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 )
success
lookVec = cf.LookVector
lookVec = .(lookVec.X, , lookVec.Z).Unit
lookVec.Magnitude <
lookVec = (fromPos - cf.Position).Unit
lookVec = .(lookVec.X, , lookVec.Z).Unit
lookVec.Magnitude < lookVec = .(, , )
cf.Position + lookVec *
()
character = LocalPlayer.Character
character
hrp = character:()
hrp
hrp.Position - .(, , )
(targetPart)
()
character = LocalPlayer.Character
character
()
hrp = character:()
humanoid = character:()
hrp humanoid
()
targetPart targetPart:()
()
CurrentTargetPart = targetPart
IsMovingToTarget =
SomeFlag2 =
StatusText =
startPos = hrp.Position
targetFrontPos = (targetPart, startPos)
targetFrontPos
()
IsMovingToTarget =
StatusText =
endPos = targetFrontPos
( .. .((endPos - startPos).Magnitude))
path = (startPos, endPos)
path
()
IsMovingToTarget =
StatusText =
( .. #path)
(path, startPos)
_, waypoint (path)
Settings.Enabled
()
IsMovingToTarget =
StatusText =
footPos = ()
footPos
targetPos = waypoint.Position
targetHRP = targetPos + .(, , )
currentRot = hrp.CFrame - hrp.CFrame.Position
targetCF = .(targetHRP) * currentRot
dist = (targetHRP - hrp.Position).Magnitude
dist >
tween = TweenService:(hrp, TweenInfo.(dist / Settings.MoveSpeed, .EasingStyle.Linear), { = targetCF })
tween:()
tween.Completed:()
LastTick = ()
waypoint.Action == .PathWaypointAction.Jump
humanoid.Jump =
.()
()
finalPos = endPos
finalHRP = finalPos + .(, , )
hrp.CFrame = .(finalHRP) * .(, .(), )
hrp.AssemblyLinearVelocity = .zero
hrp.AssemblyAngularVelocity = .zero
()
IsMovingToTarget =
StatusText =
(toolName)
backpack = LocalPlayer:()
character = LocalPlayer.Character
(backpack backpack:(toolName)) (character character:(toolName))
(toolName)
tool = LocalPlayer:() LocalPlayer.Backpack:(toolName)
tool LocalPlayer.Character LocalPlayer.Character:()
(() LocalPlayer.Character.Humanoid:(tool) )
.()
()
map = Workspace:()
map
()
shops = map:()
shops
()
character = LocalPlayer.Character
character
hrp = character:()
hrp
closestDealer =
closestDist = .huge
_, shop (shops:())
stocks = shop:()
stocks
crowbarStock = stocks:()
crowbarStock crowbarStock.Value >
mainPart = shop:()
mainPart
dist = (hrp.Position - mainPart.Position).Magnitude
dist < closestDist
closestDist = dist
closestDealer = shop
closestDealer
( .. .(closestDist))
()
closestDealer
()
dealer = ()
dealer
mainPart = dealer:()
mainPart
()
StatusText =
()
RetryCount =
LastShopMainPart = mainPart
moveSuccess = (mainPart)
moveSuccess
RetryCount = RetryCount +
( .. RetryCount .. )
RetryCount >=
()
character = LocalPlayer.Character
hrp = character character:()
hrp
pos = hrp.Position
tween = TweenService:(hrp, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.InOut), { = .(pos.X, , pos.Z) })
tween:()
tween.Completed:()
.()
()
RetryCount =
moveSuccess = (mainPart)
moveSuccess
()
StatusText =
StatusText =
StatusText =
.()
events = ReplicatedStorage:()
events
()
(() events.BYZERSPROTEC:(, , mainPart, ) )
.()
()
(() events.SSHPRMTE1:(, , , mainPart, , ) )
.()
()
(() events.BYZERSPROTEC:() )
.()
crowbar = ()
crowbar
()
()
LastTick = ()
StatusText =
crowbar
()
now = ()
obj, expiry (Settings.TempIgnored)
now > expiry
Settings.TempIgnored[obj] =
i, v (Settings.IgnoredList)
v == obj
.(Settings.IgnoredList, i)
()
()
()
bredFolder =
map = Workspace:()
map
bredFolder = map:()
bredFolder
