Run it
Copy the script and paste it into your executor.
().TFjhJhggCUo
()
().TFjhJhggCUo =
wind = (:())()
window = wind:({
Title = ,
Icon = ,
Author = ,
Folder = ,
Size = .(, ),
MinSize = .(, ),
MaxSize = .(, ),
Transparent = ,
Theme = ,
Resizable = ,
SideBarWidth = ,
BackgroundImageTransparency = ,
HideSearchBar = ,
ScrollBarEnabled = ,
User = {
Enabled = ,
Anonymous = ,
Callback = ()
,
},
})
window:({
Title = ,
Icon = ,
CornerRadius = .(, ),
StrokeThickness = ,
Color = ColorSequence.(
.(),
.()
),
OnlyMobile = ,
Enabled = ,
Draggable = ,
})
window:({
Title = ,
Icon = ,
Color = .(),
Radius = ,
})
Welcome = window:({
Title = ,
Icon = ,
Locked = ,
})
Welcome:({
Title = ,
Desc =
,
Color = .(),
Thumbnail = ,
ThumbnailSize = ,
Buttons = {
{
Icon = ,
Title = ,
Callback = ()
,
}
}
})
lockedParagraph = Welcome:({
Title = ,
Desc =
,
Color = ,
Locked =
})
Welcome:({
Title = ,
Desc = ,
Color = ,
Locked =
})
Welcome:()
Players = :()
CoreGui = :()
ReplicatedStorage = :()
Workspace = :()
Collection = :()
RunService = :()
UserInputService = :()
TweenService = :()
Debris = :()
Camera = Workspace.CurrentCamera
Player = Players.LocalPlayer
().match =
canShoot =
matchEnemies = {}
.(()
Player
Player:()
().match =
().match =
.()
)
.(()
.()
currentMatch = Player:()
tempTable = {}
currentMatch
_, v (Players:())
v ~= Player v:() == currentMatch
char = v.Character
char char:() char.Humanoid.Health >
.(tempTable, v)
matchEnemies = tempTable
)
.(()
lastGunTracked =
soundConnection =
.()
character = Player.Character
gun =
locations = { Player:() }
character .(locations, character)
_, container (locations)
container
_, tool (container:())
tool:() tool:() tool:()
gun = tool
gun
gun
gun ~= lastGunTracked
lastGunTracked = gun
soundConnection soundConnection:()
fireSound = gun:()
fireSound fireSound:()
soundConnection = fireSound.Played:(()
lastFiredTime = ()
)
lastGunTracked =
soundConnection
soundConnection:()
soundConnection =
)
()
character = Player.Character
locations = { Player:() }
character .(locations, character)
_, container (locations)
container
_, tool (container:())
tool:() tool:() tool:()
tool
()
character = Player.Character
backpack = Player:()
character backpack
humanoid = character:()
humanoid humanoid.Health <=
().match
gun = ()
gun
humanoid:(gun)
()
character = Player.Character
backpack = Player:()
character backpack
humanoid = character:()
humanoid humanoid.Health <=
().match
_, tool (backpack:())
tool:() tool:() ==
humanoid:(tool)
BulletRendererColor = .(, , )
(origin, targetPos)
(cf)
p = .()
p.Size = .(, , )
p.Transparency =
p.CanCollide =
p.CanQuery =
p.CanTouch =
p.Anchored =
p.CFrame = cf
p.Parent =
p
startPart = (.(origin, targetPos) * .(, , -))
endPart = (.(targetPos))
beam = .()
beam.Texture =
beam.TextureLength =
beam.TextureMode = .TextureMode.Stretch
beam.TextureSpeed =
beam.Color = ColorSequence.(BulletRendererColor)
beam.LightEmission =
beam.LightInfluence =
beam.Brightness =
beam.Width0 =
beam.Width1 =
att0 = .(, startPart)
att1 = .(, endPart)
beam.Attachment0 = att0
beam.Attachment1 = att1
beam.Parent = startPart
fadeIn = TweenService:(beam, TweenInfo.(, .EasingStyle.Cubic, .EasingDirection.In), {
Width0 = ,
Width1 =
})
fadeOut = TweenService:(beam, TweenInfo.(, .EasingStyle.Cubic, .EasingDirection.Out), {
Width0 = ,
Width1 =
})
fadeIn:()
fadeIn.Completed:(()
fadeOut:()
)
Debris:(startPart, )
Debris:(endPart, )
(char)
hrp = char char:()
hrp
(hrp.CFrame * .(, , hrp.Size.Z / )).Position
(target)
myChar = Player.Character
myChar
origin = (myChar)
origin
hitPart = target.Character:() target.Character:()
tool = ()
tool
hitPart
canShoot =
targetPos = hitPart.Position
muzzle = tool:(, )
startPos = muzzle muzzle.WorldPosition origin
(startPos, targetPos)
ReplicatedStorage.Remotes.ShootGun:(origin, targetPos, hitPart, targetPos)
sound = tool tool:()
sound sound:()
sound:()
.(, ()
canShoot =
)
lastNotify =
()
currentTime = ()
currentTime - lastNotify >=
lastNotify = currentTime
wind:({
Title = ,
Content =
,
Duration = ,
Icon = ,
})
wind:({
Title = ,
Content = ,
Duration = ,
Icon = ,
})
(boolean)
boolean
wind:({
Title = ,
Content =
,
Duration = ,
Icon = ,
})
wind:({
Title = ,
Content =
,
Duration = ,
Icon = ,
})
Main = window:({
Title = ,
Icon = ,
Locked = ,
})
ConfigurationSection = Main:({
Title = ,
Opened = ,
})
autounanchor =
ConfigurationSection:({
Title = ,
Desc = ,
Icon = ,
Default = ,
Flag = ,
Callback = (Value)
autounanchor = Value
(character)
rootPart = character:(, )
humanoid = character:(, )
