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Copy the script and paste it into your executor.
LPH_OBFUSCATED
LPH_JIT = (...)
...
LPH_JIT_MAX = (...)
...
LPH_JIT_ULTRA = (...)
...
LPH_NO_VIRTUALIZE = (...)
...
LPH_NO_UPVALUES = (f)
(...)
(...)
LPH_ENCSTR = (...)
...
LPH_STRENC = (...)
...
LPH_HOOK_FIX = (...)
...
LPH_CRASH = ()
(debug.())
wrap = ((f)
.(.(f))
)
antihitbox
antihitbox = (
,
,
((...)
self, k = ...
() k == self.Name ==
.(, , )
(...)
)
)
()
index
index = (
,
,
(((obj, idx)
(obj, ) == idx ==
(obj, ) == idx ==
(obj, ) == idx ==
(obj, ) == idx ==
(obj, ) == idx ==
(obj, ) == idx ==
(obj, idx)
))
)
config = .()
config.Name =
config.Parent =
OreESPAdornee = .()
OreESPAdornee.Name =
OreESPAdornee.Parent = :()
PlayerESPAdornee = .()
PlayerESPAdornee.Name =
PlayerESPAdornee.Parent = :()
TotemESPAdornee = .()
TotemESPAdornee.Name =
TotemESPAdornee.Parent = :()
StorageESPAdornee = .()
StorageESPAdornee.Name =
StorageESPAdornee.Parent = :()
oldTick = ()
Camera = :().CurrentCamera
CharcaterMiddle = :().Ignore.LocalCharacter.Middle
Mouse = .Players.LocalPlayer:()
Sky = :():()
Sky
Sky = .(, Lighting)
_Network = ()._G.modules.Network
_Player = ()._G.modules.Player
_Character = ()._G.modules.Character
_Camera = ()._G.modules.Camera
UserInputService = :()
()
scriptConns = {}
scriptObjects = {}
barBackground = .()
barBackground.Size = .(, )
barBackground.Color = .(, , )
barBackground.Filled =
barBackground.Visible =
scriptObjects.background = barBackground
barInside = .()
barInside.Size = .(, )
barInside.Color = .(, , )
barInside.Filled =
barInside.Visible =
scriptObjects.inside = barInside
runService = :()
guiService = :()
timeCounter =
scriptConns.Update = runService.Heartbeat:((deltaTime)
timeCounter = timeCounter + deltaTime *
barWidth = barBackground.Size.X
screenCenter = guiService:() /
barCenter = screenCenter + .(-barWidth / , )
barBackground.Position = barCenter
timeCounter >=
:().Ignore.LocalCharacter.Middle.Anchored =
.Workspace:()
.Workspace:():()
barBackground:()
barInside:()
scriptConns.Update:()
insideWidth = timeCounter * barWidth
barInside.Position = barCenter - .(insideWidth / , ) + .(barWidth / , )
barInside.Size = .(insideWidth, )
barInside.Color = .( - (timeCounter / ), , )
)
Functions = {}
Esp = {
Settings = {
Boxes = ,
BoxesOutline = ,
BoxesColor = .(, , ),
BoxesOutlineColor = .(, , ),
Sleeping = ,
SleepingColor = .(, , ),
Distances = ,
DistanceColor = .(, , ),
Armour = ,
ArmourColor = .(, , ),
Tool = ,
ToolColor = .(, , ),
Tracer = ,
TracerColor = .(, , ),
TracerThickness = ,
TracerTransparrency = ,
TracerFrom = ,
ViewAngle = ,
ViewAngleColor = .(, , ),
ViewAngleThickness = ,
ViewAngleTransparrency = ,
OreDistances = ,
OreDistanceColor = .(, , ),
OreNames = ,
OreNamesColor = .(, , ),
OresRenderDistance = ,
TextFont = ,
TextOutline = ,
TextSize = ,
RenderDistance = ,
TeamCheck = ,
TargetSleepers = ,
MinTextSize = ,
},
Drawings = {},
Connections = {},
Players = {},
Ores = {},
StorageThings = {},
}
Fonts = { [] = , [] = , [] = , [] = }
Fov = {
Settings = {
FovEnabled = ,
FovColor = .(, , ),
FovSize = ,
FovFilled = ,
FovTransparency = ,
OutlineFovColor = .(, , ),
Dynamic = ,
RealFovSize = ,
FovPosition = ,
Snapline = ,
SnaplineColor = .(, , ),
},
}
Combat =
{ Settings = {
SilentEnabled = ,
SilentHitChance = ,
SilentAimPart = ,
TeamCheck = ,
SleeperCheck = ,
} }
Spinbot = { Settings = {
Enabled = ,
Speed = ,
Mode = ,
ForceCrouch = ,
} }
Misc = { Settings = {
SpeedHackEnabled = ,
SpeedHackSpeed = ,
LeavesTrans = ,
} }
cache, OreCache = {}, {}
AllowedOres, AllowedItems =
{ , , },
{ , , , , , }
SkyBoxes = {
[] = {
[] = Sky.SkyboxBk,
[] = Sky.SkyboxDn,
[] = Sky.SkyboxFt,
[] = Sky.SkyboxLf,
[] = Sky.SkyboxRt,
[] = Sky.SkyboxUp,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
}
(()
Functions:()
closest, PlayerDistance, playerTable = , Esp.Settings.RenderDistance,
i, v ((()._G.modules.Player.GetPlayerModel)[])
v.model:()
Mouse = .Players.LocalPlayer:()
pos, OnScreen = Camera.(Camera, v.model:().Position)
MouseMagnitude = (.(pos.X, pos.Y) - .(Mouse.X, Mouse.Y)).Magnitude
PlayerDistance = (CharcaterMiddle:().Position - v.model:().Position).Magnitude
MouseMagnitude < Fov.Settings.RealFovSize
PlayerDistance <= Esp.Settings.RenderDistance
OnScreen ==
closest = v.model
PlayerDistance = PlayerDistance
playerTable = v
closest, playerTable
)()
Functions:()
()._G.modules.FPS.() ==
,
mod = (:().ItemConfigs[()._G.modules.FPS.().id])
i, v (mod)
i == i ==
mod.ProjectileSpeed, mod.ProjectileDrop
,
(()
Functions:()
Prediction = .(, , )
Drop = .(, , )
Functions:() ~=
ps, pd = Functions:()
Player, PlayerTable = Functions:()
