local RunService = game:GetService("RunService") local Players = game:GetService("Players") local Workspace = game:GetService("Workspace") local CollectionService = game:GetService("CollectionService") local CoreGui = game:GetService("CoreGui") local ReplicatedStorage = game:GetService("ReplicatedStorage") local LocalPlayer = Players.LocalPlayer local Camera = Workspace.CurrentCamera -- Global Cleanup / Reload Handling if _G.TraversalHubCleanup then pcall(_G.TraversalHubCleanup) end local cleanupFns = {} local function registerCleanup(fn) table.insert(cleanupFns, fn) end local isRunning = true local function fullCleanup() isRunning = false for _, fn in ipairs(cleanupFns) do pcall(fn) end cleanupFns = {} _G.TraversalHubCleanup = nil end _G.TraversalHubCleanup = fullCleanup if typeof(STATE) == "table" and STATE.onCleanup then STATE.onCleanup(fullCleanup) end -- BridgeNet Setup for Healing local BridgeNet pcall(function() local modules = ReplicatedStorage:FindFirstChild("Modules") if modules and modules:FindFirstChild("BridgeNet") then BridgeNet = require(modules.BridgeNet) end end) local healingBridge = BridgeNet and BridgeNet.CreateBridge("healingEvent") -- Configuration & State local Config = { GodMode = true, InfStamina = true, AutoParry = { Enabled = true, Distance = 16, SmartDelay = true, CustomDelay = 0.25, AutoFace = true, Cooldown = 0.35, }, ESP = { Enabled = true, Boxes = true, Names = true, Distances = true, Health = true, Tracers = false, Chams = true, EnemiesOnly = false, IncludeCorpses = false, MaxDistance = 2500, BoxColor = Color3.fromRGB(255, 65, 65), TextColor = Color3.fromRGB(255, 255, 255), TracerColor = Color3.fromRGB(255, 100, 100), ChamsColor = Color3.fromRGB(255, 40, 40), ChamsOutlineColor = Color3.fromRGB(255, 255, 255), } } -- Load WindUI local WindUI local success, res = pcall(function() return loadstring(game:HttpGet("https://github.com/Footagesus/WindUI/releases/latest/download/main.lua"))() end) if not success or not res then warn("[Traversal Hub] Failed to load WindUI:", res) return end WindUI = res -- Create Window local Window = WindUI:CreateWindow({ Title = "TRAVERSAL HUB", Icon = "shield-alert", Author = "by someone", Folder = "TraversalHub", Size = UDim2.fromOffset(580, 460), Transparent = true, Theme = "Dark", Resizable = true, SideBarWidth = 175, HideSearchBar = true, ScrollBarEnabled = false, Acrylic = true, ToggleKey = Enum.KeyCode.RightShift, }) registerCleanup(function() pcall(function() if Window and Window.Destroy then Window:Destroy() end end) end) -- ==================== GOD MODE (INVINCIBILITY) ==================== local function maintainHealth() if not Config.GodMode then return end local char = LocalPlayer.Character if not char then return end local hum = char:FindFirstChildOfClass("Humanoid") if not hum then return end if hum.Health < hum.MaxHealth or hum.Health < 100 then if healingBridge then pcall(function() healingBridge:Fire(hum, 100) end) end hum.Health = math.max(hum.MaxHealth, 100) -- Sync Health Bar HUD local pgui = LocalPlayer:FindFirstChild("PlayerGui") local hud = pgui and pgui:FindFirstChild("VisibilityHud") local bar = hud and hud:FindFirstChild("Frame") and hud.Frame:FindFirstChild("HealthBar") and hud.Frame.HealthBar:FindFirstChild("Bar") if bar then bar.Size = UDim2.fromScale(1, 1) end end end -- Health changed instant reaction local healthConn local function hookCharacterHealth(char) if healthConn then healthConn:Disconnect() end if not char then return end local hum = char:WaitForChild("Humanoid", 3) if hum then healthConn = hum.HealthChanged:Connect(function(hp) if Config.GodMode and hp < hum.MaxHealth then maintainHealth() end end) end end hookCharacterHealth(LocalPlayer.Character) local charAddedConn = LocalPlayer.CharacterAdded:Connect(function(char) task.wait(0.5) hookCharacterHealth(char) end) registerCleanup(function() if healthConn then healthConn:Disconnect() end charAddedConn:Disconnect() end) local