rootPart humanoid
connection
connection = RunService.Heartbeat:(()
character.Parent humanoid.Health <=
connection:()
rootPart.Anchored autounanchor
rootPart.Anchored =
)
Player.Character
.(monitorCharacter, Player.Character)
Player.CharacterAdded:(monitorCharacter)
})
ConfigurationSection:({
Title = ,
Desc = ,
Flag = ,
Default = BulletRendererColor,
Locked = ,
Callback = (color)
BulletRendererColor = color
})
Main:()
().autoshoot_enabled =
().max_distance =
().autoshoot_cooldown =
autoshoot_thread =
Main:({
Title = ,
Desc = ,
Icon = ,
Default = ,
Flag = ,
Callback = (Value)
().autoshoot_enabled = Value
(Value)
autoshoot_thread
.(autoshoot_thread)
autoshoot_thread =
().autoshoot_enabled
(fromPos, toPos, myCharacter, targetCharacter)
params = RaycastParams.()
params.FilterDescendantsInstances = { myCharacter, targetCharacter }
params.FilterType = .RaycastFilterType.Exclude
result = :(fromPos, (toPos - fromPos), params)
result
result.Instance:(targetCharacter)
autoshoot_thread = .(()
().autoshoot_enabled
myChar = Player.Character
myRoot = myChar myChar:()
myHum = myChar myChar:()
().match myRoot myHum myHum.Health >
closestTarget =
closestDistance = ().max_distance
_, enemy (matchEnemies)
char = enemy.Character
hrp = char char:()
hum = char char:()
enemy ~= Player hum hum.Health > hrp
dist = (hrp.Position - myRoot.Position).Magnitude
dist < closestDistance
onDifferentTeam = ( enemy.Team enemy.Team ~= Player.Team)
isVisibleInFov = (Camera.CFrame.LookVector:((hrp.Position - Camera.CFrame.Position).Unit) >= )
onDifferentTeam isVisibleInFov
closestDistance = dist
closestTarget = enemy
closestTarget canShoot
targetChar = closestTarget.Character
targetHrp = targetChar targetChar:()
targetHrp (myRoot.Position, targetHrp.Position, myChar, targetChar)
(closestTarget)
.()
)
})
Main:({
Title = ,
Step = ,
Flag = ,
Value = {
Min = ,
Max = ,
Default = ,
},
Callback = (value)
().max_distance = value
})
Main:({
Title = ,
Step = ,
Flag = ,
Value = {
Min = ,
Max = ,
Default = ,
},
Callback = (value)
().autoshoot_cooldown = value
})
Main:()
().auto_throw_enabled =
().max_distance =
().throw_cooldown =
autoThrowThread =
lastThrowTime =
(targetChar)
tool = .Players.LocalPlayer.Character:()
tool tool:()
targetHrp = targetChar:()
targetHrp
origin = (.Players.LocalPlayer.Character)
direction = (targetHrp.Position - origin).Unit
ReplicatedStorage.Remotes.ThrowStart:(origin, direction)
(ReplicatedStorage.Modules.KnifeProjectileController)({
Speed = tool:(),
KnifeProjectile = tool.RightHandle:(),
Direction = direction,
Origin = origin
}, (raycastResult)
ReplicatedStorage.Remotes.ThrowHit:(raycastResult raycastResult.Instance,
raycastResult raycastResult.Position)
)
lastThrowTime = ()
uteuirhguh = Main:({
Title = ,
Desc = ,
Default = ,
Callback = (Value)
().auto_throw_enabled = Value
autoThrowThread
.(autoThrowThread)
autoThrowThread =
Value
autoThrowThread = .(()
().auto_throw_enabled
(() - lastThrowTime) >= ().throw_cooldown
myChar = .Players.LocalPlayer.Character
myRoot = myChar myChar:()
myRoot
closestTarget =
shortestDist = ().max_distance
_, player matchEnemies
player ~= .Players.LocalPlayer player.Character player.Team ~= Player.Team
enemyHrp = player.Character:()
enemyHum = player.Character:()
enemyHrp enemyHum enemyHum.Health >
dist = (enemyHrp.Position - myRoot.Position).Magnitude
params = RaycastParams.()
params.FilterDescendantsInstances = { myChar, player.Character }
params.FilterType = .RaycastFilterType.Exclude
result = :(myRoot.Position,
(enemyHrp.Position - myRoot.Position), params)
dist < shortestDist result
shortestDist = dist
closestTarget = player.Character
closestTarget
(closestTarget)
.()
)
})
Main:({
Title = ,
Value = { Min = , Max = , Default = },
Callback = (v) ().max_distance = v
})
Main:({
Title = ,
Value = { Min = , Max = , Default = },
Callback = (v) ().throw_cooldown = v
})
Main:()
().triggerbot_enabled =
().triggerbot_firing =
().triggerbot_cooldown =
(enemy)
enemy enemy == Player
character = enemy.Character
character character.Parent ~= Workspace
enemy.Team enemy.Team == Player.Team
humanoid = character:()
hrp = character:()
my_hrp = Player.Character Player.Character:()
(humanoid hrp my_hrp)
humanoid.Health <=
Collection:(character, ) Collection:(character, )
(target)
my_char = Player.Character
my_root = my_char my_char:()
target_hrp = target.Character target.Character:()
(my_root target_hrp)
().triggerbot_firing =
hit_part = target.Character:()
target.Character:()
target.Character:()
hit_part
