Enum.RaycastFilterType.Blacklist enterParam.IgnoreWater = true enterParam.FilterDescendantsInstances = args[2] local resultOfDepressionAndLonliness = workspaceRaycast(workspace, args[1].Origin, args[1].Direction, enterParam) return resultOfDepressionAndLonliness and resultOfDepressionAndLonliness.Instance or nil, resultOfDepressionAndLonliness and resultOfDepressionAndLonliness.Position or (args[1].Origin + args[1].Direction), resultOfDepressionAndLonliness and resultOfDepressionAndLonliness.Normal or emptyVec3, resultOfDepressionAndLonliness and resultOfDepressionAndLonliness.Material or nil end elseif method == "SetPrimaryPartCFrame" then if self.Name:find("Arms") and localPlayer.Character then if Menu["Visuals"]["Camera"]["Disable Weapon Swaying"]["Toggle"]["Enabled"] then args[1] = camera.CFrame end if Menu["Visuals"]["Viewmodel"]["Offset Viewmodel"]["Toggle"]["Enabled"] then args[1] = args[1] * newCframe(toRad * Menu["Visuals"]["Viewmodel"]["X Axis"]["Value"], toRad * Menu["Visuals"]["Viewmodel"]["Y Axis"]["Value"], toRad * Menu["Visuals"]["Viewmodel"]["Z Axis"]["Value"]) * CFrame.Angles(toRad * Menu["Visuals"]["Viewmodel"]["Pitch"]["Value"], toRad * Menu["Visuals"]["Viewmodel"]["Yaw"]["Value"], toRad * Menu["Visuals"]["Viewmodel"]["Roll"]["Value"]) end if Menu["Rage"]["Aimbot"]["Rotate Viewmodel"]["Toggle"]["Enabled"] and ragebot.currenttarget.position then args[1] = CFrame.lookAt(args[1].p, ragebot.currenttarget.position) end if Menu["Visuals"]["Camera"]["Third Person"]["Toggle"]["Enabled"] and Menu["Visuals"]["Camera"]["Third Person"]["Bind"]["Active"] then args[1] = args[1] * newCframe(10000, 10000, 10000) end return oldNamecall(self, args[1]) end elseif method == "LoadAnimation" then if (Menu["Misc"]["Movement"]["Automatic Jump"]["Toggle"]["Enabled"] and (Menu["Misc"]["Movement"]["Speed"]["Toggle"]["Enabled"] and Menu["Misc"]["Movement"]["Speed"]["Bind"]["Active"])) or Menu["Rage"]["Anti Aim"]["Slide Walk"]["Toggle"]["Enabled"] then if string.match(args[1].Name, "Jump") then args[1] = ragebot.fakeanimation return oldNamecall(self, args[1]) end end elseif method == "InvokeServer" then if self.Name == "Filter" and Menu["Misc"]["Extra"]["Uncensor Chat"]["Toggle"]["Enabled"] then return args[1] elseif self.Name == "Hugh" then if Menu["Misc"]["Exploits"]["Unlock Inventory"]["Toggle"]["Enabled"] then return end end elseif method == "inverse" then camRecoilAngle = self end return oldNamecall(self, ...) end) end do --ANCHOR fixes local oldBulletHole = client.createbullethole client.createbullethole = function(part, pos, bloodsplatter) if pos ~= pos then pos = emptyVec3 end if Menu["Misc"]["Extra"]["Remove Bullet Holes"]["Toggle"]["Enabled"] then bloodsplatter = false end return oldBulletHole(part, pos, bloodsplatter) end local oldSplatter = client.splatterBlood client.splatterBlood = function(origin, humanoid, dmg, startpos, pos) if Menu["Misc"]["Extra"]["Remove Hit Effects"]["Toggle"] then return end return oldSplatter(origin, humanoid, dmg, startpos, pos) end workspace.Debris.ChildAdded:Connect(function(child) if child.Name == "Bullet" and Menu["Misc"]["Extra"]["Remove Bullet Holes"]["Toggle"]["Enabled"] then task.spawn(child.Destroy, child) end end) for i,v in next, workspace.Debris:GetChildren() do if v.Name == "Bullet" and Menu["Misc"]["Extra"]["Remove Bullet Holes"]["Toggle"]["Enabled"] then v:Destroy() end end Menu["Misc"]["Extra"]["Remove Bullet Holes"]["Toggle"].Changed:Connect(function(bool) if bool then for i,v in next, workspace.Debris:GetChildren() do if v.Name == "Bullet" and Menu["Misc"]["Extra"]["Remove Bullet Holes"]["Toggle"]["Enabled"] then v:Destroy() end end end end) do local old = client.firebullet client.firebullet = function(...) if Menu.closed then return old(...) end end end end -- how about -- dn -- ? --ANCHOR Exploits do -- Killall exploits.killAll = {} exploits.crashmessages = { "đŸ–Ĩī¸đŸ–Ĩī¸đŸ–Ĩī¸ SERVER LOCKED 🔒🔒🔒", "đŸ–Ĩī¸đŸ–Ĩī¸đŸ–Ĩī¸ SERVER LOCKED BY BLOXSENSE 🔒🔒🔒", "â˜ī¸â˜ī¸â˜ī¸ SERVER SMOKED â˜ī¸â˜ī¸â˜ī¸", "â˜ī¸â˜ī¸â˜ī¸ SERVER SMOKED BY BLOXSENSE â˜ī¸â˜ī¸â˜ī¸", "đŸ–Ĩī¸đŸ–Ĩī¸đŸ–Ĩī¸ SERVER CLOSED 🔒🔒🔒", "👋👋👋 GOODBYE SERVER 👋👋👋", "👋👋👋 GOODBYE 👋👋👋", "🚨🚨🚨 SERVER GONE 🚨🚨🚨", "🚨🚨🚨 SERVER LOCKED 🚨🚨🚨", "đŸ–Ĩī¸đŸ–Ĩī¸ SERVER SMOKED đŸ–Ĩī¸đŸ–Ĩī¸", "đŸ–Ĩī¸đŸ–Ĩī¸ SERVER SMOKED BY BLOXSENSE đŸ–Ĩī¸đŸ–Ĩī¸", "😤😤😤 SERVER GONE 😤😤😤", "âš ī¸đŸš¨ RIP SERVER đŸš¨âš ī¸", "🤤🤤 Ahh~ Its so Hard~ Its time to pleasure Master~ 😭😭", "🤤🤤 Its time to pleasure Master~", "🤤🤤 Time to milk master~ UwU~ 😝😝", "🤤🤤 Do you like this Master?~ 🤤🤤", "đŸš¨âš ī¸đŸš¨ SERVER CLOSED FOR MAINTENANCE đŸš¨âš ī¸đŸš¨", "SERVER CLOSED BY BLOXSENSE", "🌱🌱 TIME TO TOUCH GRASS 🌱🌱", "Master gives me milk all day you wanna come with me?~ 😉😉", "đŸš¨âš ī¸ SERVER CLOSED UNTIL FURTHER NOTICE âš ī¸đŸš¨", "🔒🔒🔒🔒 SERVER LOCKED 🔒🔒🔒🔒", "😭😭 NOOO DONT CRASH THE SERVER 😭😭", "âš ī¸ SERVER CLOSED âš ī¸", "â˜ī¸â˜ī¸ SERVER JUST WENT UP IN SMOKE â˜ī¸â˜ī¸", "*POOF* SERVER GONE *POOF*", "āļž āļž āļž āļž āļž āļž āļž", } --[[function exploits.crashserver() -- 30 seconds local last = tick() if localPlayer.Status.Alive.Value then Library.UI:EventLog("Attempting to crash the server...", 32) runService.Stepped:Connect(function() for i, v in next, (playerInfo.storage) do local pInfo = v if pInfo.Alive then if pInfo.character:FindFirstChild("Gun"):FindFirstChild("Mag") then for i = 1, 15 do replicatedStorage.Events.DropMag:FireServer(pInfo.character.Gun.Mag) end end end end if localPlayer.Character:FindFirstChild("Gun"):FindFirstChild("Mag") then for i = 1, 15 do replicatedStorage.Events.DropMag:FireServer(localPlayer.Character.Gun.Mag) end end end) end end]] --Menu["Misc"]["Exploits"]["Crash Server"]["Button"].Pressed:Connect(exploits.crashserver) --[[function exploits.crashserver() -- 30 seconds local coon = tick() runService.Stepped:Connect(function() local dudes = {} for i, v in next, players:GetPlayers() do if v ~= localPlayer and v.Character then dudes[1 + #dudes] = v end end if #dudes > 1 then for i = 1, 2 do local a = dudes[math.random(#dudes)].Character.Head.Position local b = dudes[math.random(#dudes)].Character.Head.Position game.ReplicatedStorage.Events.Trail:FireServer(a, b - a, {}) end end end) end Menu["Misc"]["Exploits"]["Crash Server"]["Button"].Pressed:Connect(exploits.crashserver)]] runService.Stepped:Connect(function() if Menu["Misc"]["Extra"]["Kill All"]["Toggle"]["Enabled"] then for i, v in next, players:GetPlayers() do if v ~= localPlayer then local pInfo = playerInfo.storage[v] if pInfo and pInfo.alive and pInfo.head and localPlayer.Character and pInfo.enemy then alive = true else alive = false end local fullpower = Menu["Misc"]["Extra"]["Kill All Type"]["Value"] == "HvH" if alive == true then local args = { } if fullpower then -- ??? helps??? for i = 1, 200 do args[1 + #args] = "`" task.wait(0.78) end end game.ReplicatedStorage.Events.UpdatePing:FireServer(-0) hitPart:FireServer( v.Character.HumanoidRootPart, {X = 0/0, Y = 0/0, Z = 0/0}, "G3SG1", 0, localPlayer.Character:FindFirstChild("Gun"), nil, 4, false, false, newVector3(), 0, newVector3(), true, nil, -- 14 nil, -- 15 nil, -- 16 nil,-- 