Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInput = :()
Workspace = :()
StarterGui = :()
player = Players.LocalPlayer
player
playerGui = player:()
playerGui:()
LOCK_CONFIG = {
RANGE = ,
LERP = ,
REQUIRE_ONSCREEN = ,
IGNORE_WALLS =
}
screenGui = .()
screenGui.Name =
screenGui.ResetOnSpawn =
screenGui.Parent = playerGui
main = .()
main.Name =
main.Size = .(, , , )
main.Position = .(, -, , )
main.BackgroundColor3 = .(,,)
main.BorderSizePixel =
main.ClipsDescendants =
main.Active =
main.Selectable =
main.Parent = screenGui
header = .(, main)
header.Size = .(,,,)
header.BackgroundTransparency =
header.Active =
title = .(, header)
title.Size = .(,-,,)
title.Position = .(,,,)
title.BackgroundTransparency =
title.Text =
title.Font = .Font.Arcade
title.TextSize =
title.TextColor3 = .(,,)
title.TextXAlignment = .TextXAlignment.Left
closeBtn = .(, header)
closeBtn.Size = .(,,,)
closeBtn.Position = .(,-,,)
closeBtn.Text =
closeBtn.Font = .Font.Arcade
closeBtn.TextSize =
closeBtn.BackgroundColor3 = .(,,)
closeBtn.TextColor3 = .(,,)
closeBtn.AutoButtonColor =
closeBtn.Parent = header
closeBtn.MouseButton1Click:(() main.Visible = )
dragging, dragInput, dragStart, startPos
header.InputBegan:((input)
input.UserInputType == .UserInputType.MouseButton1
dragging =
dragStart = input.Position
startPos = main.Position
input.Changed:(()
input.UserInputState == .UserInputState.End dragging =
)
)
header.InputChanged:((input)
input.UserInputType == .UserInputType.MouseMovement dragInput = input
)
UserInput.InputChanged:((input)
input == dragInput dragging dragStart startPos
delta = input.Position - dragStart
main.Position = .(startPos.X.Scale, startPos.X.Offset + delta.X,
startPos.Y.Scale, startPos.Y.Offset + delta.Y)
)
scroll = .(, main)
scroll.Size = .(, -, , -)
scroll.Position = .(, , , )
scroll.BackgroundTransparency =
scroll.ScrollBarThickness =
scroll.AutomaticCanvasSize = .AutomaticSize.Y
scroll.Active =
scroll.Selectable =
listLayout = .(, scroll)
listLayout.SortOrder = .SortOrder.LayoutOrder
listLayout.Padding = .(,)
(t, txt, dur)
(() StarterGui:(, {Title = t, Text = txt, Duration = dur }) )
(text, callback)
btn = .()
btn.Parent = scroll
btn.Size = .(, -, , )
btn.BackgroundColor3 = .(,,)
btn.BorderSizePixel =
btn.Font = .Font.Arcade
btn.TextSize =
btn.Text = text
btn.TextColor3 = .(,,)
corner = .(, btn)
corner.CornerRadius = .(,)
btn.MouseButton1Click:(()
ok, err = (callback)
ok (, err)
)
btn
()
player.Character player.Character.Parent player.Character
player.CharacterAdded:()
(p)
p = p player
ch = p.Character
ch
ch:()
(p)
p = p player
ch = p.Character
ch
ch:() ch:()
state = {
fly={on=, bv=, conns={}},
esp={on=, list={}},
lockOn={on=, target=, range=LOCK_CONFIG.RANGE},
spin=,
walkSpeed=,
walkIncr=,
jumpBoost=,
noclip=,
invisible=,
forceField=,
godmode={on=, conn=}
}
(model, displayName)
model state.esp.list[model]
hrp = model:() model:()
hrp
b = .()
b.Name = ..(displayName)
b.Adornee = hrp
b.Size = .(, , , )
b.AlwaysOnTop =
b.Parent = playerGui
lbl = .(, b)
lbl.Size = .(,)
lbl.BackgroundTransparency =
lbl.BackgroundColor3 = .(,,)
lbl.TextColor3 = .(,,)
lbl.Font = .Font.Arcade
lbl.TextSize =
lbl.Text = displayName
conn
conn = RunService.Heartbeat:(()
model.Parent
conn conn:()
b b.Parent b:()
state.esp.list[model] =
myHRP = (player)
myHRP hrp
dist = .((hrp.Position - myHRP.Position).Magnitude)
lbl.Text = displayName .. .. (dist) ..
