Run it
Copy the script and paste it into your executor.
Library = (:())()
UIS = :()
RunService = :()
Players = :()
Lighting = :()
TeleportService = :()
Camera = .CurrentCamera
Player = Players.LocalPlayer
Settings = {
Enabled = , FOV = , HitPart = , ShotDelay = ,
WallCheck = , TeamCheck = , Smoothing = , SmoothFactor = ,
Prediction = , PredictionAmount = , SilentAim = ,
AutoFire = , TriggerBot = , TriggerDelay = ,
HitboxSink = , HitboxSinkDepth = , HitboxDesync = , HitboxDesyncOffset = ,
TargetESP = , TargetTracer = , TargetColor = .(, , ),
ShowFOV = , FOVColor = .(, , ),
ChamsEnabled = , GlowEnabled = , RainbowGlow = ,
ChamColor = .(, , ), GlowColor = .(, , ),
ChamTransparency = ,
Boxes = , BoxColor = .(, , ),
Names = , NameColor = .(, , ),
Distance = , DistanceColor = .(, , ),
Tracers = , TracerColor = .(, , ),
HealthBar = , HealthBarColor = .(, , ),
SkeletonESP = , SkeletonColor = .(, , ),
HandsEnabled = , HandGlow = , HandColor = .(, , ),
CrosshairEnabled = , CrosshairColor = .(, , ),
CrosshairSize = , CrosshairThickness = , CrosshairGap = ,
DotEnabled = ,
Fullbright = , NoFog = , CustomTime = , TimeValue = ,
AmbientColor = .(, , ),
SparklesEnabled = , SparkleColor = .(, , ),
FireEnabled = , FireSize = , FireColor = .(, , ),
SmokeEnabled = , SmokeOpacity = , SmokeColor = .(, , ),
ParticlesEnabled = , ParticleTexture = ,
ParticleColor = .(, , ), ParticleRate = , ParticleSpeed = ,
ParticleSize = , RainbowParticles = ,
TrailEnabled = , TrailColor = .(, , ), TrailLifetime = ,
AuraEnabled = , AuraColor = .(, , ),
SpeedEnabled = , SpeedValue = ,
FlyEnabled = , FlySpeed = ,
NoclipEnabled = , InfJumpEnabled = ,
JumpPower = , JumpValue = ,
HUDEnabled = , HUDWatermark = ,
HUDHealth = , HUDSpeed = , HUDCoords = ,
HUDTarget = , HUDPlayers = , HUDFPS = ,
HUDColor = .(, , ),
AntiAFK = , ClickTP = , Notifications = ,
}
OriginalLighting = {
Brightness = Lighting.Brightness,
ClockTime = Lighting.ClockTime,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
GlobalShadows = Lighting.GlobalShadows,
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
}
Window = Library:({
Name = ,
SubName = ,
Logo =
})
CombatPage = Window:({Name = })
AimSec = CombatPage:({Name = })
AimSec:({Name = , Default = , Callback = (v) Settings.Enabled = v })
AimSec:({Name = , Default = , Callback = (v) Settings.SilentAim = v })
AimSec:({Name = , Default = , Callback = (v) Settings.WallCheck = v })
AimSec:({Name = , Default = , Callback = (v) Settings.TeamCheck = v })
AimSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.FOV = v })
AimSec:({Name = , Default = , Options = {, , , }, Callback = (v) Settings.HitPart = v })
AimSec:({Name = , Min = , Max = , Default = , Increment = , Callback = (v) Settings.ShotDelay = v })
HitboxSec = CombatPage:({Name = })
HitboxSec:({Name = , Default = , Callback = (v) Settings.HitboxSink = v
v
(()
char = Player.Character
char
_, part (char:())
part:() part.Name ~=
part.LocalTransparencyModifier =
)
})
HitboxSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.HitboxSinkDepth = v })
HitboxSec:({Name = , Default = , Callback = (v) Settings.HitboxDesync = v })
HitboxSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.HitboxDesyncOffset = v })
SmoothSec = CombatPage:({Name = })
SmoothSec:({Name = , Default = , Callback = (v) Settings.Smoothing = v })
SmoothSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.SmoothFactor = v })
SmoothSec:({Name = , Default = , Callback = (v) Settings.Prediction = v })