17 nil,-- 18 nil,-- 19 nil,-- 20 nil,-- 21 nil,-- 22 nil,-- 23 nil,-- 24 nil,--25 nil--26 ) if Menu["Misc"]["Exploits"]["Shot players become mush"]["Toggle"]["Enabled"] then hitPart:FireServer( v.Character.HumanoidRootPart, {X = 0/0, Y = 0/0, Z = 0/0}, "Multimeter", 0, localPlayer.Character:FindFirstChild("Gun"), nil, 4, false, false, Vector3.new(), 0, Vector3.new(), true, nil, -- 14 nil, -- 15 nil, -- 16 nil,-- 17 nil,-- 18 nil,-- 19 nil,-- 20 nil,-- 21 nil,-- 22 nil,-- 23 nil, -- 24 nil, --25 nil -- 26 ) end end end end end end) runService.Stepped:Connect(function() if workspace.Status.Preparation.Value and Menu["Rage"]["Hitpart"]["Wait For Round Start"]["Toggle"]["Enabled"] then return end if Menu["Rage"]["Hitpart"]["Loop Kill"]["Toggle"]["Enabled"] then for i = 1, 100 do local targetPlayer = game:GetService("Players")[Menu["Rage"]["Hitpart"]["Player in Focus"]["Value"]] local target = targetPlayer.Character.HumanoidRootPart hitPart:FireServer( target, {X = 0/0, Y = 0/0, Z = 0/0}, not Menu["Rage"]["Settings"]["Custom Gun Icon"]["Toggle"]["Enabled"] and client.fgun.Name or Menu["Rage"]["Hitpart"]["Gun You Want To Change"]["Value"], -- 3, 0, localPlayer.Character:FindFirstChild("Gun"), nil, math.huge, false, false, Vector3.new(), 0, Vector3.new(), true, nil, -- 14 nil, -- 15 nil, -- 16 nil, -- 17 nil, -- 18 nil, -- 19 nil, -- 20 nil, -- 21 nil, -- 22 nil, -- 23 nil, -- 24 nil, -- 25 nil -- 26 ) task.wait(0.6) end end end) --[[function exploits.plantc4() if workspace.Map.Gamemode.Value == "defusal" and not workspace:FindFirstChild("C4") and localPlayer.Status.Alive.Value then UILibrary:EventLog("Planting the bomb...", 5) ragebot.manualhrp = true local connection = runService.Stepped:Connect(function() ragebot.realhrp.CFrame = workspace.Map.SpawnPoints.C4Plant.CFrame + newVector3(0, 1, 0) ragebot.realhrp.Velocity = emptyVec3 end) task.wait(0.25) local plantedcf = Menu["Misc"]["Exploits"]["Plant Position"]["Value"] == "Void" and CFrame.new(0/0, 0/0, 0/0) or Menu["Misc"]["Exploits"]["Plant Position"]["Value"] == "Bombsite" and workspace.Map.SpawnPoints.C4Plant.CFrame or Menu["Misc"]["Exploits"]["Plant Position"]["Value"] == "Glitch" and "" replicatedStorage.Events.PlantC4:FireServer(plantedcf, "B") task.wait(0.25) ragebot.manualhrp = false connection:Disconnect() else UILibrary:EventLog("Cannot plant at this time", 5) end end Menu["Misc"]["Exploits"]["Instant Plant"]["Button"].Pressed:Connect(exploits.plantc4) function exploits.defusec4() if workspace.Map.Gamemode.Value == "defusal" and workspace:FindFirstChild("C4") and localPlayer.Status.Alive.Value and (workspace.C4.Handle.CFrame.p - localPlayer.Character.HumanoidRootPart.Position).Magnitude < 290 then UILibrary:EventLog("Defusing...", 5) ragebot.manualhrp = true local connection = runService.Stepped:Connect(function() ragebot.realhrp.CFrame = workspace.C4.Handle.CFrame + newVector3(0, 1, 0) ragebot.realhrp.Velocity = emptyVec3 end) task.wait(0.25) localPlayer.Backpack.PressDefuse:FireServer(workspace.C4) task.wait() localPlayer.Backpack.Defuse:FireServer(workspace.C4) task.wait(0.25) ragebot.manualhrp = false connection:Disconnect() else UILibrary:EventLog("Cannot defuse at this time", 5) end end Menu["Misc"]["Exploits"]["Instant Defuse"]["Button"].Pressed:Connect(exploits.defusec4)]] -- Fake Equip --[[function exploits.updateFakeEquip() -- ! local isActive = Menu["Misc"]["Exploits"]["Fake Equip"]["Toggle"]["Enabled"] if isActive and localPlayer.Character then -- Set fake gun (WHY DOES INTERGER DEFINE SHIT AFTER FFS) local slot = Menu["Misc"]["Exploits"]["Fake Slot"]["Value"] local fakeGunName = (slot == "C4" and "C4") or (slot == "Primary" and getupvalue(client.usethatgun, 13)) or (slot == "Secondary" and getupvalue(client.usethatgun, 14)) or (slot == "Melee" and getupvalue(client.usethatgun, 15)) -- sadly im pretty sure this upvalue shit is the most reliable way to get the gun local fakeGun = findFirstChild(replicatedStorage.Weapons, fakeGunName) -- Check if its ya if fakeGun then replicatedStorage.Events.ApplyGun:FireServer(fakeGun, localPlayer) end end end Menu["Misc"]["Exploits"]["Fake Equip"]["Toggle"].Changed:Connect(exploits.updateFakeEquip) Menu["Misc"]["Exploits"]["Fake Slot"]["Dropdown"].Changed:Connect(exploits.updateFakeEquip) function exploits.god() if localPlayer and localPlayer.Character then if Menu["Misc"]["Exploits"]["God Mode Type"]["Value"] == "Hostage" then if localPlayer.Character:FindFirstChild("Hostage") then UILibrary:EventLog("You are already godded", 5) else local real = replicatedStorage.Weapons:FindFirstChild(client.fgun.Name) local fake = getprops(real) for i, v in next, real:GetChildren() do fake[v.Name] = v end fake.Model = replicatedStorage.Hostage.Hostage -- basically ur telling the game ur a hostage replicatedStorage.Events.ApplyGun:FireServer(tostring(fake), localPlayer, "this is funny") replicatedStorage.Events.ApplyGun:FireServer(tostring(real), localPlayer, "this is funny") repeat task.wait() until localPlayer.Character:FindFirstChild("Hostage") UILibrary:EventLog("You are godded and can kill others", 5) end else if localPlayer.Character.Humanoid.Health >= 0 then replicatedStorage.Events.FallDamage:FireServer(0/0) UILibrary:EventLog("You are godded but cannot kill others", 5) else UILibrary:EventLog("You are already godded", 5) end end else UILibrary:EventLog("You are not alive", 5) end end Menu["Misc"]["Exploits"]["God Mode"]["Button"].Pressed:Connect(exploits.god) function exploits.cloneInstance(original: Instance): boolean -- Check if we can do it if localPlayer.Character and client.fgun then -- WOW! IPhone!!! WOW!!!!! local fakeGun = {} for i, v in next, client.fgun:GetChildren() do fakeGun[v.Name] = v end fakeGun.Model = original -- Fire the remote jeffery replicatedStorage.Events.ApplyGun:FireServer(fakeGun) return true end -- Faliure UILibrary:EventLog("Unable to grab player", 5) return false end --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 function exploits.grabCharacter(character: Model): boolean if Menu["Misc"]["Exploits"]["Action"]["Value"] == "Hold" then -- Check if we are alive niggaaaaaaaaaaaa if localPlayer.Character and localPlayer.Character:FindFirstChild("Gun") then -- Don't want to mistake this for the real fake localPlayer.Character.Gun:Destroy() UILibrary:EventLog("Grabbed " .. character.Name, 5) else -- Do it UILibrary:EventLog("Unable to grab " .. character.Name, 5) return end end -- Check if it is able to be grabbered if character and character:FindFirstChild("UpperTorso") and exploits.cloneInstance(character.Head) then -- Cloned their UpperTorso! localPlayer.Character:WaitForChild("Gun"):WaitForChild("GunWeld") replicatedStorage.Events.DropMag:FireServer(localPlayer.Character.Gun) task.wait(((50 + game.Stats.PerformanceStats.Ping:GetValue()) * 2) / 1000) exploits.cloneInstance(workspace.Ray_Ignore) localPlayer.Character.Gun:Destroy() replicatedStorage.Events.ApplyGun:FireServer(client.fgun, localPlayer) end if Menu["Misc"]["Exploits"]["Action"]["Value"] == "Bring" then UILibrary:EventLog("Attempted to grab " .. character.Name, 5) return