)
state.esp.list[model] = {gui=b, conn=conn}
(model)
entry = state.esp.list[model]
entry
entry.conn (() entry.conn:() )
entry.gui entry.gui.Parent (() entry.gui:() )
state.esp.list[model] =
()
_, obj (Workspace:())
obj:() obj:() obj:()
Players:(obj)
(obj, obj.Name)
(, ()
state.esp.on = state.esp.on
state.esp.on
_, pl (Players:())
pl ~= player pl.Character (pl.Character, pl.Name)
()
(, )
model, entry (state.esp.list)
(()
entry.conn entry.conn:()
entry.gui entry.gui.Parent entry.gui:()
)
state.esp.list = {}
(, )
)
Players.PlayerAdded:((pl)
pl.CharacterAdded:((ch)
state.esp.on (ch, pl.Name)
)
)
Players.PlayerRemoving:((pl)
pl.Character (pl.Character)
)
Workspace.DescendantAdded:((obj)
state.esp.on obj:() obj:() obj:() Players:(obj)
(obj, obj.Name)
)
Workspace.DescendantRemoving:((obj)
state.esp.list[obj] (obj)
)
(model)
model model.Parent
head = model:()
humanoid = model:()
head humanoid
humanoid.Health humanoid.Health <=
Players:(model) == player
myHead = player.Character player.Character:()
myHead
d = (head.Position - myHead.Position).Magnitude
d > LOCK_CONFIG.RANGE
LOCK_CONFIG.REQUIRE_ONSCREEN
_, onScreen = Workspace.CurrentCamera:(head.Position)
onScreen
LOCK_CONFIG.IGNORE_WALLS
origin = Workspace.CurrentCamera.CFrame.Position
direction = (head.Position - origin)
rayParams = RaycastParams.()
rayParams.FilterDescendantsInstances = {player.Character}
rayParams.FilterType = .RaycastFilterType.Blacklist
rayParams.IgnoreWater =
result = Workspace:(origin, direction.Unit * .(direction.Magnitude, LOCK_CONFIG.RANGE), rayParams)
result result.Instance
partAncestor = result.Instance:()
partAncestor ~= model
()
myHead = player.Character player.Character:()
myHead
bestDist = LOCK_CONFIG.RANGE
bestModel =
_, pl (Players:())
pl ~= player pl.Character pl.Character:()
model = pl.Character
(model)
d = (model.Head.Position - myHead.Position).Magnitude
d < bestDist bestDist = d; bestModel = model
_, obj (Workspace:())
obj:() obj:() obj:()
Players:(obj)
(obj)
d = (obj.Head.Position - myHead.Position).Magnitude
d < bestDist bestDist = d; bestModel = obj
bestModel
(, ()
state.lockOn.on = state.lockOn.on
state.lockOn.on state.lockOn.target =
(, state.lockOn.on )
)
RunService.RenderStepped:(()
state.lockOn.on
targ = state.lockOn.target
targ targ.Parent targ:() (targ)
state.lockOn.target = ()
targ = state.lockOn.target
targ
head = targ:()
head
myHead = player.Character player.Character:()
myHead
dist = (head.Position - myHead.Position).Magnitude
dist > LOCK_CONFIG.RANGE
state.lockOn.target =
cam = Workspace.CurrentCamera
cam
camPos = cam.CFrame.Position
goal = .(camPos, head.Position)
cam.CFrame = cam.CFrame:(goal, LOCK_CONFIG.LERP)
)
flyInputs = {forward=,right=,up=}
()
state.fly.bv state.fly.bv.Parent
ch = ()
hrp = ch:() ch:()
hrp
state.fly.bv = .()
state.fly.bv.Name =
state.fly.bv.MaxForce = .(,,)
state.fly.bv.P =
state.fly.bv.Velocity = .(,,)
state.fly.bv.Parent = hrp
hum = ch:()
hum hum.PlatformStand =
.(state.fly.conns, UserInput.InputBegan:((input, processed)
processed
k = input.KeyCode
k==.KeyCode.W flyInputs.forward =
k==.KeyCode.S flyInputs.forward = -