SmoothSec:({Name = , Min = , Max = , Default = , Increment = , Callback = (v) Settings.PredictionAmount = v })
TriggerSec = CombatPage:({Name = })
TriggerSec:({Name = , Default = , Callback = (v) Settings.AutoFire = v })
TriggerSec:({Name = , Default = , Callback = (v) Settings.TriggerBot = v })
TriggerSec:({Name = , Min = , Max = , Default = , Increment = , Callback = (v) Settings.TriggerDelay = v })
TargetVisSec = CombatPage:({Name = })
TargetVisSec:({Name = , Default = , Callback = (v) Settings.ShowFOV = v })
TargetVisSec:():({Default = Settings.FOVColor, Callback = (v) Settings.FOVColor = v })
TargetVisSec:({Name = , Default = , Callback = (v) Settings.TargetESP = v })
TargetVisSec:({Name = , Default = , Callback = (v) Settings.TargetTracer = v })
TargetVisSec:():({Default = Settings.TargetColor, Callback = (v) Settings.TargetColor = v })
VisualPage = Window:({Name = })
PlayerSec = VisualPage:({Name = })
PlayerSec:({Name = , Callback = (v) Settings.ChamsEnabled = v })
PlayerSec:({Name = , Min = , Max = , Default = , Increment = , Callback = (v) Settings.ChamTransparency = v })
PlayerSec:():({Default = Settings.ChamColor, Callback = (v) Settings.ChamColor = v })
PlayerSec:({Name = , Callback = (v) Settings.GlowEnabled = v })
PlayerSec:({Name = , Callback = (v) Settings.RainbowGlow = v })
PlayerSec:():({Default = Settings.GlowColor, Callback = (v) Settings.GlowColor = v })
ESPSec = VisualPage:({Name = })
ESPSec:({Name = , Callback = (v) Settings.Boxes = v })
ESPSec:():({Default = Settings.BoxColor, Callback = (v) Settings.BoxColor = v })
ESPSec:({Name = , Callback = (v) Settings.Names = v })
ESPSec:():({Default = Settings.NameColor, Callback = (v) Settings.NameColor = v })
ESPSec:({Name = , Callback = (v) Settings.Distance = v })
ESPSec:():({Default = Settings.DistanceColor, Callback = (v) Settings.DistanceColor = v })
ESPSec:({Name = , Callback = (v) Settings.Tracers = v })
ESPSec:():({Default = Settings.TracerColor, Callback = (v) Settings.TracerColor = v })
ESPSec:({Name = , Callback = (v) Settings.HealthBar = v })
ESPSec:({Name = , Callback = (v) Settings.SkeletonESP = v })
ESPSec:():({Default = Settings.SkeletonColor, Callback = (v) Settings.SkeletonColor = v })
HandSec = VisualPage:({Name = })
HandSec:({Name = , Callback = (v) Settings.HandsEnabled = v })
HandSec:({Name = , Callback = (v) Settings.HandGlow = v })
HandSec:():({Default = Settings.HandColor, Callback = (v) Settings.HandColor = v })
CrossSec = VisualPage:({Name = })
CrossSec:({Name = , Callback = (v) Settings.CrosshairEnabled = v })
CrossSec:({Name = , Callback = (v) Settings.DotEnabled = v })
CrossSec:():({Default = Settings.CrosshairColor, Callback = (v) Settings.CrosshairColor = v })
CrossSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.CrosshairSize = v })
CrossSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.CrosshairGap = v })
CrossSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.CrosshairThickness = v })
WorldPage = Window:({Name = })
LightSec = WorldPage:({Name = })
LightSec:({Name = , Callback = (v)
Settings.Fullbright = v
v
Lighting.Brightness = OriginalLighting.Brightness
Lighting.ClockTime = OriginalLighting.ClockTime
Lighting.GlobalShadows = OriginalLighting.GlobalShadows
Lighting.Ambient = OriginalLighting.Ambient
})
LightSec:({Name = , Callback = (v)
Settings.NoFog = v
v
Lighting.FogEnd = OriginalLighting.FogEnd
Lighting.FogStart = OriginalLighting.FogStart
})