Velocity = PlayerTable.velocityVector
Distance = (CharcaterMiddle.Position - Player[Combat.Settings.SilentAimPart].Position).Magnitude
ps ==
ps =
pd ==
pd =
TimeOfFlight = Distance / ps
newps = ps - * ps ^ * TimeOfFlight ^
TimeOfFlight = TimeOfFlight + (Distance / newps)
Velocity TimeOfFlight
Drop = .(, TimeOfFlight, )
Prediction = (Velocity * (TimeOfFlight * )) *
Prediction = Prediction + Drop
Prediction, Drop
)()
Functions:(Type, Propities)
Type Propities
drawing = .(Type)
i, v (Propities)
drawing[i] = v
.(Esp.Drawings, drawing)
drawing
Functions:()
tbl = {}
i, v (:().HandModels:())
.(tbl, v.Name)
.(tbl, v.Name)
tbl
Esp:(PlayerTable)
PlayerTable
PlayerTable.equippedItem .(Functions:(), PlayerTable[].id)
(PlayerTable[].id)
PlayerTable.handModel
PlayerTable.handModel.Name
.(PlayerTable.handModel.Name, )
PlayerTable[].Name
Esp:(PlayerTable)
PlayerTable
drawings = {}
drawings.BoxOutline = Functions:(
,
{
Thickness = ,
Filled = ,
Transparency = ,
Color = Esp.Settings.BoxesOutlineColor,
Visible = ,
ZIndex = -,
Visible = ,
}
)
drawings.Box = Functions:(
,
{ Thickness = , Filled = , Transparency = , Color = Esp.Settings.BoxesColor, Visible = , ZIndex = , Visible = }
)
drawings.Sleeping = Functions:(
,
{
Text = ,
Font = Esp.Settings.TextFont,
Size = Esp.Settings.TextSize,
Center = ,
Outline = Esp.Settings.TextOutline,
Color = Esp.Settings.SleepingColor,
ZIndex = ,
Visible = ,
}
)
drawings.Armour = Functions:(
,
{
Text = ,
Font = Esp.Settings.TextFont,
Size = Esp.Settings.TextSize,
Center = ,
Outline = Esp.Settings.TextOutline,
Color = Esp.Settings.ArmourColor,
ZIndex = ,
Visible = ,
}
)
drawings.Tool = Functions:(
,
{
Text = ,
Font = Esp.Settings.TextFont,
Size = Esp.Settings.TextSize,
Center = ,
Outline = Esp.Settings.TextOutline,
Color = Esp.Settings.ToolColor,
ZIndex = ,
Visible = ,
}
)
drawings.ViewAngle = Functions:(
,
{
Thickness = Esp.Settings.ViewAngleThickness,
Transparency = Esp.Settings.ViewAngleTransparrency,
Color = Esp.Settings.ViewAngleColor,
ZIndex = ,
Visible = ,
}
)
drawings.Tracer = Functions:(
,
{ Thickness = Esp.Settings.TracerThickness, Transparency = , Color = Esp.Settings.TracerColor, ZIndex = , Visible = }
)
drawings.PlayerTable = PlayerTable
Esp.Players[PlayerTable.model] = drawings
Esp:(PlayerTable)
PlayerTable PlayerTable.model ~=
esp = Esp.Players[PlayerTable.model]
esp
i, v (esp)
(v) ==
v:()
Esp.Players[PlayerTable.model] =
Esp:()
i, v (Esp.Players)
Character = i
Position, OnScreen = Camera:(Character:().Position)
scale = / (Position.Z * .(.(Camera.FieldOfView * )) * ) *
w, h = .( * scale), .( * scale)
x, y = .(Position.X), .(Position.Y)
Distance = (CharcaterMiddle:().Position - Character:().Position).Magnitude
BoxPosX, BoxPosY = .(x - w * ), .(y - h * )
offsetCFrame = .(, , -)
Character Character:() Character:()
TeamTag = Character.Head.Teamtag.Enabled
OnScreen == Esp.Settings.Boxes == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag ==
v.BoxOutline.Visible = Esp.Settings.BoxesOutline
v.Box.Visible =
Esp.Settings.TeamCheck == TeamTag ==
v.BoxOutline.Visible =
v.Box.Visible =
v.BoxOutline.Visible = Esp.Settings.BoxesOutline
v.Box.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping ==
v.BoxOutline.Visible =
v.Box.Visible =
v.BoxOutline.Position = .(BoxPosX, BoxPosY)
v.BoxOutline.Size = .(w, h)
v.Box.Position = .(BoxPosX, BoxPosY)
v.Box.Size = .(w, h)
v.Box.Color = Esp.Settings.BoxesColor
v.BoxOutline.Color = Esp.Settings.BoxesOutlineColor
v.BoxOutline.Visible =
v.Box.Visible =
OnScreen == Esp.Settings.Sleeping == Distance <= Esp.Settings.RenderDistance
v.PlayerTable.sleeping ==
v.Sleeping.Text =
v.Sleeping.Text =
Esp.Settings.TeamCheck == TeamTag ==
v.Sleeping.Visible =
Esp.Settings.TeamCheck == TeamTag ==
v.Sleeping.Visible =
v.Sleeping.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping ==
v.Sleeping.Visible =
v.Sleeping.Outline = Esp.Settings.TextOutline
v.Sleeping.Color = Esp.Settings.SleepingColor
v.Sleeping.Size = .(
.(.(Esp.Settings.TextSize * scale), Esp.Settings.TextSize),
Esp.Settings.MinTextSize
)
v.Sleeping.Color = Esp.Settings.SleepingColor
v.Sleeping.Font = Esp.Settings.TextFont
v.Sleeping.Position = .(x, .(y - h * - v.Sleeping.TextBounds.Y))
v.Sleeping.Visible =
OnScreen == Esp.Settings.Distances == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag ==
v.Sleeping.Visible =
Esp.Settings.TeamCheck == TeamTag ==
v.Sleeping.Visible =
v.Sleeping.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping ==
v.Sleeping.Visible =
Esp.Settings.Sleeping ==
v.Sleeping.Text = .(Distance) ..
v.Sleeping.Text = v.Sleeping.Text .. .. .(Distance) ..