(target)
().triggerbot_firing =
RunService.Heartbeat:(()
().triggerbot_enabled
().match
().triggerbot_firing
character = Player.Character
character
().match
mousePos = UserInputService:()
ray = Camera:(mousePos.X, mousePos.Y)
rayParams = RaycastParams.()
rayParams.FilterType = .RaycastFilterType.Exclude
rayParams.FilterDescendantsInstances = { character }
rayParams.IgnoreWater =
result = Workspace:(ray.Origin, ray.Direction * , rayParams)
result
hitCharacter = result.Instance:()
hitCharacter
hitPlayer = Players:(hitCharacter)
hitPlayer
(hitPlayer)
().triggerbot_firing =
(hitPlayer)
.(().triggerbot_cooldown, ()
().triggerbot_firing =
)
)
Main:({
Title = ,
Desc = ,
Icon = ,
Default = ,
Flag = ,
Callback = (Value)
().triggerbot_enabled = Value
().triggerbot_enabled
()
()
})
Main:({
Title = ,
Step = ,
Flag = ,
Value = {
Min = ,
Max = ,
Default = ,
},
Callback = (value)
().triggerbot_cooldown = value
})
Main:()
().hitbox_expander =
().hitbox_size =
().hitbox_color = .(, , )
Main:({
Title = ,
Desc = ,
Icon = ,
Default = ,
Flag = ,
Callback = (Value)
().hitbox_expander = Value
().hitbox_expander
()
()
().hitbox_expander
_, player matchEnemies
player ~= Player
character = player.Character
hrp = character character:()
hrp
hrp.Size = .(, , )
hrp.CanCollide =
hit_box = hrp:()
hit_box
hit_box:()
.(()
().hitbox_expander .()
_, player (Players:())
player ~= Player player.Character
character = player.Character
hrp = character:()
hrp
enemy = player.Team ~= Player.Team
enemy
hrp.Size = .(().hitbox_size, ().hitbox_size,
().hitbox_size)
hrp.CanCollide =
hit_box = hrp:()
hit_box
box_handle = .()
box_handle.Name =
box_handle.Adornee = hrp
box_handle.AlwaysOnTop =
box_handle.ZIndex =
box_handle.Size = hrp.Size
box_handle.Color3 = ().hitbox_color
box_handle.Transparency =
box_handle.Parent = hrp
hit_box.Size = hrp.Size
hrp.Size = .(, , )
hrp.CanCollide =
hit_box = hrp:()
hit_box
hit_box:()
)
})
Main:({
Title = ,
Step = ,
Flag = ,
Value = {
Min = ,
Max = ,
Default = ,
},
Callback = (size)
().hitbox_size = size
})
Main:({
Title = ,
Default = .(, , ),
Transparency = ,
Locked = ,
Flag = ,
Callback = (color)
().hitbox_color = color
})
Main:()
().original_cooldowns = {}
Main:({
Title = ,
Desc = ,
Icon = ,
Default = ,
Flag = ,
Callback = (Value)
().remove_gun_cooldown = Value
().remove_gun_cooldown
()
()
Value
().original_cooldowns = {}
.(()
().remove_gun_cooldown
.()
tools = {}
_, container ({ Player:(), Player.Character })
container
_, tool (container:())
tool:() tool:()
.(tools, tool)
_, tool (tools)
().original_cooldowns[tool] ==
().original_cooldowns[tool] = tool:()
tool:() ~=
tool:(, )
)
tool, cooldown (().original_cooldowns)
tool tool.Parent
tool:(, cooldown)
().original_cooldowns = {}
,
})
Esp = window:({
Title = ,
Icon = ,
Locked = ,
})
().esp_team_color = .(, , )
().esp_enemy_color = .(, , )
().esp_charms_highlighter =
charms_esp = CoreGui:() .()
charms_esp.Name =
charms_esp.Parent = CoreGui
Esp:({
Title = ,
Desc = ,
Icon = ,
Default = ,
Flag = ,
Callback = (Value)
().esp_charms_highlighter = Value
().esp_charms_highlighter
()
_, esp_players (charms_esp:())
esp_players:()
()
.(()
().esp_charms_highlighter
.()
_, v matchEnemies
().esp_charms_highlighter
v ~= Player
character = v.Character
character
highlight = charms_esp:(v.Name)
highlight
highlight = .()
highlight.Name = v.Name
highlight.FillTransparency =
highlight.OutlineTransparency =
highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
highlight.Parent = charms_esp
teamColor = (v.Team == Player.Team)
().esp_team_color
().esp_enemy_color
highlight.FillColor = teamColor
highlight.OutlineColor = teamColor
highlight.Adornee = character
)
})
().esp_skeleton =
skeleton_folder = CoreGui:() .()
skeleton_folder.Name =
skeleton_folder.Parent = CoreGui
Esp:({
Title = ,
Desc = ,
Icon = ,
Default = ,
Flag = ,
Callback = (Value)
().esp_skeleton = Value
()
_, child (skeleton_folder:())
child:()
Value
()
()
()
.(()
()
line = .()
line.Thickness =
line.ZIndex =
line.AlwaysOnTop =
line
bones = {
{ , }, { , },
{ , }, { , }, { , },
{ , }, { , }, { , },
{ , }, { , }, { , },
{ , }, { , }, { , }
}
().esp_skeleton
.()
_, v matchEnemies
char = v.Character
holder = skeleton_folder:(v.Name)
char char:() char:() char.Humanoid.Health >
holder
holder = .()
holder.Name = v.Name
holder.Parent = skeleton_folder
color = (v.Team == Player.Team) ().esp_team_color ().esp_enemy_color
i, bonePair (bones)
p1, p2 = char:(bonePair[]), char:(bonePair[])
p1 p2
line = holder:((i)) ()
line.Name = (i)