LightSec:({Name = , Callback = (v) Settings.CustomTime = v v Lighting.ClockTime = OriginalLighting.ClockTime })
LightSec:({Name = , Min = , Max = , Default = , Increment = , Callback = (v) Settings.TimeValue = v })
LightSec:():({Default = Settings.AmbientColor, Callback = (v) Settings.AmbientColor = v })
PartSec = WorldPage:({Name = })
PartSec:({Name = , Callback = (v) Settings.SparklesEnabled = v
v (() _,obj (Player.Character:()) obj.Name == obj:() )
})
PartSec:():({Default = Settings.SparkleColor, Callback = (v) Settings.SparkleColor = v })
PartSec:({Name = , Callback = (v) Settings.FireEnabled = v
v (() _,obj (Player.Character:()) obj.Name == obj:() )
})
PartSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.FireSize = v })
PartSec:():({Default = Settings.FireColor, Callback = (v) Settings.FireColor = v })
PartSec:({Name = , Callback = (v) Settings.SmokeEnabled = v
v (() _,obj (Player.Character:()) obj.Name == obj:() )
})
PartSec:({Name = , Min = , Max = , Default = , Increment = , Callback = (v) Settings.SmokeOpacity = v })
PartSec:():({Default = Settings.SmokeColor, Callback = (v) Settings.SmokeColor = v })
PartSec2 = WorldPage:({Name = })
PartSec2:({Name = , Callback = (v) Settings.ParticlesEnabled = v
v (() _,obj (Player.Character:()) obj.Name == obj:() )
})
PartSec2:({Name = , Callback = (v) Settings.RainbowParticles = v })
PartSec2:({Name = , Min = , Max = , Default = , Callback = (v) Settings.ParticleRate = v })
PartSec2:({Name = , Min = , Max = , Default = , Callback = (v) Settings.ParticleSpeed = v })
PartSec2:({Name = , Min = , Max = , Default = , Increment = , Callback = (v) Settings.ParticleSize = v })
PartSec2:():({Default = Settings.ParticleColor, Callback = (v) Settings.ParticleColor = v })
PartSec2:({Name = , Callback = (v) Settings.TrailEnabled = v
v (() _,obj (Player.Character:()) obj.Name == obj.Name == obj:() )
})
PartSec2:({Name = , Min = , Max = , Default = , Increment = , Callback = (v) Settings.TrailLifetime = v })
PartSec2:():({Default = Settings.TrailColor, Callback = (v) Settings.TrailColor = v })
PartSec2:({Name = , Callback = (v) Settings.AuraEnabled = v
v (() _,obj (Player.Character:()) obj.Name == obj:() )
})
PartSec2:():({Default = Settings.AuraColor, Callback = (v) Settings.AuraColor = v })
MovePage = Window:({Name = })
SpeedSec = MovePage:({Name = })
SpeedSec:({Name = , Callback = (v) Settings.SpeedEnabled = v
v (() h = Player.Character Player.Character:() h h.WalkSpeed = )
})
SpeedSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.SpeedValue = v })
JumpSec = MovePage:({Name = })
JumpSec:({Name = , Callback = (v) Settings.JumpPower = v
v (() h = Player.Character Player.Character:() h h.JumpPower = )
})
JumpSec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.JumpValue = v })
JumpSec:({Name = , Callback = (v) Settings.InfJumpEnabled = v })
FlySec = MovePage:({Name = })
FlySec:({Name = , Callback = (v) Settings.FlyEnabled = v
v (() hrp = Player.Character:()
_, obj (hrp:()) obj.Name == obj.Name == obj:()
)
})
FlySec:({Name = , Min = , Max = , Default = , Callback = (v) Settings.FlySpeed = v })
FlySec:({Name = , Callback = (v) Settings.NoclipEnabled = v })
MiscPage = Window:({Name = })
UtilSec = MiscPage:({Name = })
UtilSec:({Name = , Default = , Callback = (v) Settings.AntiAFK = v })
UtilSec:({Name = , Callback = (v) Settings.ClickTP = v })
UtilSec:({Name = , Callback = () (() TeleportService:(.PlaceId, Player) ) })
UtilSec:({Name = , Callback = ()
(()
HttpService = :()
data = HttpService:(:(..game.PlaceId..))