v.Sleeping.Outline = Esp.Settings.TextOutline
v.Sleeping.Color = Esp.Settings.SleepingColor
v.Sleeping.Size = .(
.(.(Esp.Settings.TextSize * scale), Esp.Settings.TextSize),
Esp.Settings.MinTextSize
)
v.Sleeping.Color = Esp.Settings.SleepingColor
v.Sleeping.Font = Esp.Settings.TextFont
v.Sleeping.Position = .(x, .(y - h * - v.Sleeping.TextBounds.Y))
v.Sleeping.Visible =
OnScreen == Esp.Settings.Tool == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag ==
v.Tool.Visible =
Esp.Settings.TeamCheck == TeamTag ==
v.Tool.Visible =
v.Tool.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping ==
v.Tool.Visible =
v.Tool.Position = .(
.((BoxPosX + w) + v.Tool.TextBounds.X / ),
BoxPosY + v.Tool.TextBounds.Y * * - ((v.Tool.TextBounds.Y * ) * ) + v.Tool.TextBounds.Y
)
v.Tool.Text = Esp:(v.PlayerTable)
v.Tool.Outline = Esp.Settings.TextOutline
v.Tool.Size = .(
.(.(Esp.Settings.TextSize * scale), Esp.Settings.TextSize),
Esp.Settings.MinTextSize
)
v.Tool.Color = Esp.Settings.ToolColor
v.Tool.Font = Esp.Settings.TextFont
v.Tool.Visible =
OnScreen == Esp.Settings.Armour == Distance <= Esp.Settings.RenderDistance
Character.Armor:()
v.Armour.Text =
v.Armour.Text =
Esp.Settings.TeamCheck == TeamTag ==
v.Armour.Visible =
Esp.Settings.TeamCheck == TeamTag ==
v.Armour.Visible =
v.Armour.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping ==
v.Armour.Visible =
v.Armour.Outline = Esp.Settings.TextOutline
v.Armour.Size = .(
.(.(Esp.Settings.TextSize * scale), Esp.Settings.TextSize),
Esp.Settings.MinTextSize
)
v.Armour.Position = .(
.((BoxPosX + w) + v.Armour.TextBounds.X / ),
BoxPosY + v.Armour.TextBounds.Y * * - ((v.Armour.TextBounds.Y * ) * )
)
v.Armour.Color = Esp.Settings.ArmourColor
v.Armour.Font = Esp.Settings.TextFont
v.Armour.Visible =
OnScreen == Esp.Settings.Tracer == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag ==
v.Tracer.Visible =
Esp.Settings.TeamCheck == TeamTag ==
v.Tracer.Visible =
v.Tracer.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping ==
v.Tracer.Visible =
v.Tracer.Color = Esp.Settings.TracerColor
v.Tracer.Thickness = Esp.Settings.TracerThickness
v.Transparency = Esp.Settings.TracerTransparrency
Esp.Settings.TracerFrom ==
v.Tracer.From = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y)
v.Tracer.To = .(x, y + h * )
Esp.Settings.TracerFrom ==
v.Tracer.From = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
v.Tracer.To = .(x, y)
v.Tracer.From =
.(Camera.ViewportSize.X / , Camera.ViewportSize.Y / Camera.ViewportSize.Y)
Esp.Settings.Sleeping ==
v.Tracer.To = .(x, (y - h) - v.Sleeping.TextBounds.Y * )
v.Tracer.To = .(x, y - h * )
v.Tracer.Visible =
OnScreen == Esp.Settings.ViewAngle == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag ==
v.ViewAngle.Visible =
Esp.Settings.TeamCheck == TeamTag ==
v.ViewAngle.Visible =
v.ViewAngle.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping ==
v.ViewAngle.Visible =
v.ViewAngle.Color = Esp.Settings.ViewAngleColor
v.ViewAngle.Thickness = Esp.Settings.ViewAngleThickness
v.Transparency = Esp.Settings.ViewAngleTransparrency
headpos = Camera:(Character.Head.Position)
offsetCFrame = .(, , -)
v.ViewAngle.From = .(headpos.X, headpos.Y)
value = .( / Distance * , , )
dir = Character.Head.CFrame:(offsetCFrame)
offsetCFrame = offsetCFrame * .(, , )
dirpos = Camera:(.(dir.X, dir.Y, dir.Z))
OnScreen ==
v.ViewAngle.To = .(dirpos.X, dirpos.Y)
offsetCFrame = .(, , -)
v.ViewAngle.Visible =
v.Box.Visible =
v.BoxOutline.Visible =
v.Tool.Visible =
v.Armour.Visible =
v.Sleeping.Visible =
v.ViewAngle.Visible =
v.Tracer.Visible =
FovCircle = Functions:(
,
{
Filled = Fov.Settings.FovFilled,
Color = Fov.Settings.FovColor,
Radius = Fov.Settings.FovSize,
NumSides = ,
Thickness = ,
Transparency = Fov.Settings.FovTransparency,
ZIndex = ,
Visible = ,
}
)
FovSnapline = Functions:(, { Transparency = , Thickness = , Visible = })
PlayerUpdater = :().RenderStepped
PlayerConnection = PlayerUpdater:(()
Esp:()
)
i, v ((()._G.modules.Player.GetPlayerModel)[])
.(cache, v)
.(cache, v)
Esp:(v)
:().ChildAdded:((child)
child:()
i, v ((()._G.modules.Player.GetPlayerModel)[])
.(cache, v)
Esp:(v)
.(cache, v)
)
Library =
(:())()
SaveManager = (
:()
)()
ThemeManager = (:())()
skybox_assets =
(:(, ))()
Build =
Color =
Ver =
Build ==
Color =
Ver =
Build ==
Color =
Ver =
Build ==
Color =
Ver =
Window = Library:({
Size = .(, ),
Title =
..
.. Color
..
.. Build
..
..
