do -- before loading if not game:IsLoaded() then repeat game.Loaded:Wait() until game:IsLoaded() end -- if not LPH_OBFUSCATED then function LPH_NO_VIRTUALIZE(f) return f end function LPH_JIT(...) return ... end function LPH_JIT_MAX(...) return ... end function LPH_NO_UPVALUES(f) return function(...) return f(...) end end function LPH_ENCSTR(...) return ... end function LPH_ENCNUM(...) return ... end function LPH_CRASH() return print(debug.traceback()) end end -- local game_name = game:GetService("MarketplaceService"):GetProductInfo(game.PlaceId).Name:gsub("[^a-zA-Z0-9%s]", ""):lower() local executor = identifyexecutor and identifyexecutor() or "Unknown" if not game_name:find("fallen survival", 1, true) then game:GetService("Players")["LocalPlayer"]:Kick("Execute in Fallen only!") return end if executor == "Wave" or executor == "AWP" or executor == "Potassium" or executor == "Swift" or executor == "Zenith" or executor == "Hydrogen" then print("...") else game:GetService("Players")["LocalPlayer"]:Kick("Unsupported Executor " .. executor) return end -- local Hud = Instance.new("ScreenGui") Hud.Parent = cloneref(gethui()) Hud.Name = cloneref(game:GetService("HttpService")):GenerateGUID(false) Hud.IgnoreGuiInset = true -- getgenv().gethui = newcclosure(function() return cloneref(Hud) end) -- Bypass loadstring( game:HttpGetAsync( "https://raw.githubusercontent.com/not-mathias/lebron/refs/heads/main/veiny_dih.lua", true ) )() end task.wait(2) -- needed check to make sure its fully loaded if getgenv().library then getgenv().library:unload_menu() end -- LIBRARY IGNORE (Do not loadstring god forbid) -- Library Variables local uis = game:GetService("UserInputService") local players = game:GetService("Players") local ws = game:GetService("Workspace") local rs = game:GetService("ReplicatedStorage") local http_service = game:GetService("HttpService") local gui_service = game:GetService("GuiService") local lighting = game:GetService("Lighting") local run = game:GetService("RunService") local stats = game:GetService("Stats") local coregui = game:GetService("CoreGui") local debris = game:GetService("Debris") local tween_service = game:GetService("TweenService") local sound_service = game:GetService("SoundService") local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local vec2 = Vector2.new local vec3 = Vector3.new local dim2 = UDim2.new local dim = UDim.new local rect = Rect.new local cfr = CFrame.new local empty_cfr = cfr() local point_object_space = empty_cfr.PointToObjectSpace local angle = CFrame.Angles local dim_offset = UDim2.fromOffset local color = Color3.new local rgb = Color3.fromRGB local hex = Color3.fromHex local hsv = Color3.fromHSV local rgbseq = ColorSequence.new local rgbkey = ColorSequenceKeypoint.new local numseq = NumberSequence.new local numkey = NumberSequenceKeypoint.new local camera = ws.CurrentCamera local lp = players.LocalPlayer local mouse = lp:GetMouse() local gui_offset = gui_service:GetGuiInset().Y local max = math.max local floor = math.floor local min = math.min local abs = math.abs local noise = math.noise local rad = math.rad local random = math.random local pow = math.pow local sin = math.sin local pi = math.pi local tan = math.tan local atan2 = math.atan2 local clamp = math.clamp local insert = table.insert local find = table.find local remove = table.remove local concat = table.concat -- -- Library init getgenv().library = { directory = "fecuriaawdwdtyyy", folders = { "/fonts", "/configs", }, flags = {}, config_flags = {}, connections = {}, notifications = {notifs = {}, offset = 0}, playerlist_data = { players = {}, player = {}, }, colorpicker_open = false; gui; } if not isfolder("fecuriaawdwdtyyy") then makefolder("fecuriaawdwdtyyy") end local themes = { preset = { accent = rgb(250, 238, 30), -- old color: Color3.fromRGB(132, 135, 250)-- (30, 108, 253) text = rgb(255, 255, 255), text_outline = rgb(0, 0, 0), }, utility = { accent = { BackgroundColor3 = {}, TextColor3 = {}, ImageColor3 = {}, ScrollBarImageColor3 = {} }, text = { TextColor3 = {} }, text_outline = { Color = {} } } } local keys = { [Enum.KeyCode.LeftShift] = "LS", [Enum.KeyCode.RightShift] = "RS", [Enum.KeyCode.LeftControl] = "LC", [Enum.KeyCode.RightControl] = "RC", [Enum.KeyCode.Insert] = "INS", [Enum.KeyCode.Backspace] = "BS", [Enum.KeyCode.Return] = "Ent", [Enum.KeyCode.LeftAlt] = "LA", [Enum.KeyCode.RightAlt] = "RA", [Enum.KeyCode.CapsLock] = "CAPS", [Enum.KeyCode.One] = "1", [Enum.KeyCode.Two] = "2", [Enum.KeyCode.Three] = "3", [Enum.KeyCode.Four] = "4", [Enum.KeyCode.Five] = "5", [Enum.KeyCode.Six] = "6", [Enum.KeyCode.Seven] = "7", [Enum.KeyCode.Eight] = "8", [Enum.KeyCode.Nine] = "9", [Enum.KeyCode.Zero] = "0", [Enum.KeyCode.KeypadOne] = "Num1", [Enum.KeyCode.KeypadTwo] = "Num2", [Enum.KeyCode.KeypadThree] = "Num3", [Enum.KeyCode.KeypadFour] = "Num4", [Enum.KeyCode.KeypadFive] = "Num5", [Enum.KeyCode.KeypadSix] = "Num6", [Enum.KeyCode.KeypadSeven] = "Num7", [Enum.KeyCode.KeypadEight] = "Num8", [Enum.KeyCode.KeypadNine] = "Num9", [Enum.KeyCode.KeypadZero] = "Num0", [Enum.KeyCode.Minus] = "-", [Enum.KeyCode.Equals] = "=", [Enum.KeyCode.Tilde] = "~", [Enum.KeyCode.LeftBracket] = "[", [Enum.KeyCode.RightBracket] = "]", [Enum.KeyCode.RightParenthesis] = ")", [Enum.KeyCode.LeftParenthesis] = "(", [Enum.KeyCode.Semicolon] = ",", [Enum.KeyCode.Quote] = "'", [Enum.KeyCode.BackSlash] = "\\", [Enum.KeyCode.Comma] = ",", [Enum.KeyCode.Period] = ".", [Enum.KeyCode.Slash] = "/", [Enum.KeyCode.Asterisk] = "*", [Enum.KeyCode.Plus] = "+", [Enum.KeyCode.Period] = ".", [Enum.KeyCode.Backquote] = "`", [Enum.UserInputType.MouseButton1] = "MB1", [Enum.UserInputType.MouseButton2] = "MB2", [Enum.UserInputType.MouseButton3] = "MB3", [Enum.KeyCode.Escape] = "ESC", [Enum.KeyCode.Space] = "SPC", } library.__index = library for _, path in next, library.folders do makefolder(library.directory .. path) end local flags = library.flags local config_flags = library.config_flags local fonts = {}; do function Register_Font(Name, Weight, Style, Asset) if not isfile(Asset.Id) then writefile(Asset.Id, Asset.Font) end if isfile(Name .. ".font") then delfile(Name .. ".font") end local Data = { name = Name, faces = { { name = "Normal", weight = Weight, style = Style, assetId = getcustomasset(Asset.Id), }, }, } writefile(Name .. ".font", http_service:JSONEncode(Data)) return getcustomasset(Name .. ".font"); end local Rubik = Register_Font("Rubik", 400, "Normal", { Id = "Rubik.ttf", Font = game:HttpGet("https://github.com/googlefonts/rubik/raw/refs/heads/main/fonts/variable/Rubik%5Bwght%5D.ttf"), }) fonts = { main = Font.new(Rubik, Enum.FontWeight.Regular, Enum.FontStyle.Normal); esp = Font.new(Rubik, Enum.FontWeight.Regular, Enum.FontStyle.Normal) } end -- library.flags["ResolveUndergroundAA"] = false library.flags["Enable Anti Fling"] = false library.flags["Always Perfect Farm"] = false library.flags["NoDamage"] = false library.flags["Sprint While Attacking"] = false -- Library functions -- Misc functions function library:tween(obj, properties) local tween = tween_service:Create(obj, TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 0, false, 0), properties):Play() return tween end function library:next_flag() local idx = #self.flags + 1 return string.format("flag_%s", idx); end function library:resizify(frame) local Frame = Instance.new("TextButton") Frame.Position = dim2(1, -10, 1, -10) Frame.BorderColor3 = rgb(0, 0, 0) Frame.Size = dim2(0, 10, 0, 10) Frame.BorderSizePixel = 0 Frame.BackgroundColor3 = rgb(255, 255, 255) Frame.Parent = frame Frame.BackgroundTransparency = 1 Frame.Text = "" local resizing = false local start_size local start local og_size = frame.Size Frame.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then resizing = true start = input.Position start_size = frame.Size end end) Frame.InputEnded:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then resizing = false end end) library:connection(uis.InputChanged, function(input, game_event) if resizing and input.UserInputType == Enum.UserInputType.MouseMovement then local viewport_x = camera.ViewportSize.X local viewport_y = camera.ViewportSize.Y local current_size = dim2( start_size.X.Scale, math.clamp( start_size.X.Offset + (input.Position.X - start.X), og_size.X.Offset, viewport_x ), start_size.Y.Scale, math.clamp( start_size.Y.Offset + (input.Position.Y - start.Y), og_size.Y.Offset, viewport_y ) ) frame.Size = current_size end end) end function library:mouse_in_frame(uiobject) local y_cond = uiobject.AbsolutePosition.Y <= mouse.Y and mouse.Y <= uiobject.AbsolutePosition.Y + uiobject.AbsoluteSize.Y local x_cond = uiobject.AbsolutePosition.X <= mouse.X and mouse.X <= uiobject.AbsolutePosition.X + uiobject.AbsoluteSize.X return (y_cond and x_cond) end function library:draggify(frame) local dragging = false local start_size = frame.Position local start frame.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then dragging = true start = input.Position start_size = frame.Position end end) frame.InputEnded:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then dragging = false end end) library:connection(uis.InputChanged, function(input, game_event) if dragging and input.UserInputType == Enum.UserInputType.MouseMovement then local viewport_x = camera.ViewportSize.X local viewport_y = camera.ViewportSize.Y local current_position = dim2( 0, clamp( start_size.X.Offset + (input.Position.X - start.X), 0, viewport_x - frame.Size.X.Offset ), 0, math.clamp( start_size.Y.Offset + (input.Position.Y - start.Y), 0, viewport_y - frame.Size.Y.Offset ) ) frame.Position = current_position end end) end function library:convert(str) local values = {} for value in string.gmatch(str, "[^,]+") do insert(values, tonumber(value)) end if #values == 4 then return unpack(values) else return end end function library:convert_enum(enum) local enum_parts = {} for part in string.gmatch(enum, "[%w_]+") do insert(enum_parts, part) end local enum_table = Enum for i = 2, #enum_parts do local enum_item = enum_table[enum_parts[i]] enum_table = enum_item end return enum_table end local config_holder; local cfg_name; function library:update_config_list() if not config_holder then return end local list = {} for idx, file in next, listfiles(library.directory .. "/configs") do local name = file:gsub(library.directory .. "/configs\\", ""):gsub(".cfg", ""):gsub(library.directory .. "\\configs\\", "") list[#list + 1] = name end config_holder.refresh_options(list) end function library:get_config() local Config = {} for _, v in next, flags do if type(v) == "table" and v.key then Config[_] = {active = v.active, mode = v.mode, key = tostring(v.key)} elseif type(v) == "table" and v["Transparency"] and v["Color"] then Config[_] = {Transparency = v["Transparency"], Color = v["Color"]:ToHex()} else Config[_] = v end end return http_service:JSONEncode(Config) end function library:load_config(config_json) local config = http_service:JSONDecode(config_json) for _, v in next, config do local function_set = library.config_flags[_] if _ == "config_name_list" then continue end if function_set then if type(v) == "table" and v["Transparency"] and v["Color"] then function_set(hex(v["Color"]), v["Transparency"]) elseif type(v) == "table" and v["active"] then function_set(v) else function_set(v) end end end end function library:round(number, float) local multiplier = 1 / (float or 1) return floor(number * multiplier + 0.5) / multiplier end function library:apply_theme(instance, theme, property) insert(themes.utility[theme][property], instance) end function library:update_theme(theme, color) for _, property in themes.utility[theme] do for m, object in property do if object[_] == themes.preset[theme] then object[_] = color end end end themes.preset[theme] = color end function library:connection(signal, callback) local connection = signal:Connect(callback) insert(library.connections, connection) return connection end function library:apply_stroke(parent) local STROKE = library:create("UIStroke", { Parent = parent, Color = themes.preset.text_outline, LineJoinMode = Enum.LineJoinMode.Miter }) library:apply_theme(STROKE, "text_outline", "Color") end function library:create(instance, options) local ins = Instance.new(instance) for prop, value in options do ins[prop] = value end if instance == "TextLabel" or instance == "TextButton" or instance == "TextBox" then library:apply_theme(ins, "text", "TextColor3") end return ins end function library:unload_menu() if library[ "items" ] then library[ "items" ]:Destroy() end if library[ "other" ] then library[ "other" ]:Destroy() end for index, connection in library.connections do connection:Disconnect() connection = nil end library = nil end function library:change_fontsize(int) for _, property in themes.utility.text do for m, object in property do object.TextSize = int -- triangle code end end end -- -- Library element functions function library:window(properties) local cfg = { name = properties.name or properties.Name or 'chudvision.net'; size = properties.size or properties.Size or dim2(0, 752, 0, 502); selected_tab; items = {}; } library[ "items" ] = library:create( "ScreenGui" , { Parent = coregui; Name = "\0"; Enabled = true; ZIndexBehavior = Enum.ZIndexBehavior.Sibling; IgnoreGuiInset = true; }); library[ "other" ] = library:create( "ScreenGui" , { Parent = coregui; Name = "\0"; Enabled = true; ZIndexBehavior = Enum.ZIndexBehavior.Sibling; IgnoreGuiInset = true; }); local items = cfg.items; do items["main"] = library:create("Frame", { Parent = library["items"]; Name = "\0"; Position = dim2(0.5, -cfg.size.X.Offset / 2, 0.5, -cfg.size.Y.Offset / 2); BorderColor3 = rgb(0, 0, 0); Size = cfg.size; BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9) }); items["main"].Position = dim2(0, items["main"].AbsolutePosition.X, 0, items["main"].AbsolutePosition.Y) library:create("UIStroke", { Parent = items["main"]; Color = rgb(250, 238, 30); Thickness = 2; Transparency = 0.20; LineJoinMode = Enum.LineJoinMode.Round }); items["tab_element_holder"] = library:create("Frame", { Name = "\0"; Parent = items["main"]; BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 82, 1, 0); BorderSizePixel = 0; BackgroundColor3 = rgb(18, 18, 20) }); items["tab_buttons"] = library:create("Frame", { Parent = items["tab_element_holder"]; Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9) }); items["tab_holder"] = library:create("Frame", { Parent = items["tab_buttons"]; Name = "\0"; BackgroundTransparency = 1; ClipsDescendants = true; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 1, 0); Position = dim2(0, 0, 0, 0); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); items["top_icon"] = library:create("ImageLabel", { Parent = items["tab_holder"]; Name = "\0"; BackgroundTransparency = 1; Image = "rbxassetid://100935829985170"; ImageColor3 = rgb(255, 255, 255); Size = dim2(0, 70, 0, 60); Position = dim2(0.5, 10, 0.5, 10); AnchorPoint = vec2(0.5, 0); BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; }); library:apply_theme(items["top_icon"], "accent", "ImageColor3") library:create("UIListLayout", { Parent = items["tab_holder"]; Padding = dim(0, 15); SortOrder = Enum.SortOrder.LayoutOrder }); library:create("UIPadding", { Parent = items["tab_holder"]; PaddingTop = dim(0, 10) }); end do -- Other library:draggify(items[ "main" ]) library:resizify(items[ "main" ]) end -- Keybind list cfg.keybind_list = library:create("Frame", { BorderColor3 = rgb(0, 0, 0); Parent = library[ "other" ]; BackgroundTransparency = 1; Position = dim2(0, 100, 0, 600); Size = dim2(0, 250, 0, 66); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:resizify(cfg.keybind_list); library:draggify(cfg.keybind_list); library:create("UIStroke", { Parent = cfg.keybind_list; LineJoinMode = Enum.LineJoinMode.Miter; Transparency = 1; }); local inline1 = library:create("Frame", { BorderColor3 = rgb(0, 0, 0); Parent = cfg.keybind_list; BackgroundTransparency = 1; Position = dim2(0, 1, 0, 1); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(56, 56, 56) }); library:create("UIStroke", { Color = rgb(56, 56, 56); LineJoinMode = Enum.LineJoinMode.Miter; Parent = inline1; Transparency = 1 }); local inline2 = library:create("Frame", { BorderColor3 = rgb(0, 0, 0); Parent = inline1; BackgroundTransparency = 1; Position = dim2(0, 1, 0, 1); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(46, 46, 46) }); library:create("UIStroke", { Color = rgb(46, 46, 46); LineJoinMode = Enum.LineJoinMode.Miter; Parent = inline2; Transparency = 1 }); local inline3 = library:create("Frame", { BorderColor3 = rgb(0, 0, 0); Parent = inline2; BackgroundTransparency = 1; Position = dim2(0, 1, 0, 1); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(46, 46, 46) }); library:create("UIStroke", { Color = rgb(46, 46, 46); LineJoinMode = Enum.LineJoinMode.Miter; Parent = inline3; Transparency = 1 }); local inline4 = library:create("Frame", { BorderColor3 = rgb(0, 0, 0); Parent = inline3; BackgroundTransparency = 1; Position = dim2(0, 1, 0, 1); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(46, 46, 46) }); library:create("UIStroke", { Color = rgb(56, 56, 56); LineJoinMode = Enum.LineJoinMode.Miter; Parent = inline4; Transparency = 1 }); local inline5 = library:create("Frame", { Parent = inline4; BackgroundTransparency = 1; Size = dim2(1, 0, 1, 0); BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(0, 0, 0) }); local tab_holder = library:create("Frame", { Parent = inline5; BackgroundTransparency = 1; Position = dim2(0, 17, 0, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 28); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:create("UIListLayout", { FillDirection = Enum.FillDirection.Horizontal; HorizontalFlex = Enum.UIFlexAlignment.Fill; Parent = tab_holder; Padding = dim(0, 4); SortOrder = Enum.SortOrder.LayoutOrder; VerticalFlex = Enum.UIFlexAlignment.Fill }); local button = library:create("TextButton", { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "keybinds"; Parent = tab_holder; TextStrokeTransparency = 0; BackgroundTransparency = 1; Size = dim2(0, 200, 0, 50); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); local accent = library:create("Frame", { AnchorPoint = vec2(0, 1); Parent = button; Position = dim2(0, 0, 1, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 4); BorderSizePixel = 0; BackgroundColor3 = themes.preset.accent }); library:apply_theme(accent, "accent", "BackgroundColor3") local split = library:create("Frame", { AnchorPoint = vec2(0, 1); Parent = accent; Position = dim2(0, 0, 1, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 2); BorderSizePixel = 0; BackgroundColor3 = themes.preset.accent }); library:apply_theme(split, "accent", "BackgroundColor3") library:create("UIGradient", { Color = rgbseq{rgbkey(0, rgb(167, 167, 167)), rgbkey(1, rgb(167, 167, 167))}; Parent = split }); local inline6 = library:create("Frame", { Parent = inline5; BackgroundTransparency = 1; Size = dim2(1, -34, 0, 0); Position = dim2(0, 17, 0, 31); BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(0, 0, 0) }); local inline7 = library:create("Frame", { Parent = inline6; Size = dim2(1, -2, 1, -2); Position = dim2(0, 1, 0, 1); BackgroundTransparency = 1; BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(46, 46, 46) }); local inline8 = library:create("Frame", { Parent = inline7; Size = dim2(1, -2, 1, -2); Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundTransparency = 1; BackgroundColor3 = rgb(21, 21, 21) }); library.keybind_list = inline8 library:create("UIListLayout", { Parent = inline8; Padding = dim(0, 10); SortOrder = Enum.SortOrder.LayoutOrder }); library:create("UIPadding", { PaddingTop = dim(0, 8); PaddingBottom = dim(0, 8); Parent = inline8; PaddingRight = dim(0, 2); PaddingLeft = dim(0, 8) }); library:create("UIPadding", { PaddingBottom = dim(0, 2); PaddingRight = dim(0, 2); Parent = inline7 }); library:create("UIPadding", { PaddingBottom = dim(0, 2); PaddingRight = dim(0, 2); Parent = inline6 }); library:create("UIPadding", { PaddingBottom = dim(0, 10); PaddingRight = dim(0, 34); Parent = inline5 }); library:create("UIPadding", { Parent = inline4 }); library:create("UIPadding", { PaddingBottom = dim(0, 2); PaddingRight = dim(0, 2); Parent = inline3 }); library:create("UIPadding", { PaddingBottom = dim(0, 2); PaddingRight = dim(0, 2); Parent = inline2 }); library:create("UIPadding", { PaddingBottom = dim(0, 2); PaddingRight = dim(0, 2); Parent = inline1 }); library:create("UIPadding", { PaddingBottom = dim(0, 2); PaddingRight = dim(0, 2); Parent = cfg.keybind_list }); -- -- Information list cfg.info_list = library:create("Frame", { BorderColor3 = rgb(0, 0, 0); Parent = library[ "other" ]; BackgroundTransparency = 1; Position = dim2(0, 100, 0, 700); Size = dim2(0, 202, 0, 66); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(255, 255, 255) }); library:resizify(cfg.info_list); library:draggify(cfg.info_list); library:create("UIStroke", { Parent = cfg.info_list; LineJoinMode = Enum.LineJoinMode.Miter; Transparency = 1; }); local info_inline1 = library:create("Frame", { BorderColor3 = rgb(0, 0, 0); Parent = cfg.info_list; BackgroundTransparency = 1; Position = dim2(0, 1, 0, 1); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(56, 56, 56) }); library:create("UIStroke", { Color = rgb(56, 56, 56); LineJoinMode = Enum.LineJoinMode.Miter; Parent = info_inline1; Transparency = 1 }); -- Add header local tab_holder = library:create("Frame", { Parent = info_inline1; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 28); BorderSizePixel = 0; BackgroundTransparency = 1; BackgroundColor3 = rgb(255, 255, 255) }); library:create("UIListLayout", { FillDirection = Enum.FillDirection.Horizontal; HorizontalFlex = Enum.UIFlexAlignment.Fill; Parent = tab_holder; Padding = dim(0, 4); SortOrder = Enum.SortOrder.LayoutOrder; VerticalFlex = Enum.UIFlexAlignment.Fill }); local button = library:create("TextButton", { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "information"; Parent = tab_holder; TextStrokeTransparency = 0; BackgroundTransparency = 1; Size = dim2(0, 200, 0, 50); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); local accent = library:create("Frame", { AnchorPoint = vec2(0, 1); Parent = button; Position = dim2(0, 0, 1, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 4); BorderSizePixel = 0; BackgroundColor3 = themes.preset.accent }); library:apply_theme(accent, "accent", "BackgroundColor3"); local content_container = library:create("Frame", { Parent = info_inline1; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 0); Position = dim2(0, 0, 0, 28); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundTransparency = 1; BackgroundColor3 = rgb(255, 255, 255) }); library:create("UIListLayout", { Parent = content_container; Padding = dim(0, 10); SortOrder = Enum.SortOrder.LayoutOrder }); library:create("UIPadding", { PaddingTop = dim(0, 8); PaddingBottom = dim(0, 8); Parent = content_container; PaddingRight = dim(0, 2); PaddingLeft = dim(0, 8) }); library.info_list = content_container; local timed_crate_info = library:create("TextLabel", { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "Timed Crate - 00:00"; Parent = content_container; AutomaticSize = Enum.AutomaticSize.XY; Position = dim2(0, 18, 0, -3); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; ZIndex = 2; TextStrokeTransparency = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255); Visible = false; RichText = true }); task.spawn(function() while task.wait(0.3) do local enabled = flags["Enable Timed Crate ESP"] local timerLabel = workspace.Bases.Loners:FindFirstChild("Timed Crate") and workspace.Bases.Loners["Timed Crate"]:FindFirstChild("Timed Crate") and workspace.Bases.Loners["Timed Crate"]["Timed Crate"]:FindFirstChild("Timer") and workspace.Bases.Loners["Timed Crate"]["Timed Crate"].Timer:FindFirstChild("GuiHolder") and workspace.Bases.Loners["Timed Crate"]["Timed Crate"].Timer.GuiHolder:FindFirstChild("Label") and workspace.Bases.Loners["Timed Crate"]["Timed Crate"].Timer.GuiHolder.Label:FindFirstChild("TextLabel") timed_crate_info.Visible = enabled and timerLabel ~= nil if enabled and timerLabel then local time = timerLabel.Text local minutes, seconds = time:match("(%d+):(%d+)") local totalSeconds = (tonumber(minutes) or 0) * 60 + (tonumber(seconds) or 0) local color = totalSeconds == 0 and "00ff00" or "ff0000" timed_crate_info.Text = string.format("Timed Crate - %s", color, time) end end end) local btr_status_info = library:create("TextLabel", { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "BTR Status - Not Spawned"; Parent = content_container; AutomaticSize = Enum.AutomaticSize.XY; Position = dim2(0, 18, 0, -3); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; ZIndex = 2; TextStrokeTransparency = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255); Visible = false; RichText = true }); task.spawn(function() while task.wait(0.3) do local enabled = flags["Enable BTR ESP"] local BTR = workspace:FindFirstChild("Events") and workspace.Events:FindFirstChild("BTR") and workspace.Events.BTR:FindFirstChild("Detail") and workspace.Events.BTR.Detail:FindFirstChild("Main") local destroyedBTR = workspace:FindFirstChild("Events") and workspace.Events:FindFirstChild("BTR") and workspace.Events.BTR:FindFirstChild("destroyedBTR") and workspace.Events.BTR.destroyedBTR:FindFirstChild("SmokePart") btr_status_info.Visible = enabled if enabled then local status = BTR and "Spawned" or destroyedBTR and "Destroyed" or "Not Spawned" local color = BTR and "00ff00" or destroyedBTR and "ffff00" or "ff0000" btr_status_info.Text = string.format("BTR Status - %s", color, status) end end end) local carepackage_status_info = library:create("TextLabel", { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "Carepackage's: 0"; Parent = content_container; AutomaticSize = Enum.AutomaticSize.XY; Position = dim2(0, 18, 0, -3); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; ZIndex = 2; TextStrokeTransparency = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255); Visible = false; RichText = true }); task.spawn(function() while task.wait(0.3) do local enabled = flags["Enable Care Package ESP"] local carepackages = workspace:FindFirstChild("Bases") and workspace.Bases:FindFirstChild("Loners") and workspace.Bases.Loners:FindFirstChild("Care Package") carepackage_status_info.Visible = enabled if enabled and carepackages then local count = #carepackages:GetChildren() local color = count > 0 and "00ff00" or "ff0000" carepackage_status_info.Text = string.format("Carepackage's: %d", color, count) end end end) -- Playerlist items[ "outline" ] = library:create( "Frame" , { Parent = library[ "other" ]; Name = "\0"; Visible = false; BorderColor3 = rgb(0, 0, 0); Size = dim2(0.1417543888092041, 0, 0.3601022958755493, 0); BorderSizePixel = 0; BackgroundColor3 = rgb(18, 18, 20) }); cfg.mod_list = items[ "outline" ] library:draggify(items[ "outline" ]) library:resizify(items[ "outline" ]) items[ "outline" ].Position = dim2(0, items[ "main" ].AbsoluteSize.X + items[ "main" ].AbsolutePosition.X + 5, 0, items[ "main" ].AbsolutePosition.Y + 58); items[ "inline" ] = library:create( "Frame" , { Parent = items[ "outline" ]; Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9) }); items[ "title" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(68, 68, 70); BorderColor3 = rgb(0, 0, 0); Text = "MODERATOR LIST"; TextStrokeTransparency = 0; Parent = items[ "inline" ]; Name = "\0"; Size = dim2(1, 0, 0, 11); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; Position = dim2(0, 15, 0, 15); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "scrolling" ] = library:create( "ScrollingFrame" , { ScrollBarImageColor3 = rgb(250, 238, 30); Active = true; AutomaticCanvasSize = Enum.AutomaticSize.Y; ScrollBarThickness = 2; Parent = items[ "inline" ]; Name = "\0"; Size = dim2(1, 0, 1, -23); BackgroundColor3 = rgb(255, 255, 255); BackgroundTransparency = 1; Position = dim2(0, 0, 0, 23); ScrollingEnabled = false; BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; CanvasSize = dim2(0, 0, 0, 0) }); library:create( "UIPadding" , { Parent = items[ "scrolling" ]; PaddingTop = dim(0, 18); PaddingRight = dim(0, 15); PaddingLeft = dim(0, 15) }); items[ "object" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(0, 0, 0); BorderColor3 = rgb(0, 0, 0); Text = ""; Parent = items[ "scrolling" ]; BackgroundTransparency = 1; Name = "\0"; Size = dim2(1, -31, 1, -10); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "playerlist_holder" ] = library:create( "Frame" , { Parent = items[ "object" ]; BackgroundTransparency = 1; Name = "\0"; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 1, -23); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); items[ "ScrollingFrame" ] = library:create( "ScrollingFrame" , { ScrollBarImageColor3 = rgb(250, 238, 30); Active = true; AutomaticCanvasSize = Enum.AutomaticSize.Y; ScrollBarThickness = 2; Parent = items[ "playerlist_holder" ]; Size = dim2(1, 0, 1, -20); BackgroundTransparency = 1; Position = dim2(0, 0, 0, 10); BackgroundColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; CanvasSize = dim2(0, 0, 0, 0) }); library:create( "UIPadding" , { PaddingTop = dim(0, 10); PaddingBottom = dim(0, 10); Parent = items[ "ScrollingFrame" ]; PaddingRight = dim(0, 10); PaddingLeft = dim(0, 10) }); library:create( "UIListLayout" , { Parent = items[ "ScrollingFrame" ]; Padding = dim(0, 10); SortOrder = Enum.SortOrder.LayoutOrder }); library:create( "UIStroke" , { Color = rgb(18, 18, 20); Parent = items[ "playerlist_holder" ] }); function cfg.add_mod(name) cfg.mod_list_text.Text = name -- Устанавливаем имя модератора end function cfg.remove_mod() cfg.mod_list_text.Text = "No Moderator Found" -- Возвращаем текст по умолчанию end -- return setmetatable(cfg, library) end function library:Page(properties) local cfg = { name = properties.name or properties.Name or "visuals"; items = {}; icon = properties.icon or properties.Icon or "rbxassetid://98725940881913" } local items = cfg.items; do -- Tab buttons items[ "button" ] = library:create( "TextButton" , { Parent = self.items[ "tab_holder" ]; Name = "\0"; BackgroundTransparency = 1; Position = dim2(0, -1, 0, 0); Text = ""; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 66); BorderSizePixel = 0; BackgroundColor3 = rgb(27, 27, 27) }); items[ "logo" ] = library:create( "ImageLabel" , { ImageColor3 = rgb(69, 69, 71); BorderColor3 = rgb(0, 0, 0); Parent = items[ "button" ]; AnchorPoint = vec2(0.5, 0.5); Image = cfg.icon; BackgroundTransparency = 1; Position = dim2(0.5, 0, 0.5, -10); Name = "\0"; Size = dim2(0, 32, 0, 32); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:apply_theme(items[ "logo" ], "accent", "ImageColor3") items[ "text" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(69, 69, 71); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; TextStrokeTransparency = 0; Parent = items[ "button" ]; Name = "\0"; BackgroundTransparency = 1; Position = dim2(0, 0, 0, 19); Size = dim2(1, 0, 1, 0); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); library:apply_theme(items[ "text" ], "accent", "TextColor3") -- -- Tab Directory items[ "tab" ] = library:create( "Frame" , { Parent = self.items[ "main" ]; Name = "\0"; Visible = false; BackgroundTransparency = 1; Position = dim2(0, 80, 0, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -80, 1, 0); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:create( "UIPadding" , { PaddingTop = dim(0, 14); PaddingBottom = dim(0, 14); Parent = items[ "tab" ]; PaddingRight = dim(0, 14); PaddingLeft = dim(0, 14) }); library:create( "UIListLayout" , { FillDirection = Enum.FillDirection.Horizontal; HorizontalFlex = Enum.UIFlexAlignment.Fill; Parent = items[ "tab" ]; Padding = dim(0, 14); SortOrder = Enum.SortOrder.LayoutOrder; VerticalFlex = Enum.UIFlexAlignment.Fill }); for _, side in {"left", "middle", "right"} do items[ side .. "_column" ] = library:create( "Frame" , { Parent = items[ "tab" ]; BackgroundTransparency = 1; Name = "\0"; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 1, 0); BorderSizePixel = 0; BackgroundColor3 = rgb(18, 18, 20) }); end -- end function cfg.open_tab() local selected_tab = self.selected_tab if selected_tab then selected_tab[ 1 ].ImageColor3 = rgb(69, 69, 71) selected_tab[ 2 ].TextColor3 = rgb(69, 69, 71) selected_tab[ 3 ].Visible = false end items[ "logo" ].ImageColor3 = themes.preset.accent items[ "text" ].TextColor3 = themes.preset.accent items[ "tab" ].Visible = true self.selected_tab = { items[ "logo" ]; items[ "text" ]; items[ "tab" ]; } end items[ "button" ].MouseButton1Down:Connect(function() cfg.open_tab() end) if not self.selected_tab then cfg.open_tab(true) end return setmetatable(cfg, library) end function library:Section(properties) local cfg = { name = properties.name or properties.Name or "section"; side = properties.side or properties.Side or "left"; items = {}; }; local items = cfg.items; do -- Instances items[ "outline" ] = library:create( "Frame" , { Name = "\0"; Parent = self.items[ string.lower(cfg.side) .. "_column" ]; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 1, 0); BorderSizePixel = 0; BackgroundColor3 = rgb(18, 18, 20) }); items[ "inline" ] = library:create( "Frame" , { Parent = items[ "outline" ]; Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9) }); items[ "title" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(68, 68, 70); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; Parent = items[ "inline" ]; TextStrokeTransparency = 0; Name = "\0"; Size = dim2(1, 0, 0, 11); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; Position = dim2(0, 15, 0, 15); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "scrolling_frame" ] = library:create( "ScrollingFrame" , { ScrollBarImageColor3 = rgb(30, 108, 253); Active = true; AutomaticCanvasSize = Enum.AutomaticSize.Y; ScrollBarThickness = 4; Parent = items[ "inline" ]; Name = "\0"; Size = dim2(1, 0, 1, -23); BackgroundTransparency = 1; Position = dim2(0, 0, 0, 23); BackgroundColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; CanvasSize = dim2(0, 0, 0, 0) }); items[ "elements" ] = library:create( "Frame" , { Name = "\0"; Parent = items[ "scrolling_frame" ]; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -31, 0, 0); Position = dim2(0, 0, 0, 15); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:create( "UIListLayout" , { Parent = items[ "elements" ]; Padding = dim(0, 15); SortOrder = Enum.SortOrder.LayoutOrder }); library:create( "UIPadding" , { Parent = items[ "elements" ]; PaddingBottom = dim(0, 15); }); library:create( "UIPadding" , { Parent = items[ "scrolling_frame" ]; PaddingTop = dim(0, 18); PaddingRight = dim(0, 15); PaddingLeft = dim(0, 15) }); end; return setmetatable(cfg, library) end -- Elements function library:Toggle(options) local cfg = { enabled = options.enabled or options.Enabled or nil, name = options.name or options.Name or "Toggle", info = options.info or options.Info or options.Name or options.name or "", flag = options.flag or options.Flag or options.name or options.Name, default = options.default or options.Default or false, folding = options.folding or options.Folding or false, callback = options.callback or options.Callback or function() end, items = {}; } flags[cfg.flag] = cfg.default local items = cfg.items; do items[ "object" ] = library:create( "TextButton" , { FontFace = fonts.main; TextColor3 = rgb(0, 0, 0); BorderColor3 = rgb(0, 0, 0); Text = ""; Parent = self.items[ "elements" ]; BackgroundTransparency = 1; Name = "\0"; Size = dim2(1, 0, 0, 22); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "title" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; TextStrokeTransparency = 0; Parent = items[ "object" ]; Name = "\0"; BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; Size = dim2(1, 0, 0, 11); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "info" ] = library:create( "TextLabel" , { TextWrapped = true; Parent = items[ "object" ]; TextColor3 = rgb(68, 68, 70); BorderColor3 = rgb(0, 0, 0); Text = cfg.info; Name = "\0"; TextStrokeTransparency = 0; Size = dim2(1, 0, 0, 11); Position = dim2(0, 0, 0, 13); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; FontFace = fonts.main; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "toggle_holder" ] = library:create( "Frame" , { AnchorPoint = vec2(1, 0); Parent = items[ "object" ]; Name = "\0"; Position = dim2(1, 0, 0, 5); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 34, 0, 20); BorderSizePixel = 0; BackgroundColor3 = rgb(18, 18, 20) }); library:create( "UICorner" , { Parent = items[ "toggle_holder" ]; CornerRadius = dim(0, 99) }); items[ "circle" ] = library:create( "Frame" , { Parent = items[ "toggle_holder" ]; Name = "\0"; Position = dim2(0, 2, 0, 2); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 16, 0, 16); BorderSizePixel = 0; BackgroundColor3 = rgb(68, 68, 70) }); library:apply_theme(items[ "circle" ], "accent", "BackgroundColor3") library:create( "UICorner" , { Parent = items[ "circle" ]; CornerRadius = dim(0, 99) }); end; function cfg.set(bool) items[ "circle" ].BackgroundColor3 = bool and themes.preset.accent or rgb(68, 68, 70) items[ "circle" ].Position = bool and dim_offset(15, 2) or dim_offset(2, 2) cfg.callback(bool) flags[cfg.flag] = bool end items[ "object" ].MouseButton1Click:Connect(function() cfg.enabled = not cfg.enabled cfg.set(cfg.enabled) end) cfg.set(cfg.default) config_flags[cfg.flag] = cfg.set return setmetatable(cfg, library) end function library:Slider(options) local cfg = { name = options.name or options.Name or nil, suffix = options.suffix or options.Suffix or ""; flag = options.flag or options.Flag or library:next_flag(), callback = options.callback or options.Callback or function() end, -- value settings min = options.min or options.minimum or options.Minimum or 0, max = options.max or options.maximum or options.Maximum or 100, intervals = options.interval or options.decimal or options.Decimals or 1, default = options.default or options.Default or 10, value = options.default or options.Default or 10, dragging = false, items = {} } flags[cfg.flag] = cfg.default local items = cfg.items; do items[ "object" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(0, 0, 0); BorderColor3 = rgb(0, 0, 0); Text = ""; Parent = self.items[ "elements" ]; Name = "\0"; BackgroundTransparency = 1; Size = dim2(1, 0, 0, 28); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.Y; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "title" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; TextStrokeTransparency = 0; Parent = items[ "object" ]; Name = "\0"; BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; Size = dim2(1, 0, 0, 11); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "slider" ] = library:create( "TextButton" , { Parent = items[ "object" ]; Text = ""; AutoButtonColor = false; Name = "\0"; Position = dim2(0, 0, 0, 22); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 6); BorderSizePixel = 0; BackgroundColor3 = rgb(33, 33, 33) }); items[ "fill" ] = library:create( "Frame" , { Name = "\0"; Parent = items[ "slider" ]; BorderColor3 = rgb(0, 0, 0); Size = dim2(0.5, 0, 1, 0); BorderSizePixel = 0; BackgroundColor3 = themes.preset.accent }); library:apply_theme(items[ "fill" ], "accent", "BackgroundColor3") items[ "circle" ] = library:create( "Frame" , { AnchorPoint = vec2(0.5, 0.5); Parent = items[ "fill" ]; Name = "\0"; Position = dim2(1, 0, 0.5, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 12, 0, 12); BorderSizePixel = 0; BackgroundColor3 = themes.preset.accent }); library:apply_theme(items[ "circle" ], "accent", "BackgroundColor3") library:create( "UICorner" , { Parent = items[ "circle" ]; CornerRadius = dim(0, 99) }); items[ "value" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "300 metres"; TextStrokeTransparency = 0; Parent = items[ "object" ]; Name = "\0"; BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Right; Size = dim2(1, 0, 0, 11); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); end function cfg.set(value) cfg.value = clamp(library:round(value, cfg.intervals), cfg.min, cfg.max) items[ "fill" ].Size = dim2((cfg.value - cfg.min) / (cfg.max - cfg.min), 0, 1, 0) items[ "value" ].Text = tostring(cfg.value) .. (options.ending or options.Ending or "") flags[cfg.flag] = cfg.value cfg.callback(flags[cfg.flag]) end items[ "slider" ].MouseButton1Down:Connect(function() cfg.dragging = true end) library:connection(uis.InputChanged, function(input) if cfg.dragging and input.UserInputType == Enum.UserInputType.MouseMovement then local size_x = (input.Position.X - items[ "slider" ].AbsolutePosition.X) / items[ "slider" ].AbsoluteSize.X local value = ((cfg.max - cfg.min) * size_x) + cfg.min cfg.set(value) end end) library:connection(uis.InputEnded, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then cfg.dragging = false end end) cfg.set(cfg.default) config_flags[cfg.flag] = cfg.set return setmetatable(cfg, library) end function library:List(options) local cfg = { name = options.name or options.Name or "Dropdown"; info = options.info or options.Info or ""; flag = options.flag or options.Flag or options.name or options.Name; options = options.items or options.Items or options.Options or {""}; callback = options.callback or options.Callback or function() end; multi = options.multi or options.Multi or false; scrolling = options.scrolling or false; size = options.size or 85; -- Ignore these open = false; option_instances = {}; multi_items = {}; ignore = options.ignore or false; items = {}; } cfg.default = options.Default or (cfg.multi and {cfg.items[1]}) or cfg.items[1] or "None" flags[cfg.flag] = cfg.default local items = cfg.items; do -- Element items[ "object" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(0, 0, 0); BorderColor3 = rgb(0, 0, 0); Text = ""; Parent = self.items[ "elements" ]; BackgroundTransparency = 1; Name = "\0"; Size = dim2(1, 0, 0, 25); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "title" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(237, 237, 237); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; Parent = items[ "object" ]; Name = "\0"; BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; Size = dim2(1, 0, 0, 11); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "info" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(68, 68, 70); BorderColor3 = rgb(0, 0, 0); Text = cfg.info; Parent = items[ "object" ]; Name = "\0"; Size = dim2(1, 0, 0, 11); Position = dim2(0, 0, 0, 13); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; TextWrapped = true; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "dropdown_holder" ] = library:create( "TextButton" , { AnchorPoint = vec2(1, 0.5); Parent = items[ "object" ]; Name = "\0"; Text = ""; AutoButtonColor = false; Position = dim2(1, 0, 0.5, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, cfg.size, 0, 18); BorderSizePixel = 0; BackgroundColor3 = rgb(18, 18, 20) }); local grad = library:create( "Frame" , { AnchorPoint = vec2(1, 0); Parent = items[ "dropdown_holder" ]; Position = dim2(1, 0, 0, 1); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 30, 1, -2); BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9) }); library:create( "UIGradient" , { Rotation = -8; Transparency = numseq{numkey(0, 1), numkey(0.691, 0), numkey(1, 0)}; Parent = grad }); library:create( "UICorner" , { Parent = grad; CornerRadius = dim(0, 3) }); library:create("UIPadding", { Parent = items[ "dropdown_holder" ]; PaddingRight = dim(0, 2); }) items[ "text_holder" ] = library:create( "TextButton" , { Parent = items[ "dropdown_holder" ]; Name = "\0"; AutomaticSize = Enum.AutomaticSize.X; Text = ""; AutoButtonColor = false; BorderColor3 = rgb(0, 0, 0); Position = dim2(0, 1, 0, 1); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9); }); library:create( "UICorner" , { Parent = items[ "dropdown_holder" ]; CornerRadius = dim(0, 3) }); library:create( "UICorner" , { Parent = items[ "text_holder" ]; CornerRadius = dim(0, 3) }); items[ "inner_text" ] = library:create( "TextLabel" , { TextWrapped = true; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "RMB"; AutomaticSize = Enum.AutomaticSize.X; Parent = items[ "text_holder" ]; TextStrokeTransparency = 0; Size = dim2(0, 0, 1, 0); Position = dim2(0, 4, 0, 0); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; FontFace = fonts.main; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); library:create("UIPadding", { PaddingRight = dim(0, 20); Parent = items.inner_text; }) items[ "arrow" ] = library:create( "ImageLabel" , { BorderColor3 = rgb(0, 0, 0); Parent = items[ "text_holder" ]; AnchorPoint = vec2(1, 0.5); Image = "rbxassetid://116451868004607"; BackgroundTransparency = 1; Position = dim2(1, -10, 0.5, 0); Name = "\0"; Size = dim2(0, 7, 0, 5); ZIndex = 2; BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); -- -- Holder items[ "holder" ] = library:create( "Frame" , { Parent = library[ "items" ]; Size = dim2(0, cfg.size, 0, 0); Position = dim2(0, 0, 0, 0); Visible = false; ClipsDescendants = true; BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.Y; BackgroundColor3 = rgb(7, 7, 9) }); library:create( "UICorner" , { Parent = items[ "holder" ]; CornerRadius = dim(0, 3) }); library:create( "UIStroke" , { Color = rgb(18, 18, 20); Parent = items[ "holder" ] }); library:create( "UIListLayout" , { Parent = items[ "holder" ]; Padding = dim(0, 10); SortOrder = Enum.SortOrder.LayoutOrder; HorizontalFlex = Enum.UIFlexAlignment.Fill }); library:create( "UIPadding" , { PaddingTop = dim(0, 10); PaddingBottom = dim(0, 10); Parent = items[ "holder" ]; PaddingRight = dim(0, 10); PaddingLeft = dim(0, 10) }); -- end function cfg.render_option(text) local option = library:create( "TextButton" , { TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = text; Parent = items[ "holder" ]; TextStrokeTransparency = 0; Position = dim2(0, 4, 0, 0); BorderSizePixel = 0; BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; FontFace = fonts.main; AutomaticSize = Enum.AutomaticSize.XY; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); library:apply_theme(option, "accent", "TextColor3"); return option end function cfg.set_visible(bool) items[ "holder" ].Visible = bool items[ "holder" ].Position = dim2(0, items[ "dropdown_holder" ].AbsolutePosition.X, 0, items[ "dropdown_holder" ].AbsolutePosition.Y + 80) items[ "dropdown_holder" ].Size = dim2(0, items[ "holder" ].AbsoluteSize.X, 0, 15) items[ "arrow" ].Rotation = bool and 180 or 0 end function cfg.set(value) local selected = {} local isTable = type(value) == "table" for _, option in next, cfg.option_instances do if option.Text == value or (isTable and find(value, option.Text)) then insert(selected, option.Text) cfg.multi_items = selected option.TextColor3 = themes.preset.accent else option.TextColor3 = themes.preset.text end end items[ "inner_text" ].Text = isTable and concat(selected, ", ") or selected[1] or "" flags[cfg.flag] = isTable and selected or selected[1] items[ "holder" ].Position = dim2(0, items[ "dropdown_holder" ].AbsolutePosition.X, 0, items[ "dropdown_holder" ].AbsolutePosition.Y + 80) items[ "dropdown_holder" ].Size = dim2(0, items[ "holder" ].AbsoluteSize.X, 0, 15) cfg.callback(flags[cfg.flag]) end function cfg.refresh_options(list) for _, option in cfg.option_instances do option:Destroy() end cfg.option_instances = {} for _, option in list do local button = cfg.render_option(option) insert(cfg.option_instances, button) button.MouseButton1Down:Connect(function() if cfg.multi then local selected_index = find(cfg.multi_items, button.Text) if selected_index then remove(cfg.multi_items, selected_index) else insert(cfg.multi_items, button.Text) end cfg.set(cfg.multi_items) else cfg.set_visible(false) cfg.open = false cfg.set(button.Text) end end) end end items[ "text_holder" ].MouseButton1Click:Connect(function() cfg.open = not cfg.open cfg.set_visible(cfg.open) end) library:connection(uis.InputBegan, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then if not (library:mouse_in_frame(items[ "text_holder" ]) or library:mouse_in_frame(items[ "holder" ])) then cfg.open = false cfg.set_visible(false) end end end) flags[cfg.flag] = {} config_flags[cfg.flag] = cfg.set cfg.refresh_options(cfg.options) cfg.set(cfg.default) return setmetatable(cfg, library) end function library:Colorpicker(options) local cfg = { name = options.name or options.Name or "Colorpicker", info = options.info or options.Info or "Info"; flag = options.flag or options.Flag or options.name or options.Name, color = options.color or options.Default or color(1, 1, 1), -- Default to white color if not provided alpha = options.alpha and 1 - options.alpha or 0, open = false, callback = options.callback or function() end, items = {}; } local dragging_sat = false local dragging_hue = false local dragging_alpha = false local r, g, b = cfg.color.R, cfg.color.G, cfg.color.B r = math.clamp(r, 0, 1) g = math.clamp(g, 0, 1) b = math.clamp(b, 0, 1) cfg.color = Color3.new(r, g, b) local h, s, v = cfg.color:ToHSV() local a = cfg.alpha flags[cfg.flag] = {Color = cfg.color, Transparency = cfg.alpha} local items = cfg.items; do -- Component items[ "object" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(0, 0, 0); BorderColor3 = rgb(0, 0, 0); Text = ""; Parent = self.items[ "elements" ]; Name = "\0"; BackgroundTransparency = 1; Size = dim2(1, 0, 0, 22); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.Y; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "title" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; TextStrokeTransparency = 0; Parent = items[ "object" ]; Name = "\0"; BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; Size = dim2(1, 0, 0, 11); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "info" ] = library:create( "TextLabel" , { TextWrapped = true; Parent = items[ "object" ]; TextColor3 = rgb(68, 68, 70); BorderColor3 = rgb(0, 0, 0); Text = cfg.info; Name = "\0"; TextStrokeTransparency = 0; Size = dim2(1, 0, 0, 11); Position = dim2(0, 0, 0, 13); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; FontFace = fonts.main; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "colorpicker" ] = library:create( "TextButton" , { AnchorPoint = vec2(1, 0); Parent = items[ "object" ]; Text = ""; AutoButtonColor = false; Name = "\0"; Position = dim2(1, 0, 0, 5); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 16, 0, 16); BorderSizePixel = 0; BackgroundColor3 = rgb(30, 108, 253) }); library:create( "UICorner" , { Parent = items[ "colorpicker" ]; CornerRadius = dim(0, 3) }); -- -- Colorpicker items[ "colorpicker_holder" ] = library:create( "Frame" , { Parent = library[ "items" ]; Size = dim2(0, 180, 0, 180); Name = "\0"; Visible = false; BorderColor3 = rgb(0, 0, 0); ZIndex = 100; BorderSizePixel = 0; BackgroundColor3 = rgb(0, 0, 0) }); library:create( "UICorner" , { Parent = items[ "colorpicker_holder" ]; CornerRadius = dim(0, 4) }); items[ "colorpicker_inline" ] = library:create( "Frame" , { Parent = items[ "colorpicker_holder" ]; Size = dim2(1, -2, 1, -2); Name = "\0"; ClipsDescendants = true; BorderColor3 = rgb(0, 0, 0); Position = dim2(0, 1, 0, 1); BorderSizePixel = 0; BackgroundColor3 = rgb(32, 32, 32) }); library:create( "UICorner" , { Parent = items[ "colorpicker_inline" ]; CornerRadius = dim(0, 4) }); items[ "colorpicker_background" ] = library:create( "Frame" , { Parent = items[ "colorpicker_inline" ]; Size = dim2(1, -2, 1, -2); Name = "\0"; ClipsDescendants = true; BorderColor3 = rgb(0, 0, 0); Position = dim2(0, 1, 0, 1); BorderSizePixel = 0; BackgroundColor3 = rgb(8, 8, 8) }); library:create( "UICorner" , { Parent = items[ "colorpicker_background" ]; CornerRadius = dim(0, 4) }); library:create( "UIPadding" , { PaddingTop = dim(0, 5); PaddingBottom = dim(0, 5); Parent = items[ "colorpicker_background" ]; PaddingRight = dim(0, 5); PaddingLeft = dim(0, 5) }); items[ "saturation_outline" ] = library:create( "Frame" , { Name = "\0"; Parent = items[ "colorpicker_background" ]; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -12, 1, -12); BorderSizePixel = 0; BackgroundColor3 = rgb(0, 0, 0) }); items[ "color_saturation" ] = library:create( "TextButton" , { Parent = items[ "saturation_outline" ]; AutoButtonColor = false; Text = ""; Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 39, 39) }); items[ "sat" ] = library:create( "Frame" , { Parent = items[ "color_saturation" ]; Name = "\0"; Size = dim2(1, 0, 1, 0); BorderColor3 = rgb(0, 0, 0); ZIndex = 2; BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:create( "UIGradient" , { Rotation = 270; Transparency = numseq{numkey(0, 0), numkey(1, 1)}; Parent = items[ "sat" ]; Color = rgbseq{rgbkey(0, rgb(0, 0, 0)), rgbkey(1, rgb(0, 0, 0))} }); items[ "satval_picker" ] = library:create( "Frame" , { Parent = items[ "color_saturation" ]; Size = dim2(0, 3, 0, 3); Name = "\0"; Position = dim2(0, 1, 0.5, 1); BorderColor3 = rgb(0, 0, 0); ZIndex = 4; BorderSizePixel = 0; BackgroundColor3 = rgb(0, 0, 0) }); library:create( "Frame" , { Parent = items[ "satval_picker" ]; Size = dim2(1, -2, 1, -2); Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); ZIndex = 2; BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); items[ "val" ] = library:create( "Frame" , { Name = "\0"; Parent = items[ "color_saturation" ]; BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 1, 0); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:create( "UIGradient" , { Parent = items[ "val" ]; Transparency = numseq{numkey(0, 0), numkey(1, 1)} }); items[ "hue_slider" ] = library:create( "TextButton" , { Parent = items[ "colorpicker_background" ]; Text = ""; AutoButtonColor = false; Name = "\0"; Position = dim2(1, -10, 0, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 10, 1, -12); BorderSizePixel = 0; BackgroundColor3 = rgb(0, 0, 0) }); items[ "hue_components" ] = library:create( "Frame" , { Parent = items[ "hue_slider" ]; Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:create( "UIGradient" , { Rotation = 270; Parent = items[ "hue_components" ]; Color = rgbseq{rgbkey(0, rgb(255, 0, 0)), rgbkey(0.17, rgb(255, 255, 0)), rgbkey(0.33, rgb(0, 255, 0)), rgbkey(0.5, rgb(0, 255, 255)), rgbkey(0.67, rgb(0, 0, 255)), rgbkey(0.83, rgb(255, 0, 255)), rgbkey(1, rgb(255, 0, 0))} }); items[ "hue_picker" ] = library:create( "Frame" , { Parent = items[ "hue_components" ]; Size = dim2(1, 2, 0, 3); Name = "\0"; Position = dim2(0, -1, 0, -1); BorderColor3 = rgb(0, 0, 0); ZIndex = 4; BorderSizePixel = 0; BackgroundColor3 = rgb(0, 0, 0) }); library:create( "Frame" , { Parent = items[ "hue_picker" ]; Size = dim2(1, -2, 1, -2); Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); ZIndex = 2; BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); items[ "alpha_slider" ] = library:create( "TextButton" , { Parent = items[ "colorpicker_background" ]; Text = ""; AutoButtonColor = false; Name = "\0"; Position = dim2(0, 0, 1, -10); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -12, 0, 10); BorderSizePixel = 0; BackgroundColor3 = rgb(0, 0, 0) }); items[ "alpha_components" ] = library:create( "Frame" , { Parent = items[ "alpha_slider" ]; Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, -2, 1, -2); BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); library:create( "UIGradient" , { Color = rgbseq{rgbkey(0, rgb(0, 0, 0)), rgbkey(1, rgb(255, 255, 255))}; Parent = items[ "alpha_components" ] }); items[ "alpha_picker" ] = library:create( "Frame" , { Parent = items[ "alpha_components" ]; Size = dim2(0, 3, 1, 2); Name = "\0"; Position = dim2(0, -1, 0, -1); BorderColor3 = rgb(0, 0, 0); ZIndex = 4; BorderSizePixel = 0; BackgroundColor3 = rgb(0, 0, 0) }); library:create( "Frame" , { Parent = items[ "alpha_picker" ]; Size = dim2(1, -2, 1, -2); Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); ZIndex = 2; BorderSizePixel = 0; BackgroundColor3 = rgb(255, 255, 255) }); -- end; function cfg.set_visible(bool) items[ "colorpicker_holder" ].Visible = bool items[ "colorpicker_holder" ].Position = dim_offset(items[ "colorpicker" ].AbsolutePosition.X, items[ "colorpicker" ].AbsolutePosition.Y + items[ "colorpicker" ].AbsoluteSize.Y + 65) end function cfg.set(color, alpha) if color then if color then h, s, v = color:ToHSV() h = math.clamp(h, 0, 1) s = math.clamp(s, 0, 1) v = math.clamp(v, 0, 1) end end if alpha then a = alpha end local Color = Color3.fromHSV(h, s, v) items[ "hue_picker" ].Position = dim2(0, -1, 1 - h, -1) items[ "alpha_picker" ].Position = dim2(1 - a, -1, 0, -1) items[ "satval_picker" ].Position = dim2(s, -1, 1 - v, -1) items[ "colorpicker" ].BackgroundColor3 = Color items[ "color_saturation" ].BackgroundColor3 = Color3.fromHSV(h, 1, 1) flags[cfg.flag] = { Color = Color; Transparency = a } cfg.callback(Color, a) end function cfg.update_color() local mouse = uis:GetMouseLocation() local offset = vec2(mouse.X, mouse.Y - gui_offset) if dragging_sat then s = math.clamp((offset - items["color_saturation"].AbsolutePosition).X / items["color_saturation"].AbsoluteSize.X, 0, 1) v = 1 - math.clamp((offset - items["color_saturation"].AbsolutePosition).Y / items["color_saturation"].AbsoluteSize.Y, 0, 1) elseif dragging_hue then h = 1 - math.clamp((offset - items[ "hue_slider" ].AbsolutePosition).Y / items[ "hue_slider" ].AbsoluteSize.Y, 0, 1) elseif dragging_alpha then a = 1 - math.clamp((offset - items[ "alpha_slider" ].AbsolutePosition).X / items[ "alpha_slider" ].AbsoluteSize.X, 0, 1) end cfg.set(nil, nil) end items[ "colorpicker" ].MouseButton1Click:Connect(function() cfg.open = not cfg.open cfg.set_visible(cfg.open) end) uis.InputChanged:Connect(function(input) if (dragging_sat or dragging_hue or dragging_alpha) and input.UserInputType == Enum.UserInputType.MouseMovement then cfg.update_color() end end) library:connection(uis.InputEnded, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then dragging_sat = false dragging_hue = false dragging_alpha = false if not (library:mouse_in_frame(items[ "colorpicker" ]) or library:mouse_in_frame(items[ "colorpicker_holder" ])) then cfg.open = false cfg.set_visible(false) end end end) library:connection(uis.InputBegan, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then if not (library:mouse_in_frame(items[ "colorpicker" ]) or library:mouse_in_frame(items[ "colorpicker_holder" ])) then cfg.open = false cfg.set_visible(false) end end end) items[ "alpha_slider" ].MouseButton1Down:Connect(function() dragging_alpha = true end) items[ "hue_slider" ].MouseButton1Down:Connect(function() dragging_hue = true end) items[ "color_saturation" ].MouseButton1Down:Connect(function() dragging_sat = true end) cfg.set(cfg.color, cfg.alpha) config_flags[cfg.flag] = cfg.set return setmetatable(cfg, library) end function library:textbox(options) local cfg = { name = options.name or "TextBox", placeholder = options.placeholder or options.placeholdertext or options.holder or options.holdertext or "type here...", default = options.default or "", flag = options.flag or library:next_flag(), callback = options.callback or function() end, visible = options.visible or true, items = {}; } flags[cfg.flag] = cfg.default local items = cfg.items; do items[ "object" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(0, 0, 0); BorderColor3 = rgb(0, 0, 0); Text = ""; Parent = self.items[ "elements" ]; Name = "\0"; BackgroundTransparency = 1; Size = dim2(1, 0, 0, 28); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.Y; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "holder" ] = library:create( "Frame" , { AnchorPoint = vec2(1, 0.5); Parent = items[ "object" ]; Name = "\0"; Position = dim2(1, 0, 0.5, 10); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 0, 22); BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9) }); library:create( "UICorner" , { Parent = items[ "holder" ]; CornerRadius = dim(0, 3) }); library:create( "UIStroke" , { Color = rgb(18, 18, 20); Parent = items[ "holder" ] }); items[ "title" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; Parent = items[ "object" ]; TextStrokeTransparency = 0; Name = "\0"; Size = dim2(1, 0, 0, 0); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.Y; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "input" ] = library:create( "TextBox" , { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "255"; Parent = items[ "holder" ]; Name = "\0"; Size = dim2(1, 0, 1, 0); BorderSizePixel = 0; BackgroundTransparency = 1; PlaceholderColor3 = rgb(255, 255, 255); CursorPosition = -1; TextWrapped = true; ClearTextOnFocus = false; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); end function cfg.set(text) flags[cfg.flag] = text items[ "input" ].Text = text cfg.callback(text) end items[ "input" ]:GetPropertyChangedSignal("Text"):Connect(function() cfg.set(items[ "input" ].Text or "") end) if cfg.default then cfg.set(cfg.default) end config_flags[cfg.flag] = cfg.set return setmetatable(cfg, library) end function library:Keybind(options) local cfg = { flag = options.flag or options.Flag or options.name or options.Name, callback = options.callback or options.Callback or function() end, name = options.name or options.Name or "Keybind"; info = options.info or options.Info or ""; ignore_key = options.ignore or false, key = options.key or options.Default or nil, mode = options.mode or options.Mode or "Toggle", active = options.default or false, open = false, binding = nil, hold_instances = {}, items = {}; } flags[cfg.flag] = { mode = cfg.mode, key = cfg.key, active = cfg.active } local items = cfg.items; do -- Component items[ "object" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(0, 0, 0); BorderColor3 = rgb(0, 0, 0); Text = ""; Parent = self.items[ "elements" ]; BackgroundTransparency = 1; Name = "\0"; Size = dim2(1, 0, 0, 25); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "title" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(237, 237, 237); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; Parent = items[ "object" ]; Name = "\0"; BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; Size = dim2(1, 0, 0, 11); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "info" ] = library:create( "TextLabel" , { FontFace = fonts.main; TextColor3 = rgb(68, 68, 70); BorderColor3 = rgb(0, 0, 0); Text = cfg.info; Parent = items[ "object" ]; Name = "\0"; Size = dim2(1, 0, 0, 11); Position = dim2(0, 0, 0, 13); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; TextWrapped = true; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "filler" ] = library:create( "Frame" , { AnchorPoint = vec2(1, 0.5); Parent = items[ "object" ]; Name = "\0"; Position = dim2(1, 0, 0.5, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 46, 0, 19); BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9) }); items[ "keybinds" ] = library:create( "TextButton" , { AnchorPoint = vec2(1, 0.5); Text = ""; Parent = items[ "object" ]; Name = "\0"; Position = dim2(1, 0, 0.5, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 46, 0, 19); BorderSizePixel = 0; AutoButtonColor = false; BackgroundTransparency = 1; BackgroundColor3 = rgb(7, 7, 9) }); library:create( "UICorner" , { Parent = items[ "filler" ]; CornerRadius = dim(0, 3) }); items[ "name" ] = library:create( "TextLabel" , { TextWrapped = true; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "RMB"; TextStrokeTransparency = 0; Parent = items[ "keybinds" ]; Name = "\0"; BackgroundTransparency = 1; Size = dim2(1, 0, 1, 0); BorderSizePixel = 0; FontFace = fonts.main; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); library:create( "UIStroke" , { Color = rgb(18, 18, 20); Parent = items[ "filler" ] }); -- -- Mode Holder items[ "element" ] = library:create( "Frame" , { BorderColor3 = rgb(0, 0, 0); AnchorPoint = vec2(1, 0.5); Parent = library[ "items" ]; Name = "\0"; Visible = false; Position = dim2(1, 0, 0.5, 0); Size = dim2(0, 0, 0, 0); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(7, 7, 9) }); library:create( "UICorner" , { Parent = items[ "element" ]; CornerRadius = dim(0, 3) }); library:create( "UIStroke" , { Color = rgb(18, 18, 20); Parent = items[ "element" ] }); library:create( "UIListLayout" , { Parent = items[ "element" ]; Padding = dim(0, 10); SortOrder = Enum.SortOrder.LayoutOrder; HorizontalFlex = Enum.UIFlexAlignment.Fill }); library:create( "UIPadding" , { PaddingTop = dim(0, 10); PaddingBottom = dim(0, 10); Parent = items[ "element" ]; PaddingRight = dim(0, 10); PaddingLeft = dim(0, 10) }); local options = {"Hold", "Toggle", "Always"} for _, option in options do local name = library:create( "TextButton" , { TextWrapped = true; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = option; Parent = items[ "element" ]; TextStrokeTransparency = 0; Position = dim2(0, 4, 0, 0); BorderSizePixel = 0; BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; FontFace = fonts.main; AutomaticSize = Enum.AutomaticSize.XY; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); cfg.hold_instances[option] = name library:apply_theme(name, "accent", "TextColor3") name.MouseButton1Click:Connect(function() cfg.set(option) cfg.set_visible(false) cfg.open = false end) end -- -- Keybind list text if not cfg.ignore_key then items[ "keybind_list_text" ] = library:create("TextLabel", { FontFace = fonts.main; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = "[ M ] triggerbot: always"; Parent = library.keybind_list; Size = dim2(1, -36, 0, 20); Position = dim2(0, 18, 0, -3); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; ZIndex = 2; TextStrokeTransparency = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); end -- end function cfg.modify_mode_color(path) -- ts so frikin tuff 💀 for _, v in cfg.hold_instances do v.TextColor3 = themes.preset.text end cfg.hold_instances[path].TextColor3 = themes.preset.accent end function cfg.set_mode(mode) cfg.mode = mode if mode == "Always" then cfg.set(true) elseif mode == "Hold" then cfg.set(false) end flags[cfg.flag]["mode"] = mode cfg.modify_mode_color(mode) end function cfg.set(input) if type(input) == "boolean" then cfg.active = input if cfg.mode == "Always" then cfg.active = true end elseif tostring(input):find("Enum") then input = input.Name == "Escape" and "NONE" or input cfg.key = input or "NONE" elseif find({"Toggle", "Hold", "Always"}, input) then if input == "Always" then cfg.active = true end cfg.mode = input cfg.set_mode(cfg.mode) elseif type(input) == "table" then input.key = type(input.key) == "string" and input.key ~= "NONE" and library:convert_enum(input.key) or input.key input.key = input.key == Enum.KeyCode.Escape and "NONE" or input.key cfg.key = input.key or "NONE" cfg.mode = input.mode or "Toggle" if input.active then cfg.active = input.active end cfg.set_mode(cfg.mode) end cfg.callback(cfg.active) local text = tostring(cfg.key) ~= "Enums" and (keys[cfg.key] or tostring(cfg.key):gsub("Enum.", "")) or nil local __text = text and (tostring(text):gsub("KeyCode.", ""):gsub("UserInputType.", "")) items[ "name" ].Text = __text flags[cfg.flag] = { mode = cfg.mode, key = cfg.key, active = cfg.active } if items[ "keybind_list_text" ] then items[ "keybind_list_text" ].Text = "[ ".. __text .." ] ".. cfg.name ..":".. string.lower(cfg.mode) ..""; items[ "keybind_list_text" ].Visible = cfg.active end end function cfg.set_visible(bool) items[ "element" ].Visible = bool items[ "element" ].Position = dim_offset(items[ "keybinds" ].AbsolutePosition.X + items[ "element" ].AbsoluteSize.X, items[ "keybinds" ].AbsolutePosition.Y + items[ "keybinds" ].AbsoluteSize.Y + 95) end items[ "keybinds" ].MouseButton1Down:Connect(function() task.wait() items[ "name" ].Text = "..." cfg.binding = library:connection(uis.InputBegan, function(keycode, game_event) cfg.set(keycode.KeyCode ~= Enum.KeyCode.Unknown and keycode.KeyCode or keycode.UserInputType) cfg.binding:Disconnect() cfg.binding = nil end) end) items[ "keybinds" ].MouseButton2Down:Connect(function() cfg.open = not cfg.open cfg.set_visible(cfg.open) end) library:connection(uis.InputBegan, function(input, game_event) if not game_event then local selected_key = input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode or input.UserInputType if selected_key == cfg.key then if cfg.mode == "Toggle" then cfg.active = not cfg.active cfg.set(cfg.active) elseif cfg.mode == "Hold" then cfg.set(true) end end end if input.UserInputType == Enum.UserInputType.MouseButton1 then if not (library:mouse_in_frame(items[ "keybinds" ]) or library:mouse_in_frame(items[ "element" ])) then cfg.open = false cfg.set_visible(false) end end end) library:connection(uis.InputEnded, function(input, game_event) if game_event then return end local selected_key = input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode or input.UserInputType if selected_key == cfg.key then if cfg.mode == "Hold" then cfg.set(false) end end end) cfg.set({mode = cfg.mode, active = cfg.active, key = cfg.key}) config_flags[cfg.flag] = cfg.set return setmetatable(cfg, library) end function library:button(options) local cfg = { name = options.name or "TextBox", callback = options.callback or function() end, items = {}; } local items = cfg.items; do items[ "object" ] = library:create( "TextButton" , { FontFace = fonts.main; TextColor3 = rgb(0, 0, 0); BorderColor3 = rgb(0, 0, 0); Text = ""; Parent = self.items[ "elements" ]; BackgroundTransparency = 1; Name = "\0"; Size = dim2(1, 0, 0, 22); BorderSizePixel = 0; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); items[ "button" ] = library:create( "Frame" , { AnchorPoint = vec2(1, 0.5); Parent = items[ "object" ]; Name = "\0"; Position = dim2(1, 0, 0.5, 0); BorderColor3 = rgb(0, 0, 0); Size = dim2(1, 0, 1, 0); BorderSizePixel = 0; BackgroundColor3 = rgb(7, 7, 9) }); library:create( "UICorner" , { Parent = items[ "button" ]; CornerRadius = dim(0, 3) }); items[ "title" ] = library:create( "TextLabel" , { TextWrapped = true; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; Parent = items[ "button" ]; TextStrokeTransparency = 0; Name = "\0"; Size = dim2(1, 0, 1, 0); BackgroundTransparency = 1; Position = dim2(0, 4, 0, 0); BorderSizePixel = 0; FontFace = fonts.main; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); library:create( "UIStroke" , { Color = rgb(18, 18, 20); Parent = items[ "button" ] }); end items[ "object" ].MouseButton1Click:Connect(function() cfg.callback() end) return setmetatable(cfg, library) end -- -- -- -- Notification Library local notifications = library.notifications function notifications:refresh_notifs() local yOffset = 50 for i, v in ipairs(notifications.notifs) do local Position = vec2(20, yOffset) tween_service:Create(v, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {Position = dim_offset(Position.X, Position.Y)}):Play() yOffset = yOffset + v.AbsoluteSize.Y + 10 end end function notifications:fade(path, is_fading) local fading = is_fading and 1 or 0 tween_service:Create(path, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {BackgroundTransparency = fading}):Play() for _, instance in path:GetDescendants() do if instance:IsA("UIStroke") then tween_service:Create(instance, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {Transparency = fading}):Play() elseif instance:IsA("TextLabel") then tween_service:Create(instance, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {TextTransparency = fading}):Play() elseif instance:IsA("Frame") then tween_service:Create(instance, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {BackgroundTransparency = fading}):Play() end end end function notifications:create_notification(options) local cfg = { name = options.name or "Hit: q3sm (finobe) in the Head for 100 Damage!", outline; } -- Instances local outline = library:create("Frame", { Parent = library[ "items" ]; Size = dim2(0.3, 0, 0, 0); BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(46, 46, 46) }); local inline = library:create("Frame", { Parent = outline; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); BorderSizePixel = 0; AutomaticSize = Enum.AutomaticSize.XY; BackgroundColor3 = rgb(21, 21, 21) }); local uigradient = library:create("UIGradient", { Color = rgbseq{rgbkey(0, rgb(255, 0, 0)), rgbkey(0.17, rgb(255, 255, 0)), rgbkey(0.33, rgb(0, 255, 0)), rgbkey(0.5, rgb(0, 255, 255)), rgbkey(0.67, rgb(0, 0, 255)), rgbkey(0.83, rgb(255, 0, 255)), rgbkey(1, rgb(255, 0, 0))}; Transparency = numseq{numkey(0, -1), numkey(1, -1)}; Parent = menu_title }); library:create("UIPadding", { PaddingTop = dim(0, 7); PaddingBottom = dim(0, 6); Parent = inline; PaddingRight = dim(0, 8); PaddingLeft = dim(0, 4) }); local misc_text = library:create("TextLabel", { FontFace = fonts.main; Parent = inline; LineHeight = 1.75; TextColor3 = rgb(255, 255, 255); BorderColor3 = rgb(0, 0, 0); Text = cfg.name; AutomaticSize = Enum.AutomaticSize.XY; Size = dim2(1, -4, 1, 0); Position = dim2(0, 4, 0, -2); BackgroundTransparency = 1; TextXAlignment = Enum.TextXAlignment.Left; BorderSizePixel = 0; ZIndex = 2; TextSize = 9; BackgroundColor3 = rgb(255, 255, 255) }); library:create("UIPadding", { PaddingBottom = dim(0, 1); PaddingRight = dim(0, 1); Parent = outline }); local line = library:create( "Frame" , { Parent = outline; Name = "\0"; Position = dim2(0, 1, 1, -1); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 0, 0, 1); BorderSizePixel = 0; BackgroundColor3 = themes.preset.accent }); local accent = library:create( "Frame" , { Parent = outline; Name = "\0"; Position = dim2(0, 1, 0, 1); BorderColor3 = rgb(0, 0, 0); Size = dim2(0, 1, 1, -1); BorderSizePixel = 0; BackgroundColor3 = themes.preset.accent }); -- local index = #notifications.notifs + 1 notifications.notifs[index] = outline notifications:refresh_notifs() tween_service:Create(outline, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {AnchorPoint = vec2(0, 0)}):Play() notifications:fade(outline, false) task.spawn(function() tween_service:Create(line, TweenInfo.new(3, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {Size = dim2(1, -1, 0, 1)}):Play() task.wait(3) notifications.notifs[index] = nil notifications:fade(outline, true) task.wait(1) outline:Destroy() notifications:refresh_notifs() end) end -- -- -- Modules local Workspace = cloneref(game:GetService("Workspace")) local run_service = cloneref(game:GetService("RunService")) local rs = cloneref(game:GetService("ReplicatedStorage")) local players = cloneref(game:GetService("Players")) local uis = cloneref(game:GetService("UserInputService")) local tween_service = cloneref(game:GetService("TweenService")) local stats = cloneref(game:GetService("Stats")) local get_team = cloneref(game:GetService("Teams")) local lighting = cloneref(game:GetService("Lighting")) local teams = get_team:GetTeams() local camera = Workspace["CurrentCamera"] local viewport_size = camera["ViewportSize"] local local_player = players["LocalPlayer"] local lplayer_name = local_player["Name"] local local_char = local_player.Character or local_player.CharacterAdded:Wait() local get_mouse = local_player:GetMouse() local sky = lighting:FindFirstChildOfClass("Sky") or cloneref(Instance.new("Sky", lighting)) local color_correct = lighting:FindFirstChildOfClass("ColorCorrectionEffect") or cloneref(Instance.new("ColorCorrectionEffect", lighting)) local fov_circle, sounds, snap_lines, skys = {}, {}, {}, {}; local info_viewer= {}; local modules = rs:FindFirstChild("Modules") local sound_module = modules:FindFirstChild("SoundModule") local sound_table = require(sound_module) local folder = Workspace:FindFirstChild("VFX") and Workspace.VFX:FindFirstChild("VMs") local settings_module = modules:FindFirstChild("SettingsModule") local settings_table = require(settings_module) -- if not settings_table then return local_player:Kick("SettingsModule not found!") end if not folder then return local_player:Kick("VMs not found!") end local items_module = modules:FindFirstChild("Items") local items_table = require(items_module) -- cache local lighting_cache = { Brightness = game:GetService("Lighting").Brightness, ClockTime = game:GetService("Lighting").ClockTime, Ambient = game:GetService("Lighting").Ambient, OutdoorAmbient = game:GetService("Lighting").OutdoorAmbient, FogEnd = game:GetService("Lighting").FogEnd, FieldOfView = game:GetService("Workspace").CurrentCamera.FieldOfView, Density = game:GetService("Lighting"):FindFirstChild("Atmosphere").Density, Offset = game:GetService("Lighting"):FindFirstChild("Atmosphere").Offset, Glare = game:GetService("Lighting"):FindFirstChild("Atmosphere").Glare, Haze = game:GetService("Lighting"):FindFirstChild("Atmosphere").Haze, } local player = Players.LocalPlayer local character = nil local hrp = nil local