_, s (data.data)
s.id ~= .JobId TeleportService:(.PlaceId, s.id, Player)
)
})
UtilSec:({Name = , Callback = () (() ((.PlaceId)) ) })
UtilSec:({Name = , Callback = () (() Player.Character:().Health = ) })
HUDSec = MiscPage:({Name = })
HUDSec:({Name = , Default = , Callback = (v) Settings.HUDEnabled = v })
HUDSec:({Name = , Default = , Callback = (v) Settings.HUDWatermark = v })
HUDSec:({Name = , Default = , Callback = (v) Settings.HUDFPS = v })
HUDSec:({Name = , Default = , Callback = (v) Settings.HUDHealth = v })
HUDSec:({Name = , Default = , Callback = (v) Settings.HUDSpeed = v })
HUDSec:({Name = , Default = , Callback = (v) Settings.HUDCoords = v })
HUDSec:({Name = , Default = , Callback = (v) Settings.HUDTarget = v })
HUDSec:({Name = , Default = , Callback = (v) Settings.HUDPlayers = v })
HUDSec:():({Default = Settings.HUDColor, Callback = (v) Settings.HUDColor = v })
InfoSec = MiscPage:({Name = })
InfoSec:( .. Player.DisplayName .. .. Player.Name .. )
InfoSec:( .. Player.UserId)
InfoSec:( .. .PlaceId)
InfoSec:()
InfoSec:()
FOVCircle = .()
FOVCircle.Thickness = ; FOVCircle.Filled = ; FOVCircle.NumSides =
TargetLine = .()
TargetLine.Thickness =
TargetCircle = .()
TargetCircle.Thickness = ; TargetCircle.Filled = ; TargetCircle.Radius =
CrossLines = {}
i = ,
CrossLines[i] = .()
CrossLines[i].Thickness = ; CrossLines[i].Visible =
CrossDot = .()
CrossDot.Filled = ; CrossDot.Radius = ; CrossDot.Visible =
ESPCache = {}
CurrentTarget =
Connections = {}
(plr)
ESPCache[plr]
e = {
Box = .(),
BoxOutline = .(),
Name = .(),
Distance = .(),
Tracer = .(),
HealthBarBG = .(),
HealthBar = .(),
Skeleton = {},
}
e.Box.Thickness = ; e.Box.Filled =
e.BoxOutline.Thickness = ; e.BoxOutline.Filled = ; e.BoxOutline.Color = .(, , )
e.Name.Center = ; e.Name.Size = ; e.Name.Outline =
e.Distance.Center = ; e.Distance.Size = ; e.Distance.Outline =
e.Tracer.Thickness =
e.HealthBarBG.Filled = ; e.HealthBarBG.Color = .(, , )
e.HealthBar.Filled =
i = , e.Skeleton[i] = .(); e.Skeleton[i].Thickness =
ESPCache[plr] = e
ESPCache[plr]
Players.PlayerRemoving:((plr)
ESPCache[plr]
_, v (ESPCache[plr])
(v) ==
_, line (v) (() line:() )
(() v:() )
ESPCache[plr] =
)
(targetPart)
Settings.WallCheck
params = RaycastParams.()
params.FilterDescendantsInstances = {Camera, Player.Character}
params.FilterType = .RaycastFilterType.Exclude
params.IgnoreWater =
cast = :(Camera.CFrame.Position, targetPart.Position - Camera.CFrame.Position, params)
cast cast.Instance cast.Instance:(targetPart.Parent)
(plr)
Settings.TeamCheck
plr.Team ~= Player.Team
()
target, dist = , Settings.FOV
mouse = UIS:()
_, p (Players:())
p ~= Player p.Character (p)
part = p.Character:(Settings.HitPart)
hum = p.Character:()
part hum hum.Health >
pos, vis = Camera:(part.Position)
vis
mDist = (.(pos.X, pos.Y) - mouse).Magnitude
mDist < dist (part)
dist = mDist; target = part
target
UIS.InputBegan:((input, proc)
proc Settings.Enabled
input.UserInputType == .UserInputType.MouseButton1 Settings.SilentAim
CurrentTarget
targetPos = CurrentTarget.Position
Settings.Prediction
vel = CurrentTarget.AssemblyLinearVelocity CurrentTarget.Velocity .()
targetPos = targetPos + vel * Settings.PredictionAmount
oldCF = Camera.CFrame
Camera.CFrame = .(Camera.CFrame.Position, targetPos)
.(Settings.ShotDelay)
Camera.CFrame = oldCF