k==.KeyCode.D flyInputs.right =
k==.KeyCode.A flyInputs.right = -
k==.KeyCode.Space flyInputs.up =
k==.KeyCode.LeftShift k==.KeyCode.LeftControl flyInputs.up = -
))
.(state.fly.conns, UserInput.InputEnded:((input, processed)
processed
k = input.KeyCode
k==.KeyCode.W k==.KeyCode.S flyInputs.forward =
k==.KeyCode.A k==.KeyCode.D flyInputs.right =
k==.KeyCode.Space k==.KeyCode.LeftShift k==.KeyCode.LeftControl flyInputs.up =
))
.(state.fly.conns, RunService.Heartbeat:(()
state.fly.on
cam = Workspace.CurrentCamera
cam state.fly.bv
move = .()
flyInputs.forward ~= move = move + cam.CFrame.LookVector * flyInputs.forward
flyInputs.right ~= move = move + cam.CFrame.RightVector * flyInputs.right
flyInputs.up ~= move = move + .(, flyInputs.up, )
move.Magnitude >
state.fly.bv.Velocity = move.Unit *
state.fly.bv.Velocity = .(,,)
))
()
state.fly.on =
state.fly.bv state.fly.bv.Parent (() state.fly.bv:() )
state.fly.bv =
_,c (state.fly.conns) (() c:() )
state.fly.conns = {}
ch = player.Character
hum = ch ch:()
hum hum.PlatformStand =
(, ()
state.fly.on = state.fly.on
state.fly.on (); (, ) (); (, )
)
(, ()
state.spin = state.spin
(, state.spin )
)
RunService.RenderStepped:(()
state.spin player.Character player.Character:()
hrp = player.Character.HumanoidRootPart
hrp.CFrame = hrp.CFrame * .(, .(), )
)
(, ()
hum = ()
hum (, )
state.walkSpeed = (state.walkSpeed ) + state.walkIncr
hum.WalkSpeed = state.walkSpeed
(, .. (hum.WalkSpeed))
)
(, ()
hum = ()
hum (, )
state.walkSpeed =
hum.WalkSpeed =
(, )
)
(, ()
hum = ()
hum (, )
state.jumpBoost = state.jumpBoost
hum.JumpPower = state.jumpBoost
(, state.jumpBoost )
)
(, ()
state.noclip = state.noclip
(, state.noclip )
)
RunService.Stepped:(()
state.noclip player.Character
_, part (player.Character:())
part:() part.CanCollide =
)
(, ()
state.invisible = state.invisible
player.Character
_, part (player.Character:())
part:() part.Name ~=
(() part.Transparency = state.invisible )
part:() (() part.Transparency = state.invisible )
(, state.invisible )
)
(, ()
state.forceField = state.forceField
state.forceField
player.Character player.Character:()
ff = .(, player.Character)
ff.Name =
(, )
player.Character
_, v (player.Character:())
v:() v.Name == (() v:() )
(, )
)
(, ()
hrp = (player)
hrp (,);
best = .huge; bestModel =
_, pl (Players:())
pl ~= player pl.Character pl.Character:()
d = (pl.Character.HumanoidRootPart.Position - hrp.Position).Magnitude
d < best best = d; bestModel = pl.Character
_, obj (Workspace:())
obj:() obj:() obj:()
Players:(obj)
d = (obj.HumanoidRootPart.Position - hrp.Position).Magnitude
d < best best = d; bestModel = obj
bestModel bestModel:()
hrp.CFrame = bestModel.HumanoidRootPart.CFrame + .(,,)
(, )
(, )
)
(, ()
tb = .(, screenGui)
tb.Size = .(, , , )
tb.Position = .(, -, , -)
tb.PlaceholderText =
tb.ClearTextOnFocus =
tb:()
tb.FocusLost:((enter)
enter tb.Text ~=
target = Players:(tb.Text)
hrp = (player)
target target.Character target.Character:() hrp
hrp.CFrame = target.Character.HumanoidRootPart.CFrame + .(,,)
(, ..tb.Text)
(,)
(() tb:() )
)
)
(, ()
myHRP = (player)
myHRP (,);
_, pl (Players:())