line.Color3 = color
line.Adornee = p1
line.CFrame = .(.zero, p1.CFrame:(p2.Position))
line.Length = (p1.Position - p2.Position).Magnitude
line.Parent = holder
holder
holder:()
_, child (skeleton_folder:())
Players:(child.Name)
child:()
()
)
})
().esp_tracers =
tracers_folder = CoreGui:() .()
tracers_folder.Name =
tracers_folder.Parent = CoreGui
RunService = :()
tracerConnection =
Esp:({
Title = ,
Desc = ,
Icon = ,
Default = ,
Flag = ,
Callback = (Value)
().esp_tracers = Value
()
_, child (tracers_folder:())
child:()
tracerConnection
tracerConnection:()
tracerConnection =
Value
()
FeatureActivated ()
FeatureActivated ()
tracerConnection = RunService.RenderStepped:(()
().esp_tracers
tracerConnection
tracerConnection:()
tracerConnection =
()
myChar = Player.Character
myRoot = myChar myChar:()
myRoot
_, v (matchEnemies)
v ~= Player v.Parent
char = v.Character
tracer = tracers_folder:(v.Name)
char char:() char:() char.Humanoid.Health >
tracer
tracer = .()
tracer.Name = v.Name
tracer.Thickness =
tracer.ZIndex =
tracer.AlwaysOnTop =
tracer.Parent = tracers_folder
targetRoot = char.HumanoidRootPart
color = (v.Team == Player.Team) ().esp_team_color
().esp_enemy_color
tracer.Color3 = color
tracer.Adornee = .Terrain
tracer.CFrame = .(myRoot.Position, targetRoot.Position)
tracer.Length = (myRoot.Position - targetRoot.Position).Magnitude
tracer
tracer:()
()
_, child (tracers_folder:())
Players:(child.Name)
child:()
)
})
Esp:({
Title = ,
Desc = ,
Default = .(, , ),
Transparency = ,
Locked = ,
Flag = ,
Callback = (color)
().esp_team_color = color
})
Esp:({
Title = ,
Desc = ,
Default = .(, , ),
Transparency = ,
Locked = ,
Flag = ,
Callback = (color)
().esp_enemy_color = color
})
Killing = window:({
Title = ,
Icon = ,
Locked = ,
})
().autoKillGun =
Killing:({
Title = ,
Desc = ,
Locked = ,
Callback = ()
().match
players = :()
player = players.LocalPlayer
myMatch = player:()
myMatch
()
wind:({
Title = ,
Content =
,
Duration = ,
Icon = ,
})
_, plr matchEnemies
plr.Team ~= player.Team plr.Character plr.Character:()
target = plr.Character.HumanoidRootPart
origin = player.Character player.Character:()
origin
ShootGun = ReplicatedStorage:():()
ShootGun:(origin.Position, target.Position, target, target.Position)
.()
})
Killing:({
Title = ,
Desc = ,
Value = ,
Callback = (state)
().autoKillGun = state
state
()
()
})
.(()
players = :()
player = players.LocalPlayer
().autoKillGun
myMatch = player:()
myMatch
()
_, plr matchEnemies
plr.Team ~= player.Team plr.Character plr.Character:()
target = plr.Character.HumanoidRootPart
origin = player.Character player.Character:()
origin
ShootGun = ReplicatedStorage:():()
ShootGun:(origin.Position, target.Position, target, target.Position)
.()
)
().autoKillKnife =
Killing:({
Title = ,
Desc = ,
Locked = ,
Callback = ()
().match
players = :()
player = players.LocalPlayer
myMatch = player:()
myMatch
()
wind:({
Title = ,
Content =
,
Duration = ,
Icon = ,
})
_, target (Players:())
target ~= player target.Character
humanoid = target.Character:()
rootPart = target.Character:()
humanoid humanoid.Health > rootPart
knifeRemote = ReplicatedStorage:():()
knifeRemote:(rootPart, rootPart.Position)
.()
})
Killing:({
Title = ,
Desc = ,
Value = ,
Callback = (state)
().autoKillKnife = state
state
()
()
})
.(()
players = :()
player = players.LocalPlayer
().autoKillKnife
myMatch = player:()
myMatch
()
_, target matchEnemies
target ~= player target.Character
humanoid = target.Character:()
rootPart = target.Character:()
humanoid humanoid.Health > rootPart
knifeRemote = ReplicatedStorage:():()
knifeRemote:(rootPart, rootPart.Position)
.()
)
Ability = window:({
Title = ,
Icon = ,
Locked = ,
})
().autoShroud =
().lowExecutorsShroud =
().shroudRate =
ConfigSuccess, Config = (()
(:().Ability.AbilityConfig)
)
ActivateShroud = ReplicatedStorage.Ability:()
isLocked = ( ConfigSuccess)
originals = {
SprintCooldown = isLocked Config.SprintCooldown ,
DashCooldown = isLocked Config.DashCooldown ,
ShroudCooldown = isLocked Config.ShroudCooldown ,
SoulReapCombatDelay = isLocked Config.SoulReapCombatDelay
}
isLocked
uteuirhguh:()
(targetPlayer)
character = Players.LocalPlayer.Character
targetPlayer targetPlayer.Character character
targetPart = targetPlayer.Character:()
root = character:()
targetPart root
origin
direction
().lowExecutorsShroud
origin = root.Position
direction = (targetPart.Position - origin).Unit
ActivateShroud:(origin, direction)
s1, CharacterRayOrigin = (()
(ReplicatedStorage.Modules
.CharacterRayOrigin)
)