.. Ver
.. ,
Center = ,
AutoShow = ,
})
CustomTopText = .()
CustomTopText.Text =
CustomTopText.Visible =
CustomTopText.Transparency =
CustomTopText.Size =
CustomTopText.Outline =
CustomTopText.Center =
CustomTopText.Font =
CustomTopText.Color = .(, , )
CustomTopText.Position = .(Camera.ViewportSize.X / , )
Library:()
Tabs = {
Combat = Window:(),
Visual = Window:(),
Misc = Window:(),
[] = Window:(),
}
HBExpanderTabbox = Tabs.Combat:()
HBExpanderTab = HBExpanderTabbox:()
GunModsTabbox = Tabs.Combat:()
GunModsTab = GunModsTabbox:()
RiskyTabbox = Tabs.Combat:()
RiskyTab = RiskyTabbox:()
CustomHitsoundsTabBox = Tabs.Misc:()
PlayerHitsoundsTab = CustomHitsoundsTabBox:()
NatureHitsoundsTab = CustomHitsoundsTabBox:()
sounds = {
[] = ,
[] = ,
[] = ,
[] = ,
Neverlose = ,
Gamesense = ,
One = ,
Bell = ,
Rust = ,
TF2 = ,
Slime = ,
[] = ,
Minecraft = ,
[] = ,
Saber = ,
Baimware = ,
Osu = ,
[] = ,
Bat = ,
[] = ,
Bubble = ,
Pick = ,
Pop = ,
Bruh = ,
Bamboo = ,
Crowbar = ,
Weeb = ,
Beep = ,
Bambi = ,
Stone = ,
[] = ,
Click = ,
Ding = ,
Snow = ,
Laser = ,
Mario = ,
Steve = ,
Snowdrake = ,
}
SoundService = :()
SoundService.PlayerHitHeadshot.Volume =
SoundService.PlayerHitHeadshot.Pitch =
SoundService.PlayerHitHeadshot.EqualizerSoundEffect.HighGain = -
PlayerHitsoundsTab:(, { Text = , Default = })
PlayerHitsoundsTab:(
,
{
Values = {
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
},
Default = ,
Multi = ,
Text = ,
}
)
Options.HeadshotHit:(()
soundId = sounds[Options.HeadshotHit.Value]
:().PlayerHitHeadshot.SoundId = soundId
)
PlayerHitsoundsTab
:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = })
:((vol)
SoundService.PlayerHitHeadshot.Volume = vol
)
PlayerHitsoundsTab
:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = })
:((pich)
SoundService.PlayerHitHeadshot.Pitch = pich
)
PlayerHitsoundsTab:(, { Text = , Default = })
PlayerHitsoundsTab:(
,
{
Values = {
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
},
Default = ,
Multi = ,
Text = ,
}
)
Options.Hit:(()
soundId = sounds[Options.Hit.Value]
:().PlayerHit2.SoundId = soundId
)
PlayerHitsoundsTab
:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = })
:((vole)
SoundService.PlayerHit2.Volume = vole
)
PlayerHitsoundsTab
:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = })
:((piche)
SoundService.PlayerHit2.Pitch = piche
)
NatureHitsoundsTab:(, { Text = , Default = })
NatureHitsoundsTab:(
,
{
Values = {
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
},
Default = ,
Multi = ,
Text = ,
}
)
Options.WoodHit:(()
soundId = sounds[Options.WoodHit.Value]
:().WoodHit.SoundId = soundId
)
NatureHitsoundsTab
:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = })
:((vole)
SoundService.WoodHit.Volume = vole
)
NatureHitsoundsTab
:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = })
:((piche)
SoundService.WoodHit.Pitch = piche
)
NatureHitsoundsTab:(, { Text = , Default = })
NatureHitsoundsTab:(
,
{
Values = {
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
},
Default = ,
Multi = ,
Text = ,
}
)
Options.RockHit:(()
soundId = sounds[Options.RockHit.Value]
:().RockHit.SoundId = soundId
)
NatureHitsoundsTab
:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = })
:((vol)
SoundService.RockHit.Volume = vol
)
NatureHitsoundsTab
:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = })
:((pich)
SoundService.RockHit.Pitch = pich
)
(()
SizeX =
SizeY =
SizeZ =
OriginalHeadSize = .(, , )
On =
(newvalue)
ToggleValue = newvalue
i, v (:():())
v:() v:()
hasFakeHead = v:()
ToggleValue
hasFakeHead
FakeHead = v.Head:()
FakeHead.Name =
FakeHead.Parent = v
FakeHead.Transparency =
FakeHead.Rotation = v.Head.Rotation
hasFakeHead
v.Head.Size = .(SizeX, SizeY, SizeZ)
v.Head.Transparency =
v.Head.CanCollide =
v.Head.Nametag.Enabled =
hasFakeHead
v.FakeHead:()
v.Head.Size = OriginalHeadSize
v.Head.Nametag.Enabled =
v.Head.Transparency =
)()
HBExpanderTab:(, { Text = , Default = }):((Value)
On = Value
Value ==
Value ==
i, v (:():())
v:() v:()
v:()
FakeHead = v.Head:()
FakeHead.Name =
FakeHead.Parent = v
FakeHead.Transparency =
FakeHead.Rotation = v.Head.Rotation
v.Head.Size = .(SizeX, SizeY * , SizeZ)
v.Head.Transparency =
v.Head.CanCollide =
v.Head.Nametag.Enabled =
()
Value ==
i, v (:():())
v:() v:()
v:()
v.FakeHead:()
v.Head.Size = .(, , )
v.Head.Nametag.Enabled =
)
HBExpanderTab
:(
,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = , Suffix = }
)
:((Value)
SizeX = Value
)
HBExpanderTab
:(
,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = , Suffix = }
)
:((Value)
SizeY = Value
)
HBExpanderTab
:(
,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = , Suffix = }
)
:((Value)
SizeZ = Value
)
HBExpanderTab:(, ()
Toggles.HitboxExpander:()
Toggles.HitboxExpander:()
)
Recoil = ()._G.modules.Camera.Recoil
RiskyTab:(, { Text = , Default = }):((Value)
()._G.modules.Camera.Recoil = (...)
args = { ... }
Value
args[].cameraY =
args[].cameraX =
args[].push =
args[].cameraXShake =
args[].rotSpeed =
args[].lerp =
(...)
