Run it
Copy the script and paste it into your executor.
Rayfield = (:())() (:())()
Players = :()
Workspace = :()
ReplicatedStorage = :()
RunService = :()
LocalPlayer = Players.LocalPlayer
.ProjectRealCleanup
(.ProjectRealCleanup)
Connections = {}
Running =
.ProjectRealCleanup = ()
Running =
_, conn (Connections)
conn conn.Disconnect
conn:()
()
Remotes = (ReplicatedStorage.Shared.Remotes)
VirtualUser = :()
HttpService = :()
CONFIG_FILE =
Config = {
FloatEnabled = ,
HeightOffset = ,
AutoCollectShards = ,
ShardDelay = ,
AutoUpgrade = ,
AutoAttack = ,
AutoAim = ,
AntiDeath = ,
AutoAbility = ,
AutoSkipWave = ,
AntiAFK = ,
InfinitePierce = ,
MultiShot = ,
HugeHitbox = ,
UltraHoming = ,
}
()
(()
writefile
(CONFIG_FILE, HttpService:(Config))
)
()
success = (()
isfile (CONFIG_FILE) readfile
data = HttpService:((CONFIG_FILE))
(data) ==
k, v (data)
Config[k] = v
)
success
Window = Rayfield:({
name = ,
subtitle = ,
configuration = {
autoSave = ,
autoLoad = ,
fileName =
}
})
hasOldConfig = ((isfile) == (CONFIG_FILE))
hasOldConfig
Window:({
title = ,
subtitle = ,
content = ,
dismissable = ,
options = {
{
text = ,
style = ,
callback = ()
()
Window:({
title = ,
content = ,
})
,
},
{
text = ,
style = ,
callback = ()
Window:({
title = ,
content = ,
})
,
},
},
})
MainTab = Window:({ name = })
MainTab:()
MainTab:({
name = ,
currentValue = Config.FloatEnabled,
callback = (Value)
Config.FloatEnabled = Value
()
,
})
MainTab:({
name = ,
range = {, },
increment = ,
suffix = ,
currentValue = Config.HeightOffset,
callback = (Value)
Config.HeightOffset = Value
()
,
})
MainTab:()
MainTab:({
name = ,
currentValue = Config.InfinitePierce,
callback = (Value)
Config.InfinitePierce = Value
()
,
})
MainTab:({
name = ,
currentValue = Config.MultiShot,
callback = (Value)
Config.MultiShot = Value
()
,
})
MainTab:({
name = ,
currentValue = Config.HugeHitbox,
callback = (Value)
Config.HugeHitbox = Value
()
,
})
MainTab:({
name = ,
currentValue = Config.UltraHoming,
callback = (Value)
Config.UltraHoming = Value
()
,
})
MainTab:()
MainTab:({
name = ,
currentValue = Config.AutoAim,
callback = (Value)
Config.AutoAim = Value
()
,
})
MainTab:({
name = ,
currentValue = Config.AutoAttack,
callback = (Value)
Config.AutoAttack = Value
()
,
})
MainTab:({
name = ,
currentValue = Config.AntiDeath,
callback = (Value)
Config.AntiDeath = Value
()
,
})
MainTab:({
name = ,
currentValue = Config.AntiAFK,
callback = (Value)
Config.AntiAFK = Value
()
,
})
MainTab:()
MainTab:({
name = ,
currentValue = Config.AutoAbility,
callback = (Value)
Config.AutoAbility = Value
()
,
})
MainTab:({
name = ,
currentValue = Config.AutoSkipWave,
callback = (Value)
Config.AutoSkipWave = Value
(()
Remotes.SetAutoSkip.(Value)
)
()
,
})
MainTab:({
name = ,
currentValue = Config.AutoCollectShards,
callback = (Value)
Config.AutoCollectShards = Value
()
,
})
ConfigTab = Window:({ name = })
ConfigTab:()
hasOldConfig = ((isfile) == (CONFIG_FILE))
hasOldConfig
ConfigTab:()
ConfigTab:({
name = ,
callback = ()
()
Window:({
title = ,
content = ,
})
,
})
ConfigTab:({
name = ,
callback = ()
Window:({
title = ,
content = ,
})
,
})
ConfigTab:()
ConfigTab:({
name = ,
callback = ()
()
Window:({
title = ,
content = .. CONFIG_FILE,
})
,
})
ConfigTab:({
name = ,
callback = ()
()
Window:({
title = ,
content = ,
})
,
})