s2, ShroudProjectileController = (()
(ReplicatedStorage.Ability
.ShroudProjectileController)
)
s1 s2
origin = (character)
direction = (targetPart.Position - origin).Unit
ActivateShroud:(origin, direction)
(origin, direction)
().lowExecutorsShroud =
origin = root.Position
direction = (targetPart.Position - origin).Unit
ActivateShroud:(origin, direction)
Ability:({
Title = ,
Desc = ,
Value = ,
Callback = (state)
().autoShroud = state
})
Ability:({
Title = ,
Desc = ,
Value = ,
Callback = (state)
().lowExecutorsShroud = state
})
Ability:({
Title = ,
Desc = ,
Step = ,
Value = {
Min = ,
Max = ,
Default = ,
},
Callback = (value)
().shroudRate = value
})
.(()
().autoShroud
matchId = Players.LocalPlayer:()
_, p matchEnemies
(p)
.( / ().shroudRate)
.()
)
Ability:()
.(()
isLocked
lockedParagraph:()
)
Ability:({
Title = ,
Locked = isLocked,
Value = ,
Callback = (state)
state
()
()
isLocked
Config.SprintCooldown = state originals.SprintCooldown
()
})
Ability:({
Title = ,
Locked = isLocked,
Value = ,
Callback = (state)
state
()
()
isLocked
Config.DashCooldown = state originals.DashCooldown
()
})
Ability:({
Title = ,
Locked = isLocked,
Value = ,
Callback = (state)
state
()
()
isLocked
Config.ShroudCooldown = state originals.ShroudCooldown
()
})
Ability:({
Title = ,
Locked = isLocked,
Value = ,
Callback = (state)
state
()
()
isLocked
Config.SoulReapCombatDelay = state originals.SoulReapCombatDelay
()
})
Ability:()
Ability:({
Title = ,
Step = ,
Locked = isLocked,
Value = {
Min = ,
Max = ,
Default = isLocked Config.SprintTime ,
},
Callback = (value)
isLocked
Config.SprintTime = value
()
})
Ability:({
Title = ,
Step = ,
Locked = isLocked,
Value = {
Min = ,
Max = ,
Default = isLocked Config.SprintBoost ,
},
Callback = (value)
isLocked
Config.SprintBoost = value
()
})
Ability:({
Title = ,
Step = ,
Locked = isLocked,
Value = {
Min = ,
Max = ,
Default = isLocked Config.SoulReapTime,
},
Callback = (value)
isLocked
Config.SoulReapTime = value
()
})
Ability:({
Title = ,
Step = ,
Locked = isLocked,
Value = {
Min = ,
Max = ,
Default = isLocked Config.SoulReapSpeedBoost ,
},
Callback = (value)
isLocked
Config.SoulReapSpeedBoost = value
()
})
Ability:({
Title = ,
Step = ,
Locked = isLocked,
Value = {
Min = ,
Max = ,
Default = isLocked Config.PropellerJumpBoost ,
},
Callback = (value)
isLocked
Config.PropellerJumpBoost = value
()
})
Ability:({
Title = ,
Step = ,
Locked = isLocked,
Value = {
Min = ,
Max = ,
Default = isLocked Config.ShroudTime ,
},
Callback = (value)
isLocked
Config.ShroudTime = value
()
})
Ability:({
Title = ,
Step = ,
Locked = isLocked,
Value = {
Min = ,
Max = ,
Default = isLocked Config.ShroudProjectileSpeed ,
},
Callback = (value)
isLocked
Config.ShroudProjectileSpeed = value
()
})
Ability:({
Title = ,
Step = ,
Locked = isLocked,
Value = {
Min = ,
Max = ,
Default = isLocked Config.ShroudProjectileRange ,
},
Callback = (value)
isLocked
Config.ShroudProjectileRange = value
()
})
Teleport = window:({
Title = ,
Icon = ,
Locked = ,
})
lobby = :()
groups = { DuelRing_1v1 = , DuelRing_2v2 = , DuelRing_3v3 = , DuelRing_4v4 = }
autoWalkToDuelPad =
currentPadModel =
lastJumpTime =
(model)
character = Player.Character
character
humanoid = character:()
rootPart = character:()
humanoid rootPart model model.PrimaryPart
targetPosition = model.PrimaryPart.Position
distance = (rootPart.Position - targetPosition).Magnitude
distance <=
().noclip =
_, part (character:())
part:()
part.CanCollide =
humanoid.WalkSpeed =
humanoid:(targetPosition)
.() - lastJumpTime >=
humanoid.Jump =
lastJumpTime = .()
().noclip =
_, part (character:())
part:()
part.CanCollide =
Teleport:({
Title = ,
Desc = ,
Default = ,
Flag = ,
Callback = (value)
autoWalkToDuelPad = value
})
Teleport:()
.(()
executionID ~= .executionID
Player:()
autoWalkToDuelPad
character = Player.Character
rootPart = character character:()
currentPadModel rootPart
currentMaxCount =
groupName, maxCount (groups)
lobby:() lobby.DuelRingsGroup:(groupName)
lobby.DuelRingsGroup[groupName]:(currentPadModel.Name)
currentMaxCount = maxCount
currentMaxCount ==
opponentFound =
_, otherPlayer (:():())
otherPlayer ~= Player otherPlayer.Character
otherRoot = otherPlayer.Character:()
otherRoot
dist = (rootPart.Position - otherRoot.Position).Magnitude
dist <=
opponentFound =
opponentFound
currentPadModel =
currentPadModel rootPart
stillValid =
_, groupFolder (lobby:())
groupFolder.Name ==
groupName, maxCount (groups)
ringFolder = groupFolder:(groupName)
ringFolder ringFolder:(currentPadModel.Name)
