Run it
Copy the script and paste it into your executor.
RunService = :()
Players = :()
Workspace = :()
ReplicatedStorage = :()
TweenService = :()
PathfindingService = :()
LocalPlayer = Players.LocalPlayer
VirtualInputManager = :()
UserInputService = :()
TeleportService = :()
HttpService = :()
Settings = {
Enabled = ,
IsDead = ,
IgnoredList = {},
ProcessedList = {},
TempIgnored = {},
IgnoreDuration = ,
DebugPrintEnabled = ,
TargetY = ,
MoveSpeed = ,
SomeFlag = ,
WaypointSpacing = ,
SomeOtherParam = ,
PickupDistance = ,
MaxSomething =
}
PickupLock = {Lock = {Busy = }}
LastTick = ()
CurrentTargetPart =
IsMovingToTarget =
SomeFlag2 =
SomeNil =
StatusText =
AvailableSafesCount =
AvailableRegistersCount =
Unused1 =
Unused2 =
TotalSafesCount =
TotalRegistersCount =
AvailableSafes = {}
AvailableRegisters = {}
TotalAvailableTargets =
SuggestionText =
SomeNil2 =
BrokenStatusMap = {}
RetryCount =
LastShopMainPart =
IsRising =
SortedTargets = {}
HasReachedTargetY =
(msg)
Settings.DebugPrintEnabled
(, msg)
VirtualUser = :()
AntiAfkEnabled =
AntiAfkConnection =
()
AntiAfkConnection
AntiAfkConnection = LocalPlayer.Idled:(()
AntiAfkEnabled
VirtualUser:()
VirtualUser:(.())
()
)
()
()
AntiAfkConnection
AntiAfkConnection:()
AntiAfkConnection =
()
()
AutoPickupRunning =
AutoPickupConnection =
()
AutoPickupRunning
AutoPickupRunning =
AutoPickupConnection
AutoPickupConnection:()
AutoPickupConnection =
AutoPickupConnection = RunService.RenderStepped:(()
AutoPickupRunning Settings.IsDead
spawnedBreadFolder = Workspace:() Workspace.Filter:()
pickupEvent = ReplicatedStorage:() ReplicatedStorage.Events:()
spawnedBreadFolder pickupEvent
character = LocalPlayer.Character
hrp = character character:()
hrp
PickupLock.Lock.Busy
charPos = hrp.Position
_, breadPart (spawnedBreadFolder:())
(charPos - breadPart.Position).Magnitude <= Settings.PickupDistance
PickupLock.Lock.Busy
PickupLock.Lock.Busy =
(() pickupEvent:(breadPart) )
.()
PickupLock.Lock.Busy =
)
()
AutoPickupRunning
AutoPickupRunning =
AutoPickupConnection
AutoPickupConnection:()
AutoPickupConnection =
PickupLock PickupLock.Lock
PickupLock.Lock.Busy =
()
()
.() :()
clonerefSafe = cloneref (...) ...