filter = Workspace:()
filter
bredFolder = filter:()
bredFolder
_, obj (Workspace:())
obj.Name == obj:()
bredFolder = obj
bredFolder
()
,
character = LocalPlayer.Character
character ,
hrp = character:()
hrp ,
safes = {}
registers = {}
TotalSafesCount =
TotalRegistersCount =
SortedTargets = {}
_, obj (bredFolder:())
nameLower = obj.Name:()
nameLower:() nameLower:()
nameLower:()
TotalSafesCount = TotalSafesCount +
TotalRegistersCount = TotalRegistersCount +
Settings.ProcessedList[obj]
Settings.TempIgnored[obj]
values = obj:()
values
broken = values:()
broken broken.Value
mainPart = obj:() obj.PrimaryPart
mainPart mainPart.Position.Y >=
targetInfo = { obj = obj, part = mainPart, pos = mainPart.Position }
nameLower:()
.(safes, targetInfo)
.(registers, targetInfo)
.(SortedTargets, targetInfo)
AvailableSafes = safes
AvailableRegisters = registers
.(SortedTargets, (a, b)
(a.pos - hrp.Position).Magnitude < (b.pos - hrp.Position).Magnitude
)
AvailableSafesCount = #safes
AvailableRegistersCount = #registers
AvailableSafesCount + AvailableRegistersCount, TotalSafesCount + TotalRegistersCount
()
available, total = ()
TotalAvailableTargets = available
( .. available .. .. total .. )
available <
SuggestionText = .. available ..
( .. SuggestionText)
(()
HttpService:(, {
Title = ,
Text = SuggestionText,
Duration =
})
)
SuggestionText = .. available ..
()
(targetObj)
mainPart = targetObj:() targetObj.PrimaryPart
mainPart {}
spawnedBread = Workspace:() Workspace.Filter:()
spawnedBread {}
moneyParts = {}
_, bread (spawnedBread:())
(()
bread:() bread.Transparency <
(bread.Position - mainPart.Position).Magnitude <=
.(moneyParts, bread)
)
moneyParts
(targetObj)
moneyParts = (targetObj)
#moneyParts ==
( .. #moneyParts .. )
StatusText =
_, money (moneyParts)
Settings.Enabled
(()
money money.Parent money.Transparency <
(money)
pickupEvent = ReplicatedStorage:() ReplicatedStorage.Events:()
pickupEvent
(() pickupEvent:(money) )
.()
)
StatusText =
#(targetObj) >
(safeObj)
()
()
bought = ()
bought
()
LocalPlayer.Character:()
()
()
.()
()
()
.()
events = ReplicatedStorage:()
events
()
remote1 = events:()
remote2 = events:()
mainPart = safeObj:() safeObj.PrimaryPart
remote1 remote2
()
mainPart
()
()
StatusText =
startTime = ()
hits =
Settings.Enabled safeObj safeObj.Parent
values = safeObj:()
values
broken = values:()
broken broken.Value
()
() - startTime >
()
.()
crowbar = LocalPlayer.Character LocalPlayer.Character:()
crowbar
crowbar = LocalPlayer.Backpack LocalPlayer.Backpack:()
crowbar ()
crowbar
arm = LocalPlayer.Character:() LocalPlayer.Character:()
arm
success, result = (() remote1:(, (), crowbar, , safeObj, ) )
success result
(() remote2:(, (), crowbar, , result, , arm, mainPart, safeObj, mainPart.Position, mainPart.Position) )
hits = hits +
hits % == .()
LastTick = ()
.()
( .. hits)
StatusText =
IsRespawning =
RespawnConnection =
()
VirtualInputManager:(, .KeyCode.E, , )
.()
VirtualInputManager:(, .KeyCode.E, , )
()
IsRespawning
IsRespawning =
RespawnConnection
RespawnConnection:()
RespawnConnection =
()
IsRespawning
IsRespawning =
()
StatusText =
RespawnConnection = RunService.Heartbeat:(()
IsRespawning
RespawnConnection
RespawnConnection:()
RespawnConnection =
character = LocalPlayer.Character
humanoid = character character:()
character humanoid humanoid.Health >
()
StatusText =
(PressE)
)
(newChar)
()