lastHealthCheck = 0 local godModeHeartbeat = RunService.Heartbeat:Connect(function() local now = tick() if now - lastHealthCheck > 0.05 then lastHealthCheck = now maintainHealth() end end) registerCleanup(function() godModeHeartbeat:Disconnect() end) -- ==================== UNIVERSAL NPC DETECTION ENGINE ==================== local trackedNPCs = {} local enemyConnections = {} local function cleanNPCConnections(model) if enemyConnections[model] then for _, conn in ipairs(enemyConnections[model]) do pcall(function() conn:Disconnect() end) end enemyConnections[model] = nil end end local function getEnemyWeapon(model) for _, child in ipairs(model:GetChildren()) do if child:IsA("Model") then local name = child.Name if name == "Axe" or name == "Chainsaw" or name == "Knife" or name == "Machete" or name == "Katana" or name == "Bat" or name == "Crowbar" then return name end end end return "Fist" end local function getNPCRootPart(model) if not model then return nil end return model:FindFirstChild("HumanoidRootPart") or model:FindFirstChild("Torso") or model:FindFirstChild("UpperTorso") or model:FindFirstChild("LowerTorso") or model:FindFirstChild("Head") or model.PrimaryPart or model:FindFirstChildWhichIsA("BasePart") end local function getOptimalParryDelay(model) if not Config.AutoParry.SmartDelay then return Config.AutoParry.CustomDelay end local weapon = getEnemyWeapon(model) if weapon == "Axe" then return 0.36 elseif weapon == "Chainsaw" then return 0.35 elseif weapon == "Bat" then return 0.30 elseif weapon == "Crowbar" then return 0.25 elseif weapon == "Machete" then return 0.22 elseif weapon == "Katana" then return 0.18 elseif weapon == "Knife" then return 0.12 else return 0.20 end end local function registerNPC(model) if not model or not model:IsA("Model") then return end if model == LocalPlayer.Character or Players:GetPlayerFromCharacter(model) then return end local hum = model:FindFirstChildOfClass("Humanoid") local isEnemyTagged = CollectionService:HasTag(model, "Enemy") or model.Name == "Enemy" or (model.Parent and model.Parent.Name == "Enemies") if not hum and not isEnemyTagged then return end local root = getNPCRootPart(model) if not root then return end if not trackedNPCs[model] then trackedNPCs[model] = { Model = model, Humanoid = hum, Root = root, IsEnemy = isEnemyTagged, Weapon = getEnemyWeapon(model), } local conns = {} local attrConn = model:GetAttributeChangedSignal("Attacking"):Connect(function() if Config.AutoParry.Enabled and model:GetAttribute("Attacking") == true then _G.TraversalHubScheduleParry(model) end end) table.insert(conns, attrConn) local ancConn = model.AncestryChanged:Connect(function(_, parent) if not parent then cleanNPCConnections(model) trackedNPCs[model] = nil end end) table.insert(conns, ancConn) if hum then local diedConn = hum.Died:Connect(function() if not Config.ESP.IncludeCorpses then cleanNPCConnections(model) trackedNPCs[model] = nil end end) table.insert(conns, diedConn) end enemyConnections[model] = conns else local entry = trackedNPCs[model] if not entry.Root or not entry.Root.Parent then entry.Root = root end if not entry.Humanoid then entry.Humanoid = hum end entry.Weapon = getEnemyWeapon(model) end end local function scanAllNPCs() for _, desc in ipairs(Workspace:GetDescendants()) do if desc:IsA("Model") then registerNPC(desc) end end end scanAllNPCs() local descAddedConn = Workspace.DescendantAdded:Connect(function(desc) if desc:IsA("Model") then task.spawn(function() task.wait(0.2) registerNPC(desc) end) elseif desc:IsA("Humanoid") and desc.Parent and desc.Parent:IsA("Model") then task.spawn(function() task.wait(0.1) registerNPC(desc.Parent) end) end end) registerCleanup(function() descAddedConn:Disconnect() end) local taggedAddedConn = CollectionService:GetInstanceAddedSignal("Enemy"):Connect(function(inst) if inst:IsDescendantOf(Workspace) and inst:IsA("Model") then registerNPC(inst) end