)
Markeroid = {
HitTracer = {
Enabled = ,
Texture = ,
Color = .(, , ),
},
HitMarker = {
Enabled = ,
Texture = ,
Color = .(, , ),
Size = .(, , , ),
},
HitLog = {
Enabled = ,
Color = .(, , ),
TextSize = ,
TextFond = ,
},
}
GunModsTab:(, { Text = , Default = , Tooltip = })
Toggles.HitTracerEnabledToggle:((HitTracerEnabledToggleValue)
Markeroid.HitTracer.Enabled = HitTracerEnabledToggleValue
)
GunModsTab:(, {
Values = { , , , },
Default = ,
Multi = ,
Text = ,
Tooltip = ,
})
Options.HitTracerTextureDropDown:((HitTracerTextureDropDownValue)
HitTracerTextureDropDownValue ==
Markeroid.HitTracer.Texture =
HitTracerTextureDropDownValue ==
Markeroid.HitTracer.Texture =
HitTracerTextureDropDownValue ==
Markeroid.HitTracer.Texture =
HitTracerTextureDropDownValue ==
Markeroid.HitTracer.Texture =
)
GunModsTab:()
:(, { Default = .(, , ), Title = })
Options.TracerColorH:((TracerColorValue)
Markeroid.HitTracer.Color = TracerColorValue
)
Xf = ()._G.modules.Network
_f
_f = (
.Players.LocalPlayer:().FireServer,
((G, ...)
w = { ... }
= .Workspace
w[] == w[] == w[]
.(()
m =
w[]
m = w[]
m = w[]
()
m ~=
(m) ==
z, h = .CurrentCamera:(m)
R =
c = .()
c.CanCollide =
c.Anchored =
c.Parent =
V = .()
V.Position = .Ignore.LocalCharacter.Middle.Position
V.Parent = c
V.Visible =
F = .()
F.Position = m
F.Parent = c
F.Visible =
_ = .()
_.Enabled = Markeroid.HitTracer.Enabled
_.Brightness =
_.LightInfluence =
_.LightEmission =
_.Attachment0 = V
_.Attachment1 = F
_.Texture = Markeroid.HitTracer.Texture
_.TextureLength =
_.TextureMode =
_.TextureSpeed =
_.Color = ColorSequence.({
ColorSequenceKeypoint.(, Markeroid.HitTracer.Color),
ColorSequenceKeypoint.(, Markeroid.HitTracer.Color),
ColorSequenceKeypoint.(, Markeroid.HitTracer.Color),
})
_.Transparency = NumberSequence.()
_.Parent = c
_.CurveSize0 =
_.CurveSize1 =
_.FaceCamera =
_.Segments =
_.Width0 =
_.Width1 =
_.ZOffset =
()
c:()
)
(G, (w))
)
)
PlayerVisualTabbox = Tabs.Visual:()
PlayerVisualTab = PlayerVisualTabbox:()
PlayerSettingsVisualTab = PlayerVisualTabbox:()
PlayerVisualTabbox = Tabs.Visual:()
World = PlayerVisualTabbox:()
PlayerVisualTabbox = Tabs.Visual:()
Skin = PlayerVisualTabbox:()
PlayerVisualTab:(, { Text = , Default = })
:(, { Default = .(, , ), Title = })
:(, { Default = .(, , ), Title = })
PlayerVisualTab:(, { Text = , Default = })
:(, { Default = .(, , ), Title = })
PlayerVisualTab:(, { Text = , Default = })
:(, { Default = .(, , ), Title = })
PlayerVisualTab:(, { Text = , Default = })
:(, { Default = .(, , ), Title = })
PlayerVisualTab:(, { Text = , Default = })
:(, { Default = .(, , ), Title = })
PlayerVisualTab:(, { Text = , Default = })
:(, { Default = .(, , ), Title = })
PlayerVisualTab:(, { Text = , Default = })
:(, { Default = .(, , ), Title = })
World:(, { Text = , Default = }):((monkey99)
monkey99
(part)
part:()
part.BrickColor == BrickColor.()
part.Material == .Material.WoodPlanks
parent = part.Parent
parent parent:() #parent:() ==
MilitaryEsp = .()
MilitaryEsp.Adornee = part
MilitaryEsp.AlwaysOnTop =
MilitaryEsp.ZIndex =
MilitaryEsp.Size = part.Size
MilitaryEsp.Name =
MilitaryEsp.Transparency =
MilitaryEsp.Color = BrickColor.()
MilitaryEsp.Parent = .Monkey.StorageESPAdornee
.DescendantAdded:(onPartAdded)
()
parts = :()
meshes = {}
_, part (parts)
part:()
part.BrickColor == BrickColor.()
part.Material == .Material.Plastic
PartCrateEsp = .()
PartCrateEsp.Adornee = part
PartCrateEsp.AlwaysOnTop =
PartCrateEsp.ZIndex =
PartCrateEsp.Size = part.Size
PartCrateEsp.Name =
PartCrateEsp.Transparency =
PartCrateEsp.Color = BrickColor.()
PartCrateEsp.Parent = .Monkey.StorageESPAdornee
(part)
part:()
part.BrickColor == BrickColor.()
part.Material == .Material.Plastic
UpdatePartCrateEsp = .()
UpdatePartCrateEsp.Adornee = part
UpdatePartCrateEsp.AlwaysOnTop =
UpdatePartCrateEsp.ZIndex =
UpdatePartCrateEsp.Size = part.Size
UpdatePartCrateEsp.Name =
UpdatePartCrateEsp.Transparency =
UpdatePartCrateEsp.Color = BrickColor.()
UpdatePartCrateEsp.Parent = .Monkey.StorageESPAdornee
.DescendantAdded:(onPartAdded)
_, v (.Monkey.StorageESPAdornee:())
v:()
)
World:(, { Text = , Default = }):((monkey4)
monkey4
(part)
part:()
part.BrickColor == BrickColor.()
part.Material == .Material.Limestone
parent = part.Parent
parent parent:() #parent:() ==
StoneEsp = .()
StoneEsp.Adornee = part
StoneEsp.AlwaysOnTop =
StoneEsp.ZIndex =
StoneEsp.Size = part.Size
StoneEsp.Name =
StoneEsp.Transparency =
StoneEsp.Color = BrickColor.()
StoneEsp.Parent = .Monkey.OreESPAdornee