Settings.ClickTP input.UserInputType == .UserInputType.MouseButton1 UIS:(.KeyCode.LeftControl)
(()
mouse = Player:()
mouse.Target
Player.Character.HumanoidRootPart.CFrame = .(mouse.Hit.Position + .(, , ))
)
)
UIS.JumpRequest:(()
Settings.InfJumpEnabled
(() Player.Character:():(.HumanoidStateType.Jumping) )
)
Player.Idled:(()
Settings.AntiAFK
(()
VU = :()
VU:(.(), .CurrentCamera.CFrame)
.()
VU:(.(), .CurrentCamera.CFrame)
)
)
RunService.RenderStepped:(()
Camera = .CurrentCamera
CurrentTarget = ()
RGB = .(() % / , , )
VP = Camera.ViewportSize
center = .(VP.X / , VP.Y / )
mousePos = UIS:()
FOVCircle.Visible = Settings.Enabled Settings.ShowFOV
FOVCircle.Radius = Settings.FOV
FOVCircle.Position = mousePos
FOVCircle.Color = Settings.FOVColor
CurrentTarget Settings.Enabled
pos, vis = Camera:(CurrentTarget.Position)
vis
tPos = .(pos.X, pos.Y)
TargetLine.Visible = Settings.TargetTracer
TargetLine.From = center
TargetLine.To = tPos
TargetLine.Color = Settings.TargetColor
TargetCircle.Visible = Settings.TargetESP
TargetCircle.Position = tPos
TargetCircle.Color = Settings.TargetColor
TargetLine.Visible = ; TargetCircle.Visible =
TargetLine.Visible = ; TargetCircle.Visible =
Settings.Smoothing Settings.Enabled CurrentTarget
targetPos = CurrentTarget.Position
Settings.Prediction
vel = CurrentTarget.AssemblyLinearVelocity CurrentTarget.Velocity .()
targetPos = targetPos + vel * Settings.PredictionAmount
targetCF = .(Camera.CFrame.Position, targetPos)
Camera.CFrame = Camera.CFrame:(targetCF, / Settings.SmoothFactor)
Settings.AutoFire Settings.Enabled CurrentTarget
.(()
(()
pos, vis = Camera:(CurrentTarget.Position)
vis (.(pos.X, pos.Y) - mousePos).Magnitude <
.(Settings.TriggerDelay)
()
)
)
(()
char = Player.Character
char
hrp = char:()
hum = char:()
hrp hum
Settings.HitboxSink
depth = Settings.HitboxSinkDepth
hrp:()
marker = .()
marker.Name =
marker.Value = hum.HipHeight
marker.Parent = hrp
_, motor (char:())
motor:() motor.Part0 == hrp
motor:(, motor.C0.Position.Y)
hum.HipHeight = -depth
_, motor (char:())
motor:() motor.Part0 == hrp
origY = motor:()
pos3 = motor.C0.Position
motor.C0 = .(pos3.X, origY + depth, pos3.Z) * (motor.C0 - motor.C0.Position)
hrp:()
origHH = hrp:().Value
hum.HipHeight = origHH
_, motor (char:())
motor:() motor.Part0 == hrp
origY = motor:()
origY
pos3 = motor.C0.Position
motor.C0 = .(pos3.X, origY, pos3.Z) * (motor.C0 - motor.C0.Position)
hrp:():()
Settings.HitboxDesync Settings.HitboxSink
offset = Settings.HitboxDesyncOffset
jitter = .(.(() * )) * offset
hum.HipHeight = -jitter
Settings.HitboxSink Settings.HitboxDesync
hrp:()
hum.HipHeight = hrp:()
)
Settings.CrosshairEnabled
sz, gap, clr, thk = Settings.CrosshairSize, Settings.CrosshairGap, Settings.CrosshairColor, Settings.CrosshairThickness
CrossLines[].Visible = ; CrossLines[].From = center - .(, gap); CrossLines[].To = center - .(, gap + sz); CrossLines[].Color = clr; CrossLines[].Thickness = thk
CrossLines[].Visible = ; CrossLines[].From = center + .(, gap); CrossLines[].To = center + .(, gap + sz); CrossLines[].Color = clr; CrossLines[].Thickness = thk
CrossLines[].Visible = ; CrossLines[].From = center - .(gap, ); CrossLines[].To = center - .(gap + sz, ); CrossLines[].Color = clr; CrossLines[].Thickness = thk
CrossLines[].Visible = ; CrossLines[].From = center + .(gap, ); CrossLines[].To = center + .(gap + sz, ); CrossLines[].Color = clr; CrossLines[].Thickness = thk