end) registerCleanup(function() taggedAddedConn:Disconnect() end) task.spawn(function() while isRunning do task.wait(1.5) scanAllNPCs() for model, data in pairs(trackedNPCs) do if not model.Parent or (data.Humanoid and data.Humanoid.Health <= 0 and not Config.ESP.IncludeCorpses) then cleanNPCConnections(model) trackedNPCs[model] = nil end end end end) registerCleanup(function() for model, _ in pairs(enemyConnections) do cleanNPCConnections(model) end trackedNPCs = {} end) -- ==================== INFINITE STAMINA LOGIC ==================== local function maintainStamina() if not Config.InfStamina then return end local char = LocalPlayer.Character if not char then return end local clientCode = char:FindFirstChild("ClientCode") if clientCode then local successEnv, senv = pcall(getsenv, clientCode) if successEnv and senv and senv.primaryAttack then pcall(function() setupvalue(senv.primaryAttack, 3, 100) end) end end local pgui = LocalPlayer:FindFirstChild("PlayerGui") local hud = pgui and pgui:FindFirstChild("VisibilityHud") local bar = hud and hud:FindFirstChild("Frame") and hud.Frame:FindFirstChild("StaminaBar") and hud.Frame.StaminaBar:FindFirstChild("Bar") if bar and bar.Size.X.Scale < 1 then bar.Size = UDim2.fromScale(1, 1) end end local lastStaminaCheck = 0 local staminaHeartbeat = RunService.Heartbeat:Connect(function() local now = tick() if now - lastStaminaCheck > 0.1 then lastStaminaCheck = now maintainStamina() end end) registerCleanup(function() staminaHeartbeat:Disconnect() end) -- ==================== SMART AUTO PARRY SYSTEM (NO NOTIFICATIONS) ==================== local lastParryTime = 0 local pendingParries = {} local function executeParry(attackerModel) local char = LocalPlayer.Character if not char then return end local hrp = char:FindFirstChild("HumanoidRootPart") local clientCode = char:FindFirstChild("ClientCode") if not hrp or not clientCode then return end local senv = getsenv(clientCode) if not senv or not senv.handleAction then return end -- Auto Face attacker if Config.AutoParry.AutoFace and attackerModel then local targetRoot = getNPCRootPart(attackerModel) if targetRoot then pcall(function() local targetPos = targetRoot.Position hrp.CFrame = CFrame.lookAt(hrp.Position, Vector3.new(targetPos.X, hrp.Position.Y, targetPos.Z)) end) end end -- Point target variable (u275) to attacker pcall(function() setupvalue(senv.handleAction, 45, attackerModel) end) -- Trigger Block action pcall(function() senv.handleAction("Block", Enum.UserInputState.Begin) end) end _G.TraversalHubScheduleParry = function(attackerModel) if not isRunning or not Config.AutoParry.Enabled then return end if pendingParries[attackerModel] then return end local char = LocalPlayer.Character if not char then return end local myHRP = char:FindFirstChild("HumanoidRootPart") local myHum = char:FindFirstChildOfClass("Humanoid") if not myHRP or not myHum or myHum.Health <= 0 then return end local root = getNPCRootPart(attackerModel) if not root then return end local dist = (myHRP.Position - root.Position).Magnitude if dist > Config.AutoParry.Distance then return end pendingParries[attackerModel] = true local delayTime = getOptimalParryDelay(attackerModel) task.delay(delayTime, function() pendingParries[attackerModel] = nil if not isRunning or not Config.AutoParry.Enabled then return end local curChar = LocalPlayer.Character local curHRP = curChar and curChar:FindFirstChild("HumanoidRootPart") local curHum = curChar and curChar:FindFirstChildOfClass("Humanoid") if not curHRP or not curHum or curHum.Health <= 0 then return end if attackerModel.Parent and root.Parent then local currentDist = (curHRP.Position - root.Position).Magnitude if currentDist <= Config.AutoParry.Distance + 2 then local now = tick() if now - lastParryTime >= Config.AutoParry.Cooldown then lastParryTime = now executeParry(attackerModel) end end end end) end local lastAnimCheck = 0 local autoParryHeartbeat = RunService.Heartbeat:Connect(function() if not isRunning