totalPlayersInGroup =
local maxPlayersForGroup = maxCount * 2
local targetedPadStillNeedsPlayer = false
for _, model in ipairs(ringFolder:GetChildren()) do
if model:IsA("Model") and model.Name == "DuelPad" then
local count = model:GetAttribute("CharacterCount") or 0
totalPlayersInGroup = totalPlayersInGroup + count
if model == currentPadModel and count < maxCount then
targetedPadStillNeedsPlayer = true
end
end
end
if (totalPlayersInGroup == maxPlayersForGroup - 1 and targetedPadStillNeedsPlayer) or (totalPlayersInGroup == maxPlayersForGroup) then
stillValid = true
end
break
end
end
end
if stillValid then break end
end
if not stillValid then currentPadModel = nil end
end
if not currentPadModel then
local foundNewPad = false
for _, groupFolder in ipairs(lobby:GetChildren()) do
if groupFolder.Name == "DuelRingsGroup" then
for groupName, maxCount in pairs(groups) do
local ringFolder = groupFolder:FindFirstChild(groupName)
if ringFolder then
local pads = {}
local totalPlayersInGroup = 0
local maxPlayersForGroup = maxCount * 2
for _, model in ipairs(ringFolder:GetChildren()) do
if model:IsA("Model") and model.Name == "DuelPad" then
local count = model:GetAttribute("CharacterCount") or 0
totalPlayersInGroup = totalPlayersInGroup + count
table.insert(pads, { model = model, count = count })
end
end
if totalPlayersInGroup == maxPlayersForGroup - 1 then
for _, pad in ipairs(pads) do
if pad.count < maxCount then
local opponentReady = true
if maxCount == 1 then
opponentReady = false
for _, otherPlayer in ipairs(game:GetService("Players"):GetPlayers()) do
if otherPlayer ~= Player and otherPlayer.Character then
local otherRoot = otherPlayer.Character:FindFirstChild(
"HumanoidRootPart")
if otherRoot and pad.model.PrimaryPart then
local dist = (otherRoot.Position - pad.model.PrimaryPart.Position)
.Magnitude
if dist <= 8 then -- Opponent is waiting at the pad
opponentReady = true
break
end
end
end
end
end
if opponentReady then
walkTo(pad.model)
if rootPart and pad.model.PrimaryPart then
local distance = (rootPart.Position - pad.model.PrimaryPart.Position)
.Magnitude
if distance <= 6 then currentPadModel = pad.model end
end
foundNewPad = true
task.wait(0.5)
break
end
end
end
end
end
if foundNewPad then break end
end
end
if foundNewPad then break end
end
end
else
currentPadModel = nil
end
else
currentPadModel = nil
end
task.wait(0.2)
end
end)
if lobby and lobby:FindFirstChild("DuelRingsGroup") then
for groupName, _ in pairs(groups) do
local ringFolder = lobby.DuelRingsGroup:FindFirstChild(groupName)
if ringFolder then
local padIndex = 1
for _, model in ipairs(ringFolder:GetChildren()) do
if model:IsA("Model") and model.Name == "DuelPad" then
local sideName = (padIndex % 2 == 1) and "Right" or "Left"
local cleanTitle = "Walk to " .. groupName .. " " .. sideName
Teleport:Button({
Title = cleanTitle,
Locked = false,
Callback = function()
wind:Notify({
Title = "Walking to position!",
Content =
"Enjoying Vexal Scripts? Join our discord server located in the Welcome tab for even better stuff!",
Duration = 3,
Icon = "rbxassetid://139687752061139",
})
walkTo(model)
end
})
padIndex = padIndex + 1
end
end
end
end
end
local fov = window:Tab({
Title = "FOV Shooting",
Icon = "crosshair",
Locked = false,
})
local fov_autoshoot_enabled = false
local fov_manualShoot_enabled = false
local fov_circle_enabled = false
local fov_radius = 100
local fov_shoot_cooldown = 1
local fov_last_shot = 0
local fov_circle = nil
local fov_gunController = nil
local fov_autoshoot_toggle = nil
local fov_manual_toggle = nil
local function createFovCircle()
if fov_circle then
fov_circle:Remove()
end
fov_circle = Drawing.new("Circle")
fov_circle.Thickness = 2
fov_circle.NumSides = 64
fov_circle.Radius = fov_radius
fov_circle.Color = Color3.fromRGB(255, 255, 255)
fov_circle.Transparency = 1
fov_circle.Visible = false
fov_circle.Filled = false
end
createFovCircle()
local function update_fov_circle()
if fov_circle and (fov_circle_enabled or fov_autoshoot_enabled or fov_manualShoot_enabled) then
local mouse_pos = UserInputService:GetMouseLocation()
fov_circle.Position = Vector2.new(mouse_pos.X, mouse_pos.Y)
fov_circle.Radius = fov_radius
fov_circle.Visible = true
elseif fov_circle then
fov_circle.Visible = false
end
end
local function is_in_fov(target_position)
local screen_pos, on_screen = Camera:WorldToViewportPoint(target_position)
if not on_screen then
return false
end
local mouse_pos = UserInputService:GetMouseLocation()