.()
IsRising =
HasReachedTargetY =
Settings.Enabled
Settings.IsDead =
LastTick = ()
()
()
StatusText =
humanoid = newChar:(, )
humanoid
humanoid.Died:(StartRespawnHandler)
LocalPlayer.CharacterAdded:(OnCharacterAdded)
LocalPlayer.Character
(LocalPlayer.Character)
EspEnabled =
EspHeartbeatConnection =
EspElements = {}
EspTextSize =
(rawName)
rawName = .(rawName, , )
rawName = .(rawName, , )
rawName:():()
.. rawName
rawName:():()
.. rawName
rawName
(part, color)
highlight = .()
highlight.Name =
highlight.Adornee = part
highlight.FillColor = color
highlight.FillTransparency =
highlight.OutlineColor = .(, , )
highlight.OutlineTransparency =
highlight.Parent = part
highlight
()
EspEnabled
bredFolder = Workspace:() Workspace.Map:() Workspace:() Workspace.Filter:()
bredFolder
_, obj (Workspace:())
obj.Name == obj:()
bredFolder = obj
bredFolder
character = LocalPlayer.Character
hrp = character character:()
hrp
_, obj (bredFolder:())
nameLower = obj.Name:()
nameLower:() nameLower:()
mainPart = obj.PrimaryPart obj:()
mainPart
mainPart.Position.Y <
values = obj:()
brokenVal = values values:()
isBroken = brokenVal brokenVal.Value
color = isBroken .(, , ) .(, , )
esp = EspElements[obj]
esp
billboard = .()
billboard.Name =
billboard.Adornee = mainPart
billboard.Size = .(, , , )
billboard.StudsOffset = .(, , )
billboard.AlwaysOnTop =
billboard.MaxDistance =
billboard.Parent = obj
label = .()
label.Size = .(, , , )
label.BackgroundTransparency =
label.Font = .Font.SourceSansBold
label.TextScaled =
label.Text = (obj.Name)
label.TextColor3 = color
label.TextStrokeTransparency =
label.TextStrokeColor3 = .(, , )
label.TextSize = EspTextSize
label.Parent = billboard
highlight = (obj, color)
EspElements[obj] = {
billboard = billboard,
highlight = highlight,
label = label
}
brokenVal
brokenVal:():(()
EspEnabled EspElements[obj]
e = EspElements[obj]
brokenVal.Value
e.label.TextColor3 = .(, , )
e.highlight
e.highlight.FillColor = .(, , )
e.label.TextColor3 = .(, , )
e.highlight
e.highlight.FillColor = .(, , )
)
brokenVal
esp.label.TextColor3 = isBroken .(, , ) .(, , )
esp.highlight
esp.highlight.FillColor = isBroken .(, , ) .(, , )
esp.label
esp.label.TextSize = EspTextSize
obj, data (EspElements)
obj obj.Parent
(()
data.billboard data.billboard:()
data.highlight data.highlight:()
)
EspElements[obj] =
()
EspEnabled
EspEnabled =
EspHeartbeatConnection = RunService.Heartbeat:(UpdateESP)
()
()
EspEnabled
EspEnabled =
EspHeartbeatConnection
EspHeartbeatConnection:()
EspHeartbeatConnection =
obj, data (EspElements)
(()
data.billboard data.billboard:()
data.highlight data.highlight:()
)
EspElements = {}
()
()
()
BrokenStatusMap = {}
bredFolder =
map = Workspace:()
map
bredFolder = map:()
bredFolder
filter = Workspace:()
filter
bredFolder = filter:()
bredFolder
_, obj (Workspace:())
obj.Name == obj:()
bredFolder = obj
bredFolder
_, obj (bredFolder:())
values = obj:()
values
broken = values:()
broken
BrokenStatusMap[obj] = broken.Value
broken:():(()
Settings.Enabled
BrokenStatusMap[obj] = broken.Value
()
()
( .. obj.Name .. .. (broken.Value))
)
( .. #BrokenStatusMap .. )
()
()
()
()
.()
Settings.Enabled
.()
()
character = LocalPlayer.Character
humanoid = character character:()
Settings.IsDead = ( humanoid) (humanoid.Health <= )
Settings.IsDead
()
.()
()
()
()
bought = ()
bought
()
.()
()
available, total = ()