or not Config.AutoParry.Enabled then return end local now = tick() if now - lastAnimCheck < 0.05 then return end lastAnimCheck = now local char = LocalPlayer.Character if not char then return end local myHRP = char:FindFirstChild("HumanoidRootPart") local myHum = char:FindFirstChildOfClass("Humanoid") if not myHRP or not myHum or myHum.Health <= 0 then return end local myPos = myHRP.Position local maxDist = Config.AutoParry.Distance for model, data in pairs(trackedNPCs) do if not pendingParries[model] then local root = data.Root local hum = data.Humanoid if root and root.Parent and model.Parent then local isAlive = not hum or hum.Health > 0 if isAlive then local dist = (myPos - root.Position).Magnitude if dist <= maxDist then if model:GetAttribute("Attacking") == true or CollectionService:HasTag(model, "Attacking") then _G.TraversalHubScheduleParry(model) elseif hum then local animator = hum:FindFirstChildOfClass("Animator") if animator then local tracks = animator:GetPlayingAnimationTracks() for _, track in ipairs(tracks) do local name = string.lower(track.Name) if string.find(name, "attack") or string.find(name, "swing") or string.find(name, "slash") or string.find(name, "combo") or string.find(name, "hit") or string.find(name, "counter") then _G.TraversalHubScheduleParry(model) break end end end end end end end end end end) registerCleanup(function() autoParryHeartbeat:Disconnect() end) -- ==================== HIGH-PERFORMANCE ESP SYSTEM ==================== local espEntries = {} local function createESPObject(npcModel) local entry = { Model = npcModel, Box = Drawing.new("Square"), BoxOutline = Drawing.new("Square"), NameText = Drawing.new("Text"), DistText = Drawing.new("Text"), HealthText = Drawing.new("Text"), HealthBar = Drawing.new("Square"), HealthBarOutline = Drawing.new("Square"), Tracer = Drawing.new("Line"), Highlight = nil, } entry.Box.Thickness = 1.5 entry.Box.Filled = false entry.Box.Transparency = 1 entry.Box.Visible = false entry.Box.ZIndex = 2 entry.BoxOutline.Thickness = 3 entry.BoxOutline.Filled = false entry.BoxOutline.Transparency = 0.7 entry.BoxOutline.Color = Color3.new(0, 0, 0) entry.BoxOutline.Visible = false entry.BoxOutline.ZIndex = 1 entry.NameText.Size = 14 entry.NameText.Center = true entry.NameText.Outline = true entry.NameText.OutlineColor = Color3.new(0, 0, 0) entry.NameText.Visible = false entry.NameText.ZIndex = 3 entry.DistText.Size = 12 entry.DistText.Center = true entry.DistText.Outline = true entry.DistText.OutlineColor = Color3.new(0, 0, 0) entry.DistText.Visible = false entry.DistText.ZIndex = 3 entry.HealthText.Size = 12 entry.HealthText.Center = false entry.HealthText.Outline = true entry.HealthText.OutlineColor = Color3.new(0, 0, 0) entry.HealthText.Visible = false entry.HealthText.ZIndex = 3 entry.HealthBar.Filled = true entry.HealthBar.Visible = false entry.HealthBar.ZIndex = 2 entry.HealthBarOutline.Filled = true entry.HealthBarOutline.Color = Color3.new(0, 0, 0) entry.HealthBarOutline.Transparency = 0.8 entry.HealthBarOutline.Visible = false entry.HealthBarOutline.ZIndex = 1 entry.Tracer.Thickness = 1.5 entry.Tracer.Transparency = 0.8 entry.Tracer.Visible = false entry.Tracer.ZIndex = 2 local hl = Instance.new("Highlight") hl.Name = "ESP_Highlight" hl.FillColor = Config.ESP.ChamsColor hl.OutlineColor = Config.ESP.ChamsOutlineColor hl.FillTransparency = 0.5 hl.OutlineTransparency = 0.1 hl.Adornee = npcModel hl.Enabled = false pcall(function() hl.Parent = CoreGui end) if not hl.Parent then hl.Parent = npcModel end entry.Highlight = hl return entry end local function destroyESPObject(entry) if not entry then return end pcall(function() entry.Box:Remove() end) pcall(function() entry.BoxOutline:Remove() end) pcall(function() entry.NameText:Remove() end) pcall(function() entry.DistText:Remove() end) pcall(function() entry.HealthText:Remove() end) pcall(function() entry.HealthBar:Remove() end) pcall(function() entry.HealthBarOutline:Remove() end) pcall(function() entry.Tracer:Remove() end) if