end -- Faliure return end local function grabCallback() -- El bruhino local playerName = Menu["Misc"]["Exploits"]["Player in Focus"]["Value"] local player = players:FindFirstChild(playerName) if player and player ~= localPlayer then if player.Character and player.Character:FindFirstChild("UpperTorso") then -- Grab that nn exploits.grabCharacter(player.Character) else UILibrary:EventLog(player.Name .. " is not alive at this time", 5) end else UILibrary:EventLog("Cannot grab yourself", 5) end end Menu["Misc"]["Exploits"]["Apply action to focused player"]["Button"].Pressed:Connect(function() local action = Menu["Misc"]["Exploits"]["Action"]["Value"] local player = players:FindFirstChild(Menu["Misc"]["Exploits"]["Player in Focus"]["Value"]) if player.Character and player.Character:FindFirstChild("Humanoid") then if action == "Hold" or action == "Bring" then grabCallback() elseif action == "Silent Kill" then replicatedStorage.Events.PlaySound:FireServer(player.Character, replicatedStorage.Hostage.Head) elseif action == "Desync" then replicatedStorage.Events.PlaySound:FireServer(player.Character, player.Character.PrimaryPart) end else UILibrary:EventLog(player.Name .. " is not alive at this time", 5) end end) Menu["Misc"]["Exploits"]["Apply action to all players"]["Button"].Pressed:Connect(function() local action = Menu["Misc"]["Exploits"]["Action"]["Value"] local targets = {} for i, v in next, (players:GetPlayers()) do if v ~= localPlayer and v.Character and v.Character:FindFirstChild("UpperTorso") then targets[1 + #targets] = v end end for i, v in next, (targets) do if action == "Hold" or action == "Bring" then exploits.grabCharacter(v.Character) task.wait(((50 + game.Stats.PerformanceStats.Ping:GetValue()) * 2) / 1000) -- MAXIMUM SPEED!!! elseif action == "Silent Kill" then replicatedStorage.Events.PlaySound:FireServer(v.Character, replicatedStorage.Hostage.Head) elseif action == "Desync" then replicatedStorage.Events.PlaySound:FireServer(v.Character, v.Character.PrimaryPart) end end end) function exploits.blockvision() if localPlayer.Character and localPlayer.Character:FindFirstChild("HumanoidRootPart") then for i, v in next, (players:GetPlayers()) do if v ~= localPlayer and v.Character and v.Character:FindFirstChild("HumanoidRootPart") then local char = v.Character for i2, v2 in next, (char:GetChildren()) do if ragebot.hitmodifier[v2.Name] then replicatedStorage.Events.DropMag:FireServer(v2) end end end end end end function exploits.kickeveryone() local ragdollpiece for i, v in next, (players:GetPlayers()) do if v:FindFirstChild("Ragdoll") and v.Ragdoll:FindFirstChild("Head") then ragdollpiece = v.Ragdoll.Head break end end if ragdollpiece then for i, v in next, (players:GetPlayers()) do if v ~= localPlayer then if v.Character and v.Character:FindFirstChild("Humanoid") then replicatedStorage.Events.PlaySound:FireServer(v.Character, ragdollpiece) end end end replicatedStorage.Events.PlaySound:FireServer(game.StarterPlayer.StarterCharacter, ragdollpiece) repeat task.wait() until game.StarterPlayer.StarterCharacter:FindFirstChild("Head") UILibrary:EventLog("The next time someone will spawn, they will be kicked", 5) else UILibrary:EventLog("Cannot kick everyone at this time", 5) end end Menu["Misc"]["Exploits"]["Kick all players"]["Button"].Pressed:Connect(exploits.kickeveryone) ]] end --ANCHOR settings do menusettings.oldaccent = MenuParameters.UIcolors.Accent function menusettings.rgbtohsv(Color) local color = Color3.new(Color.R, Color.G, Color.B) local h, s, v = color:ToHSV() return