TotalAvailableTargets = available
available <
( .. available .. )
available ==
()
.()
nextTarget =
minDist = .huge
_, targetInfo (SortedTargets)
Settings.TempIgnored[targetInfo.obj]
dist = (targetInfo.pos - LocalPlayer.Character.HumanoidRootPart.Position).Magnitude
dist < minDist
minDist = dist
nextTarget = targetInfo.obj
nextTarget
()
.()
mainPart = nextTarget:() nextTarget.PrimaryPart
mainPart
()
Settings.ProcessedList[nextTarget] =
( .. nextTarget.Name .. .. .((mainPart.Position - LocalPlayer.Character.HumanoidRootPart.Position).Magnitude))
moveSuccess = (mainPart)
moveSuccess
LocalPlayer.Character:()
()
()
hackSuccess = (nextTarget)
hackSuccess
()
stillMoney = (nextTarget)
attempts =
stillMoney attempts >
.()
stillMoney = (nextTarget)
attempts = attempts -
Settings.ProcessedList[nextTarget] =
()
()
Settings.TempIgnored[nextTarget] = () + Settings.IgnoreDuration
.(Settings.IgnoredList, nextTarget)
()
Settings.TempIgnored[nextTarget] = () + Settings.IgnoreDuration
.(Settings.IgnoredList, nextTarget)
.()
Fluent = (:())()
Window = Fluent:({
Title = ,
SubTitle = ,
TabWidth = ,
Size = .(, ),
Acrylic = ,
Theme = ,
MinimizeKey = .KeyCode.RightControl
})
Tabs = {
Main = Window:({ Title = , Icon = }),
Stats = Window:({ Title = , Icon = }),
Visuals = Window:({ Title = , Icon = })
}
Tabs.Main:(, {
Title = ,
Description = ,
Default = ,
Callback = (value)
Settings.Enabled = value
value
Settings.IgnoredList = {}
Settings.ProcessedList = {}
Settings.TempIgnored = {}
()
()
()
()
Fluent:({ Title = , Content = , Duration = })
()
SomeFlag2 =
StatusText =
()
Fluent:({ Title = , Content = , Duration = })
})
Tabs.Main:(, {
Title = ,
Description = ,
Default = ,
Callback = (value)
value
()
()
()
()
})
Tabs.Main:(, {
Title = ,
Description = ,
Default = ,
Callback = (value)
value
.()
()
.()
()
})
Tabs.Main:(, {
Title = ,
Description = ,
Default = ,
Callback = (value)
AntiAfkEnabled = value
value
()
()
()
()
})
Tabs.Main:(, {
Title = ,
Description = ,
Default = ,
Min = ,
Max = ,
Rounding = ,
Callback = (value)
Settings.MoveSpeed = value
( .. value)
})
Tabs.Visuals:(, {
Title = ,
Default = ,
Callback = (value)
value
()
()
})
Tabs.Visuals:(, {
Title = ,
Default = ,
Min = ,
Max = ,
Rounding = ,
Callback = (value)
EspTextSize = value
_, data (EspElements)
data.label
data.label.TextSize = EspTextSize
})
statusPara = Tabs.Stats:({
Title = ,
Content =
})
safesPara = Tabs.Stats:({
Title = ,
Content =
})
registersPara = Tabs.Stats:({
Title = ,
Content =
})
remainingPara = Tabs.Stats:({
Title = ,
Content =
})
suggestionPara = Tabs.Stats:({
Title = ,
Content =
})
.(()
Settings.Enabled
statusPara:(StatusText)
safesPara:(AvailableSafesCount .. .. TotalSafesCount)
registersPara:(AvailableRegistersCount .. .. TotalRegistersCount)
remainingPara:((AvailableSafesCount + AvailableRegistersCount) .. .. (TotalSafesCount + TotalRegistersCount))
suggestionPara:(SuggestionText)
statusPara:()
safesPara:()
registersPara:()
remainingPara:()
suggestionPara:()
.()
)
Fluent:({ Title = , Content = , Duration = })
.(MainFarmLoop)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: github.com.
This is the open-source code for magicautofarm, which was used to create jx and eqr autofarm. Anyone can take it, adapt it, and distribute it. link to source https://github.com/eradicator2/MagicScripts/blob/main/MagicAutoFarm-cleaned.lua