humanoid = nil local spinbot_toggle = false local spinbot_speed = 300 local random_factor = 10 local function waitForCharacter() character = player.Character or player.CharacterAdded:Wait() hrp = character:WaitForChild("HumanoidRootPart") humanoid = character:WaitForChild("Humanoid") end player.CharacterAdded:Connect(function() waitForCharacter() end) local custom_textures = { ["Scan"] = "rbxassetid://9305457875", ["Scanning-hexagon"] = "rbxassetid://89067318", ["Hexagon"] = "rbxassetid://2930247814", ["Alien"] = "rbxassetid://459487304", ["Triangles"] = "rbxassetid://1478668577", ["Illusion"] = "rbxassetid://5841714970", ["Ground"] = "rbxassetid://11619804506", ["Lasers"] = "rbxassetid://398330154", ["Player"] = "rbxassetid://4504366173", ["Stars"] = "rbxassetid://4952604311", ["Lidar"] = "rbxassetid://965496575", ["Pixels"] = "rbxassetid://140652787", ["Pixels2"] = "rbxassetid://11780157037", ["Lidar2"] = "rbxassetid://13173535584", ["CityScan"] = "rbxassetid://951824492", ["Clouds"] = "rbxassetid://1723973648", ["Rainbow"] = "rbxassetid://10037165803", ["Scanning"] = "rbxassetid://5843010904", ["Groove"] = "rbxassetid://10785404176", ["Waves"] = "rbxassetid://6151763633", ["Corrupted"] = "rbxassetid://1212976946", ["Tiles"] = "rbxassetid://85065287", ["Netflix"] = "rbxassetid://8313072955", ["Circle"] = "rbxassetid://13996983074", ["Web"] = "rbxassetid://301464986", ["Swirl"] = "rbxassetid://8133639623", ["Scratches"] = "rbxassetid://4952604311", ["Webz"] = "rbxassetid://14410238962", ["Pixels3"] = "rbxassetid://12561493608", ["Outline"] = "rbxassetid://12361388066", ["Webz2"] = "rbxassetid://12646281757", ["Outline2"] = "rbxassetid://5125811022", ["Akatsuki"] = "rbxassetid://10913193650", ["America"] = "rbxassetid://936775406", ["Shield Forcefield"] = "rbxassetid://361073795", ["Water"] = "rbxasset://textures/water/normal_21.dds", }; local targetutil = {entry = nil, closest_part = nil, hasshot = false} local bases_folder = { workspace.Bases.Loners:FindFirstChild("External Wooden Gate") or nil, workspace.Bases.Loners:FindFirstChild("External Stone Gate") or nil, } for _, v in pairs(workspace.Bases:GetChildren()) do if v:IsA("Folder") and v.Name == "Base" then for _, sub in ipairs({"Doorway", "Floor", "Triangle Floor", "Foundation", "Triangle Foundation", "Wall", "Wall Frame", "Window"}) do local sub_folder = v:FindFirstChild(sub) if sub_folder then table.insert(bases_folder, sub_folder) end end end end local skyboxes = { ["Blue Sky"] = { "591058823", "591059876", "591058104", "591057861", "591057625", "591059642" }, ["Vaporwave"] = { "1417494030", "1417494146", "1417494253", "1417494402", "1417494499", "1417494643" }, ["Redshift"] = { "401664839", "401664862", "401664960", "401664881", "401664901", "401664936" }, ["Blaze"] = { "150939022", "150939038", "150939047", "150939056", "150939063", "150939082" }, ["Among Us"] = { "5752463190", "5752463190", "5752463190", "5752463190", "5752463190", "5752463190" }, ["Dark Night"] = { "6285719338", "6285721078", "6285722964", "6285724682", "6285726335", "6285730635" }, ["Bright Pink"] = { "271042516", "271077243", "271042556", "271042310", "271042467", "271077958" }, ["Purple Sky"] = { "570557514", "570557775", "570557559", "570557620", "570557672", "570557727" }, ["Galaxy"] = { "15125283003", "15125281008", "15125277539", "15125279325", "15125274388", "15125275800" }, } local hit_sounds = { ["Dink"] = "rbxassetid://988593556"; ["TF2"] = "rbxassetid://8255306220"; ["Gamesense"] = "rbxassetid://4817809188"; ["Rust"] = "rbxassetid://1255040462"; ["Neverlose"] = "rbxassetid://8726881116"; ["Bubble"] = "rbxassetid://198598793"; ["Quake"] = "rbxassetid://1455817260"; ["Among-Us"] = "rbxassetid://7227567562"; ["Ding"] = "rbxassetid://2868331684"; ["Minecraft"] = "rbxassetid://6361963422"; ["Blackout"] = "rbxassetid://3748776946"; ["Osu"] = "rbxassetid://7151989073" }; local entry, closest_part local target_Paradox = { target = { entry = nil, part = nil, distance = math.huge, }, } local highlight_player = nil local player_esp = { player_cache = {}, drawing_cache = {}, childadded_connections = {}, childremoved_connections = {}, functions = {}, } --[[GLOBALS]] getgenv().silent = false getgenv().silent_key = false getgenv().silent_hitchance = 100 getgenv().xray_toggle = false getgenv().xray_enabled = false getgenv().xray_opacity = 0.5 local freecam = { enabled = false, pitch = 0, yaw = 0, keys = {}, old_type = Enum.CameraType.Custom, old_behavior = Enum.MouseBehavior.Default, } local NoLagBackSettings = { Enabled = false, HeartbeatConnection = nil, LastPosition = nil, Stop = false } local platform = Instance.new("Part") platform.Size = Vector3.new(2, 0.1, 2) platform.Anchored = true platform.BrickColor = BrickColor.new("Black") platform.CanCollide = true platform.Name = "Platform" platform.Parent = Workspace platform.Transparency = 1 local shooting = false for v in pairs(skyboxes) do table.insert(skys, v) end for name in pairs(hit_sounds) do table.insert(sounds, name) end; -- task.wait(5) -- pre documentation function init -- Traps local stored_parts = { DamagePart = {}, TouchCollision = {}, Collision = {} } workspace.DescendantAdded:Connect(function(descendant) if descendant:IsA("BasePart") then for partName, flag in pairs({DamagePart = flags["No Spike Damage"], TouchCollision = flags["No Trap Damage"]}) do if descendant.Name == partName and flag then stored_parts[partName][descendant] = descendant.Parent descendant.Parent = cloneref(game:GetService("CoreGui")) descendant.Destroying:Connect(function() stored_parts[partName][descendant] = nil end) end end end end) -- -- Other gun mods local gun_mods = { old_recoil1 = nil, old_recoil2 = nil, old_spread = {}, old_firerates = {}, old_auto = {}, old_bullet_speeds = {}, old_vm_mults = {}, old_equip_anims = {}, old_aim_down_speeds = {}, old_melee_cooldowns = {}, } local fast_fire_callback = function() local value = library.flags["Enable RPM"] for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local current_rpm = rawget(tbl, "RPM") if current_rpm then if not gun_mods.old_firerates[tbl] then gun_mods.old_firerates[tbl] = current_rpm end if value then tbl.RPM = gun_mods.old_firerates[tbl] * library.flags["RPM Boost"] else tbl.RPM = gun_mods.old_firerates[tbl] end end end end -- -- Mod warning local activeConnections = {} local activeNotifications = 0 function mod_check(player) -- btw u pasted the same func 2 times XD if not player:IsDescendantOf(game) then return false end local role = player:GetRoleInGroup(1154360) if table.find({ "Game Moderator", "Developer", "Lead Developer", "Co-Founder", "Founder" }, role) then return true, role end return false end -- -- Bullet Manipulation local uis = game:GetService("UserInputService") local players = game:GetService("Players") local runService = game:GetService("RunService") local local_player = players.LocalPlayer -- [[Configuration]] local WALK_SPEED = 20 local FORCEFIELD_COLOR = BrickColor.new("White") local SHOW_DISTANCE_TEXT = true local MAX_DISTANCE = 8 local remake = { enabled = false, startReplica = nil, startPosition = nil, remakePosition = nil, distanceText = Drawing.new("Text"), character = nil, diedConnection = nil, } remake.distanceText.Size = 18 remake.distanceText.Center = true remake.distanceText.Outline = true remake.distanceText.Visible = false remake.distanceText.Position = Vector2.new( workspace.CurrentCamera.ViewportSize.X/2, workspace.CurrentCamera.ViewportSize.Y/2 + 50 ) local function createClone(character, color) local replica = Instance.new("Model") replica.Name = "ForcefieldClone" for _, part in ipairs(character:GetDescendants()) do if part:IsA("BasePart") then local clone = Instance.new("Part") clone.Size = part.Size clone.CFrame = part.CFrame clone.Anchored = true clone.CanCollide = false clone.Material = Enum.Material.ForceField clone.BrickColor = color local mesh = part:FindFirstChildWhichIsA("SpecialMesh") if mesh then local meshClone = Instance.new("SpecialMesh") pcall(function() meshClone.MeshType = mesh.MeshType meshClone.MeshId = mesh.MeshId meshClone.TextureId = mesh.TextureId meshClone.Scale = mesh.Scale end) meshClone.Parent = clone end clone.Parent = replica end end replica.Parent = workspace return replica end local function ManipulationReset() remake.enabled = false if remake.startReplica then remake.startReplica:Destroy() remake.startReplica = nil end remake.distanceText.Visible = false if remake.character and remake.character:FindFirstChild("HumanoidRootPart") then remake.character.HumanoidRootPart.Anchored = false end end local function updateCharacterReferences() remake.character = local_player.Character or local_player.CharacterAdded:Wait() remake.character:WaitForChild("HumanoidRootPart") remake.character:WaitForChild("Humanoid") if remake.diedConnection then remake.diedConnection:Disconnect() end remake.diedConnection = remake.character.Humanoid.Died:Connect(ManipulationReset) end updateCharacterReferences() local_player.CharacterAdded:Connect(function() ManipulationReset() updateCharacterReferences() end) -- -- XRay local function upd_xray(state) if not getgenv().xray_toggle then return end for _, v in pairs(bases_folder) do for _, obj in ipairs(v:GetDescendants()) do if obj:IsA("MeshPart") then obj.Transparency = state and getgenv().xray_opacity or 0 end end end end -- -- -- CHEATTABLE SIGMA local show_hit_notification = false local hit_target_name = "" local hit_part_name = "" function on_bullet_hit(hitobj) if hitobj and hitobj.Parent then hit_target_name = hitobj.Parent.Name hit_part_name = hitobj.Name show_hit_notification = true end end local ReplicatedStorage = game:GetService("ReplicatedStorage") local CheatTable = {Locals = {}} CheatTable.Locals.ToolInfoCache = {} local function DeepCopy(Table) local Copy = {} for Index, Value in pairs(Table) do if typeof(Value) == "table" then Copy[Index] = DeepCopy(Value) else Copy[Index] = Value end end return Copy end CheatTable.Locals.ToolInfo = require(ReplicatedStorage.Modules.ToolInfo) CheatTable.Locals.ToolInfoCache = DeepCopy(require(ReplicatedStorage.Modules.ToolInfo)) -- docs local ui = {sections = {}} ui.window = library:window({}) ui.tabs = { assist = ui.window:Page({name = "Assist", Icon = "rbxassetid://73783113517057"}); visuals = ui.window:Page({name = "Visuals", Icon = "rbxassetid://8547254518"}); esp = ui.window:Page({name = "ESP", Icon = "rbxassetid://140220393387264"}); misc = ui.window:Page({name = "Misc", Icon = "rbxassetid://136353072758587"}); } do -- Assist local section = ui.tabs.assist:Section({Name = "Main", Side = "Left"}) do section:Toggle({ Name = "Aimbot", Flag = "Enable Aimbot", Info = "Lock onto targets"}) section:Toggle({ Name = "Silent Aim", Flag = "Enable Silent Aim", Info = "Magic bullet", Callback = function(state) getgenv().silent = state end }) section:Toggle({ Name = "Inventory Viewer", Flag = "Armor Viewer", Info = "View enemy inventory" }) section:Toggle({ Name = "Auto Shoot", Flag = "Enable Auto Shoot", Info = "Auto fire on peak" }) section:Keybind({ Flag = "Aimbot Keybind", Name = "Aimbot Keybind", Default = Enum.UserInputType.MouseButton2, Mode = "Hold", Info = "Key for aimbot" }) section:Keybind({ Flag = "Silent Aim Keybind", Name = "Silent Aim Keybind", Default = Enum.UserInputType.MouseButton1, Mode = "Hold", Info = "Key for silent", Callback = function(state) getgenv().silent_key = state end }) section:Slider({ Name = "Aimbot Speed", Flag = "Aimbot Speed", Default = 0.5, Minimum = 0.05, Maximum = 1, Decimals = 0.01, Ending = "", Info = "Aimbot Delay" }) section:Slider({ Name = "Hitchance", Flag = "Hitchance", Default = 100, Minimum = 1, Maximum = 100, Decimals = 1, Ending = "%", Info = "% Hit Chance", Callback = function(state) getgenv().silent_hitchance = state end }) section:Slider({ Name = "Max Distance", Flag = "Aimbot Max Distance", Default = 500, Minimum = 100, Maximum = 2500, Decimals = 1, Ending = "s", Info = "Max lock range" }) section:List({ Name = "Aimbone", Flag = "Aimbot Bone", Options = { "Head", "UpperTorso", "LowerTorso", "Closest Bone" }, Default = "Head", Info = "Aiming Bone" }) end; local section = ui.tabs.assist:Section({Name = "Select", Side = "Middle"}) do section:Toggle({ Name = "Team Check", Flag = "Friendly Check", Info = "Ignore people on team" }) section:Toggle({ Name = "Visible Check", Flag = "Visible Check", Info = "See only visible people" }) section:Toggle({ Name = "FOV Circle", Flag = "Enable FOV", Info = "Show aim help circle" }) section:Colorpicker({ Name = "FOV Color", Flag = "FOV Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick aim circle color" }) section:Toggle({ Name = "FOV Filled", Flag = "FOV Filled", Info = "Fill the FOV circle" }) section:Slider({ Name = "FOV Fill Opacity", Flag = "FOV Fill Opacity", Default = 50, Minimum = 0, Maximum = 100, Decimals = 1, Ending = "%", Info = "FOV fill transparency" }) section:Colorpicker({ Name = "FOV Fill Color", Flag = "FOV Fill Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick aim circle fill color" }) section:Slider({ Name = "FOV Radius", Flag = "FOV Radius", Default = 120, Minimum = 30, Maximum = 750, Decimals = 1, Ending = "px", Info = "Size of aim circle" }) section:Toggle({ Name = "Snaplines", Flag = "Enable Snaplines", Info = "Lines to enemies"}) section:Colorpicker({ Name = "Snaplines Color", Flag = "Snaplines Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick snapline color" }) section:Toggle({Name = "Crosshair", Risk = false, Default = false, Flag = "Crosshair Enabled"}) section:Colorpicker({ Name = "Color", Flag = "Crosshair Color", Default = Color3.fromRGB(255, 255, 255), Info = "Crosshair color" }) section:Toggle({Name = "Spin", Risk = false, Default = false, Flag = "Crosshair Spin"}) section:Slider({Name = "Speed", Flag = "Crosshair Speed", Minimum = 1, Maximum = 100, Default = 10}) section:Slider({Name = "Length", Flag = "Crosshair Length", Minimum = 1, Maximum = 100, Default = 50}) section:Slider({Name = "Width", Flag = "Crosshair Width", Minimum = 1, Maximum = 5, Default = 1}) section:Slider({Name = "Spread", Flag = "Crosshair Spread", Minimum = 0, Maximum = 50, Default = 10}) end; local section = ui.tabs.assist:Section({Name = "Traps", Side = "Right"}) do for name,partName in {["No Spike Damage"] = "DamagePart", ["No Trap Damage"] = "TouchCollision"} do section:Toggle({ Name = name, Flag = name, Default = false, Callback = function(state) if state then for _, v in workspace:GetDescendants() do if v:IsA("BasePart") and v.Name == partName then stored_parts[partName][v] = v.Parent v.Parent = cloneref(game:GetService("CoreGui")) v.Destroying:Connect(function() stored_parts[partName][v] = nil end) end end else for part, old_parent in pairs(stored_parts[partName]) do part.Parent = old_parent end table.clear(stored_parts[partName]) end end }) end section:Toggle({Name = "Mod check", Flag = "Mod Check", Default = false, Callback = function(enabled) if enabled then local messages = {} for _, player in ipairs(game:GetService("Players"):GetPlayers()) do local isMod, rank = mod_check(player) if isMod then table.insert(messages, rank .. " already in game! - " .. player.Name) end end if #messages > 0 then notifications:create_notification({name = table.concat(messages, ", ")}) end table.insert(activeConnections, game:GetService("Players").PlayerAdded:Connect(function(player) local isMod, rank = mod_check(player) if isMod and flags["Mod Check"] then notifications:create_notification({name = rank .. " joined - " .. player.Name}) end end)) table.insert(activeConnections, game:GetService("Players").PlayerRemoving:Connect(function(player) local isMod, rank = mod_check(player) if isMod and flags["Mod Check"] then notifications:create_notification({name = rank .. " left - " .. player.Name}) end end)) else -- Disconnect all previous connections for _, connection in ipairs(activeConnections) do connection:Disconnect() end activeConnections = {} end end}) end; end do -- Esp local section = ui.tabs.esp:Section({Name = "Options", Side = "Left"}) do section:Toggle({ Name = "Names", Flag = "Enable Names", Info = "Show player name tag" }) section:Toggle({ Name = "Boxes", Flag = "Enable Boxes", Info = "Draw box on player" }) section:List({ Name = "Box Style", Flag = "Box Style", Options = { "Full Box", "Cornered" }, Default = "Full Box", Info = "Box ESP style" }) section:Toggle({ Name = "Distance", Flag = "Enable Distance", Info = "Show distance" }) section:Toggle({ Name = "Weapon", Flag = "Enable Weapon", Info = "Show player weapons" }) section:Toggle({ Name = "Healthbar", Flag = "Enable Healthbar", Info = "Show player health bar" }) section:Toggle({ Name = "Gradient Healthbar", Flag = "Healthbar Gradient", Info = "Gradient Healthbar" }) section:Toggle({ Name = "Visible Icons", Flag = "Enable Visible Icons", Info = "Show icon if seen" }) section:Toggle({ Name = "Healthtext", Flag = "Enable Healthtext", Info = "Show health text" }) section:Toggle({ Name = "Viewangle", Flag = "Enable Viewangle", Info = "Show view line angle" }) section:Slider({ Name = "Viewangle Length", Flag = "Viewangle Length", Default = 5, Minimum = 1, Maximum = 15, Decimals = 0.1, Ending = ""}) section:Toggle({ Name = "Penis ESP", Flag = "Enable Penis ESP", Info = "penile esp!" }) section:Slider({ Name = "Penis Length", Flag = "Penis Length", Default = 5, Minimum = 1, Maximum = 15, Decimals = 0.1, Ending = ""}) section:Toggle({ Name = "Skeleton", Flag = "Enable Skeletons", Info = "Show bone line draw" }) section:Slider({ Name = "Skeleton Thickness", Flag = "Skeleton Thickness", Default = 1, Minimum = 1, Maximum = 2, Decimals = 0.1, Ending = ""}) section:Toggle({ Name = "Chams", Flag = "Enable Chams", Info = "Glow player body part" }) section:Slider({ Name = "Chams Opacity", Flag = "Chams Opacity", Default = 50, Minimum = 0, Maximum = 100, Decimals = 1, Ending = "%", Info = "Glow see through percent" }) section:Toggle({ Name = "Adornments", Flag = "CHAMS gxentry SEX NIGGERS", Info = "Friggin block chams" }) section:List({ Name = "Chams", Flag = "Chams Visible Check", Options = { "Visible Only", "Always Visible" }, Info = "Outline people"}) end local section = ui.tabs.esp:Section({Name = "Colors", Side = "Right"}) do section:Colorpicker({ Name = "Names Color", Flag = "Names Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick name tag color" }) section:Colorpicker({ Name = "Boxes Color", Flag = "Boxes Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick box line color" }) section:Colorpicker({ Name = "Distance Color", Flag = "Distance Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick distance text color" }) section:Colorpicker({ Name = "Weapon Color", Flag = "Weapon Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick gun name color" }) section:Colorpicker({ Name = "High Health", Flag = "Health1", Default = Color3.new(0, 1, 0), Info = "Pick seen icon color" }) section:Colorpicker({ Name = "Mid Health", Flag = "Health2", Default = Color3.new(0.7, 0.8, 0), Info = "Pick seen icon color" }) section:Colorpicker({ Name = "Low Health", Flag = "Health3", Default = Color3.new(1, 0, 0), Info = "Pick seen icon color" }) section:Colorpicker({ Name = "Visible Icon Color", Flag = "Visible Icon Accent", Default = Color3.fromRGB(255, 0, 0), Info = "Pick seen icon color" }) section:Colorpicker({ Name = "Viewangle Color", Flag = "Viewangle Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick view line color" }) section:Colorpicker({ Name = "Skeletons Color", Flag = "Skeletons Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick bone line color" }) section:Colorpicker({ Name = "Chams Color", Flag = "Chams Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Pick chams body color" }) section:Colorpicker({ Name = "Adornments Color", Flag = "CHAM COLOR gxentry SEX NIGGERS", Default = Color3.fromRGB(255, 255, 255), Info = "Pick chams body color" }) section:Colorpicker({ Name = "Highlight Color", Flag = "Highlight Accent", Default = Color3.fromRGB(255, 0, 0), Info = "Pick glow light color" }) section:Colorpicker({ Name = "Boss ESP Color", Flag = "boss_Color", Default = Color3.new(255, 255, 255), Info = "Boss ESP Color" }) section:Colorpicker({ Name = "Soldier ESP Color", Flag = "soldier_Color", Default = Color3.new(255, 255, 255), Info = "Soldier ESP Color" }) section:Colorpicker({ Name = "Body Bag ESP Color", Flag = "Body Bag ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "Pick body bag esp color" }) section:Colorpicker({ Name = "Phosphate ESP Color", Flag = "Phosphate ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "Pick phosphate esp color" }) section:Colorpicker({ Name = "Metal ESP Color", Flag = "Metal ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "Pick metal esp color" }) section:Colorpicker({ Name = "Stone ESP Color", Flag = "Stone ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "Pick stone esp color" }) -- plants section:Colorpicker({ Name = "Wool ESP Color", Flag = "Wool ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "Pick wool esp color" }) section:Colorpicker({ Name = "Blueberry ESP Color", Flag = "Blueberry ESP Color", Default = Color3.fromRGB(102, 153, 255), Info = "Pick blueberry esp color" }) section:Colorpicker({ Name = "Corn ESP Color", Flag = "Corn ESP Color", Default = Color3.fromRGB(255, 255, 102), Info = "Pick corn esp color" }) section:Colorpicker({ Name = "Lemon ESP Color", Flag = "Lemon ESP Color", Default = Color3.fromRGB(255, 255, 0), Info = "Pick lemon esp color" }) section:Colorpicker({ Name = "Pumpkin ESP Color", Flag = "Pumpkin ESP Color", Default = Color3.fromRGB(255, 165, 0), Info = "Pick pumpkin esp color" }) section:Colorpicker({ Name = "Raspberry ESP Color", Flag = "Raspberry ESP Color", Default = Color3.fromRGB(255, 102, 178), Info = "Pick raspberry esp color" }) section:Colorpicker({ Name = "Tomato ESP Color", Flag = "Tomato ESP Color", Default = Color3.fromRGB(255, 80, 80), Info = "Pick tomato esp color" }) -- plants -- eggs section:Colorpicker({ Name = "Large Egg Color", Flag = "Large Egg ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "Pick large egg color" }) -- egg section:Colorpicker({ Name = "Medium Egg Color", Flag = "Medium Egg ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "Pick medium egg color" }) -- egg section:Colorpicker({ Name = "Small Egg Color", Flag = "Small Egg ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "Pick small egg color" }) -- egg -- eggs section:Colorpicker({ Name = "BTR ESP Color", Flag = "BTR ESP Color", Default = Color3.fromRGB(255, 255, 255), Info = "BTR ESP color"}) section:Colorpicker({ Name = "Timed Crate ESP Color", Flag = "Timed Crate ESP Color", Default = Color3.fromRGB(255, 215, 0), Info = "Pick timed crate esp color" }) section:Colorpicker({ Name = "Care Package ESP Color", Flag = "Care Package ESP Color", Default = Color3.fromRGB(255, 190, 0), Info = "Pick care package ESP color" }) end local section = ui.tabs.esp:Section({Name = "Other", Side = "Middle"}) do section:Toggle({ Name = "Highlight Target", Flag = "Highlight ESP", Info = "Glow main target only" }) section:Toggle({ Name = "Team Check", Flag = "Enable TeamCheck", Info = "Only show enemy team" }) section:Toggle({ Name = "Visible Check", Flag = "Enable VisibleCheck", Info = "Only visible niggers" }) section:Toggle({ Name = "Display Name", Default = true, Flag = "Display Name", Info = "Show player display name" }) section:Toggle({ Name = "Outline Lines", Flag = "Outline Skeletons", Info = "Add edge line view" }) section:Slider({ Name = "Max Player ESP Distance", Flag = "Max ESP Distance", Default = 500, Minimum = 100, Maximum = 2500, Decimals = 1, Ending = "s", Info = "How far esp shows" }) section:Toggle({ Name = "World Esp", Flag = "Enable World ESP", Info = "Turn world esp on" }) section:Slider({ Name = "Max World ESP Distance", Flag = "World ESP Max Distance", Default = 500, Minimum = 100, Maximum = 2500, Decimals = 1, Ending = "s", Info = "How far esp shows" }) section:Toggle({ Name = "Enable Body Bag ESP", Flag = "Enable Body Bag ESP", Info = "Show ESP for body bags" }) -- plants section:Toggle({ Name = "Enable Wool ESP", Flag = "Enable Wool ESP", Info = "Show wool with color" }) section:Toggle({ Name = "Enable Blueberry ESP", Flag = "Enable Blueberry ESP", Info = "Show blueberry plant" }) section:Toggle({ Name = "Enable Corn ESP", Flag = "Enable Corn ESP", Info = "Show corn plant" }) section:Toggle({ Name = "Enable Lemon ESP", Flag = "Enable Lemon ESP", Info = "Show lemon plant" }) section:Toggle({ Name = "Enable Pumpkin ESP", Flag = "Enable Pumpkin ESP", Info = "Show pumpkin plant" }) section:Toggle({ Name = "Enable Raspberry ESP", Flag = "Enable Raspberry ESP", Info = "Show raspberry plant" }) section:Toggle({ Name = "Enable Tomato ESP", Flag = "Enable Tomato ESP", Info = "Show tomato plant" }) -- plants section:Toggle({ Name = "Enable Stone ESP", Flag = "Enable Stone ESP", Info = "Show stone with color" }) section:Toggle({ Name = "Enable Metal ESP", Flag = "Enable Metal ESP", Info = "Show metal with color" }) section:Toggle({ Name = "Enable Phosphate ESP", Flag = "Enable Phosphate ESP", Info = "Show phosphate with color" }) -- eggs section:Toggle({ Name = "Enable Large Egg ESP", Flag = "Enable Large Egg ESP", Info = "Show large egg" }) section:Toggle({ Name = "Enable Medium Egg ESP", Flag = "Enable Medium Egg ESP", Info = "Show medium egg" }) section:Toggle({ Name = "Enable Small Egg ESP", Flag = "Enable Small Egg ESP", Info = "Show small egg" }) -- eggs section:Toggle({ Name = "Soldier ESP", Flag = "soldier_Name", Default = false, Info = "Soldier ESP" }) section:Toggle({ Name = "Show Health", Flag = "soldier_Health", Default = false, Info = "Show health" }) section:Toggle({ Name = "Show Distance", Flag = "soldier_Distance", Default = false, Info = "Show distance" }) section:Toggle({ Name = "Boss ESP", Flag = "boss_Name", Default = false, Info = "Boss ESP" }) section:Toggle({ Name = "Enable BTR ESP", Flag = "Enable BTR ESP", Info = "Enable ESP for BTR"}) section:Toggle({ Name = "Enable Timed Crate ESP", Flag = "Enable Timed Crate ESP", Info = "Show ESP for timed crate" }) section:Toggle({ Name = "Enable Care Package ESP", Flag = "Enable Care Package ESP", Info = "Show ESP for care packages" }) end end do -- Visuals local section = ui.tabs.visuals:Section({Name = "Self", Side = "Left"}) do section:Toggle({ Name = "Local Chams", Flag = "Viewmodel Chams", Default = false, Info = "Show custom viewmodel" }) section:Toggle({ Name = "Arm Chams", Flag = "Arm Chams", Default = false, Info = "Show arms with chams" }) section:Toggle({ Name = "Weapon Chams", Flag = "Weapon Chams", Default = false, Info = "Show weapon with chams" }) section:List({ Name = "Custom Material", Flag = "Custom Model Material", Options = { "ForceField", "Neon" }, Default = "ForceField", Info = "Material for model" }) section:List({ Name = "Custom Textures", Flag = "TexturesIDS", Options = { "Default", "Scan", "Scanning-hexagon", "Hexagon", "Alien", "Triangles", "Illusion", "Ground", "Lasers", "Player", "Stars", "Lidar", "Pixels", "Pixels2", "Lidar2", "CityScan", "Clouds", "Rainbow", "Scanning", "Groove", "Waves", "Corrupted", "Tiles", "Netflix", "Circle", "Web", "Swirl", "Scratches", "Webz", "Pixels3", "Outline", "Webz2", "Outline2", "Akatsuki", "America", "Player FF Texture", "Shield Forcefield", "Water" }, Default = "Default", Info = "Pick texture style" }) section:Slider({ Name = "Inline Opacity", Flag = "Local Chams Inline Opacity", Default = 50, Minimum = 0, Maximum = 100, Decimals = 1, Ending = "%", Info = "Opacity inside model" }) section:Slider({ Name = "Outline Opacity", Flag = "Local Chams Outline Opacity", Default = 50, Minimum = 0, Maximum = 100, Decimals = 1, Ending = "%", Info = "Opacity outer edge" }) section:Colorpicker({ Name = "Model Color", Flag = "Custom Model Accent", Default = Color3.fromRGB(255, 255, 255), Info = "Main color for model" }) section:Colorpicker({ Name = "Inline Color", Flag = "Local Chams Inline accent", Default = Color3.fromRGB(255, 255, 255), Info = "Inside color glow" }) section:Colorpicker({ Name = "Outline Color", Flag = "Local Chams Outline accent", Default = Color3.fromRGB(255, 255, 255), Info = "Outside color edge" }) section:Toggle({Name = "Viewmodel Position", Info = "ato_ale and w3bcam are sigmas", Default = false, Flag = "Viewmodel Position", Callback = function(State) for Index, Value in next, CheatTable.Locals.ToolInfo do if Value.Offsets and Value.Offsets.Local then if State then Value.Offsets.Local = CheatTable.Locals.ToolInfoCache[Index].Offsets.Local * CFrame.new( flags["Viewmodel Position X"], flags["Viewmodel Position Y"], flags["Viewmodel Position Z"] ) else Value.Offsets.Local = CheatTable.Locals.ToolInfoCache[Index].Offsets.Local end end end end}) section:Slider({Name = "X pos", Flag = "Viewmodel Position X", Minimum = -2, Maximum = 2, Default = 0, Decimals = 0.1, Style = "Full", Callback = function(State) flags["Viewmodel Position X"] = State for Index, Value in next, CheatTable.Locals.ToolInfo do if Value.Offsets and Value.Offsets.Local and flags["Viewmodel Position"] then Value.Offsets.Local = CheatTable.Locals.ToolInfoCache[Index].Offsets.Local * CFrame.new( State, flags["Viewmodel Position Y"], flags["Viewmodel Position Z"] ) end end end}) section:Slider({Name = "Y pos", Flag = "Viewmodel Position Y", Minimum = -2, Maximum = 2, Default = 0, Decimals = 0.1, Style = "Full", Callback = function(State) flags["Viewmodel Position Y"] = State for Index, Value in next, CheatTable.Locals.ToolInfo do if Value.Offsets and Value.Offsets.Local and flags["Viewmodel Position"] then Value.Offsets.Local = CheatTable.Locals.ToolInfoCache[Index].Offsets.Local * CFrame.new( flags["Viewmodel Position X"], State, flags["Viewmodel Position Z"] ) end end end}) section:Slider({Name = "Z pos", Flag = "Viewmodel Position Z", Minimum = -2, Maximum = 2, Default = 0, Decimals = 0.1, Style = "Full", Callback = function(State) flags["Viewmodel Position Z"] = State for Index, Value in next, CheatTable.Locals.ToolInfo do if Value.Offsets and Value.Offsets.Local and flags["Viewmodel Position"] then Value.Offsets.Local = CheatTable.Locals.ToolInfoCache[Index].Offsets.Local * CFrame.new( flags["Viewmodel Position X"], flags["Viewmodel Position Y"], State ) end end end}) section:Toggle({ Name = "Bullet Tracers", Flag = "Bullet Tracers" }) section:Toggle({ Name = "Hitmarkers", Flag = "Hitmarkers" }) section:Toggle({ Name = "Hitlogs", Flag = "Hitlogs" }) section:Toggle({ Name = "Hitsounds", Flag = "Hitsounds" }) section:List({ Name = "Sound type", Flag = "Hitsound Type", Options = sounds }) end local section = ui.tabs.visuals:Section({Name = "Main", Side = "Middle"}) do section:Toggle({ Name = "Enable", Flag = "Enable Xray", Info = "Enable Xray", Callback = function(state) getgenv().xray_toggle = state end }) section:Keybind({ Flag = "Xray Keybind", Name = "Xray Keybind", Default = Enum.KeyCode.T, Mode = "Toggle", Callback = function() if getgenv().xray_toggle then getgenv().xray_enabled = not getgenv().xray_enabled upd_xray(getgenv().xray_enabled) end end, Info = "Xray Keybind" }) section:Slider({ Name = "Opacity", Flag = "Xray Opacity", Default = 50, Minimum = 0, Maximum = 100, Decimals = 1, Ending = "%", Callback = function(state) getgenv().xray_opacity = state / 100 if getgenv().xray_toggle and getgenv().xray_enabled then upd_xray(true) end end}) end local section = ui.tabs.visuals:Section({Name = "World", Side = "Right"}) do section:Toggle({ Name = "No Grass", Callback = function(state) sethiddenproperty(Workspace:FindFirstChildOfClass("Terrain"), "Decoration", not state) end }) section:Toggle({ Name = "No Fog", Flag = "Enable No Fog" }) section:Toggle({ Name = "Fullbright", Flag = "Enable Fullbright", Callback = function(state) lighting["GlobalShadows"] = state end }) section:Toggle({ Name = "Ambient", Flag = "Enable Ambient" }) section:Colorpicker({ Name = "Outdoor Ambient Color", Flag = "Outdoor Ambient Accent", Default = Color3.fromRGB(255, 255, 255) }) section:Colorpicker({ Name = "Ambient Color", Flag = "Ambient Accent", Default = Color3.fromRGB(255, 255, 255) }) section:List({ Name = "Skybox", Flag = "Skyboxes", Options = skys, Callback = function(state) if skyboxes[state] then sky.SkyboxBk = "rbxassetid://" .. skyboxes[state][1] sky.SkyboxDn = "rbxassetid://" .. skyboxes[state][2] sky.SkyboxFt = "rbxassetid://" .. skyboxes[state][3] sky.SkyboxLf = "rbxassetid://" .. skyboxes[state][4] sky.SkyboxRt = "rbxassetid://" .. skyboxes[state][5] sky.SkyboxUp = "rbxassetid://" .. skyboxes[state][6] end end, Info = "Change sky texture" }) end end do -- Misc local section = ui.tabs.misc:Section({Name = "Rage", Side = "Left"}) do section:Toggle({name = "Always Grounded",flag = "GroundedFeatures", Info = "Stay close to ground", callback = function(value)library.flags["Always Grounded"] = value library.flags["Shoot While Jumping"] = value end}) section:Toggle({ Name = "Always Sprint", Flag = "Always Sprint", Info = "Run all the time" }) section:Toggle({ Name = "Sprint While Attacking", flag = "Sprint While Attacking", callback = function(state) print("Sprint While Attacking set to:", state) end }) section:Slider({ Name = "Sprint Speed", Flag = "Sprint Speed", Default = 27, Minimum = 0, Maximum = 40, Decimals = 0.01, Ending = "", Info = "Sprint Speed" }) section:Toggle({ Name = "Fly", Flag = "Spiderclimb", Info = "Superpowers!" }) section:Keybind({ Flag = "Spiderclimb Keybind", Name = "Fly Keybind", Default = Enum.KeyCode.Space, Mode = "Hold", Info = "Hold to climb walls" }) section:Slider({ Name = "Fly Speed", Flag = "Spiderclimb Speed", Default = 0.75, Minimum = 0.5, Maximum = 10.0, Decimals = 0.01, Ending = "", Info = "How fast you climb" }) section:Toggle({ Name = "Infinite Fly", Default = false, flag = "NoDamage", callback = function(state) ToggleNoDamage = state end }) section:Toggle({ name = "Anti Fling", flag = "Enable Anti Fling", callback = function(state) ToggleAntiFling = state end }) section:Toggle({ Name = "Anti Aim", Flag = "Anti Aim", Info = "Spinny" }) section:Slider({ Name = "Anti Aim Speed", Flag = "Anti Aim Speed", Default = 50, Minimum = 1, Maximum = 100, Decimals = 1, Ending = "" }) --section:Toggle({ Name = "Always crit", Flag = "always perfect farm", Default = false , Info = "Self explanatory" }) -- disabled :broken_heart: section:Toggle({ Name = "Insta loot", Flag = "Insta Loot", Default = false , Info = "Collect items quickly" }) -- gxentry additional bebi section:Toggle({ Name = "Silent Walk", Flag = "Silent Walk", Default = false , Info = "Be quietttt" }) section:Toggle({ Name = "Manipulation", Flag = "zins_Enabled", Callback = function(val) flags["zins_Enabled"] = val if not val then ManipulationReset() end end }) section:Keybind({ Flag = "zins_keybind", Name = "Keybind", Default = Enum.KeyCode.F, Mode = "Toggle", Info = "Self Explanatory"}) section:Toggle({ Name = "BTR Teleport", Flag = "BTR Teleport", Info = "Teleport BTR to your character" }) section:Keybind({ Flag = "Teleport Keybind", Name = "Teleport Keybind", Default = Enum.KeyCode.X, Mode = "Hold", Info = "Teleport BTR to yourself" }) section:Toggle({ Name = "Random Anti Aim", Flag = "Random Anti Aim"}) -- disabled section:Keybind({ Flag = "Random Anti", Name = "Keybind", Info = "Random Key", Default = Enum.KeyCode.Z, Mode = "Toggle" }) end local section = ui.tabs.misc:Section({Name = "Camera", Side = "Middle"}) do section:Toggle({ Name = "Camera FOV", Flag = "FOV", Info = "Turn camera FOV on" }) section:Slider({ Name = "Camera FOV Amount", Flag = "FOV Ammount", Default = 70, Minimum = 30, Maximum = 120, Decimals = 1, Ending = "x", Info = "Change camera view size" }) section:Toggle({ Name = "Zoom", Flag = "Zoom", Info = "Turn zoom on off" }) section:Keybind({ Flag = "Zoom Keybind", Name = "Zoom Keybind", Mode = "Hold", Info = "Hold key to zoom" }) section:Slider({ Name = "Zoom Amount", Flag = "Zoom Ammount", Default = 30, Minimum = 5, Maximum = 70, Decimals = 1, Ending = "x", Info = "Set how far zooms" }) section:Toggle({ Name = "Freecam", Flag = "Enable Freecam", Info = "Deattach from character" }) section:Keybind({ Flag = "Freecam Keybind", Name = "Freecam Keybind", Default = Enum.KeyCode.K, Mode = "Toggle", Info = "Freecam Key" }) section:Slider({ Name = "Freecam Speed", Flag = "Freecam Speed", Default = 2, Minimum = 0.5, Maximum = 10, Decimals = 0.1, Ending = "" }) section:Slider({ Name = "Freecam Sensitivity", Flag = "Freecam Sensitivity", Default = 0.3, Minimum = 0.1, Maximum = 1, Decimals = 0.01, Ending = "" }) section:Toggle({ Name = "Third Person", Flag = "Third Person", Info = "Self Explanatory" }) section:Keybind({ Flag = "Third Person Key", Name = "Third Person Key", Default = Enum.KeyCode.J, Mode = "Toggle", Info = "Third Person Key" }) section:Slider({ Name = "Third Person Distance", Flag = "Third Person Distance", Default = 5, Minimum = 1, Maximum = 10, Decimals = 0.1, Ending = "" }) end local section = ui.tabs.misc:Section({Name = "Gun Mods", Side = "Right"}) do section:Toggle({ Name = "Force Auto", Flag = "Force Auto", Default = false, Info = "Make all guns auto", Callback = function(state) if state then for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local weapon_auto = rawget(tbl, "Auto") if weapon_auto ~= nil then if not gun_mods.old_auto[tbl] then gun_mods.old_auto[tbl] = weapon_auto end tbl.Auto = true end end else for tbl, v in gun_mods.old_auto do tbl["Auto"] = v end end end}) local gun_mods = gun_mods or {} gun_mods.recoil_backup = gun_mods.recoil_backup or {} section:Toggle({ Name = "Recoil Control", Flag = "Recoil Control", Info = "Control weapon recoil", Callback = function(state) for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local recoil_start = rawget(tbl, "RecoilStart") local recoil_finish = rawget(tbl, "RecoilFinish") if recoil_start and recoil_finish then if not gun_mods.recoil_backup[tbl] then gun_mods.recoil_backup[tbl] = { RecoilStart = recoil_start, RecoilFinish = recoil_finish } end if state then rawset(tbl, "RecoilStart", function(...) local x, y = recoil_start(...) local reduction = flags["Recoil Reduction"] / 100 return x * (1 - reduction), y * (1 - reduction) end) rawset(tbl, "RecoilFinish", function(...) local x, y = recoil_finish(...) local reduction = flags["Recoil Reduction"] / 100 return x * (1 - reduction), y * (1 - reduction) end) else local backup = gun_mods.recoil_backup[tbl] if backup then rawset(tbl, "RecoilStart", backup.RecoilStart) rawset(tbl, "RecoilFinish", backup.RecoilFinish) gun_mods.recoil_backup[tbl] = nil end end end end end }) section:Slider({Name = "Recoil Percentage", Flag = "Recoil Reduction", Default = 100, Minimum = 0, Maximum = 100, Decimals = 1, Ending = "%", Info = "slidey recoil - amy was here"}) section:Toggle({ Name = "No Spread", Flag = "No Spread", Info = "No bullet spread", Callback = function(state) for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local spread_table = rawget(tbl, "Spread") if spread_table and typeof(spread_table) == "table" then for _, spread_stuff in spread_table do for i, v in spread_stuff do if type(v) == "number" then gun_mods.old_spread[spread_stuff] = gun_mods.old_spread[spread_stuff] or {} gun_mods.old_spread[spread_stuff][i] = gun_mods.old_spread[spread_stuff][i] or v spread_stuff[i] = state and 0 or gun_mods.old_spread[spread_stuff][i] end end end end end end}) section:Toggle({ Name = "No Sway", Flag = "No Sway", Info = "No gun bob", Callback = function(state) if state then for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local vm_movement_mults = rawget(tbl, "VMMovementMults") if vm_movement_mults then for i, v in vm_movement_mults do if not gun_mods.old_vm_mults[vm_movement_mults] then gun_mods.old_vm_mults[vm_movement_mults] = {} end if not gun_mods.old_vm_mults[vm_movement_mults][i] then gun_mods.old_vm_mults[vm_movement_mults][i] = v end vm_movement_mults[i] = 0 end end end else for tbl, values in gun_mods.old_vm_mults do for i, v in values do tbl[i] = v end end end end}) section:Toggle({ Name = "RPM", Flag = "Enable RPM", Default = false, Info = "Fire Rate", Callback = fast_fire_callback }) section:Slider({ Name = "RPM Boost", Flag = "RPM Boost", Minimum = 1, Maximum = 3, Default = 0, Decimals = 0.1, Ending = "%", Callback = fast_fire_callback }) section:Toggle({ Name = "Instant Bolt", Flag = "Instant Bolt", Info = "Remove Barret Delay"}) section:Toggle({ Name = "Instant Hit", Flag = "Instant Hit", Info = "Instant Bullet", Callback = function(state) if state then for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local bullet_table = rawget(tbl, "Bullet") if bullet_table and type(bullet_table) == "table" then if not gun_mods.old_bullet_speeds[bullet_table] then gun_mods.old_bullet_speeds[bullet_table] = bullet_table.Speed end bullet_table.Speed = 10000 end end else for tbl, speed_value in gun_mods.old_bullet_speeds do tbl["Speed"] = speed_value end end end}) local gun_mods = { old_equip_anims = {}, old_aim_down_speeds = {}, old_melee_cooldowns = {} } section:Toggle({ name = "Resolve Underground", default = false, flag = "ResolveUndergroundAA", callback = function(state) print("Resolve Underground:", state) end }) section:Toggle({ name = "Stream Spoof", default = false, callback = function(state) local playerGui = game:GetService("Players").LocalPlayer.PlayerGui.Main playerGui.Team.Visible = not state playerGui.BuildVersion.Visible = not state playerGui.ServerName.Visible = not state library.flags["StreamSpoof"] = state end }) section:Toggle({ Name = "Wallbang", Flag = "Wallbang", Info = "Shoot through walls", Callback = function(state) if state then if not getgenv().WallbangSystem then getgenv().WallbangSystem = { modifiedParts = {} } getgenv().WallbangSystem.revertPart = function(character) local data = getgenv().WallbangSystem.modifiedParts[character] if data then local part = data.part if part and part.Parent then part.Size = data.originalSize part.CanQuery = false part.Transparency = data.originalTransparency if data.originalParent then part.Parent = data.originalParent end end getgenv().WallbangSystem.modifiedParts[character] = nil end end getgenv().WallbangSystem.applyWallbang = function(character) if not character or not flags["Wallbang"] then return end local existingData = getgenv().WallbangSystem.modifiedParts[character] if existingData then local part = existingData.part if not part or not part.Parent then getgenv().WallbangSystem.revertPart(character) end end local targetPart for _, descendant in pairs(character:GetDescendants()) do if descendant.Name == "BarrelMain" and descendant:IsA("Part") and not descendant:IsA("MeshPart") then targetPart = descendant break end end if not targetPart then targetPart = character:FindFirstChild("HairPart") if targetPart and not targetPart:IsA("BasePart") then targetPart = nil end end if not targetPart then local hairModel = character:FindFirstChild("Hair") if hairModel then targetPart = hairModel:FindFirstChild("HairPart") if targetPart and not targetPart:IsA("BasePart") then targetPart = nil end end end if not targetPart then for _, descendant in pairs(character:GetDescendants()) do if descendant.Name == "Handle" and descendant:IsA("BasePart") then targetPart = descendant break end end end if targetPart then getgenv().WallbangSystem.modifiedParts[character] = { part = targetPart, originalParent = targetPart.Parent, originalSize = targetPart.Size, originalTransparency = targetPart.Transparency } targetPart.Parent = character targetPart.Transparency = 0.999 targetPart.CanQuery = true targetPart.Size = Vector3.new(14, 14, 14) end end getgenv().WallbangSystem.wallbangConnection = RunService.Heartbeat:Connect(function() if not flags["Wallbang"] then for character, _ in pairs(getgenv().WallbangSystem.modifiedParts) do getgenv().WallbangSystem.revertPart(character) end return end for _, player in pairs(game:GetService("Players"):GetPlayers()) do if player.Character and player ~= game:GetService("Players").LocalPlayer then getgenv().WallbangSystem.applyWallbang(player.Character) end end end) else if getgenv().WallbangSystem.wallbangConnection then getgenv().WallbangSystem.wallbangConnection:Disconnect() end getgenv().WallbangSystem.wallbangConnection = RunService.Heartbeat:Connect(function() if not flags["Wallbang"] then for character, _ in pairs(getgenv().WallbangSystem.modifiedParts) do getgenv().WallbangSystem.revertPart(character) end return end for _, player in pairs(game:GetService("Players"):GetPlayers()) do if player.Character and player ~= game:GetService("Players").LocalPlayer then getgenv().WallbangSystem.applyWallbang(player.Character) end end end) end else if getgenv().WallbangSystem and getgenv().WallbangSystem.wallbangConnection then getgenv().WallbangSystem.wallbangConnection:Disconnect() for character, _ in pairs(getgenv().WallbangSystem.modifiedParts) do getgenv().WallbangSystem.revertPart(character) end end end end}) section:Toggle({ Name = "Instant Equip", Flag = "Instant Equip", Info = "Remove equip animation delay", Callback = function(state) if state then for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end if rawget(tbl, "EquipAnimSpeed") then if not gun_mods.old_equip_anims[tbl] then gun_mods.old_equip_anims[tbl] = tbl.EquipAnimSpeed end tbl.EquipAnimSpeed = 100 end end else for tbl, v in pairs(gun_mods.old_equip_anims) do if tbl and v then tbl["EquipAnimSpeed"] = v end end end end}) section:Toggle({ Name = "Instant Aim", Flag = "Instant Aim", Info = "self explanatory", Callback = function(state) if state then for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local aim_down_speeds = rawget(tbl, "AimDownSpeed") if aim_down_speeds and type(aim_down_speeds) == "table" then for i, v in aim_down_speeds do if not gun_mods.old_aim_down_speeds[aim_down_speeds] then gun_mods.old_aim_down_speeds[aim_down_speeds] = {} end if not gun_mods.old_aim_down_speeds[aim_down_speeds][i] then gun_mods.old_aim_down_speeds[aim_down_speeds][i] = v end aim_down_speeds[i] = 0 end end end else for tbl, values in gun_mods.old_aim_down_speeds do for i, v in values do tbl[i] = v end end end end}) local old_ranges = {} section:Toggle({ Name = "Extend Melee Range", Flag = "Extend Melee Range", Info = "self explanatory", Callback = function(state) for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local current_range = rawget(tbl, "Range") if current_range and rawget(tbl, "Offset") then if not old_ranges[tbl] then old_ranges[tbl] = current_range end if state then tbl.Range = old_ranges[tbl] * flags["Melee Range Multiplier"] else tbl.Range = old_ranges[tbl] end end end end}) section:Slider({ Name = "Range Multiplier", Flag = "Melee Range Multiplier", Default = 1, Minimum = 1, Maximum = 4, Decimals = 0.1, Ending = "x", Info = "self explanatory", Callback = function(value) if flags["Extend Melee Range"] then for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local current_range = rawget(tbl, "Range") if current_range and rawget(tbl, "Offset") then if not old_ranges[tbl] then old_ranges[tbl] = current_range end tbl.Range = old_ranges[tbl] * value end end end end}) section:Toggle({ Name = "Melee Speed", Flag = "Melee Speed", Info = "self explanatory", Callback = function(state) if state then for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local current_cooldown = rawget(tbl, "Cooldown") if current_cooldown then if not gun_mods.old_melee_cooldowns[tbl] then gun_mods.old_melee_cooldowns[tbl] = current_cooldown end if state then tbl.Cooldown = gun_mods.old_melee_cooldowns[tbl] / flags["Melee Speed Multiplier"] else tbl.Cooldown = gun_mods.old_melee_cooldowns[tbl] end end end else for tbl, cooldown in gun_mods.old_melee_cooldowns do tbl.Cooldown = cooldown end end end}) section:Slider({ Name = "M Speed Multiplier", Flag = "Melee Speed Multiplier", Default = 1, Minimum = 1, Maximum = 2.0, Decimals = 0.1, Ending = "x", Info = "self explanatory", Callback = function(value) if flags["Melee Speed"] then for _, tbl in getgc(true) do if type(tbl) ~= "table" then continue end local current_cooldown = rawget(tbl, "Cooldown") if current_cooldown then if not gun_mods.old_melee_cooldowns[tbl] then gun_mods.old_melee_cooldowns[tbl] = current_cooldown end tbl.Cooldown = gun_mods.old_melee_cooldowns[tbl] / value end end end end}) end end do --[[ config section]] local settings = ui.window:Page({name = "Settings", icon = "rbxassetid://8547256547"}) local section = settings:Section({name = "CONFIGS", side = "left"}) config_holder = section:List({name = "Configs", info = "Config Selector", flag = "config_name_list", callback = function(opt) if cfg_name then cfg_name.set(opt) end end}) library:update_config_list() cfg_name = section:textbox({name = "Config name", flag = "config_name_text_box"}) section:button({name = "Create", callback = function() if flags["config_name_text_box"] == "" then return end writefile(library.directory .. "/configs/" .. flags["config_name_text_box"] .. ".cfg", library:get_config()) library:update_config_list() end}) section:button({name = "Delete", callback = function() if flags["config_name_text_box"] == "" then return end delfile(library.directory .. "/configs/" .. flags["config_name_text_box"] .. ".cfg") library:update_config_list() end}) section:button({name = "Load", callback = function() if flags["config_name_text_box"] == "" then return end library:load_config(readfile(library.directory .. "/configs/" .. flags["config_name_text_box"] .. ".cfg")) end}) section:button({name = "Save", callback = function() if flags["config_name_text_box"] == "" then return end writefile(library.directory .. "/configs/" .. flags["config_name_text_box"] .. ".cfg", library:get_config()) library:update_config_list() end}) section:button({name = "Refresh configs", callback = function() library:update_config_list() end}); library:update_config_list() local old_config; local section = settings:Section({name = "OTHER", side = "middle"}) section:button({name = "Unload Config", callback = function() library:load_config(old_config) end}) section:button({name = "Unload Menu", callback = function() library:unload_menu() end}) section:Colorpicker({name = "Accent", info = "Customizes Menu Color", color = themes.preset.accent, callback = function(color) if color == rgb(255, 255, 255) then return end library:update_theme("accent", color) end}) section:Toggle({name = "Keybind list", info = "Shows keybinds enabled.", default = false, flag = "keybind_list", callback = function(bool) ui.window.keybind_list.Visible = bool end}) section:Toggle({name = "Info list", info = "Shows information list.", default = false, flag = "info_list", callback = function(bool) ui.window.info_list.Visible = bool end}) section:Keybind({name = "UI Bind", info = "Toggles the menu", default = true, ignore = true, callback = function(bool) ui.window.items[ "main" ].Visible = bool end}) end; old_config = library:get_config() -- -- Libraries do -- functions player_esp.functions.create_drawing = function(class, prop, ...) local inst = (typeof(class) == "string") and (Instance.new(class)) or (class) for property, val in pairs(prop) do inst[property] = val end for _, t in { ... } do table.insert(t, inst) end return inst end player_esp.functions.get_armor_icon = function(Character) local icons = {} for _, child in ipairs(Character:GetChildren()) do if child and child.Name then local armorNumber, skinName = child.Name:match("Armor_(%d+)/(.