CrossDot.Visible = Settings.DotEnabled; CrossDot.Position = center; CrossDot.Color = clr
i = , CrossLines[i].Visible = ; CrossDot.Visible =
Settings.Fullbright Lighting.Brightness = ; Lighting.ClockTime = ; Lighting.GlobalShadows = ; Lighting.Ambient = Settings.AmbientColor
Settings.NoFog Lighting.FogEnd = ; Lighting.FogStart =
Settings.CustomTime Lighting.ClockTime = Settings.TimeValue
(()
char = Player.Character
hum = char char:()
hrp = char char:()
hum
Settings.SpeedEnabled hum.WalkSpeed = Settings.SpeedValue
Settings.JumpPower hum.JumpPower = Settings.JumpValue
Settings.NoclipEnabled char
_, p (char:())
p:() p.CanCollide =
Settings.FlyEnabled hrp
bp = hrp:()
bg = hrp:()
bp bp = .() bp.Name = bp.MaxForce = .() bp.Parent = hrp
bg bg = .() bg.Name = bg.MaxTorque = .() bg.Parent = hrp
UIS:(.KeyCode.Space)
bp.MaxForce = .(, , )
bg.MaxTorque = .(, , )
bg.CFrame = Camera.CFrame
md = .()
UIS:(.KeyCode.W) md = md + Camera.CFrame.LookVector
UIS:(.KeyCode.S) md = md - Camera.CFrame.LookVector
UIS:(.KeyCode.A) md = md - Camera.CFrame.RightVector
UIS:(.KeyCode.D) md = md + Camera.CFrame.RightVector
bp.Position = md.Magnitude > hrp.Position + md.Unit * (Settings.FlySpeed / ) hrp.Position + .(, , )
bp.MaxForce = .(); bg.MaxTorque = .()
)
_, p (Players:())
p ~= Player
esp = (p)
char = p.Character
char char:() char:()
hum = char:()
hum hum.Health >
hl = char:()
hl hl = .() hl.Name = hl.Parent = char
hl.Enabled = Settings.ChamsEnabled Settings.GlowEnabled
hl.FillColor = Settings.ChamColor
hl.OutlineColor = Settings.RainbowGlow RGB Settings.GlowColor
hl.FillTransparency = Settings.ChamsEnabled Settings.ChamTransparency
hl.OutlineTransparency = Settings.GlowEnabled
hrp = char.HumanoidRootPart
head = char.Head
pos, vis = Camera:(hrp.Position)
headPos = Camera:(head.Position + .(, , ))
legPos = Camera:(hrp.Position - .(, , ))
vis
height = .(headPos.Y - legPos.Y)
width = height /
topLeft = .(pos.X - width / , headPos.Y)
esp.BoxOutline.Visible = Settings.Boxes
esp.BoxOutline.Size = .(width, height)
esp.BoxOutline.Position = topLeft
esp.Box.Visible = Settings.Boxes
esp.Box.Size = .(width, height)
esp.Box.Position = topLeft
esp.Box.Color = Settings.BoxColor
esp.Name.Visible = Settings.Names
esp.Name.Text = p.DisplayName
esp.Name.Position = .(pos.X, headPos.Y - )
esp.Name.Color = Settings.NameColor
esp.Distance.Visible = Settings.Distance
Player.Character Player.Character:()
esp.Distance.Text = .((Player.Character.HumanoidRootPart.Position - hrp.Position).Magnitude) ..
esp.Distance.Position = .(pos.X, legPos.Y + )
esp.Distance.Color = Settings.DistanceColor
esp.Tracer.Visible = Settings.Tracers
esp.Tracer.From = .(VP.X / , VP.Y)
esp.Tracer.To = .(pos.X, legPos.Y)
esp.Tracer.Color = Settings.TracerColor
Settings.HealthBar
barW =
barH = height
barX = topLeft.X - barW -
barY = headPos.Y
healthPct = .(hum.Health / hum.MaxHealth, , )
esp.HealthBarBG.Visible =
esp.HealthBarBG.Position = .(barX, barY)
esp.HealthBarBG.Size = .(barW, barH)
esp.HealthBar.Visible =
esp.HealthBar.Position = .(barX, barY + barH * ( - healthPct))
esp.HealthBar.Size = .(barW, barH * healthPct)
esp.HealthBar.Color = .( * ( - healthPct), * healthPct, )
esp.HealthBarBG.Visible = ; esp.HealthBar.Visible =
Settings.SkeletonESP
(name)
b = char:(name)