services = ({}, { __index = (_, k) (:(k)) })
localPlayer = services.Players.LocalPlayer
character, humanoid, hrp
()
character = localPlayer.Character
character
hrp = character:()
humanoid = character:()
hrp =
humanoid =
()
heartbeat = RunService.Heartbeat
renderStepped = RunService.RenderStepped
coreGui = :()
starterGui = :()
InvisPossible =
character character:()
(() starterGui:(, { Title = , Text = , Duration = }) )
InvisPossible =
warningGui = .()
warningGui.Name =
warningGui.Parent = coreGui
warningGui.ResetOnSpawn =
warningGui.ZIndexBehavior = .ZIndexBehavior.Sibling
InvisWarningLabel = .(, warningGui)
InvisWarningLabel.Text =
InvisWarningLabel.Visible =
InvisWarningLabel.Size = .(, , , )
InvisWarningLabel.Position = .(, -, , )
InvisWarningLabel.BackgroundTransparency =
InvisWarningLabel.Font = .Font.GothamSemibold
InvisWarningLabel.TextSize =
InvisWarningLabel.TextColor3 = .(, , )
InvisWarningLabel.TextStrokeTransparency =
InvisWarningLabel.ZIndex =
InvisActive =
InvisAnim = .()
InvisAnim.AnimationId =
InvisAnimTrack =
()
humanoid humanoid:() humanoid.FloorMaterial ~= .Material.Air
()
InvisAnimTrack
(() InvisAnimTrack:() )
InvisAnimTrack =
humanoid
success, track = (() humanoid:(InvisAnim) )
success
InvisAnimTrack = track
InvisAnimTrack.Priority = .AnimationPriority.Action4
InvisAnimTrack =
InvisAnimTrack =
()
InvisActive
InvisActive =
InvisAnimTrack
(() InvisAnimTrack:() )
humanoid
.CurrentCamera.CameraSubject = humanoid
character
_, part (character:())
part:() part.Transparency ==
part.Transparency =
InvisWarningLabel
InvisWarningLabel.Visible =
()
InvisActive InvisPossible
()
character humanoid hrp
character:()
(() starterGui:(, { Title = , Text = , Duration = }) )
InvisActive =
.CurrentCamera.CameraSubject = hrp
()
()
InvisActive
()
()
InvisActive
.Invis_Enable = enableInvis
.Invis_Disable = disableInvis
.Invis_Toggle = toggleInvis
.IsInvisEnabled = () InvisActive
localPlayer.CharacterAdded:((newChar)
InvisAnimTrack
(() InvisAnimTrack:() )
InvisAnimTrack =
.()
()
humanoid
.()
()
humanoid
InvisPossible =
InvisActive ()
(() starterGui:(, { Title = , Text = , Duration = }) )
humanoid.RigType ~= .HumanoidRigType.R6
InvisPossible =
InvisActive ()
(() starterGui:(, { Title = , Text = , Duration = }) )
InvisPossible =
InvisActive
hrp .CurrentCamera.CameraSubject = hrp
()
)
localPlayer.CharacterRemoving:(()
InvisAnimTrack
(() InvisAnimTrack:() )
InvisAnimTrack =
InvisWarningLabel
InvisWarningLabel.Visible =
)
heartbeat:((dt)
InvisActive InvisPossible
InvisActive character
_, part (character:())
part:() part.Transparency ==
part.Transparency =
InvisWarningLabel
InvisWarningLabel.Visible =
character humanoid hrp humanoid:() humanoid.Health <=
InvisWarningLabel InvisWarningLabel.Visible =
InvisWarningLabel
InvisWarningLabel.Visible = ()
speed =
humanoid.MoveDirection.Magnitude >
move = humanoid.MoveDirection * speed * dt
hrp.CFrame = hrp.CFrame + move
originalCF = hrp.CFrame
originalCamOffset = humanoid.CameraOffset
_, cameraYaw = .CurrentCamera.CFrame:()
hrp.CFrame = .(hrp.CFrame.Position) * .(, cameraYaw, )
hrp.CFrame = hrp.CFrame * .(.(), , )
humanoid.CameraOffset = .(, , )
InvisAnimTrack
success = (()
InvisAnimTrack.IsPlaying
InvisAnimTrack:()
InvisAnimTrack:()
InvisAnimTrack.TimePosition =
)
success
()
humanoid humanoid.Health >
()
renderStepped:()
humanoid humanoid:()
humanoid.CameraOffset = originalCamOffset
hrp hrp:()