cachedFloorFilter = {}
()
filter = {}
map = Workspace:()
map
floor = map:()
floor
.(filter, floor)
_, child (map:())
name = child.Name:()
name:() name:() name:()
.(filter, child)
.(filter, child)
Workspace.Terrain
.(filter, Workspace.Terrain)
filter
cachedFloorFilter = ()
.(Connections, Workspace.ChildAdded:((child)
child.Name ==
.()
cachedFloorFilter = ()
))
floorRayParams = RaycastParams.()
floorRayParams.FilterType = .RaycastFilterType.Include
fallbackRayParams = RaycastParams.()
fallbackRayParams.FilterType = .RaycastFilterType.Exclude
(xPos, zPos, character)
#cachedFloorFilter >
floorRayParams.FilterDescendantsInstances = cachedFloorFilter
result = Workspace:(.(xPos, , zPos), .(, -, ), floorRayParams)
result
result.Position.Y
fallbackRayParams.FilterDescendantsInstances = {character}
result = Workspace:(.(xPos, , zPos), .(, -, ), fallbackRayParams)
result
result.Position.Y
(playerPos, cameraLookCF)
bestAimPos =
bestBodyPos =
bestScore = -.huge
(()
roundState = (ReplicatedStorage.Client.RoundClient.RoundStateClient)
(roundState roundState.state roundState.state.entityMap)
_, entity (roundState.state.entityMap)
entity.team ~= entity.spawnTimer entity.spawnTimer <=
hitPos = entity.hitboxPosition
hitPos
hitPos = entity.position
hitPos entity.hitboxPositionOffset
hitPos = hitPos + entity.hitboxPositionOffset
hitPos
cameraLookCF
localPoint = cameraLookCF:(hitPos)
depth = -localPoint.Z
depth >
angularDev = (localPoint.X * localPoint.X + localPoint.Y * localPoint.Y * ) / depth
angularDev <=
score = ( - angularDev) * - angularDev * depth *
score > bestScore
bestScore = score
bestAimPos = entity.position + .(, , )
bestBodyPos = entity.position
dist = (hitPos - playerPos).Magnitude
score = -dist
score > bestScore
bestScore = score
bestAimPos = entity.position + .(, , )
bestBodyPos = entity.position
)
bestAimPos, bestBodyPos
()
character = LocalPlayer.Character
character
hum = character:()
hum hum.Health <=
hrp = character:()
hrp hrp.Parent
camera = Workspace.CurrentCamera
Config.FloatEnabled
hrp.AssemblyLinearVelocity = .zero
hrp.AssemblyAngularVelocity = .zero
floorY = (hrp.Position.X, hrp.Position.Z, character)
floorY
targetY = floorY + Config.HeightOffset
targetPos = .(hrp.Position.X, targetY, hrp.Position.Z)
Config.AutoAim
camLookCF = camera .(camera.CFrame.Position, camera.CFrame.Position + camera.CFrame.LookVector * )
aimPos, bodyPos = (hrp.Position, camLookCF)
aimPos bodyPos
lookTarget = .(bodyPos.X, targetY, bodyPos.Z)
hrp.CFrame = .(targetPos, lookTarget)
camera
camera.CFrame = .(camera.CFrame.Position, aimPos)
hrp.CFrame = .(targetPos) * hrp.CFrame.Rotation
Config.AutoAim
camLookCF = camera .(camera.CFrame.Position, camera.CFrame.Position + camera.CFrame.LookVector * )
aimPos, bodyPos = (hrp.Position, camLookCF)
aimPos bodyPos
lookTarget = .(bodyPos.X, hrp.Position.Y, bodyPos.Z)
hrp.CFrame = .(hrp.Position, lookTarget)
camera
camera.CFrame = .(camera.CFrame.Position, aimPos)
.(Connections, RunService.RenderStepped:(updateFloatAndAim))
()
Config.AntiDeath
character = LocalPlayer.Character
character
hum = character:()
hum
(()
hum:(.HumanoidStateType.Dead, )
)
hum.Health < hum.MaxHealth
hum.Health = hum.MaxHealth
.(Connections, RunService.RenderStepped:(applyInvincibility))
.(Connections, RunService.Stepped:(applyInvincibility))