entry.Highlight then pcall(function() entry.Highlight:Destroy() end) end end registerCleanup(function() for _, entry in pairs(espEntries) do destroyESPObject(entry) end espEntries = {} end) local espRenderLoop = RunService.RenderStepped:Connect(function() if not isRunning then return end local cam = Workspace.CurrentCamera if not cam then return end local viewportSize = cam.ViewportSize local myRoot = LocalPlayer.Character and getNPCRootPart(LocalPlayer.Character) local myPos = myRoot and myRoot.Position or cam.CFrame.Position for model, data in pairs(trackedNPCs) do if not espEntries[model] and model.Parent then espEntries[model] = createESPObject(model) end end for model, entry in pairs(espEntries) do local data = trackedNPCs[model] if not data or not model.Parent or not Config.ESP.Enabled or (Config.ESP.EnemiesOnly and not data.IsEnemy) then entry.Box.Visible = false entry.BoxOutline.Visible = false entry.NameText.Visible = false entry.DistText.Visible = false entry.HealthText.Visible = false entry.HealthBar.Visible = false entry.HealthBarOutline.Visible = false entry.Tracer.Visible = false if entry.Highlight then entry.Highlight.Enabled = false end if not data or not model.Parent then destroyESPObject(entry) espEntries[model] = nil end continue end local hum = data.Humanoid local root = data.Root or getNPCRootPart(model) if not root or not root.Parent then entry.Box.Visible = false entry.BoxOutline.Visible = false entry.NameText.Visible = false entry.DistText.Visible = false entry.HealthText.Visible = false entry.HealthBar.Visible = false entry.HealthBarOutline.Visible = false entry.Tracer.Visible = false if entry.Highlight then entry.Highlight.Enabled = false end continue end local isDead = hum and hum.Health <= 0 if isDead and not Config.ESP.IncludeCorpses then entry.Box.Visible = false entry.BoxOutline.Visible = false entry.NameText.Visible = false entry.DistText.Visible = false entry.HealthText.Visible = false entry.HealthBar.Visible = false entry.HealthBarOutline.Visible = false entry.Tracer.Visible = false if entry.Highlight then entry.Highlight.Enabled = false end continue end local rootPos = root.Position local distance = (myPos - rootPos).Magnitude if distance > Config.ESP.MaxDistance then entry.Box.Visible = false entry.BoxOutline.Visible = false entry.NameText.Visible = false entry.DistText.Visible = false entry.HealthText.Visible = false entry.HealthBar.Visible = false entry.HealthBarOutline.Visible = false entry.Tracer.Visible = false if entry.Highlight then entry.Highlight.Enabled = false end continue end local rootScreen, onScreen = cam:WorldToViewportPoint(rootPos) if entry.Highlight then entry.Highlight.Enabled = Config.ESP.Chams entry.Highlight.FillColor = Config.ESP.ChamsColor entry.Highlight.OutlineColor = Config.ESP.ChamsOutlineColor end if not onScreen then entry.Box.Visible = false entry.BoxOutline.Visible = false entry.NameText.Visible = false entry.DistText.Visible = false entry.HealthText.Visible = false entry.HealthBar.Visible = false entry.HealthBarOutline.Visible = false entry.Tracer.Visible = false continue end local topPos = rootPos + Vector3.new(0, 2.8, 0) local botPos = rootPos - Vector3.new(0, 3.2, 0) local topScreen = cam:WorldToViewportPoint(topPos) local botScreen = cam:WorldToViewportPoint(botPos) local boxHeight = math.abs(botScreen.Y - topScreen.Y) local boxWidth = boxHeight * 0.62 local boxTopLeft = Vector2.new(rootScreen.X - boxWidth / 2, topScreen.Y) if Config.ESP.Boxes then entry.Box.Size = Vector2.new(boxWidth, boxHeight) entry.Box.Position = boxTopLeft entry.Box.Color = Config.ESP.BoxColor entry.Box.Visible = true entry.BoxOutline.Size = Vector2.new(boxWidth, boxHeight) entry.BoxOutline.Position = boxTopLeft entry.BoxOutline.Visible = true else entry.Box.Visible = false entry.BoxOutline.Visible = false end if Config.ESP.Names then local weaponTag = (data.Weapon