*)") if armorNumber then local key = tonumber(armorNumber) if key then local item = items_table[key] if item and item.Type == "Armor" and item.Image then if type(item.Image) == "table" then if skinName and item.Image[skinName] then table.insert(icons, item.Image[skinName]) elseif item.Image.Default then table.insert(icons, item.Image.Default) end elseif type(item.Image) == "string" then table.insert(icons, item.Image) end end end end end end if #icons > 0 then return icons end return nil end; player_esp.functions.get_boundings = function(model) local hrp = model:FindFirstChild("HumanoidRootPart") if hrp then local cframe, size = model:GetBoundingBox() size = Vector3.new(math.min(size.X, 4), math.min(size.Y, 6), math.min(size.Z, 5)) return hrp.CFrame, size, hrp.Position end return nil end player_esp.functions.is_visible = function(character) if not character or character == local_player.Character then return false end local part = character.PrimaryPart if not part then return false end local raycast_params = RaycastParams.new() raycast_params.FilterType = Enum.RaycastFilterType.Blacklist local ignore_list = { local_player.Character, camera } if folder then for _, model in ipairs(folder:GetChildren()) do if model:IsA("Model") then table.insert(ignore_list, model) end end end raycast_params.FilterDescendantsInstances = ignore_list local RaycastResult = Workspace:Raycast(camera.CFrame.p, (part.Position - camera.CFrame.p).Unit * 10000, raycast_params) return RaycastResult and RaycastResult.Instance and RaycastResult.Instance:IsDescendantOf(character) end player_esp.functions.is_visible2 = function(character) if not character or character == local_player.Character then return false end local character_model = character.Character if not character_model then return false end local part = character_model:FindFirstChild("HumanoidRootPart") if not part then return false end local raycast_params = RaycastParams.new() raycast_params.FilterType = Enum.RaycastFilterType.Blacklist local ignore_list = { local_player.Character, camera } if folder then for _, model in ipairs(folder:GetChildren()) do if model:IsA("Model") then table.insert(ignore_list, model) end end end raycast_params.FilterDescendantsInstances = ignore_list local RaycastResult = Workspace:Raycast(camera.CFrame.p, (part.Position - camera.CFrame.p).Unit * 10000, raycast_params) return RaycastResult and RaycastResult.Instance and RaycastResult.Instance:IsDescendantOf(character_model) end local function YallahCheckTeam(player) if not player then return false end if player.Neutral then return getrenv().shared.cachedTeamModels[player.UserId] end return player.Team == local_player.Team end local function cache_character_parts(character) return { "Head", "UpperTorso", "LowerTorso", "LeftUpperArm", "RightUpperArm", "LeftLowerArm", "RightLowerArm", "LeftLeg", "RightLeg", "LeftFoot", "RightFoot", } end player_esp.functions.get_player = function() target_Paradox.target.entry = nil target_Paradox.target.part = nil target_Paradox.target.distance = flags["Enable FOV"] and flags["FOV Radius"] / math.tan(math.rad(camera.FieldOfView / 2)) or math.huge local mouse_position, cam_position = uis:GetMouseLocation(), camera.CFrame.Position local closest_entry, closest_part = nil, nil local part_cache = {} local ignore_team_check = #teams == 0 or (#teams == 1 and flags["Friendly Check"]) for _, cache in next, player_esp.drawing_cache do local player = cache.player if player == local_player then continue end local character = cache.type == "Player" and player.Character or player local checkteam = cache.type == "Player" and YallahCheckTeam(player) or false if character and character:FindFirstChild("Humanoid") then if flags["Friendly Check"] and checkteam then continue end if not part_cache[player] then part_cache[player] = cache_character_parts(character) end local bones_to_check = flags["Aimbot Bone"] == "Closest Bone" and part_cache[player] or { flags["Aimbot Bone"] } for _, part_name in ipairs(bones_to_check) do local part = character:FindFirstChild(part_name) if part then local screen_pos, on_screen = camera:WorldToViewportPoint(part.Position) if on_screen then local mouse_distance = (Vector2.new(screen_pos.X, screen_pos.Y) - Vector2.new( mouse_position.X, mouse_position.Y )).Magnitude local distance_to_target = (part.Position - cam_position).Magnitude local is_part_visible = not flags["Visible Check"] or (player ~= local_player and player_esp.functions.is_visible(character)) if distance_to_target <= (flags["Aimbot Max Distance"] or math.huge) and is_part_visible then if mouse_distance < target_Paradox.target.distance or ( mouse_distance == target_Paradox.target.distance and distance_to_target < (target_Paradox.target.part and ( target_Paradox.target.part.Position - cam_position ).Magnitude or math.huge) ) then closest_entry = player closest_part = part target_Paradox.target.distance = mouse_distance end end end end end end end return closest_entry, closest_part, cache.type end player_esp.functions.get_tool = function(Character) for _, value in pairs(Character:GetChildren()) do if value.Name ~= "HolsterModel" and value:IsA("Model") and value.Name ~= "Hair" and (value:FindFirstChild("Detail") or value:FindFirstChild("Main") or value:FindFirstChild("Handle") or value:FindFirstChild( "Attachments" ) or value:FindFirstChild("ArrowAttach") or value:FindFirstChild("Attach")) and value.PrimaryPart then return value.Name end end return "None" end end -- Bullet manipulation runService.RenderStepped:Connect(function(deltaTime) if flags["zins_Enabled"] and flags["zins_keybind"].active then if not remake.enabled then remake.enabled = true local root = remake.character:FindFirstChild("HumanoidRootPart") if root then root.Anchored = true remake.startPosition = root.Position remake.remakePosition = root.Position remake.startReplica = createClone(remake.character, FORCEFIELD_COLOR) if SHOW_DISTANCE_TEXT then remake.distanceText.Visible = true end end end else if remake.enabled then ManipulationReset() end end local root = remake.character and remake.character:FindFirstChild("HumanoidRootPart") if flags["Random Anti Aim"] and flags["Random Anti"].active then local range = flags["Random Range Anti"] or 10 local randomRotation = math.random(-360, 360) local randomMovement = Vector3.new( math.random(-range, range), 0, math.random(-range, range) ) root.CFrame += randomMovement root.CFrame = root.CFrame * CFrame.Angles(math.rad(randomRotation), math.rad(randomRotation), math.rad(randomRotation)) end if remake.enabled then if root then local dir = Vector3.new() if uis:IsKeyDown(Enum.KeyCode.W) then dir += Vector3.new(0, 0, -1) end if uis:IsKeyDown(Enum.KeyCode.A) then dir += Vector3.new(-1, 0, 0) end if uis:IsKeyDown(Enum.KeyCode.S) then dir += Vector3.new(0, 0, 1) end if uis:IsKeyDown(Enum.KeyCode.D) then dir += Vector3.new(1, 0, 0) end if dir.Magnitude > 0 then dir = dir.Unit * WALK_SPEED * deltaTime end local newPos = root.Position + root.CFrame:VectorToWorldSpace(dir) local dist = (newPos - remake.startPosition).Magnitude if dist > MAX_DISTANCE then newPos = remake.startPosition + (newPos - remake.startPosition).Unit * MAX_DISTANCE end root.CFrame = CFrame.new(newPos) remake.remakePosition = newPos if SHOW_DISTANCE_TEXT then local d = (remake.remakePosition - remake.startPosition).Magnitude remake.distanceText.Text = string.format("Manipulating: %.2f", d) remake.distanceText.Color = Color3.new(1, 1, 1) end end end end) -- -- Silent step local old_toggle_footstep = sound_table.ToggleFootstep; local old_play_sound = sound_table.PlaySound; sound_table.ToggleFootstep = function(_, character, sound, playback_speed) if flags["Silent Walk"] and sound then return sound_table:StopSound(sound); end; return old_toggle_footstep(_, character, sound, playback_speed); end; sound_table.PlaySound = function(_, sound, is_duplicate, playback_speed) if sound and sound.Name == "WalkWater" and flags["Silent Walk"] then return sound_table:StopSound(sound); end; return old_play_sound(_, sound, is_duplicate, playback_speed); end; -- -- Fov circle local FieldOfView = player_esp.functions.create_drawing("ScreenGui", { Parent = cloneref(gethui()), IgnoreGuiInset = true }) local Frame = player_esp.functions.create_drawing("Frame", { Visible = false, BackgroundTransparency = 1, BackgroundColor3 = Color3.new(1, 1, 1), -- white as default Size = UDim2.new(0, (flags["FOV Radius"] or 120) * 2, 0, (flags["FOV Radius"] or 120) * 2), Position = UDim2.new(0, 0, 0, 0), AnchorPoint = Vector2.new(0.5, 0.5), Parent = FieldOfView, ZIndex = 2, }) local UICorner = player_esp.functions.create_drawing("UICorner", { CornerRadius = UDim.new(1, 0), Parent = Frame }) local Stroke = player_esp.functions.create_drawing( "UIStroke", { Color = Color3.new(1, 1, 1), Thickness = 2, Transparency = 0, Parent = Frame } ) -- returns fov_circle.FieldOfView = FieldOfView fov_circle.Frame = Frame fov_circle.Stroke = Stroke -- -- Snap lines local snaplines = player_esp.functions.create_drawing("ScreenGui", { Parent = cloneref(gethui()), IgnoreGuiInset = true }) local line = player_esp.functions.create_drawing("Frame", { BackgroundTransparency = 0, AnchorPoint = Vector2.new(0.5, 0.5), BorderSizePixel = 0, ZIndex = 2, Parent = snaplines, }) -- returns snap_lines.snaplines = snaplines snap_lines.line = line -- -- Inventory Viewer local inventory_view = player_esp.functions.create_drawing("ScreenGui", { Parent = cloneref(gethui()), IgnoreGuiInset = true }) local background = player_esp.functions.create_drawing("Frame", { BackgroundTransparency = 0, Size = UDim2.new(0, 400, 0, 15), BackgroundColor3 = Color3.fromRGB(9, 9, 9), AnchorPoint = Vector2.new(0.5, 0.5), BorderSizePixel = 0, ZIndex = 99, Parent = inventory_view }) local icon_holder = player_esp.functions.create_drawing("Frame", { BackgroundTransparency = 1, Size = UDim2.new(0, 900, 0, 75), BackgroundColor3 = Color3.fromRGB(9, 9, 9), AnchorPoint = Vector2.new(0.5, 0.5), BorderSizePixel = 0, ZIndex = 99, Parent = inventory_view }) local name = player_esp.functions.create_drawing("TextLabel", { BackgroundTransparency = 0, AnchorPoint = Vector2.new(0.5, 0.5), BorderSizePixel = 0, ZIndex = 999, TextColor3 = Color3.fromRGB(255, 255, 255), TextStrokeTransparency = 0, TextStrokeColor3 = Color3.fromRGB(0, 0, 0), TextSize = 10, FontFace = fonts.esp, Parent = background, Position = UDim2.new(0.5, 0, 0.5, 0), TextXAlignment = Enum.TextXAlignment.Center, TextYAlignment = Enum.TextYAlignment.Center }) player_esp.functions.create_drawing("UIListLayout", { Parent = icon_holder, SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Center, }); info_viewer.inventory_view = inventory_view info_viewer.background = background info_viewer.icon_holder = icon_holder info_viewer.name = name -- local zoom_state = { current_fov = 70, target_fov = 70, is_zooming = false, animation_speed = 0.1 -- higher = faster } do -- FOV AND ZOOM CACHING local old_setting = settings_table.GetSetting do -- funcs settings_table.GetSetting = function(cat, set, ...) if set == "Field Of View" then if flags["Zoom"] and flags["Zoom Keybind"].active then zoom_state.target_fov = flags["Zoom Ammount"] elseif flags["FOV"] then zoom_state.target_fov = flags["FOV Ammount"] else zoom_state.target_fov = 70 end zoom_state.current_fov = zoom_state.current_fov + (zoom_state.target_fov - zoom_state.current_fov) * zoom_state.animation_speed return zoom_state.current_fov end return old_setting(cat, set, ...) end end end -- -- gxentry library local gxentry = {} function gxentry:Instance(ClassName, Properties) local Instance = Instance.new(ClassName) for Index, Value in next, Properties do Instance[Index] = Value end return Instance end function gxentry:CreateBeam(Origin, Direction) local Tracer = gxentry:Instance("Model", { Parent = workspace }) local Beam = gxentry:Instance("Beam", { FaceCamera = true, Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.new(1, 1, 1)), ColorSequenceKeypoint.new(1, Color3.new(1, 1, 1)), }), LightEmission = 0, LightInfluence = 0, Width0 = 0.75, Width1 = 0.75, Texture = "rbxassetid://446111271", TextureLength = 30, TextureMode = Enum.TextureMode.Wrap, TextureSpeed = 1, Parent = Tracer, Brightness = 150, Attachment0 = gxentry:Instance("Attachment", { Parent = gxentry:Instance("Part", { Position = Origin, Anchored = true, Transparency = 1, CanCollide = false, Parent = Tracer, Size = Vector3.new(0.001, 0.001, 0.001), }), }), Attachment1 = gxentry:Instance("Attachment", { Parent = gxentry:Instance("Part", { Position = Direction, Anchored = true, Transparency = 1, CanCollide = false, Parent = Tracer, Size = Vector3.new(0.001, 0.001, 0.001), }), }), }) task.delay(5, function() Tracer:Destroy() end) return Tracer end function gxentry:CreateHitmarker(Direction) local ProtectedModel = gxentry:Instance("Model", { Parent = workspace }) local HitmarkerPart = gxentry:Instance("Part", { Position = Direction, Size = Vector3.new(0.1, 0.1, 0.1), Transparency = 1, CanCollide = false, Anchored = true, Parent = ProtectedModel, }) local HitmarkerGui = gxentry:Instance("BillboardGui", { Size = UDim2.new(0, 20, 0, 20), AlwaysOnTop = true, ZIndexBehavior = Enum.ZIndexBehavior.Sibling, Parent = HitmarkerPart, }) local HitmarkerData = { { UDim2.new(0, 7, 0, 1), UDim2.new(0, 0, 0.35, -6), 45 }, { UDim2.new(0, 7, 0, 1), UDim2.new(0, 0, 0.35, 4), -45 }, { UDim2.new(0, 7, 0, 1), UDim2.new(1, -10, 0.35, -6), -45 }, { UDim2.new(0, 7, 0, 1), UDim2.new(1, -10, 0.35, 4), 45 }, } for _, Data in next, HitmarkerData do local Line = gxentry:Instance("Frame", { Size = Data[1], BackgroundColor3 = Color3.new(1, 1, 1), BackgroundTransparency = 0, BorderSizePixel = 1, BorderColor3 = Color3.fromRGB(0, 0, 0), Position = Data[2], Rotation = Data[3], Parent = HitmarkerGui, }) end task.delay(5, function() for Index = 1, 100 do for _, Object in pairs(HitmarkerGui:GetChildren()) do if Object:IsA("Frame") then Object.BackgroundTransparency = Index / 100 end end task.wait() end HitmarkerGui:Destroy() HitmarkerPart:Destroy() ProtectedModel:Destroy() end) end function gxentry:CreateSound() local selected_sound = flags["Hitsound Type"]; local sound_id = hit_sounds[selected_sound]; local Sound = gxentry:Instance("Sound", { Parent = workspace, SoundId = sound_id, Volume = 5, PlayOnRemove = true, }) Sound:Destroy() end gxentry.Bodyparts = { "HumanoidRootPart", "LowerTorso", "UpperTorso", "LeftLeg", "RightLeg", "LeftArm", "RightArm", "Head", "Neck", "LeftHand", "RightHand", "LeftFoot", "RightFoot", "LeftLowerArm", "RightLowerArm", "LeftUpperArm", "RightUpperArm", "LeftLowerLeg", "RightLowerLeg", "LeftUpperLeg", "RightUpperLeg", } gxentry.QuickStackItems = {} -- -- -- priority functions do -- viewmodel chams local old_materials, old_texture, old_colors = {}, {}, {}; local revert = function() for child, material in old_materials do child.Material = material end for child, color in old_colors do child.Color = color end for child, texture in old_texture do child.TextureID = texture end table.clear(old_materials) table.clear(old_texture) table.clear(old_colors) end; local chams; chams = function(folder) for _, child in folder:GetChildren() do if child:IsA("BasePart") then if (folder.Name == "Arms" and flags["Arm Chams"]) or (folder.Name == "Weapon" and flags["Weapon Chams"]) then old_materials[child] = child.Material old_colors[child] = child.Color if child:IsA("MeshPart") then old_texture[child] = child.TextureID end child.Color = flags["Custom Model Accent"].Color child.Material = Enum.Material[flags["Custom Model Material"]] if child:IsA("MeshPart") then local selectedTexture = flags["TexturesIDS"] local textureID = custom_textures[selectedTexture] or "" if typeof(textureID) == "string" and textureID ~= "" then child.TextureID = textureID else child.TextureID = "" end; end; end; end; if child:IsA("Model") then chams(child) end if child.Name == "Attachments" then chams(child) child.ChildAdded:Connect(function() chams(child) end); end; end; end; local chams_handler = function(model) revert() for _, folder in model:GetChildren() do if (folder.Name == "Weapon" and flags["Weapon Chams"]) or (folder.Name == "Arms" and flags["Arm Chams"]) then chams(folder) folder.ChildAdded:Connect(function() chams(folder) end) end; end; end; folder.ChildAdded:Connect(function(model) model.ChildAdded:Connect(function() chams_handler(model) end) chams_handler(model) end); end; do -- hide viewmodel local hide_viewmodel = function(folder) if not (folder.Name == "Weapon" or folder.Name == "Arms") then return end; if flags["Hide Viewmodel"] then for _, v in ipairs(folder:GetDescendants()) do if v:IsA("BasePart") or v:IsA("Part") or v:IsA("MeshPart") then v.Transparency = 1 end end end end; local hide_viewmodel_handler = function(model) for _, folder in model:GetChildren() do if folder.Name == "Weapon" or folder.Name == "Arms" then hide_viewmodel(folder); folder.ChildAdded:Connect(function() hide_viewmodel(folder) end); end; end; end; folder.ChildAdded:Connect(function(model) model.ChildAdded:Connect(function() hide_viewmodel_handler(model) end); hide_viewmodel_handler(model); end); end; -- Character esp local function esp_for_character(character, nameFlag, healthFlag, distanceFlag, colorFlag) local player = game:GetService("Players").LocalPlayer local runService = game:GetService("RunService") local camera = workspace.CurrentCamera local hrp = character:FindFirstChild("HumanoidRootPart") local hum = character:FindFirstChildOfClass("Humanoid") if hrp and hum then local text = Drawing.new("Text") text.Color = flags[colorFlag].Color text.Size = 14 text.Center = true text.Outline = true text.Visible = true local connec table.insert(player_esp.drawing_cache, { label = text, update_conn = connec, type = "NPC", player = character, -- character = player here gng }) connec = runService.RenderStepped:Connect(function() if not character:IsDescendantOf(workspace) or hum.Health <= 0 then text:Remove() connec:Disconnect() for _, cache in next, player_esp.drawing_cache do if cache.player == character then if cache.update_conn then cache.update_conn:Disconnect() end cache.label:Destroy() table.remove(player_esp.drawing_cache, _) break end end return end if (character.Name:lower() == "soldier" and not flags["soldier_Name"]) or ((character.Name == "Bruno" or character.Name == "Boris") and not flags["boss_Name"]) then text.Visible = false else local head_pos = hrp.Position + Vector3.new(0, 3, 0) local text_screen, on_screen = camera:WorldToViewportPoint(head_pos) local displayText = "" if flags[nameFlag] then displayText = displayText .. character.Name end if healthFlag and flags[healthFlag] then if character.Name:lower() == "soldier" then displayText = string.format("Soldier - %d HP", math.floor(hum.Health)) else displayText = string.format("%s - %d HP", character.Name, math.floor(hum.Health)) end end if distanceFlag and flags[distanceFlag] then local distance = math.floor((hrp.Position - camera.CFrame.Position).Magnitude) displayText = displayText .. string.format(" - %d s", distance) end text.Position = Vector2.new(text_screen.X, text_screen.Y) text.Text = displayText text.Visible = on_screen text.Color = flags[colorFlag].Color end end) end end do -- zoom animation if flags["Zoom"] and flags["Zoom Keybind"].active then zoom_state.is_zooming = true else zoom_state.is_zooming = false end end local function initialize_esp() for _, character in ipairs(workspace:GetDescendants()) do if character:IsA("Model") and (character.Name:lower() == "soldier" or character.Name == "Bruno" or character.Name == "Boris") then if character.Name:lower() == "soldier" then esp_for_character(character, "soldier_Name", "soldier_Health", "soldier_Distance", "soldier_Color") elseif character.Name == "Bruno" or character.Name == "Boris" then esp_for_character(character, "boss_Name", "soldier_Health", "soldier_Distance", "boss_Color") end end end workspace.DescendantAdded:Connect(function(descendant) if descendant.Name == "Head" and descendant.Parent and descendant.Parent:FindFirstChildOfClass("Humanoid") then if descendant.Parent.Name == "Soldier" then esp_for_character(descendant.Parent, "soldier_Name", "soldier_Health", "soldier_Distance", "soldier_Color") elseif descendant.Parent.Name == "Bruno" or descendant.Parent.Name == "Boris" then esp_for_character(descendant.Parent, "boss_Name", "soldier_Health", "soldier_Distance", "boss_Color") end end end) end initialize_esp() -- local Protected = Instance.new("ScreenGui", gethui()) Protected.IgnoreGuiInset = true local CrosshairHolder = gxentry:Instance("Frame", {BorderColor3 = Color3.fromRGB(0, 0, 0), AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 0.5, 0), Parent = Protected}) local CrosshairTop = gxentry:Instance("Frame", {AnchorPoint = Vector2.new(0.5, 1), BorderColor3 = Color3.fromRGB(0, 0, 0), Parent = CrosshairHolder}) local CrosshairRight = gxentry:Instance("Frame", {AnchorPoint = Vector2.new(0, 0.5), BorderColor3 = Color3.fromRGB(0, 0, 0), Parent = CrosshairHolder}) local CrosshairLeft = gxentry:Instance("Frame", {AnchorPoint = Vector2.new(1, 0.5), BorderColor3 = Color3.fromRGB(0, 0, 0), Parent = CrosshairHolder}) local CrosshairBottom = gxentry:Instance("Frame", { AnchorPoint = Vector2.new(0.5, 0), BorderColor3 = Color3.fromRGB(0, 0, 0), Parent = CrosshairHolder}) -- main loops run_service.RenderStepped:Connect(LPH_NO_VIRTUALIZE(function() if show_hit_notification then notifications:create_notification({ name = "Bullet hit " .. hit_target_name .. " in the " .. hit_part_name }) show_hit_notification = false end entry, closest_part, typeplayer = player_esp.functions.get_player() do -- update target if closest_part and (closest_part ~= target_Paradox.target.part) then target_Paradox.target.part = closest_part target_Paradox.target.entry = entry target_Paradox.target.distance = (closest_part.Position - camera.CFrame.Position).Magnitude end end do -- crosshair if flags["Crosshair Enabled"] then CrosshairHolder.Rotation = flags["Crosshair Spin"] and CrosshairHolder.Rotation + flags["Crosshair Speed"] / 100 or 0 CrosshairTop.Position = UDim2.new(0.5, 0, 0, -flags["Crosshair Spread"] / 2) CrosshairRight.Position = UDim2.new(1, flags["Crosshair Spread"] / 2, 0.5, 0) CrosshairLeft.Position = UDim2.new(0, -flags["Crosshair Spread"] / 2, 0.5, 0) CrosshairBottom.Position = UDim2.new(0.5, 0, 1, flags["Crosshair Spread"] / 2) CrosshairTop.Size = UDim2.new(0, flags["Crosshair Width"], 0, flags["Crosshair Length"]) CrosshairRight.Size = UDim2.new(0, flags["Crosshair Length"], 0, flags["Crosshair Width"]) CrosshairLeft.Size = UDim2.new(0, flags["Crosshair Length"], 0, flags["Crosshair Width"]) CrosshairBottom.Size = UDim2.new(0, flags["Crosshair Width"], 0, flags["Crosshair Length"]) CrosshairTop.BackgroundColor3 = flags["Crosshair Color"].Color CrosshairRight.BackgroundColor3 = flags["Crosshair Color"].Color CrosshairLeft.BackgroundColor3 = flags["Crosshair Color"].Color CrosshairBottom.BackgroundColor3 = flags["Crosshair Color"].Color CrosshairTop.Visible = true CrosshairRight.Visible = true CrosshairLeft.Visible = true CrosshairBottom.Visible = true else CrosshairTop.Visible = false CrosshairRight.Visible = false CrosshairLeft.Visible = false CrosshairBottom.Visible = false end end highlight_player = target_Paradox.target.entry -- highlight do -- auto shoot if local_player.Character then if flags["Enable Auto Shoot"] and target_Paradox and target_Paradox.target and target_Paradox.target.entry and target_Paradox.target.part and player_esp.functions.is_visible2(entry) then mouse1press() mouse1release() end end end; do -- aimbot if (target_Paradox and target_Paradox.target and target_Paradox.target.entry and target_Paradox.target.part and target_Paradox.target.entry ~= local_player) then if (flags["Enable Aimbot"] and flags["Aimbot Keybind"].active) then local enemy_pos = target_Paradox.target.part.Position camera.CFrame = flags["Aimbot Speed"] ~= 1 and camera.CFrame:Lerp(CFrame.lookAt(camera.CFrame.Position, enemy_pos), flags["Aimbot Speed"]) or CFrame.lookAt(camera.CFrame.Position, enemy_pos) end end end do -- anti aim if (flags["Anti Aim"]) then local root = local_char:FindFirstChild("HumanoidRootPart"); local human = local_char:FindFirstChild("Humanoid"); local spin_speed = math.rad(flags["Anti Aim Speed"] / 10); if (local_char and local_char:FindFirstChild("HumanoidRootPart")) then local cameraLook = camera.CFrame.LookVector; root.CFrame = root.CFrame * CFrame.Angles(0, spin_speed, 0); end; if (root and human) then human.AutoRotate = false; root.CFrame = root.CFrame * CFrame.Angles(0, spin_speed, 0); end; else local_char:FindFirstChild("Humanoid").AutoRotate = true; end; end; do -- btr teleport if (flags["BTR Teleport"] and flags["Teleport Keybind"].active) then local player = game.Players.LocalPlayer local playerHRP = player.Character and player.Character:FindFirstChild("HumanoidRootPart") local events = workspace:FindFirstChild("Events") local btr = events and events:FindFirstChild("BTR") local targetPart = btr and btr:FindFirstChild("HumanoidRootPart") if playerHRP and targetPart then targetPart.CFrame = playerHRP.CFrame end end end do -- local chams for _, model in ipairs(folder:GetChildren()) do if