(part)
(part)
_, part (:())
(part)
.DescendantAdded:(onPartAdded)
_, v (.Monkey.OreESPAdornee:())
v.Name ==
v:()
)
World:(, { Text = , Default = }):((monkey3)
monkey3
parts = :()
meshes = {}
_, part (parts)
part:()
part.BrickColor == BrickColor.()
part.Material == .Material.Slate
IronEsp = .()
IronEsp.Adornee = part
IronEsp.AlwaysOnTop =
IronEsp.ZIndex =
IronEsp.Size = part.Size
IronEsp.Name =
IronEsp.Transparency =
IronEsp.Color = BrickColor.()
IronEsp.Parent = .Monkey.OreESPAdornee
(part)
part:()
part.BrickColor == BrickColor.()
part.Material == .Material.Slate
monkey3
UpdateIronEsp = .()
UpdateIronEsp.Adornee = part
UpdateIronEsp.AlwaysOnTop =
UpdateIronEsp.ZIndex =
UpdateIronEsp.Size = part.Size
UpdateIronEsp.Name =
UpdateIronEsp.Transparency =
UpdateIronEsp.Color = BrickColor.()
UpdateIronEsp.Parent = .Monkey.OreESPAdornee
.DescendantAdded:(onPartAdded)
_, v (.Monkey.OreESPAdornee:())
v.Name ==
v:()
)
World:(, { Text = , Default = }):((monkey2)
monkey2
parts = :()
meshes = {}
_, part (parts)
part:()
part.BrickColor == BrickColor.()
part.Material == .Material.Slate
NitrateEsp = .()
NitrateEsp.Adornee = part
NitrateEsp.AlwaysOnTop =
NitrateEsp.ZIndex =
NitrateEsp.Name =
NitrateEsp.Size = part.Size
NitrateEsp.Transparency =
NitrateEsp.Color = BrickColor.()
NitrateEsp.Parent = .Monkey.OreESPAdornee
(part)
part:()
part.BrickColor == BrickColor.()
part.Material == .Material.Slate
monkey2
UpdateNitrateEsp = .()
UpdateNitrateEsp.Adornee = part
UpdateNitrateEsp.AlwaysOnTop =
UpdateNitrateEsp.ZIndex =
UpdateNitrateEsp.Size = part.Size
UpdateNitrateEsp.Name =
UpdateNitrateEsp.Transparency =
UpdateNitrateEsp.Color = BrickColor.()
UpdateNitrateEsp.Parent = .Monkey.OreESPAdornee
.DescendantAdded:(onPartAdded)
_, v (.Monkey.OreESPAdornee:())
v.Name ==
v:()
)
Toggles.ViewAngle:((Value)
Esp.Settings.ViewAngle = Value
)
Options.ViewAngleColor:((Value)
Esp.Settings.ViewAngleColor = Value
)
Toggles.Tracer:((Value)
Esp.Settings.Tracer = Value
)
Options.TracerColor:((Value)
Esp.Settings.TracerColor = Value
)
Toggles.Armour:((Value)
Esp.Settings.Armour = Value
)
Options.ToolColor:((Value)
Esp.Settings.ToolColor = Value
)
Toggles.Tool:((Value)
Esp.Settings.Tool = Value
)
Options.ArmourColor:((Value)
Esp.Settings.ArmourColor = Value
)
Toggles.Armour:((Value)
Esp.Settings.Armour = Value
)
Toggles.Distances:((Value)
Esp.Settings.Distances = Value
)
Options.DistancesColor:((Value)
Esp.Settings.DistanceColor = Value
)
Options.SleepingColor:((Value)
Esp.Settings.SleepingColor = Value
)
Toggles.Sleeping:((Value)
Esp.Settings.Sleeping = Value
)
Options.BoxesColor:((Value)
Esp.Settings.BoxesColor = Value
)
Options.BoxesOutlineColor:((Value)
Esp.Settings.BoxesOutlineColor = Value
)
Toggles.Boxes:((Value)
Esp.Settings.Boxes = Value
)
PlayerSettingsVisualTab:(
,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = , Suffix = }
):((Value)
Esp.Settings.RenderDistance = Value
)
PlayerSettingsVisualTab:(, { Text = , Default = })
:((Value)
Esp.Settings.TargetSleepers = Value
)
PlayerSettingsVisualTab:(, { Text = , Default = }):((Value)
Esp.Settings.BoxesOutline = Value
)
PlayerSettingsVisualTab:(, { Text = , Default = }):((Value)
Esp.Settings.TeamCheck = Value
)
PlayerSettingsVisualTab:(, { Text = , Default = }):((Value)
Esp.Settings.TextOutline = Value
)
PlayerSettingsVisualTab:(
,
{ Values = { , , }, Default = , Multi = , Text = }
):((Value)
Esp.Settings.TracerFrom = Value
)
LightingTabbox = Tabs.Misc:()
LightingTab = LightingTabbox:()
MiscTabbox = Tabs.Misc:()
MiscTab = MiscTabbox:()
MiscTabbox = Tabs.Misc:()
Bullets = MiscTabbox:()
SkinChoice =
SkinRBxId =
SkinsEnabled =
Framework = {
Settings = { FullBright = , Fov = , LocalChams = , LocalGunChams = },
SkinChanger = { SkinsEnabled = , SkinChoice = , SkinName = , SkinRBXAssetId = },
}
Framework:()
tbl = {}
i, v (:().ItemSkins:())
.(tbl, v.Name)
tbl
Framework:(SkinName)
(:().ItemConfigs[()._G.modules.FPS.().id]).HandModel
GunName = (
:().ItemConfigs[()._G.modules.FPS.().id]
).HandModel
.(Framework:(), GunName)
SkinFolder = :().ItemSkins[GunName]
:().ItemSkins[GunName]:(GunName .. .. SkinName)
SkinChosen = :().ItemSkins[GunName][GunName .. .. SkinName]
(SkinChosen).(:().Ignore.FPSArms.HandModel)
:().Ignore.FPSArms.ChildAdded:(()
:().Ignore.FPSArms:() SkinsEnabled ==
Framework:(SkinChoice)
)
i, v (:().ItemSkins:())
v:(v.Name .. .. )
clone = v:(v.Name .. .. ):()
clone.Parent = :().ItemSkins[v.Name]
clone.Name = v.Name ..