.(Connections, RunService.Heartbeat:(applyInvincibility))
.(Connections, Remotes.SpawnCurrencyDrop.((dropId)
Config.AutoCollectShards
(()
Remotes.RequestClaimCurrencyDrop.(dropId)
)
))
()
ok, cdc = (, ReplicatedStorage.Client.RoundClient.CurrencyDropClient)
ok cdc cdc.postSimulation
i = ,
success, val = (debug.getupvalue, cdc.postSimulation, i)
success (val) ==
_, entry (val)
(entry) == entry.state ~=
val
.(()
Running
Config.AutoCollectShards
dropMap = ()
dropMap
dropId, data (dropMap)
data.state == data.state ==
data.state =
Remotes.RequestClaimCurrencyDrop.(dropId)
_, obj (Workspace:())
obj:()
name = obj.Parent obj.Parent.Name:()
name:() name:() name:() name:()
(obj)
.()
)
()
ok, hudClient = (, ReplicatedStorage.Client.HudClient)
ok hudClient
_, fnName ({, })
fn = hudClient[fnName]
fn
i = ,
success, val = (debug.getupvalue, fn, i)
success
(val) ==
k, v (val)
(v) == v.cooldown ~=
val
.(()
Running
Config.AutoAbility
slots = ()
slots
upgradeName, data (slots)
(data) ==
data.cooldown =
data.cooldownTimer =
(()
Remotes.UseUpgrade.(upgradeName)
Remotes.ResetUpgradeCooldown.(upgradeName)
)
.()
)
.(()
.()
Config.AutoSkipWave
(()
Remotes.SetAutoSkip.()
)
)
(()
toolClient = (ReplicatedStorage.Client.RoundClient.ToolClient)
.(()
Running
Config.AutoAttack
(()
debug.(toolClient.postSimulation, , )
toolStateMap = debug.(toolClient.postSimulation, )
(toolStateMap) ==
_, item (toolStateMap)
(item) ==
item.cooldownTimer =
item.burstCooldownTimer =
(item.info) ==
item.info.Cooldown =
item.info.BurstCooldown =
Config.InfinitePierce item.info.Pierce =
Config.MultiShot item.info.Projectiles =
Config.HugeHitbox item.info.ProjectileRadius =
Config.UltraHoming
item.info.ProjectileHomingRadius =
item.info.ProjectileHomingForce =
item.info.ProjectileSpread = .zero
)
.()
)
)
.(Connections, LocalPlayer.Idled:(()
Config.AntiAFK
(()
VirtualUser:()
VirtualUser:(.zero)
)
))
.(()
Running
Config.AntiAFK
(()
VirtualUser:()
VirtualUser:(.zero)
)
.()
)
Window:({
title = ,
content = ,
})Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: docs.sirius.menu, sirius.menu, raw.githubusercontent.com.
• Enable Ground Hover: Dynamically hovers player character safely above ground level (Y = 24 studs) using a fixed origin raycast filter (fixed Y=500 origin). • Height Offset (Studs): Adjustable slider (0 to 50 studs) to customize hover height above enemy AOE hitboxes. • Infinite Pierce (Penetrate 9999 Enemies): Modifies Pierce = 9999 so projectiles penetrate infinitely through all monsters. • Multi-Shot (5 Projectiles Burst): Modifies Projectiles = 5 to spawn 5 clustered projectiles per shot. • Huge Hitbox (10x Bullet Size): Modifies ProjectileRadius = 10 for massive collision detection. • Ultra Homing (500m Target Tracking): Overrides ProjectileHomingRadius = 500 & ProjectileHomingForce = 50000 for 500m auto-tracking homing bullets. • Auto Precision Aim (Hitbox Cone): Matches game's ToolClient cone & angular deviation formula to snap character and camera directly onto hitboxPosition. • Ultra 0.001s Rapid Fire Auto Attack: Overrides Cooldown = 0.001 and zeroes out live cooldownTimer / burstCooldownTimer every frame while locking continuous fire flag (Upvalue 14). • Anti-Death (Tri-Loop God Mode): Disables engine death state via SetStateEnabled(Enum.HumanoidStateType