h, s, v end function menusettings.updatecheattext() if Menu["Settings"]["Menu Settings"]["Custom Menu Name"]["Toggle"]["Enabled"] == true then Library.UI.CheatNameText.Text = Menu["Settings"]["Menu Settings"]["Custom Menu Name Text"]["Value"] Library.UI.Setwatermarkcheatname(Menu["Settings"]["Menu Settings"]["Custom Menu Name Text"]["Value"]) else Library.UI.Setwatermarkcheatname(MenuParameters.CheatName) Library.UI.CheatNameText.Text = MenuParameters.CheatName end end Menu["Settings"]["Menu Settings"]["Custom Menu Name"]["Toggle"].Changed:Connect(menusettings.updatecheattext) Menu["Settings"]["Menu Settings"]["Custom Menu Name Text"].Changed:Connect(menusettings.updatecheattext) function menusettings.updatecheataccent() local newcolor = menusettings.oldaccent if Menu["Settings"]["Menu Settings"]["Menu Accent"]["Toggle"]["Enabled"] then newcolor = Menu["Settings"]["Menu Settings"]["Menu Accent"]["Color 1"]["Color"] end MenuParameters.UIcolors.Accent = newcolor for cf, c in next, (Library.Accents) do if c:IsA("UIGradient") then local Hue, Sat, Val = menusettings.rgbtohsv(newcolor) local color = newcolor c.Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromHSV(Hue, Sat, Val)), ColorSequenceKeypoint.new(1, Color3.fromRGB(math.clamp(color.R * 255 - 40, 0, 255), math.clamp(color.G * 255 - 40, 0, 255), math.clamp(color.B * 255 - 40, 0, 255))) }) elseif c:IsA("TextButton") and c.TextColor3 ~= MenuParameters.UIcolors.FullWhite then c.TextColor3 = newcolor else if c.BackgroundColor3 ~= MenuParameters.UIcolors.ColorD then c.BackgroundColor3 = newcolor end end end end Menu["Settings"]["Menu Settings"]["Menu Accent"]["Toggle"].Changed:Connect(menusettings.updatecheataccent) Menu["Settings"]["Menu Settings"]["Menu Accent"]["Color 1"].Changed:Connect(menusettings.updatecheataccent) end cameraTasks.onCameraAdded() local LogService = game:GetService("LogService") LogService.MessageOut:Connect(function(message, messageType) if messageType == Enum.MessageType.MessageError and message:match("kicked") then runService.Stepped:Connect(function() game:GetService("GuiService"):ClearError() end) Library.UI:EventLog("You were kicked from the game for: " .. message, 15) end end) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩đŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’ŠđŸ’Š -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 env.Hack.mathModule = mathModule env.Hack.timer = timer env.Hack.trajectory = trajectory env.Hack.ragebot = ragebot env.Hack.legitbot = legitbot env.Hack.misc = misc env.Hack.visuals = visuals env.Hack.movement = movement env.Hack.playerInfo = playerInfo env.Hack.raycastUtils = raycastUtils -- weird shit smei asked me to mak Library.UI:EventLog(string.format("Loaded in %s second(s)!", tostring(mathModule.truncateNumber(os.clock() - cheatLoadingStartTick, 3))), 5) UILibrary:Initialize() Library.UI:EventLog("Press INSERT or DELETE to open / close the Menu!", 5) Menu["Settings"]["Menu Settings"]["Watermark"]["Toggle"]["Enabled"] = true Menu["Settings"]["Menu Settings"]["Keybinds"]["Toggle"]["Enabled"] = false writefile("bloxsense/bloxsense_configs/" .. "off" .. ".cfg", UILibrary:SaveConfiguration()); Menu["Settings"]["Configurations"]["Configs"].UpdateValues(getconfigs()) --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 --💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 -- hey chez don't be mad your shittyhaxx get leaked 😰😰😰😰 -- but who care right? -- cuz Raven.cc best leaker 😘 -- hmmm jal hello i think you too here so fuck you paster! -- fuck yall đŸĨ°