and data.Weapon ~= "Fist") and (" [" .. data.Weapon .. "]") or "" entry.NameText.Text = model.Name .. weaponTag entry.NameText.Position = Vector2.new(rootScreen.X, boxTopLeft.Y - 16) entry.NameText.Color = Config.ESP.TextColor entry.NameText.Visible = true else entry.NameText.Visible = false end if Config.ESP.Distances then entry.DistText.Text = string.format("[%d m]", math.floor(distance)) entry.DistText.Position = Vector2.new(rootScreen.X, boxTopLeft.Y + boxHeight + 2) entry.DistText.Color = Color3.fromRGB(200, 200, 200) entry.DistText.Visible = true else entry.DistText.Visible = false end if Config.ESP.Health and hum then local healthPercent = math.clamp(hum.Health / math.max(hum.MaxHealth, 1), 0, 1) local barWidth = 3 local barHeight = boxHeight * healthPercent local barPos = Vector2.new(boxTopLeft.X - barWidth - 4, boxTopLeft.Y + (boxHeight - barHeight)) entry.HealthBarOutline.Size = Vector2.new(barWidth + 2, boxHeight + 2) entry.HealthBarOutline.Position = Vector2.new(boxTopLeft.X - barWidth - 5, boxTopLeft.Y - 1) entry.HealthBarOutline.Visible = true local healthColor = Color3.fromRGB( math.floor(255 * (1 - healthPercent)), math.floor(255 * healthPercent), 0 ) entry.HealthBar.Size = Vector2.new(barWidth, barHeight) entry.HealthBar.Position = barPos entry.HealthBar.Color = healthColor entry.HealthBar.Visible = true entry.HealthText.Text = string.format("%d HP", math.floor(hum.Health)) entry.HealthText.Position = Vector2.new(boxTopLeft.X - barWidth - 8 - entry.HealthText.TextBounds.X, boxTopLeft.Y + boxHeight/2 - 6) entry.HealthText.Color = healthColor entry.HealthText.Visible = true else entry.HealthBar.Visible = false entry.HealthBarOutline.Visible = false entry.HealthText.Visible = false end if Config.ESP.Tracers then entry.Tracer.From = Vector2.new(viewportSize.X / 2, viewportSize.Y) entry.Tracer.To = Vector2.new(rootScreen.X, botScreen.Y) entry.Tracer.Color = Config.ESP.TracerColor entry.Tracer.Visible = true else entry.Tracer.Visible = false end end end) registerCleanup(function() espRenderLoop:Disconnect() end) -- ==================== UI SETUP (WINDUI) ==================== -- Combat / Main Tab local CombatTab = Window:Tab({ Title = "Combat & Defense", Icon = "shield-check", }) CombatTab:Section({ Title = "Player Invincibility", Icon = "heart", }) CombatTab:Toggle({ Title = "God Mode (Invincible)", Desc = "Locks health to max & triggers instant heal when damaged", Icon = "shield", Value = Config.GodMode, Callback = function(state) Config.GodMode = state if state then maintainHealth() WindUI:Notify({ Title = "Defense", Content = "God Mode ENABLED", Duration = 2.5, Icon = "shield-check", }) else WindUI:Notify({ Title = "Defense", Content = "God Mode DISABLED", Duration = 2.5, Icon = "shield-off", }) end end }) CombatTab:Toggle({ Title = "Infinite Stamina", Desc = "Continuously locks stamina to max & prevents exhaustion", Icon = "battery-charging", Value = Config.InfStamina, Callback = function(state) Config.InfStamina = state if state then maintainStamina() end end }) CombatTab:Button({ Title = "Replenish Health & Stamina", Desc = "Instantly restore 100% HP and 100% Stamina", Icon = "refresh-cw", Callback = function() maintainHealth() maintainStamina() WindUI:Notify({ Title = "Status", Content = "Health & Stamina fully restored!", Duration = 2, Icon = "check-circle", }) end }) CombatTab:Section({ Title = "Auto Parry", Icon = "swords", }) CombatTab:Toggle({ Title = "Auto Parry / Auto Block", Desc = "Automatically blocks and counters incoming NPC attacks", Icon = "shield-alert", Value = Config.AutoParry.Enabled, Callback = function(state) Config.AutoParry.Enabled = state end }) CombatTab:Toggle({ Title = "Smart Weapon Delay", Desc = "Auto-adjusts parry timing (e.g. 0.36s for heavy Axe, 0.12s for Knife)", Icon = "clock", Value = Config.AutoParry.SmartDelay, Callback = function(state) Config.AutoParry.SmartDelay = state end }) CombatTab:Slider({ Title = "Manual