Skin:(, { Text = , Default = })
Skin:(, { Values = { }, Default = , Multi = , Text = })
Skin:(
,
{ Default = , Numeric = , Finished = , Text = , Placeholder = }
)
Skin:(
,
{ Default = , Numeric = , Finished = , Text = , Placeholder = }
)
Skin:(, ()
i, v (:().ItemSkins:())
v:(v.Name .. .. ) v:(v.Name .. .. SkinChoice)
clone = v:(v.Name .. .. ):()
clone.Parent = :().ItemSkins[v.Name]
clone.Name = v.Name .. .. SkinChoice
((clone).ApplyToModel, , .. SkinRBxId)
Framework:(SkinChoice)
)
Skin:(, ()
(
.. SkinChoice .. ,
:():({ Id = SkinRBxId, Name = SkinChoice })
)
)
Toggles.SkinsEnabled:(()
SkinsEnabled = Toggles.SkinsEnabled.Value
)
Options.SkinName:(()
SkinChoice = Options.SkinName.Value
)
Options.SkinRBXAssetId:(()
SkinRBxId = Options.SkinRBXAssetId.Value
)
Options.SkinChoice:(()
SkinChoice = Options.SkinChoice.Value
)
Bullets:():(, { Default = .(, , ) })
Options.Inventory_Color:((Inventory_Color_Value)
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.ItemSlot26.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.ItemSlot27.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.ItemSlot28.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.ItemSlot29.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot6.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot7.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot8.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot9.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot10.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot11.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot12.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot13.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot14.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot15.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot16.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot17.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot18.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot19.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot20.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot21.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot22.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot23.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot24.BackgroundColor3 =
Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot25.BackgroundColor3 =
Inventory_Color_Value
)
Bullets:():(, { Default = .(, , ) })
Options.Energy_Color_Value:((Energy_Color_Value)
:().LocalPlayer.PlayerGui.GameUI.FPS.Vitals.EnergyFrame.Energy.BackgroundColor3 =
Energy_Color_Value
)
Bullets:():(, { Default = .(, , ) })
Options.Health_Color_Value:((Health_Color_Value)
:GetService("Players").LocalPlayer.PlayerGui.GameUI.FPS.Vitals.HealthFrame.Health.BackgroundColor3 =
Health_Color_Value
end)
Bullets:AddLabel("Ammo:"):AddColorPicker("Ammo_Color_Value", { Default = Color3.fromRGB(255, 255, 255) })
Options.Ammo_Color_Value:OnChanged(function(Ammo_Color_Value)
game:GetService("Players").LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Ammo.TextColor3 = Ammo_Color_Value
end)
Bullets:AddSlider(
"Vitals_Transparency",
{ Text = "Vitals Transparency", Suffix = "%", Default = 0.1, Min = 0, Max = 1, Rounding = 2, Compact = true }
):OnChanged(function(VitalsTransparency)
game:GetService("Players").LocalPlayer.PlayerGui.GameUI.FPS.Vitals.EnergyFrame.Energy.BackgroundTransparency =
VitalsTransparency
game:GetService("Players").LocalPlayer.PlayerGui.GameUI.FPS.Vitals.HealthFrame.Health.BackgroundTransparency =
VitalsTransparency
end)
Bullets:AddSlider(
"Background_Transparency",
{ Text = "Inventory Transparency", Suffix = "%", Default = 0.7, Min = 0, Max = 1, Rounding = 2, Compact = true }
):OnChanged(function(InventoryTransparency)
game:GetService("Players").LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.BackgroundTransparency =
InventoryTransparency
game:GetService("Players").LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Hotbar.BackgroundTransparency =
InventoryTransparency
game:GetService("Players").LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.BackgroundTransparency =
InventoryTransparency
end)
local Terrain = game:GetService("Workspace").Terrain
local GCEN = Color3.fromRGB(93, 111, 55)
local GRCEND = false
LightingTab:AddToggle("CLRG", { Text = "Color Grass", Default = true, Tooltip = "Off/On" })
:AddColorPicker("ColorGrass", { Default = GCEN, Title = "Changer Color Grass" })
Toggles.CLRG:OnChanged(function(T)
GRCEND = T
Terrain:SetMaterialColor(Enum.Material.Grass, T and GCEN or Color3.fromRGB(93, 111, 55))
end)
Options.ColorGrass:OnChanged(function(Grass1)
if GRCEND then
GCEN = Grass1
Terrain:SetMaterialColor(Enum.Material.Grass, Grass1)
end
end)
local Terrain = game:GetService("Workspace").Terrain
local CloudsColor = Color3.fromRGB(255, 255, 255)
local EnableCustomColor = false
LightingTab:AddToggle("CLRG1", { Text = "Clouds Color", Default = EnableCustomColor, Tooltip = "Off/On" })
:AddColorPicker("ColorGrass1", { Default = CloudsColor, Title = "Change Clouds Color" })
Toggles.CLRG1:OnChanged(function(T)
EnableCustomColor = T
Terrain.Clouds.Color = T and CloudsColor or Color3.fromRGB(255, 255, 255)
end)
Options.ColorGrass1:OnChanged(function(NewColor)
if EnableCustomColor then
CloudsColor = NewColor
Terrain.Clouds.Color = NewColor
end
end)
local CARMS = false
LightingTab:AddToggle("CLRT", { Text = "Arm Color", Default = false, Tooltip = "Off/On" })
:AddColorPicker("ARCCCC", { Default = Color3.fromRGB(0, 0, 0), Title = "Arms Color" })
Options.ARCCCC:OnChanged(function(ARMC)
if CARMS then
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.LeftHand.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.RightHand.Color = ARMC
else
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.BrickColor = BrickColor.new("Dark stone grey")
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.BrickColor = BrickColor.new("Linen")
game:GetService("Workspace").Ignore.FPSArms.LeftHand.BrickColor = BrickColor.new("Linen")
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.BrickColor = BrickColor.new("Dark stone grey")
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.BrickColor = BrickColor.new("Linen")
game:GetService("Workspace").Ignore.FPSArms.RightHand.BrickColor = BrickColor.new("Linen")