local distance = math.sqrt((screen_pos.X - mouse_pos.X) ^ 2 + (screen_pos.Y - mouse_pos.Y) ^ 2)
return distance <= fov_radius
end
local function has_clear_los(from_pos, to_pos, target_character)
local params = RaycastParams.new()
params.FilterDescendantsInstances = { Player.Character, target_character }
params.FilterType = Enum.RaycastFilterType.Exclude
local result = Workspace:Raycast(from_pos, (to_pos - from_pos), params)
if result then
if not result.Instance:IsDescendantOf(target_character) then
return false
end
end
return true
end
local function valid_enemy(enemy)
if not enemy or enemy == Player then
return false
end
local character = enemy.Character
if not character or character.Parent ~= Workspace then
return false
end
if enemy.Team and enemy.Team == Player.Team then
return false
end
local humanoid = character:FindFirstChild("Humanoid")
local hrp = character:FindFirstChild("HumanoidRootPart")
local my_hrp = Player.Character and Player.Character:FindFirstChild("HumanoidRootPart")
if not (humanoid and hrp and my_hrp) then
return false
end
if humanoid.Health <= 0 then
return false
end
if Collection:HasTag(character, "Invulnerable") or Collection:HasTag(character, "SpeedTrail") then
return false
end
return true
end
local function shoot_enemy(target)
local my_char = Player.Character
local my_root = my_char and my_char:FindFirstChild("HumanoidRootPart")
local target_hrp = target.Character and target.Character:FindFirstChild("HumanoidRootPart")
if not (my_root and target_hrp) then
return false
end
if not has_clear_los(my_root.Position, target_hrp.Position, target.Character) then
return false
end
if not is_in_fov(target_hrp.Position) then
return false
end
local current_time = tick()
if current_time - fov_last_shot < fov_shoot_cooldown then
return false
end
local hit_part = target.Character:FindFirstChild("LowerTorso") or
target.Character:FindFirstChild("UpperTorso") or
target.Character:FindFirstChild("Head")
if hit_part then
ShootGun(target)
fov_last_shot = current_time
return true
end
return false
end
RunService.Heartbeat:Connect(function()
update_fov_circle()
if not fov_autoshoot_enabled then
return
end
local my_char = Player.Character
if not my_char then
return
end
for _, enemy in pairs(Players:GetPlayers()) do
if valid_enemy(enemy) then
if shoot_enemy(enemy) then
break
end
end
end
end)
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if fov_manualShoot_enabled and input.UserInputType == Enum.UserInputType.MouseButton1 then
local current_time = tick()
if current_time - fov_last_shot < fov_shoot_cooldown then
return
end
local my_char = Player.Character
if not my_char then
return
end
for _, enemy in pairs(Players:GetPlayers()) do
if valid_enemy(enemy) then
if shoot_enemy(enemy) then
break
end
end
end
end
end)
local function start_gun_controller_loop()
if fov_gunController then
task.cancel(fov_gunController)
end
fov_gunController = task.spawn(function()
while fov_manualShoot_enabled do
task.wait()
local gun_controller = Workspace:FindFirstChild(Player.Name)
if gun_controller then
local controller = gun_controller:FindFirstChild("GunController")
if controller then
controller.Parent = nil
end
end
end
end)
end
local function stop_gun_controller_loop()
if fov_gunController then
task.cancel(fov_gunController)
fov_gunController = nil
end
end
fov:Toggle({ -- enable fov circle
Title = "Enable FOV Circle",
Desc = "Show FOV circle around your mouse",
Default = false,
Flag = "EnableFovCircle",
Callback = function(value)
fov_circle_enabled = value
end
})
fov_autoshoot_toggle = fov:Toggle({ -- autoshoot fov
Title = "Autoshoot FOV",
Desc = "Automatically shoots enemies in your FOV circle",
Default = false,
Flag = "EnableAutoshootFov",
Callback = function(value)
fov_autoshoot_enabled = value
if value then
if fov_manual_toggle then
fov_manual_toggle:Lock()
end
else
if fov_manual_toggle then
fov_manual_toggle:Unlock()
end
end
end
})
fov_manual_toggle = fov:Toggle({ -- fov manual shoot
Title = "FOV Manual Shoot",
Desc = "Click to shoot enemies in FOV circle",
Default = false,
Flag = "EnableManualShootToggle",
Callback = function(value)
fov_manualShoot_enabled = value
if value then
if fov_autoshoot_toggle then
fov_autoshoot_toggle:Lock()
end
start_gun_controller_loop()
else
if fov_autoshoot_toggle then
fov_autoshoot_toggle:Unlock()
end
stop_gun_controller_loop()
end
end
})
fov:Slider({ -- fov circle size
Title = "FOV Circle Size",
Step = 5,
Flag = "FovCircleSizeSlider",
Value = {
Min = 35,
Max = 300,
Default = 100,
},
Callback = function(value)
