local Players = game:GetService("Players") local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local LocalPlayer = Players.LocalPlayer local mt = getrawmetatable(game) setreadonly(mt, false) -- ========================================== -- LAYER 1: MASTER NAMECALL HOOK -- Blocks Environmental damage AND intercepts any client-side TakeDamage -- ========================================== local oldNamecall = mt.__namecall mt.__namecall = newcclosure(function(self, ...) local method = getnamecallmethod() local name = self.Name -- Block Fall, Drown, Lava if method == "FireServer" then if name == "FallDamage" or name == "DrownDamage" or name == "EnteredLava" then return nil end end -- If the game uses any local TakeDamage prediction, block it on our character if method == "TakeDamage" and self:IsA("Humanoid") and self.Parent == LocalPlayer.Character then return nil end return oldNamecall(self, ...) end) -- ========================================== -- LAYER 2: THE REQUIRE HOOK (THE NUCLEAR OPTION) -- If the client ever loads the CombatSystem module (for UI, etc.), -- we hijack the exact function that processes damage. -- ========================================== local oldRequire = hookfunction(require, newcclosure(function(module) local result = oldRequire(module) -- Force Fall Damage math to 0 if module.Name == "GetFallDamage" then return function(...) return 0 end end -- If the client has access to the main Combat System if module.Name == "CombatSystem" and result.server_damageCharacter then local realDamageFunc = result.server_damageCharacter hookfunction(realDamageFunc, function(character, damageType, amount) -- If the target of the damage is US, delete the damage request if character and character == LocalPlayer.Character then return nil end -- Let damage to OTHER players continue normally return realDamageFunc(character, damageType, amount) end) end return result end)) -- ========================================== -- LAYER 3: AGGRESSIVE ANTI-DEATH LOOP -- Forces health up, stops ragdolls, and fights the death animation -- ========================================== RunService.Heartbeat:Connect(function() local char = LocalPlayer.Character if char and char:FindFirstChild("Humanoid") then local hum = char.Humanoid -- Stop the body from breaking apart hum.BreakJointsOnDeath = false -- Force health to stay maxed out if hum.Health < hum.MaxHealth then hum.Health = hum.MaxHealth end end end) -- Extra failsafe: If Health somehow hits exactly 0, instantly resurrect LocalPlayer.CharacterAdded:Connect(function(char) char:WaitForChild("Humanoid") char.Humanoid.Died:Connect(function() task.wait() if char and char.Parent and char:FindFirstChild("Humanoid") then char.Humanoid.Health = char.Humanoid.MaxHealth end end) end) setreadonly(mt, true) print("∞ Heavy Artillery God Mode Loaded!") print(" → Intercepting all FireServers, Requires, and TakeDamages.")