b p2, v2 = Camera:(b.Position) v2 .(p2.X, p2.Y)
headP = ()
torsoP = () () ()
lArmP = () ()
rArmP = () ()
lLegP = () ()
rLegP = () ()
bones = {{headP, torsoP}, {torsoP, lArmP}, {torsoP, rArmP}, {torsoP, lLegP}, {torsoP, rLegP}}
i = ,
bones[i][] bones[i][]
esp.Skeleton[i].Visible = ; esp.Skeleton[i].From = bones[i][]; esp.Skeleton[i].To = bones[i][]; esp.Skeleton[i].Color = Settings.SkeletonColor
esp.Skeleton[i].Visible =
i = , esp.Skeleton[i].Visible =
esp.Box.Visible = ; esp.BoxOutline.Visible = ; esp.Name.Visible =
esp.Distance.Visible = ; esp.Tracer.Visible =
esp.HealthBar.Visible = ; esp.HealthBarBG.Visible =
i = , esp.Skeleton[i].Visible =
esp.Box.Visible = ; esp.BoxOutline.Visible = ; esp.Name.Visible =
esp.Distance.Visible = ; esp.Tracer.Visible =
esp.HealthBar.Visible = ; esp.HealthBarBG.Visible =
i = , esp.Skeleton[i].Visible =
char:() char.FlickHL.Enabled =
esp.Box.Visible = ; esp.BoxOutline.Visible = ; esp.Name.Visible =
esp.Distance.Visible = ; esp.Tracer.Visible =
esp.HealthBar.Visible = ; esp.HealthBarBG.Visible =
i = , esp.Skeleton[i].Visible =
(()
Settings.HandsEnabled
view = Camera:() Player.Character
view
_, obj (view:())
obj:() (obj.Name:():() obj.Name:():())
obj.Color = Settings.HandColor
obj.Material = Settings.HandGlow .Material.ForceField .Material.Neon
)
(()
char = Player.Character
char
hrp = char:()
hrp
RGB = .(() % / , , )
Settings.SparklesEnabled
hrp:()
s = .() s.Name = s.Parent = hrp
sp = hrp:()
sp sp.SparkleColor = Settings.RainbowParticles RGB Settings.SparkleColor; sp.Enabled =
Settings.FireEnabled
hrp:()
f = .() f.Name = f.Parent = hrp
fire = hrp:()
fire fire.Size = Settings.FireSize; fire.Color = Settings.FireColor; fire.SecondaryColor = Settings.RainbowParticles RGB Settings.FireColor
Settings.SmokeEnabled
hrp:()
sm = .() sm.Name = sm.Parent = hrp
smoke = hrp:()
smoke smoke.Opacity = Settings.SmokeOpacity; smoke.Color = Settings.SmokeColor; smoke.Enabled =
Settings.ParticlesEnabled
hrp:()
pe = .() pe.Name =
pe.Texture = Settings.ParticleTexture
pe.LightEmission = ; pe.LightInfluence =
pe.Parent = hrp
pe = hrp:()
pe
pe.Rate = Settings.ParticleRate
pe.Speed = NumberRange.(Settings.ParticleSpeed)
pe.Size = NumberSequence.(Settings.ParticleSize)
pe.Lifetime = NumberRange.(, )
pCol = Settings.RainbowParticles RGB Settings.ParticleColor
pe.Color = ColorSequence.(pCol)
pe.Enabled =
Settings.TrailEnabled
head = char:()
hrp head hrp:()
a0 = .() a0.Name = a0.Position = .(, , ) a0.Parent = hrp
a1 = .() a1.Name = a1.Position = .(, -, ) a1.Parent = hrp
tr = .() tr.Name =
tr.Attachment0 = a0; tr.Attachment1 = a1
tr.Lifetime = Settings.TrailLifetime; tr.LightEmission =
tr.MinLength = ; tr.FaceCamera =
tr.Parent = hrp
tr = hrp:()
tr
tr.Lifetime = Settings.TrailLifetime
tCol = Settings.RainbowParticles RGB Settings.TrailColor
tr.Color = ColorSequence.(tCol)
tr.Transparency = NumberSequence.({NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, )})
tr.Enabled =
Settings.AuraEnabled
hrp:()
pe = .() pe.Name =
pe.Texture =
pe.Rate = ; pe.Speed = NumberRange.(, )
pe.Size = NumberSequence.({NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, )})
pe.Lifetime = NumberRange.(, ); pe.LightEmission = ; pe.LightInfluence =
pe.SpreadAngle = .(, )
pe.Parent = hrp
aura = hrp:()
aura aura.Color = ColorSequence.(Settings.RainbowParticles RGB Settings.AuraColor); aura.Enabled =