Parry Delay (s)", Desc = "Used if Smart Delay is disabled (0.00s to 0.80s)", Value = { Min = 0, Max = 80, Default = math.floor(Config.AutoParry.CustomDelay * 100), }, Callback = function(val) Config.AutoParry.CustomDelay = val / 100 end }) CombatTab:Slider({ Title = "Parry Trigger Range", Value = { Min = 5, Max = 30, Default = Config.AutoParry.Distance, }, Callback = function(val) Config.AutoParry.Distance = val end }) CombatTab:Toggle({ Title = "Auto Face Attacker", Desc = "Instantly snaps view/character to face attacking NPC", Icon = "crosshair", Value = Config.AutoParry.AutoFace, Callback = function(state) Config.AutoParry.AutoFace = state end }) -- Visuals / ESP Tab local VisualsTab = Window:Tab({ Title = "Visuals (ESP)", Icon = "eye", }) VisualsTab:Section({ Title = "ESP Master & Filters", Icon = "sliders", }) VisualsTab:Toggle({ Title = "Master ESP Toggle", Desc = "Enable or disable all visuals", Icon = "scan", Value = Config.ESP.Enabled, Callback = function(state) Config.ESP.Enabled = state end }) VisualsTab:Toggle({ Title = "Enemies Only", Desc = "Filter only aggressive enemies vs all NPC models", Icon = "skull", Value = Config.ESP.EnemiesOnly, Callback = function(state) Config.ESP.EnemiesOnly = state end }) VisualsTab:Toggle({ Title = "Include Corpses", Desc = "Display downed / dead enemy bodies", Icon = "skull", Value = Config.ESP.IncludeCorpses, Callback = function(state) Config.ESP.IncludeCorpses = state end }) VisualsTab:Slider({ Title = "Max Render Distance", Value = { Min = 100, Max = 4000, Default = Config.ESP.MaxDistance, }, Callback = function(val) Config.ESP.MaxDistance = val end }) VisualsTab:Section({ Title = "Visual Elements", Icon = "layers", }) VisualsTab:Toggle({ Title = "2D Boxes", Desc = "Bounding box around NPC", Icon = "square", Value = Config.ESP.Boxes, Callback = function(state) Config.ESP.Boxes = state end }) VisualsTab:Toggle({ Title = "3D Highlight Chams", Desc = "Glow silhouette through walls", Icon = "sun", Value = Config.ESP.Chams, Callback = function(state) Config.ESP.Chams = state end }) VisualsTab:Toggle({ Title = "Name & Weapon Tags", Desc = "Display NPC model name and equipped weapon", Icon = "type", Value = Config.ESP.Names, Callback = function(state) Config.ESP.Names = state end }) VisualsTab:Toggle({ Title = "Distance Indicator", Desc = "Display distance in meters", Icon = "navigation", Value = Config.ESP.Distances, Callback = function(state) Config.ESP.Distances = state end }) VisualsTab:Toggle({ Title = "Health Bar & Text", Desc = "Dynamic health bar and HP count", Icon = "heart", Value = Config.ESP.Health, Callback = function(state) Config.ESP.Health = state end }) VisualsTab:Toggle({ Title = "Tracers", Desc = "Draw line from bottom screen to NPC", Icon = "trending-up", Value = Config.ESP.Tracers, Callback = function(state) Config.ESP.Tracers = state end }) -- Settings Tab local SettingsTab = Window:Tab({ Title = "Settings", Icon = "settings", }) SettingsTab:Section({ Title = "UI & Management", Icon = "tool", }) SettingsTab:Button({ Title = "Force Rescan NPCs", Desc = "Force a complete scan of all workspace subfolders", Icon = "refresh-ccw", Callback = function() scanAllNPCs() local count = 0 for _ in pairs(trackedNPCs) do count = count + 1 end WindUI:Notify({ Title = "Scanner", Content = string.format("Found %d NPCs in workspace!", count), Duration = 2.5, Icon = "check", }) end }) SettingsTab:Button({ Title = "Unload Script", Desc = "Remove all ESP drawings, listeners, and close UI", Icon = "trash-2", Callback = function() fullCleanup() WindUI:Notify({ Title = "Unloaded", Content = "Traversal Hub has been completely unloaded.", Duration = 3, Icon = "x-circle", }) end }) -- Initial Notification WindUI:Notify({ Title = "Traversal Hub Loaded", Content = "God Mode, Auto Parry, Stamina & ESP Active! (Press Right Shift to toggle UI)", Duration = 4, Icon = "check-check", }) print("[Traversal Hub] God Mode Edition Loaded YIPIEEEEEE!")