pl~=player pl.Character pl.Character:()
(()
pl.Character.HumanoidRootPart.CFrame = myHRP.CFrame * .(.(-,), , .(-,))
)
(,)
)
(, ()
_, pl (Players:())
pl.Character pl.Character:()
(()
pl.Character.HumanoidRootPart.Velocity = .(.(-,), + .(,), .(-,))
)
(, )
)
(, ()
_, pl (Players:())
pl.Character pl.Character:()
e = .()
e.Position = pl.Character.HumanoidRootPart.Position
e.BlastRadius =
e.DestroyJointRadiusPercent =
e.Parent = Workspace
(, )
)
(, ()
_, pl (Players:())
pl.Character
_, part (pl.Character:())
part:() (() part.Anchored = )
(, )
)
(, ()
_, pl (Players:())
pl.Character
_, part (pl.Character:())
part:() (() part.Anchored = )
(, )
)
(, ()
hrp = (player)
hrp (,)
best = .huge; target =
_, pl (Players:())
pl~=player pl.Character pl.Character:() pl.Character:()
d = (pl.Character.HumanoidRootPart.Position - hrp.Position).Magnitude
d < best best = d; target = pl.Character
target target:()
(() target:().Health = )
(, )
(, )
)
(, ()
state.godmode.on = state.godmode.on
state.godmode.on
state.godmode.conn = RunService.Heartbeat:(()
hum = ()
hum
hum.Health <= hum.Health = hum.MaxHealth
hum.Health = .(hum.MaxHealth, hum.Health + )
)
state.godmode.conn (() state.godmode.conn:() )
state.godmode.conn =
(, state.godmode.on )
)
(, ()
tool = .()
tool.Name =
tool.CanBeDropped =
handle = .()
handle.Name = ; handle.Size = .(,,)
handle.Color = .(,,); handle.Parent = tool
tool.Parent = player.Backpack
(() hum = (); hum hum:(tool) )
(,)
)
(, ()
player:()
folder = .(, player); folder.Name =
coins = .(, folder); coins.Name = ; coins.Value =
coins = player.leaderstats:()
coins coins:() coins.Value = coins.Value +
(,)
)
(, ()
(()
StarterGui:(, {
Text = ;
Color = .(,,);
Font = .Font.GothamBold;
})
)
)
(, () (() player:() ) )
(, ()
state.fly.on (stopFly)
state.spin =
state.lockOn.on = ; state.lockOn.target =
state.noclip =
state.invisible =
state.jumpBoost =
state.forceField =
k, v (state.esp.list) (() v.conn v.conn:() ; v.gui v.gui.Parent v.gui:() )
state.esp.list = {}
k, v (state.multiESP.list) (() v.gui v.gui.Parent v.gui:() )
state.multiESP.list = {}
player.Character
_, part (player.Character:())
part:() (() part.CanCollide = ; part.Transparency = ; part.Anchored = )
part:() (() part.Transparency = )
part:() part.Name == (() part:() )
hum = ()
hum hum.WalkSpeed = ; hum.JumpPower = ; hum.PlatformStand =
state.godmode.conn (() state.godmode.conn:() )
state.godmode.conn = ; state.godmode.on =
(, )
)
Players.PlayerAdded:((pl)
pl.CharacterAdded:((ch)
state.esp.on (ch, pl.Name)
)
)
Players.PlayerRemoving:((pl)
pl.Character (pl.Character)
)
Workspace.DescendantAdded:((obj)
state.esp.on obj:() obj:() obj:() Players:(obj)
(obj, obj.Name)
)
Workspace.DescendantRemoving:((obj)
state.esp.list[obj] (obj)
)
UserInput.InputBegan:((input, processed)
processed
input.KeyCode == .KeyCode.RightControl
main.Visible = main.Visible
)
player.CharacterRemoving:(()
state.fly.on (stopFly)
state.godmode.conn (() state.godmode.conn:() )
k,v (state.esp.list) (() v.conn v.conn:() ; v.gui v.gui.Parent v.gui:() )
state.esp.list = {}
state.multiESP.list = {}
)
(, , )
I dont know

Universal