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")