)
)
HUD = {}
HUD.WatermarkBG = .(); HUD.WatermarkBG.Filled = ; HUD.WatermarkBG.Color = .(, , ); HUD.WatermarkBG.Transparency =
HUD.WatermarkAccent = .(); HUD.WatermarkAccent.Thickness =
HUD.WatermarkText = .(); HUD.WatermarkText.Size = ; HUD.WatermarkText.Font = .Fonts.Plex; HUD.WatermarkText.Outline =
HUDLines = {}
i = ,
HUDLines[i] = .()
HUDLines[i].Size = ; HUDLines[i].Font = .Fonts.Plex; HUDLines[i].Outline = ; HUDLines[i].Visible =
HUD.HealthBG = .(); HUD.HealthBG.Filled = ; HUD.HealthBG.Color = .(, , ); HUD.HealthBG.Transparency =
HUD.HealthFill = .(); HUD.HealthFill.Filled =
HUD.HealthText = .(); HUD.HealthText.Size = ; HUD.HealthText.Font = .Fonts.Plex; HUD.HealthText.Outline = ; HUD.HealthText.Center =
fpsValues = {}; lastFPS =
RunService.RenderStepped:((dt)
.(fpsValues, /dt)
#fpsValues > .(fpsValues, )
sum = ; _, v (fpsValues) sum = sum + v
lastFPS = .(sum / #fpsValues)
Settings.HUDEnabled
HUD.WatermarkBG.Visible = ; HUD.WatermarkAccent.Visible = ; HUD.WatermarkText.Visible =
HUD.HealthBG.Visible = ; HUD.HealthFill.Visible = ; HUD.HealthText.Visible =
i = , HUDLines[i].Visible =
VP = .CurrentCamera.ViewportSize
accentCol = Settings.HUDColor
Settings.HUDWatermark
wmText =
Settings.HUDFPS wmText = wmText .. .. lastFPS ..
wmText = wmText .. .. Player.DisplayName
wmW = #wmText * +
HUD.WatermarkBG.Visible =
HUD.WatermarkBG.Position = .(VP.X - wmW - , )
HUD.WatermarkBG.Size = .(wmW, )
HUD.WatermarkAccent.Visible =
HUD.WatermarkAccent.From = .(VP.X - wmW - , )
HUD.WatermarkAccent.To = .(VP.X - , )
HUD.WatermarkAccent.Color = accentCol
HUD.WatermarkText.Visible =
HUD.WatermarkText.Position = .(VP.X - wmW - , )
HUD.WatermarkText.Text = wmText
HUD.WatermarkText.Color = .(, , )
HUD.WatermarkBG.Visible = ; HUD.WatermarkAccent.Visible = ; HUD.WatermarkText.Visible =
infoLines = {}
(()
char = Player.Character
hum = char char:()
hrp = char char:()
Settings.HUDSpeed hum .(infoLines, .. .(hum.WalkSpeed))
Settings.HUDCoords hrp
p = hrp.Position
.(infoLines, .. .(, p.X, p.Y, p.Z))
Settings.HUDTarget CurrentTarget
.(infoLines, .. (CurrentTarget.Parent CurrentTarget.Parent.Name ))
Settings.HUDPlayers
.(infoLines, .. #Players:() .. .. Players.MaxPlayers)
)
i = ,
i <= #infoLines
HUDLines[i].Visible =
HUDLines[i].Position = .(, VP.Y - - (#infoLines - i) * )
HUDLines[i].Text = infoLines[i]
HUDLines[i].Color = .(, , )
HUDLines[i].Visible =
Settings.HUDHealth
(()
hum = Player.Character Player.Character:()
hum
barW = ; barH =
barX = VP.X / - barW / ; barY = VP.Y -
pct = .(hum.Health / hum.MaxHealth, , )
HUD.HealthBG.Visible = ; HUD.HealthBG.Position = .(barX - , barY - ); HUD.HealthBG.Size = .(barW + , barH + )
HUD.HealthFill.Visible = ; HUD.HealthFill.Position = .(barX, barY); HUD.HealthFill.Size = .(barW * pct, barH)
HUD.HealthFill.Color = .( * ( - pct), * pct, )
HUD.HealthText.Visible = ; HUD.HealthText.Position = .(VP.X / , barY - )
HUD.HealthText.Text = .(hum.Health) .. .. .(hum.MaxHealth) ..
HUD.HealthText.Color = .(, , )
HUD.HealthBG.Visible = ; HUD.HealthFill.Visible = ; HUD.HealthText.Visible =
)
HUD.HealthBG.Visible = ; HUD.HealthFill.Visible = ; HUD.HealthText.Visible =
)
Window:()
()
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com, games.roblox.com.
all this made by ai (gemini 3+ claude opus 4.6) works amazing on velocity

[FPS] Flick