model:IsA("Model") then local highlight = model:FindFirstChildOfClass("Highlight") if flags["Local Chams"] then if not highlight then highlight = Instance.new("Highlight") highlight.Parent = model end highlight.FillColor = flags["Local Chams Accent"].Color highlight.OutlineColor = flags["Local Chams Accent"].Color highlight.OutlineTransparency = flags["Local Chams Opacity"] / 100 highlight.FillTransparency = flags["Local Chams Opacity"] / 100 highlight.Enabled = true elseif highlight then highlight.Enabled = false end end end end -- do -- insta loot heh if gxentry.QuickStackItems and #gxentry.QuickStackItems > 0 then for _, func in next, gxentry.QuickStackItems do setconstant(func, 18, flags["Insta Loot"] and 0 or 0.3) setconstant(func, 19, flags["Insta Loot"] and 0 or 0.1) end end end -- do -- plr mods if flags["Enable Aimbot"] or getgenv().silent then entry, closest_part, typeplayer = player_esp.functions.get_player() end -- Freecam toggle check if flags["Enable Freecam"] and flags["Freecam Keybind"].active then if not freecam.enabled then freecam.enabled = true freecam.old_type = camera.CameraType freecam.old_behavior = uis.MouseBehavior camera.CameraType = Enum.CameraType.Scriptable uis.MouseBehavior = Enum.MouseBehavior.LockCenter if local_char and local_char:FindFirstChild("HumanoidRootPart") then local_char.HumanoidRootPart.Anchored = true end end else if freecam.enabled then freecam.enabled = false camera.CameraType = freecam.old_type uis.MouseBehavior = freecam.old_behavior if local_char and local_char:FindFirstChild("HumanoidRootPart") then local_char.HumanoidRootPart.Anchored = false end end end if freecam.enabled then local delta = uis:GetMouseDelta() freecam.pitch = math.clamp(freecam.pitch - delta.Y * flags["Freecam Sensitivity"], -80, 80) freecam.yaw = freecam.yaw - delta.X * flags["Freecam Sensitivity"] camera.CFrame = CFrame.new(camera.CFrame.Position) * CFrame.Angles(0, math.rad(freecam.yaw), 0) * CFrame.Angles(math.rad(freecam.pitch), 0, 0) local move = Vector3.zero if uis:IsKeyDown(Enum.KeyCode.W) then move += Vector3.new(0, 0, -1) end if uis:IsKeyDown(Enum.KeyCode.A) then move += Vector3.new(-1, 0, 0) end if uis:IsKeyDown(Enum.KeyCode.S) then move += Vector3.new(0, 0, 1) end if uis:IsKeyDown(Enum.KeyCode.D) then move += Vector3.new(1, 0, 0) end if uis:IsKeyDown(Enum.KeyCode.Space) then move += Vector3.new(0, 1, 0) end if uis:IsKeyDown(Enum.KeyCode.LeftShift) then move += Vector3.new(0, -1, 0) end if move.Magnitude > 0 then camera.CFrame += (camera.CFrame - camera.CFrame.Position):VectorToWorldSpace( move.Unit * flags["Freecam Speed"] ) end if local_char and local_char:FindFirstChild("HumanoidRootPart") then local_char.HumanoidRootPart.CFrame = camera.CFrame end end -- always sprint if flags["Always Sprint"] and ( uis:IsKeyDown(Enum.KeyCode.W) or uis:IsKeyDown(Enum.KeyCode.A) or uis:IsKeyDown(Enum.KeyCode.S) or uis:IsKeyDown(Enum.KeyCode.D) ) then local plr_model = local_char if plr_model and plr_model:FindFirstChild("HumanoidRootPart") then local root = plr_model:FindFirstChild("HumanoidRootPart") if root then local dir, look = Vector3.new(), camera.CFrame.LookVector for k, v in pairs({ [Enum.KeyCode.W] = Vector3.new(look.X, 0, look.Z), [Enum.KeyCode.A] = Vector3.new(look.Z, 0, -look.X), [Enum.KeyCode.S] = Vector3.new(-look.X, 0, -look.Z), [Enum.KeyCode.D] = Vector3.new(-look.Z, 0, look.X), }) do if uis:IsKeyDown(k) then dir += v end end if dir.Magnitude > 0 then root.Velocity = dir.Unit * flags["Sprint Speed"] + Vector3.new(0, root.Velocity.Y, 0) end end end end -- spiderclimb if flags["Spiderclimb"] and flags["Spiderclimb Keybind"].active then local plr_model = local_char or local_player.CharacterAdded:Wait() if plr_model and plr_model:FindFirstChild("HumanoidRootPart") then local hrp = plr_model.HumanoidRootPart local climb_speed = flags["Spiderclimb Speed"] local current_velocity = hrp.AssemblyLinearVelocity local vertical_velocity = Vector3.new(0, climb_speed, 0) hrp.CFrame = hrp.CFrame * CFrame.new(0, climb_speed * 0.1, 0) hrp.AssemblyLinearVelocity = Vector3.new(current_velocity.X, vertical_velocity.Y, current_velocity.Z) end end -- local isAlwaysGrounded = flags["Always Grounded"] local isShootWhileJumping = flags["Shoot While Jumping"] or isAlwaysGrounded -- Combined logic for Shoot While Jumping and Always Grounded if (isShootWhileJumping or isAlwaysGrounded) and local_player.Character then local plr_model = local_player.Character local humanoid = plr_model:FindFirstChildOfClass("Humanoid") local root = plr_model:FindFirstChild("HumanoidRootPart") -- Shoot While Jumping logic if isShootWhileJumping and humanoid then humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true) humanoid:SetStateEnabled(Enum.HumanoidStateType.Freefall, true) if humanoid:GetState() == Enum.HumanoidStateType.Jumping or humanoid:GetState() == Enum.HumanoidStateType.Freefall then humanoid:ChangeState(Enum.HumanoidStateType.Running) end end -- Always Grounded (platform) logic if isAlwaysGrounded and root then local targetPosition = root.Position - Vector3.new(0, 3.2, 0) platform.Position = targetPosition else platform.Position = Vector3.new(0, 0, 0) end else platform.Position = Vector3.new(0, 0, 0) end end -- local antifling_connection = nil local function ToggleAntiFling(state) local speaker = game:GetService("Players").LocalPlayer if state then if antifling_connection then antifling_connection:Disconnect() antifling_connection = nil end antifling_connection = game:GetService("RunService").Stepped:Connect(function() pcall(function() for _, player in pairs(game:GetService("Players"):GetPlayers()) do if player ~= speaker and player.Character then for _, part in pairs(player.Character:GetDescendants()) do if part:IsA("BasePart") then part.CanCollide = false end end end end end) end) else if antifling_connection then antifling_connection:Disconnect() antifling_connection = nil end end end -- do -- lighting if flags["Enable Fullbright"] then if lighting.ClockTime ~= (flags["Enable Fullbright"] and 12 or lighting_cache.ClockTime) then lighting.ClockTime = flags["Enable Fullbright"] and 12 or lighting_cache.ClockTime end else lighting.ClockTime = lighting_cache.ClockTime end -- if flags["Enable No Fog"] then lighting.FogEnd = 100000 local atmosphere = lighting:FindFirstChild("Atmosphere") if atmosphere then atmosphere.Density, atmosphere.Offset, atmosphere.Glare, atmosphere.Haze = 0, 0, 0, 0 end else lighting.FogEnd = lighting_cache.FogEnd local atmosphere = lighting:FindFirstChild("Atmosphere") if atmosphere then atmosphere.Density, atmosphere.Offset, atmosphere.Glare, atmosphere.Haze = lighting_cache.Density, lighting_cache.Offset, lighting_cache.Glare, lighting_cache.Haze end end -- if flags["Enable Ambient"] then if lighting.OutdoorAmbient ~= (flags["Enable Ambient"] and flags["Outdoor Ambient Accent"].Color or lighting_cache.OutdoorAmbient) then lighting.OutdoorAmbient = flags["Enable Ambient"] and flags["Outdoor Ambient Accent"].Color or lighting_cache.OutdoorAmbient end if lighting.Ambient ~= (flags["Enable Ambient"] and flags["Ambient Accent"].Color or lighting_cache.Ambient) then lighting.Ambient = flags["Enable Ambient"] and flags["Ambient Accent"].Color or lighting_cache.Ambient end else lighting.Ambient = lighting_cache.Ambient lighting.OutdoorAmbient = lighting_cache.OutdoorAmbient end end -- do -- fov circle if flags["Enable FOV"] then fov_circle.Frame.Visible = true fov_circle.Stroke.Color = flags["FOV Accent"].Color if flags["FOV Filled"] then fov_circle.Frame.BackgroundTransparency = 1 - (flags["FOV Fill Opacity"] / 100) fov_circle.Frame.BackgroundColor3 = flags["FOV Fill Accent"].Color else fov_circle.Frame.BackgroundTransparency = 1 end local size = (flags["FOV Radius"] or 120) * 2 / math.tan(math.rad(camera.FieldOfView / 2)) fov_circle.Frame.Size = UDim2.new(0, size, 0, size) fov_circle.Frame.Position = UDim2.new(0, uis:GetMouseLocation().X, 0, uis:GetMouseLocation().Y) else fov_circle.Frame.Visible = false end end -- if flags["Armor Viewer"] then if closest_part and not entry:FindFirstChild("HumanoidRootPart") then info_viewer.background.Visible = true info_viewer.background.Position = UDim2.new(50 / 100, 0, 10 / 100, 0) info_viewer.icon_holder.Visible = true info_viewer.icon_holder.Position = UDim2.new(50 / 100, 0, 10 / 100, 45) info_viewer.name.Position = UDim2.new(0.5, 0, 0.5, 0) info_viewer.name.Visible = true info_viewer.name.Text = entry.DisplayName.. "'s Inventory" if last_targeted_player_name ~= entry.Name then for _, child in ipairs(info_viewer.icon_holder:GetChildren()) do if child:IsA("ImageLabel") then child:Destroy(); end; end; last_targeted_player_name = entry.Name; end; local armorIcons = player_esp.functions.get_armor_icon(entry.Character) if armorIcons then if #armorIcons > 0 then for _, armorIcon in ipairs(armorIcons) do local exists = false for _, child in ipairs(info_viewer.icon_holder:GetChildren()) do if child:IsA("ImageLabel") and child.Image == armorIcon then exists = true break end end if not exists then local newIcon = Instance.new("ImageLabel") newIcon.Parent = info_viewer.icon_holder newIcon.Size = UDim2.new(0, 75, 0, 75) newIcon.Image = armorIcon newIcon.Visible = true newIcon.BackgroundTransparency = 1 end end end end else info_viewer.icon_holder.Visible = false; info_viewer.background.Visible = false; info_viewer.name.Visible = false; end; else for _, child in ipairs(info_viewer.icon_holder:GetChildren()) do if child:IsA("ImageLabel") then child:Destroy(); end; end; info_viewer.icon_holder.Visible = false; info_viewer.background.Visible = false; info_viewer.name.Visible = false; end; -- do -- snaplines if (flags["Enable Aimbot"] or getgenv().silent) and flags["Enable Snaplines"] then local line = snap_lines.line if closest_part then local screen_pos = camera:WorldToViewportPoint(closest_part.Position) local from = Vector2.new(screen_pos.X, screen_pos.Y) local to = uis:GetMouseLocation() local offset = to - from local middle = from + offset * 0.5 local distance = offset.Magnitude local line = snap_lines.line line.Position = UDim2.new(0, middle.X, 0, middle.Y) line.Rotation = math.deg(math.atan2(offset.Y, offset.X)) line.Size = UDim2.new(0, math.floor(distance + 0.5), 0, 1) line.BackgroundColor3 = flags["Snaplines Accent"].Color line.Visible = true else line.Visible = false end else snap_lines.line.Visible = false end end end)) do -- object esp (this is lazy work but it works) local create_esp_object = LPH_NO_VIRTUALIZE(function(Name, Object, Icon, Override) local Box = player_esp.functions.create_drawing("Frame", { Parent = gethui(), Visible = true }) local Label = player_esp.functions.create_drawing("TextLabel", { Text = "", Visible = false, Parent = Box, Position = UDim2.new(0.5, 0, 0, -10), Size = UDim2.new(0, 100, 0, -20), AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, TextColor3 = Color3.fromRGB(255, 255, 255), TextSize = 13, TextStrokeTransparency = 0, TextStrokeColor3 = Color3.fromRGB(0, 0, 0), RichText = true, }) -- do local Updater Updater = run_service.RenderStepped:Connect(function() if Object and Object.Parent ~= nil and Object ~= nil then local Position, Onscreen = camera:WorldToViewportPoint(Object.Position) local Distance = math.floor((Object.Position - camera.CFrame.p).magnitude / 3.5714285714) -- Text if Onscreen and flags[string.format("Enable %s ESP", Name)] and Distance <= flags["World ESP Max Distance"] then Label.Visible = true Label.Text = string.format("%s\n[%sm]", Name, Distance) Label.TextColor3 = flags[string.format("%s ESP Color", Name)].Color Label.TextSize = 10 Label.FontFace = Font.new([[rbxassetid://12187365977]], Enum.FontWeight.SemiBold, Enum.FontStyle.Normal) Box.Position = UDim2.new(0, Position.X, 0, Position.Y) Box.Position = UDim2.new(0, Position.X, 0, Position.Y) Box.Size = UDim2.new(0, 0, 0, 0) Box.Transparency = 1 else Label.Visible = false end else Label:Destroy() Box:Destroy() Updater:Disconnect() end end) end end) -- local Plants = workspace:FindFirstChild("Plants") if Plants then for _, Plant in pairs(Plants:GetChildren()) do local Main = Plant:FindFirstChild("Main") if Main then if Plant.Name == "Wool Plant" then create_esp_object("Wool", Main, "") elseif Plant.Name == "Blueberry Plant" then create_esp_object("Blueberry", Main, "") elseif Plant.Name == "Corn Plant" then create_esp_object("Corn", Main, "") elseif Plant.Name == "Lemon Plant" then create_esp_object("Lemon", Main, "") elseif Plant.Name == "Pumpkin Plant" then create_esp_object("Pumpkin", Main, "") elseif Plant.Name == "Raspberry Plant" then create_esp_object("Raspberry", Main, "") elseif Plant.Name == "Tomato Plant" then create_esp_object("Tomato", Main, "") end end end Plants.ChildAdded:Connect(function(Plant) local Main = Plant:FindFirstChild("Main") if Main then if Plant.Name == "Wool Plant" then create_esp_object("Wool", Main, "") elseif Plant.Name == "Blueberry Plant" then create_esp_object("Blueberry", Main, "") elseif Plant.Name == "Corn Plant" then create_esp_object("Corn", Main, "") elseif Plant.Name == "Lemon Plant" then create_esp_object("Lemon", Main, "") elseif Plant.Name == "Pumpkin Plant" then create_esp_object("Pumpkin", Main, "") elseif Plant.Name == "Raspberry Plant" then create_esp_object("Raspberry", Main, "") elseif Plant.Name == "Tomato Plant" then create_esp_object("Tomato", Main, "") end end end) end -- local Nodes = workspace:FindFirstChild("Nodes") if Nodes then for _, Plant in pairs(Nodes:GetChildren()) do if Plant.Name == "Stone_Node" then local Main = game.FindFirstChild(Plant, "Main") create_esp_object("Stone", Main, "") elseif Plant.Name == "Metal_Node" then local Main = game.FindFirstChild(Plant, "Main") create_esp_object("Metal", Main, "") elseif Plant.Name == "Phosphate_Node" then local Main = game.FindFirstChild(Plant, "Main") create_esp_object("Phosphate", Main, "") end end -- Nodes.ChildAdded:Connect(function(Plant) if Plant.Name == "Stone_Node" then local Main = game.FindFirstChild(Plant, "Main") create_esp_object("Stone", Main, "") elseif Plant.Name == "Metal_Node" then local Main = game.FindFirstChild(Plant, "Main") create_esp_object("Metal", Main, "") elseif Plant.Name == "Phosphate_Node" then local Main = game.FindFirstChild(Plant, "Main") create_esp_object("Phosphate", Main, "") end end) end -- eggs local eggLoners = workspace:FindFirstChild("Bases") and workspace.Bases:FindFirstChild("Loners") if eggLoners then for _, eggFolder in pairs(eggLoners:GetChildren()) do if eggFolder.Name == "Large Egg" or eggFolder.Name == "Medium Egg" or eggFolder.Name == "Small Egg" then for _, eggModel in pairs(eggFolder:GetChildren()) do local Main = eggModel:FindFirstChild("Main") if Main and Main:IsA("MeshPart") then create_esp_object(eggFolder.Name, Main, "") else print("error 0x01 - make a ticket") end end -- eggFolder.ChildAdded:Connect(function(eggModel) local Main = eggModel:FindFirstChild("Main") if Main and Main:IsA("MeshPart") then create_esp_object(eggFolder.Name, Main, "") else error("error 0x01b - make a ticket") end end) end end end -- eggs -- btr local Events = workspace:FindFirstChild("Events") if Events then local BTR = Events:FindFirstChild("BTR") and Events.BTR:FindFirstChild("Detail") and Events.BTR.Detail:FindFirstChild("Main") local destroyedBTR = Events:FindFirstChild("BTR") and Events.BTR:FindFirstChild("destroyedBTR") and Events.BTR.destroyedBTR:FindFirstChild("SmokePart") if BTR then create_esp_object("BTR", BTR, "") elseif destroyedBTR then create_esp_object("BTR", destroyedBTR, "") end Events.ChildAdded:Connect(function(child) if child.Name == "BTR" then task.wait(0.1) local BTRMain = child:FindFirstChild("Detail") and child.Detail:FindFirstChild("Main") local destroyedBTRSmoke = child:FindFirstChild("destroyedBTR") and child.destroyedBTR:FindFirstChild("SmokePart") if BTRMain then create_esp_object("BTR", BTRMain, "") elseif destroyedBTRSmoke then create_esp_object("BTR", destroyedBTRSmoke, "") end -- error fix child.ChildAdded:Connect(function(grandchild) if grandchild.Name == "destroyedBTR" then task.wait(0.1) local SmokePart = grandchild:FindFirstChild("SmokePart") if SmokePart then create_esp_object("BTR", SmokePart, "") end end end) end end) end -- btr -- body bags local lonerBase = workspace:FindFirstChild("Bases") and workspace.Bases:FindFirstChild("Loners") if lonerBase then local bodyBagFolder = lonerBase:FindFirstChild("Body Bag") if bodyBagFolder then for _, bodyBag in pairs(bodyBagFolder:GetChildren()) do local Main = bodyBag:FindFirstChild("Main") if Main and Main:IsA("MeshPart") then create_esp_object("Body Bag", Main, "") end end bodyBagFolder.ChildAdded:Connect(function(bodyBag) local Main = bodyBag:FindFirstChild("Main") if Main and Main:IsA("MeshPart") then create_esp_object("Body Bag", Main, "") end end) end end -- body bags -- timed crate local lonerBase = workspace:FindFirstChild("Bases") and workspace.Bases:FindFirstChild("Loners") if lonerBase then local crateFolder = lonerBase:FindFirstChild("Timed Crate") if crateFolder then local crateModel = crateFolder:FindFirstChild("Timed Crate") if crateModel then local Main = crateModel:FindFirstChild("Main") if Main and Main:IsA("MeshPart") then create_esp_object("Timed Crate", Main, "") end end end end -- timed crate -- care packages local carePackageFolder = workspace:FindFirstChild("Bases") and workspace.Bases:FindFirstChild("Loners") and workspace.Bases.Loners:FindFirstChild("Care Package") if carePackageFolder then for _, carePackageModel in pairs(carePackageFolder:GetChildren()) do if carePackageModel.Name == "Care Package" then local Main = carePackageModel:FindFirstChild("Main") if Main and Main:IsA("Part") then create_esp_object("Care Package", Main, "") end end end carePackageFolder.ChildAdded:Connect(function(carePackageModel) if carePackageModel.Name == "Care Package" then local Main = carePackageModel:FindFirstChild("Main") if Main and Main:IsA("Part") then create_esp_object("Care Package", Main, "") end end end) end -- care packages end do -- player esp player_esp.update_player_ESP = function(player) if player.Name == lplayer_name then return end -- local esp_holder = player_esp.functions.create_drawing("ScreenGui", { Parent = cloneref(gethui()), Name = "esp_holder" }) local drawings = { -- text name = player_esp.functions.create_drawing("TextLabel", { Visible = false, Parent = esp_holder, BackgroundTransparency = 1, TextStrokeTransparency = 0, TextStrokeColor3 = Color3.fromRGB(0, 0, 0), FontFace = fonts.esp, TextSize = 10, TextXAlignment = Enum.TextXAlignment.Center, }), distance = player_esp.functions.create_drawing("TextLabel", { Visible = false, Parent = esp_holder, BackgroundTransparency = 1, TextStrokeTransparency = 0, TextStrokeColor3 = Color3.fromRGB(0, 0, 0), FontFace = fonts.esp, TextSize = 10, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, }), weapon = player_esp.functions.create_drawing("TextLabel", { Visible = false, Parent = esp_holder, BackgroundTransparency = 1, TextStrokeTransparency = 0, TextStrokeColor3 = Color3.fromRGB(0, 0, 0), FontFace = fonts.esp, TextSize = 10, TextXAlignment = Enum.TextXAlignment.Center, }), -- box box = player_esp.functions.create_drawing("Frame", { Visible = false, Parent = esp_holder, BackgroundTransparency = 1, BackgroundColor3 = Color3.new(1, 1, 1), ZIndex = -999, }), box2 = player_esp.functions.create_drawing("Frame", { Visible = false, Parent = esp_holder, BackgroundTransparency = 1, BackgroundColor3 = Color3.new(1, 1, 1), ZIndex = 999, }), Outline = player_esp.functions.create_drawing("UIStroke", { Color = Color3.fromRGB(0, 0, 0), Thickness = 3, Transparency = 0, LineJoinMode = Enum.LineJoinMode.Miter, Enabled = true, }), Outline2 = player_esp.functions.create_drawing("UIStroke", { Thickness = 1, Enabled = true, LineJoinMode = Enum.LineJoinMode.Miter, }), -- healthbar BehindHealthbar = player_esp.functions.create_drawing("Frame", { Visible = false, Parent = esp_holder, ZIndex = -1, BackgroundColor3 = Color3.fromRGB(0, 0, 0), BackgroundTransparency = 0, BorderSizePixel = 1, BorderColor3 = Color3.fromRGB(0, 0, 0), }), Healthbar = player_esp.functions.create_drawing("Frame", { Visible = false, Parent = esp_holder, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 0, BorderSizePixel = 0, }), HealthText = player_esp.functions.create_drawing("TextLabel", { Visible = false, Parent = esp_holder, TextXAlignment = Enum.TextXAlignment.Right, FontFace = fonts.esp, TextSize = 10, BackgroundTransparency = 1, TextStrokeTransparency = 0, ZIndex = 999, TextStrokeColor3 = Color3.new(0, 0, 0), }), -- icon top icon_top = player_esp.functions.create_drawing("ImageLabel", { Image = "rbxassetid://14239914881", Parent = esp_holder, BackgroundTransparency = 1, AnchorPoint = Vector2.new(0.5, 0.5) }), -- text strokes name_stroke = player_esp.functions.create_drawing("UIStroke", { Thickness = 1, LineJoinMode = Enum.LineJoinMode.Round, ApplyStrokeMode = Enum.ApplyStrokeMode.Contextual, Color = Color3.fromRGB(0, 0, 0), }), distance_stroke = player_esp.functions.create_drawing("UIStroke", { Thickness = 1, LineJoinMode = Enum.LineJoinMode.Round, ApplyStrokeMode = Enum.ApplyStrokeMode.Contextual, Color = Color3.fromRGB(0, 0, 0), }), weapon_stroke = player_esp.functions.create_drawing("UIStroke", { Thickness = 1, LineJoinMode = Enum.LineJoinMode.Round, ApplyStrokeMode = Enum.ApplyStrokeMode.Contextual, Color = Color3.fromRGB(0, 0, 0), }), } -- local chams do -- create chams chams = Instance.new("Highlight", player.Character) chams.Enabled = false end -- local linepos = function(frame, from, to, thickness, plrpos) local c = (from + to) / 2 local o = to - from + Vector2.new(0, 1) local d = (plrpos - camera.CFrame.p).Magnitude frame.Position = UDim2.new(0, c.X, 0, c.Y) frame.Rotation = math.atan2(o.Y, o.X) * 180 / math.pi frame.Size = UDim2.new(0, o.Magnitude, 0, thickness) end -- local function createline() local frame = Instance.new("Frame", esp_holder) frame.AnchorPoint = Vector2.new(0.5, 0.5) frame.ZIndex = -999 frame.BackgroundColor3 = Color3.fromRGB(255, 255, 255) frame.BorderColor3 = Color3.fromRGB(0, 0, 0) frame.BorderSizePixel = 0 frame.Visible = false return frame end local torso_angle_parts = { createline(), createline() } -- local viewangle_parts = { Head = createline(), Penis = createline(), -- troll } local corner_frames = { LeftTopFix = player_esp.functions.create_drawing("Frame", { Parent = esp_holder, Size = UDim2.new(0, 1, 0, 12), ZIndex = 999 }), RightTopFix = player_esp.functions.create_drawing("Frame", { Parent = esp_holder, Size = UDim2.new(0, 1, 0, 12), ZIndex = 999 }), BottomSideFix = player_esp.functions.create_drawing("Frame", { Parent = esp_holder, Size = UDim2.new(0, 1, 0, 6), ZIndex = 999 }), BottomRightSideFix = player_esp.functions.create_drawing("Frame", { Parent = esp_holder, Size = UDim2.new(0, 1, 0, 6), ZIndex = 999 }), LeftTop = player_esp.functions.create_drawing("Frame", { Parent = esp_holder, ZIndex = 3 }), LeftSide = player_esp.functions.create_drawing("Frame", { Parent = esp_holder }), RightTop = player_esp.functions.create_drawing("Frame", { Parent = esp_holder, ZIndex = 3 }), RightSide = player_esp.functions.create_drawing("Frame", { Parent = esp_holder }), BottomSide = player_esp.functions.create_drawing("Frame", { Parent = esp_holder }), BottomDown = player_esp.functions.create_drawing("Frame", { Parent = esp_holder }), BottomRightSide = player_esp.functions.create_drawing("Frame", { Parent = esp_holder }), BottomRightDown = player_esp.functions.create_drawing("Frame", { Parent = esp_holder }) } for _, frame in pairs(corner_frames) do frame.Visible = false frame.BackgroundColor3 = Color3.fromRGB(255, 255, 255) end local parts = { UpperTorso_LowerTorso = createline(), UpperTorso_LeftUpperArm = createline(), UpperTorso_RightUpperArm = createline(), LeftUpperArm_LeftLowerArm = createline(), LeftLowerArm_LeftHand = createline(), LeftUpperLeg_LeftLowerLeg = createline(), LeftLowerLeg_LeftFoot = createline(), RightUpperArm_RightLowerArm = createline(), RightLowerArm_RightHand = createline(), RightUpperLeg_RightLowerLeg = createline(), RightLowerLeg_RightFoot = createline(), LowerTorso_LeftUpperLeg = createline(), LowerTorso_RightUpperLeg = createline(), } drawings.HealthbarGradient = library:create("UIGradient", { Color = rgbseq{rgbkey(0, rgb(167, 167, 167)), rgbkey(1, rgb(167, 167, 167))}; Parent = drawings.Healthbar; Rotation = 90; Enabled = false; }); -- drawings.Outline.Parent = drawings.box drawings.Outline2.Parent = drawings.box2 drawings.name_stroke.Parent = drawings.name drawings.distance_stroke.Parent = drawings.distance drawings.weapon_stroke.Parent = drawings.weapon -- table.insert(player_esp.drawing_cache, { name = drawings.name, distance = drawings.distance, weapon = drawings.weapon, box = drawings.box, box2 = drawings.box2, icon_top = drawings.icon_top, healthbar = drawings.BehindHealthbar, healthbar2 = drawings.Healthbar, esp_holder = esp_holder, update_conn = nil, type = "Player", player = player, }) -- player_esp.functions.stop_underground_aa_animation = LPH_NO_VIRTUALIZE(function(player) if library.flags["ResolveUndergroundAA"] and player and player.Character then local humanoid = player.Character:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.Health > 0.2 then for _, anim in ipairs(humanoid:GetPlayingAnimationTracks()) do if anim.Animation and anim.Animation.AnimationId == "rbxassetid://13435049596" then anim:Stop() end end end end end) -- do -- update esp local died_check = false local tween = { health_start = 0, health_transition_start = 0, health_transition_old = 0, current_health = 0, } local WereChoppedTwinWittedRoseEmoji = {} -- player_esp.update_esp = LPH_NO_VIRTUALIZE(function() if flags["Max ESP Distance"] == nil then return end local entry, closest_part, typeplayer = player_esp.functions.get_player() if entry and entry ~= local_player then player_esp.functions.stop_underground_aa_animation(entry) end local character = player.Character local humanoid = character:FindFirstChild("Humanoid") local cframe, size, position = player_esp.functions.get_boundings(character) local box_style = flags["Box Style"] do -- ESP if character and humanoid then local max_distance if position then max_distance = (position - camera.CFrame.Position).Magnitude end local visiblity = player_esp.functions.is_visible(character) local teamcheck = cache.type == "Player" and YallahCheckTeam(player) or false if (max_distance and max_distance < flags["Max ESP Distance"]) and (not flags["Enable VisibleCheck"] or (flags["Enable VisibleCheck"] and visiblity)) then if (humanoid.Health > 0) and (not flags["Enable TeamCheck"] or not teamcheck) then local pos, on_screen = camera:WorldToScreenPoint(position) local height = math.tan(math.rad(camera.FieldOfView / 2)) * 2 * pos.Z local scale = Vector2.new( (viewport_size.Y / height) * size.X, (viewport_size.Y / height) * size.Y ) local Model = character do -- chams for Index, Value in pairs(Model and Model:GetChildren() or {}) do if not WereChoppedTwinWittedRoseEmoji[Value] then if not Value:IsA("Folder") and Value.ClassName ~= "Model" and Value.Name ~= "HumanoidRootPart" and Value.Name ~= "HeadCollider" and Value.Name ~= "Humanoid" and Value:IsA("BasePart") then local Chams = {} for i2 = 1, 1 do -- yes dont ask why i did this and now im nto gonna change it for the rest of my life local Adornment if Value.Name == "Head" then Adornment = Instance.new("CylinderHandleAdornment") Adornment.Parent = Value Adornment.Height = Value.Size.y + 0.2 Adornment.Radius = Value.Size.X * (0.35) + 0.2 Adornment.CFrame = CFrame.new(Vector3.new(0, 0, 0), Vector3.new(0, 1, 0)) else Adornment = Instance.new("BoxHandleAdornment") Adornment.Parent = Value Adornment.Size = Value.Size + Vector3.new(0.1, 0.1, 0.1) end Adornment.Name = "cms" Adornment.Adornee = Value Adornment.ZIndex = 2 Adornment.AlwaysOnTop = true Chams[1] = Adornment end WereChoppedTwinWittedRoseEmoji[Value] = Chams end end if WereChoppedTwinWittedRoseEmoji[Value] then if flags["CHAMS gxentry SEX NIGGERS"] and on_screen then do -- Fill WereChoppedTwinWittedRoseEmoji[Value][1].Visible = true WereChoppedTwinWittedRoseEmoji[Value][1].Transparency = 0.5 WereChoppedTwinWittedRoseEmoji[Value][1].Color3 = flags["CHAM COLOR gxentry SEX NIGGERS"].Color end else WereChoppedTwinWittedRoseEmoji[Value][1].Visible = false end end end end do -- names if on_screen and flags["Enable Names"] then drawings.name.Visible = true drawings.name.Text = flags["Display Name"] and player.DisplayName or player.Name drawings.name.TextColor3 = drawings.name.TextColor3:Lerp( ( flags["Highlight ESP"] and highlight_player == player and flags["Highlight Accent"].Color ) and flags["Highlight Accent"].Color or flags["Names Accent"].Color, 0.02 ) drawings.name.Position = UDim2.new(0, pos.X, 0, pos.Y - scale.Y / 2 - 6) else drawings.name.Visible = false end end do -- chams if on_screen and flags["Enable Chams"] then chams.Enabled = true chams.DepthMode = flags["Chams Visible Check"] == "Always Visible" and Enum.HighlightDepthMode["AlwaysOnTop"] or Enum.HighlightDepthMode["Occluded"] chams.FillTransparency = flags["Chams Opacity"] / 100 chams.OutlineTransparency = flags["Chams Opacity"] / 100 chams.FillColor = chams.FillColor:Lerp( ( flags["Highlight ESP"] and highlight_player == player and flags["Highlight Accent"].Color ) and flags["Highlight Accent"].Color or flags["Chams Accent"].Color, 0.02 ) chams.OutlineColor = chams.OutlineColor:Lerp( ( flags["Highlight ESP"] and highlight_player == player and flags["Highlight Accent"].Color ) and flags["Highlight Accent"].Color or flags["Chams Accent"].Color, 0.02 ) else chams.Enabled = false end end do -- view angle and penis angle if on_screen and (flags["Enable Viewangle"] or flags["Enable Penis ESP"]) and character and character:FindFirstChild("Head") and character:FindFirstChild("LowerTorso") then -- Head view angle if flags["Enable Viewangle"] then local head_pos = camera:WorldToScreenPoint(character.Head.Position) local head_look_dir = character.Head.CFrame.LookVector local head_line_length = flags["Viewangle Length"] or 5 local head_end_pos = character.Head.Position + (head_look_dir * head_line_length) local head_end_point = camera:WorldToScreenPoint(head_end_pos) local head_positions = { Head = Vector2.new(head_pos.X, head_pos.Y), Look = Vector2.new(head_end_point.X, head_end_point.Y), } if viewangle_parts.Head then linepos( viewangle_parts.Head, head_positions.Head, head_positions.Look, 1, character.Head.Position ) viewangle_parts.Head.Visible = true end else viewangle_parts.Head.Visible = false end if flags["Enable Penis ESP"] then local torso_pos = camera:WorldToScreenPoint(character.LowerTorso.Position) local torso_look_dir = character.LowerTorso.CFrame.LookVector local penis_length = flags["Penis Length"] or 5 local penis_end_pos = character.LowerTorso.Position + (torso_look_dir * penis_length) local penis_end_point = camera:WorldToScreenPoint(penis_end_pos) local penis_positions = { Torso = Vector2.new(torso_pos.X, torso_pos.Y), Look = Vector2.new(penis_end_point.X, penis_end_point.Y), } if viewangle_parts.Penis then linepos( viewangle_parts.Penis, penis_positions.Torso, penis_positions.Look, 3, character.LowerTorso.Position ) viewangle_parts.Penis.Visible = true end else viewangle_parts.Penis.Visible = false end for _, part in pairs(viewangle_parts) do if part.Visible then part.BackgroundColor3 = part.BackgroundColor3:Lerp( ( flags["Highlight ESP"] and highlight_player == player and flags["Highlight Accent"].Color ) and flags["Highlight Accent"].Color or flags["Viewangle Accent"].Color, 0.02 ) end end if flags["Outline Skeletons/ViewAngle"] then for _, part in pairs(viewangle_parts) do if part.Visible then part.BorderSizePixel = 1 end end else for _, part in pairs(viewangle_parts) do if part.Visible then part.BorderSizePixel = 0 end end end else for _, part in pairs(viewangle_parts) do part.Visible = false end end end do -- skeletons if on_screen and flags["Enable Skeletons"] and character and character:FindFirstChild("UpperTorso") and character:FindFirstChild("HumanoidRootPart") then local get_parts = { "UpperTorso", "LowerTorso", "LeftUpperArm", "LeftLowerArm", "LeftHand", "RightUpperArm", "RightLowerArm", "RightHand", "LeftUpperLeg", "LeftLowerLeg", "LeftFoot", "RightUpperLeg", "RightLowerLeg", "RightFoot", } for _, v in pairs(get_parts) do if not character:FindFirstChild(v) then return end end local positions = {} for _, v in pairs(get_parts) do local world_pos = character[v].Position local screenPos, onScreen = camera:WorldToScreenPoint(world_pos) if onScreen and screenPos.Z > 0 then positions[v] = Vector2.new(screenPos.X, screenPos.Y) else return end end local border_size = flags["Outline Skeletons/ViewAngle"] and 1 or 0 for _, part in pairs(parts) do part.BorderSizePixel = border_size part.BackgroundColor3 = flags["Skeletons Accent"].Color end local root = character.HumanoidRootPart.Position linepos( parts.UpperTorso_LowerTorso, positions.UpperTorso, positions.LowerTorso, flags["Skeleton Thickness"], root ) linepos( parts.UpperTorso_LeftUpperArm, positions.UpperTorso, positions.LeftUpperArm, flags["Skeleton Thickness"], root ) linepos( parts.LeftUpperArm_LeftLowerArm, positions.LeftUpperArm, positions.LeftLowerArm, flags["Skeleton Thickness"], root ) linepos( parts.LeftLowerArm_LeftHand, positions.LeftLowerArm, positions.LeftHand, flags["Skeleton Thickness"], root ) linepos( parts.UpperTorso_RightUpperArm, positions.UpperTorso, positions.RightUpperArm, flags["Skeleton Thickness"], root ) linepos( parts.RightUpperArm_RightLowerArm, positions.RightUpperArm, positions.RightLowerArm, flags["Skeleton Thickness"], root ) linepos( parts.RightLowerArm_RightHand, positions.RightLowerArm, positions.RightHand, flags["Skeleton Thickness"], root ) linepos( parts.LowerTorso_LeftUpperLeg, positions.LowerTorso, positions.LeftUpperLeg, flags["Skeleton Thickness"], root ) linepos( parts.LeftUpperLeg_LeftLowerLeg, positions.LeftUpperLeg, positions.LeftLowerLeg, flags["Skeleton Thickness"], root ) linepos( parts.LeftLowerLeg_LeftFoot, positions.LeftLowerLeg, positions.LeftFoot, flags["Skeleton Thickness"], root ) linepos( parts.LowerTorso_RightUpperLeg, positions.LowerTorso, positions.RightUpperLeg, flags["Skeleton Thickness"], root ) linepos( parts.RightUpperLeg_RightLowerLeg, positions.RightUpperLeg, positions.RightLowerLeg, flags["Skeleton Thickness"], root ) linepos( parts.RightLowerLeg_RightFoot, positions.RightLowerLeg, positions.RightFoot, flags["Skeleton Thickness"], root ) for _, part in pairs(parts) do part.Visible = true end else for _, part in pairs(parts) do part.Visible = false end end end do -- boxes if on_screen and flags["Enable Boxes"] then local box_style = flags["Box Style"] or "Full Box" if box_style == "Full Box" then drawings.box.Size = UDim2.new(0, scale.X - 1, 0, scale.Y - 1) drawings.box2.Size = UDim2.new(0, scale.X + 1, 0, scale.Y + 1) drawings.box.Position = UDim2.new(0, pos.X - (scale.X / 2), 0, pos.Y - (scale.Y / 2) + 3) drawings.box2.Position = UDim2.new(0, pos.X - (scale.X / 2) - 1, 0, pos.Y - (scale.Y / 2) + 2) if flags["Boxes Filled"] then drawings.box.BackgroundTransparency = flags["Boxes Filled Opacity"] / 100 drawings.box.BackgroundColor3 = flags["Filled Boxes Accent"].Color else drawings.box.BackgroundTransparency = 1 end drawings.box.Visible = true drawings.box2.Visible = true drawings.Outline2.Color = drawings.Outline2.Color:Lerp( ( flags["Highlight ESP"] and highlight_player == player and flags["Highlight Accent"].Color ) and flags["Highlight Accent"].Color or flags["Boxes Accent"].Color, 0.02 ) for _, corner in pairs(corner_frames) do corner.Visible = false end else drawings.box.Visible = false drawings.box2.Visible = false local positions = { { "LeftTopFix", pos.X - scale.X / 2, pos.Y - scale.Y / 2, 1, 12 }, { "RightTopFix", pos.X + scale.X / 2 - 1, pos.Y - scale.Y / 2, 1, 12 }, { "BottomSideFix", pos.X - scale.X / 2, pos.Y + scale.Y / 2 - 6 }, { "BottomRightSideFix", pos.X + scale.X / 2 - 1, pos.Y + scale.Y / 2 - 6 }, { "LeftTop", pos.X - scale.X / 2, pos.Y - scale.Y / 2, scale.X / 3, 1, Vector2.new(0, 0), }, { "LeftSide", pos.X - scale.X / 2, pos.Y - scale.Y / 2, 1, scale.Y / 4, Vector2.new(0, 0), }, { "RightTop", pos.X + scale.X / 2, pos.Y - scale.Y / 2, scale.X / 3, 1, Vector2.new(1, 0), }, { "RightSide", pos.X + scale.X / 2 - 1, pos.Y - scale.Y / 2, 1, scale.Y / 4, Vector2.new(0, 0), }, { "BottomSide", pos.X - scale.X / 2, pos.Y + scale.Y / 2, 1, scale.Y / 4, Vector2.new(0, 3), }, { "BottomDown", pos.X - scale.X / 2, pos.Y + scale.Y / 2, scale.X / 3, 1, Vector2.new(0, 1), }, { "BottomRightSide", pos.X + scale.X / 2, pos.Y + scale.Y / 2, 1, scale.Y / 4, Vector2.new(1, 1), }, { "BottomRightDown", pos.X + scale.X / 2, pos.Y + scale.Y / 2, scale.X / 3, 1, Vector2.new(1, 1), }, } for _, v in pairs(positions) do local name, x_pos, y_pos, width, height, anchor = unpack(v) local drawing = corner_frames[name] drawing.Position = UDim2.new(0, x_pos, 0, y_pos) if not string.find(name, "Fix") then drawing.Size = UDim2.new(0, width, 0, height) drawing.AnchorPoint = anchor drawing.BorderSizePixel = 1 else drawing.BorderSizePixel = 0 end drawing.Visible = true drawing.BackgroundColor3 = drawing.BackgroundColor3:Lerp( (flags["Highlight ESP"] and highlight_player == player and flags["Highlight Accent"].Color) and flags["Highlight Accent"].Color or flags["Boxes Accent"].Color, 0.02 ) end end else drawings.box.Visible = false drawings.box2.Visible = false -- Hide corners too for _, corner in pairs(corner_frames) do corner.Visible = false end end end do -- distances if on_screen and flags["Enable Distance"] then local box_side = pos.X + (scale.X / 2) local box_top = pos.Y - (scale.Y / 2) drawings.distance.Position = UDim2.new(0, box_side + 3, 0, box_top - 1) drawings.distance.Visible = true drawings.distance.TextColor3 = drawings.distance.TextColor3:Lerp( ( flags["Highlight ESP"] and highlight_player == player and flags["Highlight Accent"].Color ) and flags["Highlight Accent"].Color or flags["Distance Accent"].Color, 0.02 ) drawings.distance.Text = string.format("%ds", math.floor(max_distance)) else drawings.distance.Visible = false end end do -- weapon if on_screen and flags["Enable Weapon"] then drawings.weapon.Visible = true drawings.weapon.Position = UDim2.new(0, pos.X - 2, 0, pos.Y + scale.Y / 2 + 11) drawings.weapon.TextColor3 = drawings.weapon.TextColor3:Lerp( ( flags["Highlight ESP"] and highlight_player == player and flags["Highlight Accent"].Color ) and flags["Highlight Accent"].Color or flags["Weapon Accent"].Color, 0.02 ) drawings.weapon.Text = player_esp.functions.get_tool(character) else drawings.weapon.Visible = false end end do -- top icon if (on_screen) and flags["Enable Visible Icons"] then if player_esp.functions.is_visible(character) then drawings.icon_top.Image = "rbxassetid://14239914881"; drawings.icon_top.ImageColor3 = drawings.icon_top.ImageColor3:Lerp(Color3.fromRGB(0, 255, 0), 0.02); else drawings.icon_top.Image = "rbxassetid://14239920245"; drawings.icon_top.ImageColor3 = drawings.icon_top.ImageColor3:Lerp(flags["Visible Icon Accent"].Color, 0.02); end; drawings.icon_top.Visible = true; drawings.icon_top.Position = UDim2.new(0, pos.X, 0, pos.Y - scale.Y / 2 - 25); drawings.icon_top.Size = UDim2.new(0, 28, 0, 28); else drawings.icon_top.Visible = false; end; end; do -- healthbar if on_screen and flags["Enable Healthbar"] and humanoid and humanoid.Health then local health, max_health = math.floor(humanoid.Health), humanoid.MaxHealth local health_color = flags["Health3"].Color :lerp(flags["Health2"].Color, math.clamp(health / max_health, 0, 1)) health_color = health_color:lerp( flags["Health1"].Color, math.clamp((health / max_health - 0.5) * 2, 0, 1) ) do -- healthbar animation tween.health_start = tween.health_start or 0 tween.health_transition_start = tween.health_transition_start or health tween.health_transition_old = tween.health_transition_old or health tween.current_health = tween.current_health or health if health ~= tween.health_transition_start then tween.health_transition_old, tween.health_transition_start, tween.health_start = tween.current_health, health, tick() end end for _, part in pairs(torso_angle_parts) do part.Visible = false end local progress = math.clamp((tick() - tween.health_start) / 0.2, 0, 1) tween.current_health = tween.health_transition_old + (tween.health_transition_start - tween.health_transition_old) * progress if progress >= 1 then tween.current_health, tween.health_transition_old, tween.health_transition_start, tween.health_start = health, health, health, 0 end if flags["Enable Healthtext"] then drawings.HealthText.TextColor3 = health_color drawings.HealthText.Text, drawings.HealthText.Visible = tostring(math.floor(tween.current_health)), true else drawings.HealthText.Visible = false end drawings.Healthbar.Visible = true drawings.BehindHealthbar.Visible = true drawings.HealthbarGradient.Enabled = flags["Healthbar Gradient"] drawings.HealthbarGradient.Color = rgbseq{rgbkey(0, flags["Health1"].Color), rgbkey(0.5, flags["Health2"].Color), rgbkey(1, flags["Health3"].Color)} local bar_width = 1 local bar_height_adjust = 3 local target_height = scale.Y * (tween.current_health / max_health) + bar_height_adjust local bar_offset = 5 + math.max(0, bar_width) drawings.Healthbar.Position = UDim2.new( 0, pos.X - scale.X / 2 - bar_offset, 0, pos.Y - scale.Y / 2 + scale.Y * (1 - tween.current_health / max_health) + 1 ) drawings.BehindHealthbar.Position = UDim2.new(0, pos.X - scale.X / 2 - bar_offset, 0, pos.Y - scale.Y / 2 + 1) drawings.Healthbar.Size = UDim2.new(0, bar_width, 0, target_height) drawings.BehindHealthbar.Size = UDim2.new(0, bar_width, 0, scale.Y + bar_height_adjust) local target_text_pos = UDim2.new( 0, pos.X - scale.X / 2 - 9, 0, pos.Y - scale.Y / 2 + scale.Y * (1 - tween.current_health / max_health) + 5 ) or UDim2.new( 0, pos.X - scale.X / 2 + scale.X * (tween.current_health / max_health), 0, pos.Y + scale.Y / 2 + 5 ) drawings.HealthText.Position = drawings.HealthText.Position:Lerp(target_text_pos, progress) drawings.Healthbar.BackgroundColor3 = flags["Healthbar Gradient"] and rgb(255, 255, 255) or health_color else drawings.Healthbar.Visible = false drawings.BehindHealthbar.Visible = false drawings.HealthText.Visible = false end -- end else for _, v in ipairs({ "name", "box", "box2", "distance", "weapon", "BehindHealthbar", "HealthText", "Healthbar", "icon_top", }) do drawings[v].Visible = false end for _, part in pairs(parts) do part.Visible = false end for _, part in pairs(viewangle_parts) do part.Visible = false end for _, corner in pairs(corner_frames) do corner.Visible = false end chams.Enabled = false end else for _, v in ipairs({ "name", "box", "box2", "distance", "weapon", "BehindHealthbar", "HealthText", "Healthbar", "icon_top" }) do drawings[v].Visible = false end for _, part in pairs(parts) do part.Visible = false end for _, part in pairs(viewangle_parts) do part.Visible = false end for _, corner in pairs(corner_frames) do corner.Visible = false end chams.Enabled = false end end end end) end local cache = player_esp.drawing_cache[#player_esp.drawing_cache] cache.update_conn = run_service["RenderStepped"]:Connect(player_esp.update_esp) end player_esp.remove_player_ESP = function(player) for _, cache in ipairs(player_esp.drawing_cache) do if cache.player == player then if cache.update_conn then cache.update_conn:Disconnect() end cache.esp_holder:Destroy() table.remove(player_esp.drawing_cache, _) break end end end player_esp.on_player_added = function(player) local connections = {} connections.character_added = player.CharacterAdded:Connect(function() player_esp.update_player_ESP(player) end) connections.character_removing = player.CharacterRemoving:Connect(function() player_esp.remove_player_ESP(player) end) player_esp.connection_cache = player_esp.connection_cache or {} table.insert(player_esp.connection_cache, { player = player, connections = connections }) if player.Character then player_esp.update_player_ESP(player) end end player_esp.handle_existing_players = function() local player_list = players:GetPlayers() for i = 1, #player_list do local player = player_list[i] if player.Name ~= lplayer_name then player_esp.on_player_added(player) end end end players.PlayerAdded:Connect(player_esp.on_player_added) players.PlayerRemoving:Connect(function(player) player_esp.remove_player_ESP(player) for i, cache in ipairs(player_esp.connection_cache) do if cache.player == player then for _, conn in pairs(cache.connections) do conn:Disconnect() end table.remove(player_esp.connection_cache, i) break end end end) player_esp.handle_existing_players() end local RunService = game:GetService("RunService") local LocalPlayer = game:GetService("Players").LocalPlayer local NoDamageSettings = { VelocityMultiplier = 32768, -- Фиксированное значение для полета } local DesyncTypes = {} -- Основная логика десинхронизации RunService.Heartbeat:Connect(function() if library.flags["NoDamage"] then if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("HumanoidRootPart") and LocalPlayer.Character:FindFirstChild("Humanoid") and LocalPlayer.Character.Humanoid.Health > 0 then local humanoid = LocalPlayer.Character.Humanoid local rootPart = LocalPlayer.Character.HumanoidRootPart DesyncTypes[1] = rootPart.CFrame DesyncTypes[2] = rootPart.AssemblyLinearVelocity -- Устанавливаем временную позицию без вращения local SpoofThis = rootPart.CFrame rootPart.CFrame = SpoofThis rootPart.AssemblyLinearVelocity = Vector3.new(1, 1, 1) * NoDamageSettings.VelocityMultiplier RunService.RenderStepped:Wait() -- Восстанавливаем исходные значения rootPart.CFrame = DesyncTypes[1] rootPart.AssemblyLinearVelocity = DesyncTypes[2] task.wait(0.05) -- Небольшая задержка для плавности end end end) -- Хук для CFrame LPH_NO_VIRTUALIZE(function() local mt = getrawmetatable(game) local old_index = mt.__index local old_newindex = mt.__newindex setreadonly(mt, false) mt.__index = function(self, prop) if checkcaller() then return old_index(self, prop) end -- Существующая логика для Third Person if self == camera and prop == "CFrame" and flags["Third Person"] and flags["Third Person Key"].active and not (flags["Freecam Keybind"].active and flags["Enable Freecam"]) then local traceback = debug.traceback() for _, v in pattern do if traceback:find(v, 1, true) then local cframe_new = old_index(self, prop) local look_vector = cframe_new.LookVector return cframe_new + look_vector * flags["Third Person Distance"] end end end -- Новая логика десинхронизации if library.flags["NoDamage"] and not checkcaller() then if prop == "CFrame" and LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("HumanoidRootPart") and LocalPlayer.Character:FindFirstChild("Humanoid") and LocalPlayer.Character.Humanoid.Health > 0 then if self == LocalPlayer.Character.HumanoidRootPart then return DesyncTypes[1] or CFrame.new() elseif self == LocalPlayer.Character.Head then return DesyncTypes[1] and DesyncTypes[1] + Vector3.new(0, LocalPlayer.Character.HumanoidRootPart.Size.Y / 2 + 0.5, 0) or CFrame.new() end end end return old_index(self, prop) end -- Существующая логика для __newindex mt.__newindex = function(self, prop, value) if checkcaller() then return old_newindex(self, prop, value) end if self == camera and prop == "CFrame" and flags["Third Person"] and flags["Third Person Key"].active and not (flags["Freecam Keybind"].active and flags["Enable Freecam"]) then return old_newindex(self, prop, value + camera.CFrame.LookVector * -flags["Third Person Distance"]) end return old_newindex(self, prop, value) end setreadonly(mt, true) end)() -- Функция переключения NoDamage local function ToggleNoDamage(state) library.flags["NoDamage"] = state if state then if not LocalPlayer.Character or not LocalPlayer.Character:FindFirstChild("Humanoid") or LocalPlayer.Character.Humanoid.Health <= 0 then library.flags["NoDamage"] = false return end else if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("HumanoidRootPart") and LocalPlayer.Character.Humanoid.Health > 0 then LocalPlayer.Character.HumanoidRootPart.Velocity = Vector3.new(0, 0, 0) -- Сбрасываем скорость end end end -- Обработка респавна LocalPlayer.CharacterAdded:Connect(function(newChar) task.wait(0.1) -- Ждем загрузки персонажа if library.flags["NoDamage"] and newChar:FindFirstChild("Humanoid") and newChar.Humanoid.Health > 0 then ToggleNoDamage(true) -- Перезапускаем, если включено и жив end end) LPH_NO_VIRTUALIZE(function() local bullet_stuff, raycast_stuff do local RefreshGC = function() for i, v in pairs(getgc(true)) do if typeof(v) == "table" and rawget(v, "Raycast") then raycast_stuff = v elseif typeof(v) == "table" and rawget(v, "CreateProjectile") then bullet_stuff = v end -- if typeof(v) == "function" then local name = debug.getinfo(v).name if name == "PlayAnimation" then-- NO CHAT THIS IS TOTALLY NOT FISHY GNG local old_play_animation old_play_animation = hookfunction( v, function(animation_name, ...) local output = { old_play_animation(animation_name, ...) } if (animation_name == "Bolt") and flags["Instant Bolt"] then return { Length = 0.015, } end return unpack(output) end ) continue end if name == "LocalHitFunction" then local hitfunc; hitfunc = hookfunction(v, function(data, ...) if data then local hitobj = data[1] local hitpos = data[2] local hitplayer = data[3] if hitobj and hitpos then if flags["Bullet Tracers"] then local origin = workspace.CurrentCamera.CFrame.Position gxentry:CreateBeam(origin, hitpos) end if table.find(gxentry.Bodyparts, hitobj.Name) then if flags["Hitmarkers"] then gxentry:CreateHitmarker(hitpos) end if flags["Hitsounds"] then gxentry:CreateSound() end if flags["Hitlogs"] then on_bullet_hit(hitobj) end end end end return hitfunc(data, ...) end) end if name == "QuickStackItem" then table.insert(gxentry.QuickStackItems, v) continue end end end end -- do -- handling local_player.CharacterAdded:Connect(function(character) local_char = character -- task.wait(1) RefreshGC() end) end -- RefreshGC() if shoot_check_func then local old_shoot_check = shoot_check_func hookfunction(shoot_check_func, function(...) if Flags["Shoot While Jumping"] then return true -- Игнорируем проверки на прыжок end return old_shoot_check(...) end) end local success, result = pcall(function() local rc rc = hookfunction(raycast_stuff.Raycast, function(...) local args = { ... } local calling = getcallingscript() if getgenv().silent and getgenv().silent_key and math.random(1, 100) <= getgenv().silent_hitchance and calling and calling.Name == "ViewmodelController" then local entry, closest_part = nil,nil local fetchSuccess, fetchError = pcall(function() entry, closest_part, typeplayer = player_esp.functions.get_player() end) if fetchSuccess and closest_part and entry and closest_part and entry ~= local_player and local_player.Character then args[3] = (closest_part.Position - args[2]).Unit * 2500 end end return rc(unpack(args)) end) end) if success then return result else return nil end end end)() -- library:change_fontsize(12, "esp")