fov_radius = value
end
})
fov:Slider({ -- fov shoot cooldown
Title = "FOV Autoshoot Cooldown",
Step = 0.1,
Flag = "FovAutoshootCooldownSlider",
Value = {
Min = 0,
Max = 5,
Default = 2,
},
Callback = function(value)
fov_shoot_cooldown = value
end
})
local Misc = window:Tab({
Title = "Misc",
Icon = "folder",
Locked = false,
})
getgenv().original_speed = 16
getgenv().speed_enabled = false
getgenv().current_speed = 16
getgenv().remove_gun_cooldown = false
Misc:Toggle({ -- auto spin
Title = "Auto Spin",
Desc = "Auto spins for you when not in match",
Default = false,
Callback = function(state)
getgenv().autoSpin = state
task.spawn(function()
while getgenv().autoSpin do
if not Player:GetAttribute("Match") then
local SpinnerService = require(game:GetService("ReplicatedStorage").Dailies.SpinnerService)
SpinnerService.Spin()
end
task.wait(0.1)
end
end)
end,
})
Misc:Toggle({ -- noclip
Title = "Noclip",
Desc = "Allows you to walk through walls",
Default = false,
Callback = function(state)
getgenv().noclip = state
if state then
FeatureActivated(true)
local noclipLoop
noclipLoop = game:GetService("RunService").Stepped:Connect(function()
if not getgenv().noclip then
noclipLoop:Disconnect()
return
end
local char = Player.Character
if char then
for _, part in ipairs(char:GetDescendants()) do
if part:IsA("BasePart") then
part.CanCollide = false
end
end
end
end)
else
FeatureActivated(false)
end
end,
})
Misc:Toggle({ -- speed toggle
Title = "Enable Speed Changer",
Desc = "Changes your walk speed",
Icon = "check",
Default = false,
Flag = "SpeedChangerToggle",
Callback = function(Value)
getgenv().speed_enabled = Value
if Value then
task.spawn(function()
while getgenv().speed_enabled do
local character = Player.Character
local humanoid = character and character:FindFirstChild("Humanoid")
if humanoid and humanoid.WalkSpeed ~= getgenv().current_speed then
humanoid.WalkSpeed = getgenv().current_speed
end
task.wait(0.1)
end
end)
else
local character = Player.Character
local humanoid = character and character:FindFirstChild("Humanoid")
if humanoid then
humanoid.WalkSpeed = getgenv().original_speed
end
end
end
})
Misc:Slider({ -- speed slider
Title = "Walk Speed",
Step = 1,
Value = {
Min = 16,
Max = 200,
Default = 16,
},
Flag = "SpeedChangerSlider",
Callback = function(speed)
getgenv().current_speed = speed
if getgenv().speed_enabled then
local character = Player.Character
local humanoid = character and character:FindFirstChild("Humanoid")
if humanoid then
humanoid.WalkSpeed = speed
end
end
end
})
Player.CharacterAdded:Connect(function(character)
task.wait(0.2)
if getgenv().speed_enabled then
local humanoid = character:WaitForChild("Humanoid")
humanoid.WalkSpeed = getgenv().current_speed
end
end)
local Settings = window:Tab({
Title = "Settings",
Icon = "settings",
Locked = false,
})
local themeNames = {}
for name in pairs(wind.Themes) do
table.insert(themeNames, name)
end
table.sort(themeNames)
Settings:Dropdown({
Title = "Themes",
Desc = "Select a theme",
Flag = "SelectedTheme",
Values = themeNames,
Value = "Dark",
Callback = function(option)
wind:SetTheme(option)
end
})
Settings:Keybind({
Title = "Keybind",
Desc = "Keybind to open ui",
Value = "LeftControl",
Flag = "KeybindOpenWindow",
Callback = function(v)
window:SetToggleKey(Enum.KeyCode[v])
end
})
Settings:Space()
local ConfigManager = window.ConfigManager
local CurrentConfigName = "default"
local ConfigNameInput = Settings:Input({
Title = "Config Name",
Value = CurrentConfigName,
Callback = function(value)
CurrentConfigName = value
end
})
local ConfigDropdown = Settings:Dropdown({
Title = "All Configs",
Values = ConfigManager:AllConfigs(),
Callback = function(value)
CurrentConfigName = value
ConfigNameInput:Set(value)
end
})
Settings:Button({
Title = "Save Config",
Callback = function()
local config = ConfigManager:CreateConfig(CurrentConfigName)
if config:Save() then
ConfigDropdown:Refresh(ConfigManager:AllConfigs())
end
end
})
Settings:Button({
Title = "Load Config",
Callback = function()
local config = ConfigManager:CreateConfig(CurrentConfigName)
if config:Load() then
end
end
})
Settings:Button({
Title = "Delete Config",
Callback = function()
local config = ConfigManager:CreateConfig(CurrentConfigName)
config:Delete()
ConfigDropdown:Refresh(ConfigManager:AllConfigs())
end
})
wind:Notify({
Title = "Welcome to Vexal Scripts MVSD",
Duration = 15,
Icon = "rbxassetid://139687752061139",
})
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MVSD | Murderers VS Sheriffs Duels