end
end)
Toggles.CLRT:OnChanged(function(T)
CARMS = T
end)
LightingTab:AddDropdown(
"MaterialD",
{ Values = { "Default", "ForceField" }, Default = 1, Multi = false, Text = "Naterial:", Tooltip = "Arms Material" }
):OnChanged(function()
if Options.MaterialD.Value == "Default" then
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.Material = "Fabric"
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.Material = "SmoothPlastic"
game:GetService("Workspace").Ignore.FPSArms.RightHand.Material = "SmoothPlastic"
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.Material = "Fabric"
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.Material = "SmoothPlastic"
game:GetService("Workspace").Ignore.FPSArms.LeftHand.Material = "SmoothPlastic"
end
if Options.MaterialD.Value == "ForceField" then
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.RightHand.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.LeftHand.Material = "ForceField"
end
end)
LightingTab:AddInput(
"",
{
Default = "rbxassetid://11414633855",
Numeric = false,
Finished = true,
Text = "Texture ID:",
Placeholder = "rbxassetid://...",
}
):OnChanged(function(TextureID)
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.LeftHand.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.RightHand.TextureID = TextureID
end)
--------------------------------------------------------------------------------------------------
MiscTab:AddToggle("", { Text = "Jump Crouch", Default = false }):AddKeyPicker(
"JumpCrouchKey",
{ Default = "B", SyncToggleState = true, Mode = "Toggle", Text = "Jump Crouch", NoUI = false }
)
local stoprun = false
task.spawn(function()
while true do
local state = Options.JumpCrouchKey:GetState()
if state then
keypress(0x57)
keypress(0x10)
wait(0.05)
keypress(0x43)
keypress(0x20)
keyrelease(0x20)
wait(0.5)
keyrelease(0x43)
wait(1)
end
if Library.Unloaded then
break
end
wait()
end
end)
task.spawn(function()
while task.wait() do
local state = Options.JumpCrouchKey:GetState()
if not state then
if stoprun then
keyrelease(0x57)
keyrelease(0x10)
stoprun = false
end
else
stoprun = true
end
end
end)
MiscTab:AddToggle("LootAll", { Text = "Loot All", Default = false })
:AddKeyPicker(
"LootAllKey",
{ Default = "P", SyncToggleState = true, Mode = "Toggle", Text = "Loot All", NoUI = false }
)
Toggles.LootAll:OnChanged(function()
for i = 1, 20 do
game:GetService("Players").LocalPlayer.RemoteEvent:FireServer(12, i, true)
end
end)
local XRAY22 = false
MiscTab:AddToggle("XRAY", { Text = "XRAY", Default = false })
:AddKeyPicker("XRAYKey", { Default = "Z", SyncToggleState = true, Mode = "Toggle", Text = "XRAY", NoUI = false })
:OnChanged(function()
XRAY22 = Toggles.XRAY.Value
if XRAY22 then
for i, v in pairs(game:GetDescendants()) do
if v:FindFirstChild("Hitbox") then
v.Hitbox.Transparency = 0.6
end
end
else
for i, v in pairs(game:GetDescendants()) do
if v:FindFirstChild("Hitbox") then
v.Hitbox.Transparency = 0
end
end
end
end)
--// UI Settings \\--
local GameID = Tabs.UISettings:AddLeftGroupbox("Game")
GameID:AddInput(
"GameID_Check",
{ Default = "Game ID", Numeric = true, Finished = false, Text = "Game ID", Placeholder = "Game ID Here" }
)
GameID:AddButton("Join Game", function()
game:GetService("TeleportService"):Teleport(Options.GameID_Check.Value, plr)
end)
local MenuGroup = Tabs.UISettings:AddRightGroupbox("Menu")
MenuGroup:AddLabel("" .. game:GetService("Players").LocalPlayer.PlayerGui.GameUI.ServerInfo.Text .. "", true)
MenuGroup:AddLabel(' Made By:<font color="#321091">Anth</font>', true)
MenuGroup:AddButton("Unload Script", function()
Library:Unload()
for i, v in pairs(Toggles) do
v:SetValue(false)
Library:Notify("Unloaded!", 1)
end
end)
MenuGroup:AddButton("Panic Button", function()
for i, v in pairs(Toggles) do
v:SetValue(false)
Library:Notify("Panic Button!", 1)
end
end)
MenuGroup:AddButton("Rejoin Server", function()
game:GetService("TeleportService"):TeleportToPlaceInstance(game.PlaceId, game.JobId)
Library:Notify("Rejoining Server!", 30)
end)
MenuGroup:AddButton("Copy Join Code", function()
setclipboard(
("game:GetService('TeleportService'):TeleportToPlaceInstance(%s, '%s')"):format(game.PlaceId, game.JobId)
)
Library:Notify("Copied Join Code!", 5)
end)
MenuGroup:AddButton("Copy Discord", function()
if pcall(setclipboard, "https://discord.gg/astralttm") then
Library:Notify("Successfully copied discord link to your clipboard!", 5)
end
end)
MenuGroup:AddToggle("WatermarkToggle", { Text = "Watermark", Default = false, Tooltip = nil })
Toggles.WatermarkToggle:OnChanged(function()
Library:SetWatermark("Astral.pro - CRACKED BY PANICHOOK9")
Library:SetWatermarkVisibility(Toggles.WatermarkToggle.Value)
end)
MenuGroup:AddToggle("UISettings_KeybindFrameVisibility", { Text = "Keybind", Default = true }):OnChanged(function()
Library.KeybindFrame.Visible = Toggles.UISettings_KeybindFrameVisibility.Value
end)
MenuGroup:AddLabel("Menu Keybind"):AddKeyPicker("MenuKeybind", { Default = "End", NoUI = true, Text = "Menu keybind" })
Library.ToggleKeybind = Options.MenuKeybind
--// Save manager
SaveManager:SetLibrary(Library)
SaveManager:SetFolder("Astral/folder")
SaveManager:BuildConfigSection(Tabs.UISettings)
SaveManager:IgnoreThemeSettings()
--// Theme manager
ThemeManager:SetLibrary(Library)
ThemeManager:SetFolder("Astral/themes")
ThemeManager:ApplyToTab(Tabs.UISettings)
--Wrapping function - needed to unload(Keep at end of script)
loadstring(
game:HttpGet(
"https://raw.githubusercontent.com/EIOlmqV6v1owgJBEoqj5lK9p01SFE2THpxcOnvX/LinoriaBurnEdition/main/LoaderManager.lua"
)
)
Library:Notify("30 minute timer has started, If your not on a fresh acc anti ban may not work.", 5)
task.wait(1500)
Library:Notify("Initiated Timer Bypass Please Wait", 5)
task.wait(60)
Library:Notify("Bypassed Timer If It Dosent Work Then Please Report", 5)
local old
old = hookfunction(tick, function()
if true then
return 0
end
return old()
end)
local old
old = hookfunction(getrenv().tick, function()
if true then
return 0
end
return old()
end)Obfuscated. The code is scrambled, so you can't read what it does. Common for key systems, but take care.
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, discord.gg.
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