hrp.CFrame = originalCF
InvisAnimTrack
(() InvisAnimTrack:() )
hrp hrp:()
lookVec = .CurrentCamera.CFrame.LookVector
flatLook = .(lookVec.X, , lookVec.Z).Unit
flatLook.Magnitude >
hrp.CFrame = .(hrp.Position, hrp.Position + flatLook)
character
_, part (character:())
part:() part.Transparency ~=
part.Transparency =
)
RunService.Stepped:(()
Settings.Enabled LocalPlayer.Character
(()
_, part (LocalPlayer.Character:())
part:()
part.CanCollide =
)
)
()
map = Workspace:()
map
doors = map:()
doors
_, door (doors:())
(() door:() door.CanCollide = )
()
()
()
HasReachedTargetY
character = LocalPlayer.Character
hrp = character character:()
humanoid = character character:()
hrp humanoid humanoid.Health > hrp.Position.Y < IsRising
()
StatusText =
IsRising =
startPos = hrp.Position
targetY =
startY = startPos.Y
deltaY = targetY - startY
deltaY <=
IsRising =
StatusText =
steps = .(, .(deltaY * ))
waypoints = {}
i = , steps
alpha = i / steps
y = startY + deltaY * alpha
.(waypoints, .(startPos.X, y, startPos.Z))
_, wp (waypoints)
Settings.Enabled
currentRot = hrp.CFrame - hrp.CFrame.Position
targetCF = .(wp) * currentRot
dist = (wp - hrp.Position).Magnitude
duration = .(, dist / )
tween = TweenService:(hrp, TweenInfo.(duration, .EasingStyle.Linear), { = targetCF })
tween:()
tween.Completed:()
hrp.CFrame = .(startPos.X, targetY, startPos.Z) * (hrp.CFrame - hrp.CFrame.Position)
hrp.AssemblyLinearVelocity = .zero
hrp.AssemblyAngularVelocity = .zero
()
.()
()
IsRising =
HasReachedTargetY =
StatusText =
PathVisualsFolder = .()
PathVisualsFolder.Name =
PathVisualsFolder.Parent = Workspace
()
_, child (PathVisualsFolder:())
(() child:() )
(waypoints, startPos)
()
waypoints #waypoints ==
i, wp (waypoints)
part = .()
part.Name = .. i
part.Size = .(, , )
part.Position = wp.Position
part.Anchored =
part.CanCollide =
part.Material = .Material.Neon
part.Color = .(i / #waypoints, , )
part.Transparency =
part.Parent = PathVisualsFolder
prevPos = startPos
i, wp (waypoints)
nextPos = wp.Position
dist = (nextPos - prevPos).Magnitude
dist >
line = .()
line.Name = .. i
line.Anchored =
line.CanCollide =
line.Material = .Material.Neon
line.Color = .(, , )
line.Transparency =
line.Size = .(, , dist)
line.CFrame = .(prevPos + (nextPos - prevPos) / , nextPos)
line.Parent = PathVisualsFolder
prevPos = nextPos
(startPos, endPos)
pathParamsList = {
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = },
{ Radius = , Height = , Spacing = }
}
_, params (pathParamsList)
pathParams = {
AgentRadius = params.Radius,
AgentHeight = params.Height,
AgentCanJump = ,
AgentCanClimb = ,
WaypointSpacing = params.Spacing,
CostCalibration =
}
path = PathfindingService:(pathParams)
success, _ = (() path:(startPos, endPos) )
success path.Status == .PathStatus.Success
rawWaypoints = path:()
rawWaypoints #rawWaypoints < rawWaypoints
refinedWaypoints = {}
spacing = Settings.WaypointSpacing
.(refinedWaypoints, rawWaypoints[])
i = , #rawWaypoints
prev = rawWaypoints[i - ].Position
curr = rawWaypoints[i].Position
dist = (curr - prev).Magnitude
dist <= spacing
.(refinedWaypoints, rawWaypoints[i])
steps = .(dist / spacing)
j = , steps
alpha = j / steps
pos = prev:(curr, alpha)
action = (j == steps rawWaypoints[i].Action) .PathWaypointAction.Walk
.(refinedWaypoints, { Position = pos, Action = action })
refinedWaypoints
.()
(targetPart, fromPos)
targetPart
success, cf = (() targetPart.CFrame )
this is a ai skidded btw