Run it
Copy the script and paste it into your executor.
().crosshair = {
enabled = ,
refreshrate = ,
mode = ,
position = .(, ),
width = ,
length = ,
radius = ,
color = .(, , ),
spin = ,
spin_speed = ,
spin_max = ,
spin_style = .EasingStyle.Sine,
resize = ,
resize_speed = ,
resize_min = ,
resize_max = ,
}
old; old = (.new, (class, properties)
drawing = (class)
i, v , properties {}
drawing[i] = v
drawing
)
runservice = :()
inputservice = :()
tweenservice = :()
camera = .CurrentCamera
last_render =
drawings = {
crosshair = {},
text = {.(, {Size = , Font = , Outline = , Text = , Color = .(, , )}),
.(, {Size = , Font = , Outline = , Text = }),},
}
idx = ,
drawings.crosshair[idx] = .()
(angle, radius)
.(
.(.(angle)) * radius,
.(.(angle)) * radius
)
runservice.PostSimulation:(()
_tick = ()
_tick - last_render > crosshair.refreshrate
last_render = _tick
position = (
crosshair.mode == camera.ViewportSize /
crosshair.mode == inputservice:()
crosshair.position
)
text_x = drawings.text[].TextBounds.X + drawings.text[].TextBounds.X
drawings.text[].Visible = crosshair.enabled
drawings.text[].Visible = crosshair.enabled
crosshair.enabled
drawings.text[].Position = position + .(-text_x / , crosshair.radius + (crosshair.resize crosshair.resize_max crosshair.length) + )
drawings.text[].Position = drawings.text[].Position + .(drawings.text[].TextBounds.X)
drawings.text[].Color = crosshair.color
idx = ,
outline = drawings.crosshair[idx]
inline = drawings.crosshair[idx + ]
angle = (idx - ) *
length = crosshair.length
crosshair.spin
spin_angle = -_tick * crosshair.spin_speed % crosshair.spin_max
angle = angle + tweenservice:(spin_angle / , crosshair.spin_style, .EasingDirection.InOut) *
crosshair.resize
resize_length = () * crosshair.resize_speed %
length = crosshair.resize_min + .(.(resize_length)) * crosshair.resize_max
inline.Visible =
inline.Color = crosshair.color
inline.From = position + (angle, crosshair.radius)
inline.To = position + (angle, crosshair.radius + length)
inline.Thickness = crosshair.width
outline.Visible =
outline.From = position + (angle, crosshair.radius - )
outline.To = position + (angle, crosshair.radius + length + )
outline.Thickness = crosshair.width +
idx = ,
drawings.crosshair[idx].Visible =
)
.SilentAim =
.AimbotNPC =
.FOV =
.VisibleCheck =
.TeamCheck =
.TeamCheckForNPCs =
.Prediction =
.UpdateRate =
.TargetMode =
.AimPart =
.ShowTarget =
.HitChance =
.BulletTeleport =
.ShowTargetName =
.ShowTargetType =
.ShowTargetHP =
.ShowTargetDistance =
.ShowHitChance =
.HighlightTarget =
.DebugNPCs =
.AggressiveNPCDetection =
.TargetPriority =
.StickyAim =
.FOVColor = .(, , )
.NPC_ESP_Enabled =
.NPC_ESP_Skeleton =
.NPC_ESP_Name =
.NPC_ESP_Distance =
.NPC_ESP_Color = .(, , )
.(()
k, v (())
(()
(v, )
) ((v, )) == ((v, ))[] ==
(v, )
v.tvk = {
,
()
.Workspace:()
}
)
Players = :()
RunService = :()
UserInputService = :()
TweenService = :()
HttpService = :()
ReplicatedStorage = :()
CollectionService = :()
Camera = .CurrentCamera
LocalPlayer = Players.LocalPlayer
Mouse = LocalPlayer:()
Circle = ().ScriptFOVCircle .()
().ScriptFOVCircle = Circle
Circle.Color = .FOVColor .(, , )
Circle.Thickness =
Circle.Visible =
Circle.Radius = .FOV
Circle.Transparency =
Circle.Filled =
TargetInfo = ().ScriptTargetInfo .()
().ScriptTargetInfo = TargetInfo
TargetInfo.Visible =
TargetInfo.Color = .(, , )
TargetInfo.Size =
TargetInfo.Font =
TargetInfo.Outline =
TargetInfo.OutlineColor = .(, , )
TargetInfo.Text =
TargetHighlight =
HighlightConnection =
CurrentTarget =
TargetPart =
TargetInRange =
NPCCache = {}
PlayerCache = {}
LastCacheUpdate =
CacheUpdateInterval =
NPCESPObjects = {}
oldNamecall =
oldIndex =
(target)
target target:()
TargetHighlight
TargetHighlight:()
TargetHighlight =
HighlightConnection
HighlightConnection:()
HighlightConnection =
highlight = .()
highlight.Name =
highlight.Adornee = target
highlight.FillColor = .(, , )
highlight.FillTransparency =
highlight.OutlineColor = .(, , )
highlight.OutlineTransparency =
highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
highlight.Parent = :()
HighlightConnection = target.Destroying:(()
highlight
highlight:()
TargetHighlight =
)
highlight
()
.HighlightTarget
TargetHighlight
TargetHighlight:()
TargetHighlight =
HighlightConnection
HighlightConnection:()
HighlightConnection =
CurrentTarget
TargetHighlight TargetHighlight.Adornee ~= CurrentTarget
TargetHighlight = (CurrentTarget)
TargetHighlight
isPlayer =
_, data (PlayerCache)
data.Model == CurrentTarget
isPlayer =
isPlayer
TargetHighlight.FillColor = .(, , )
TargetHighlight.FillColor = .(, , )
.HitChance >=
pulse = .(() * ) * +
TargetHighlight.FillTransparency = + ( * ( - pulse))
TargetHighlight.FillTransparency =
TargetHighlight
TargetHighlight:()
TargetHighlight =
HighlightConnection
HighlightConnection:()
HighlightConnection =
()
Circle
Circle.Visible =
TargetInfo
TargetInfo.Visible =
TargetInfo.Text =
TargetHighlight
TargetHighlight:()
TargetHighlight =
HighlightConnection
HighlightConnection:()
HighlightConnection =
CurrentTarget =
TargetPart =
TargetInRange =
NPCCache = {}
PlayerCache = {}
(character, names)
_, name (names)
part = character:(name)
part part:()
part
NPCSkeletonBones = {
{{}, {, }},
{{, }, {}},
{{, }, {, , }},
{{, }, {, , }},
{{, , }, {, , }},
{{, , }, {, , }},
}
(model)
esp = NPCESPObjects[model]
esp esp
esp = {
SkeletonLines = {},
Label = .(),
}
esp.Label.Visible =
esp.Label.Color = .NPC_ESP_Color
esp.Label.Size =
esp.Label.Font =
esp.Label.Outline =
esp.Label.OutlineColor = .(, , )
esp.Label.Text =
i = , #NPCSkeletonBones
line = .()
line.Visible =
line.Thickness =
line.Color = .NPC_ESP_Color
esp.SkeletonLines[i] = line
NPCESPObjects[model] = esp
esp
(esp)
esp
esp.Label
esp.Label.Visible =
esp.SkeletonLines
_, line (esp.SkeletonLines)
line.Visible =
()
.NPC_ESP_Enabled
_, esp (NPCESPObjects)
(esp)
model, esp (NPCESPObjects)
NPCCache[model] model.Parent
(esp)
NPCESPObjects[model] =
model, data (NPCCache)
humanoid = data.Humanoid
humanoid humanoid.Health > model.Parent
esp = (model)
esp.Label.Color = .NPC_ESP_Color
_, line (esp.SkeletonLines)
line.Color = .NPC_ESP_Color
head = (model, {})
root = (model, {})
basePart = head root
.NPC_ESP_Name .NPC_ESP_Distance
basePart
screenPos, onScreen = Camera:(basePart.Position)
onScreen
lines = {}
.NPC_ESP_Name
.(lines, .. model.Name)
.NPC_ESP_Distance LocalPlayer.Character LocalPlayer.Character:()
localRoot = LocalPlayer.Character.HumanoidRootPart
distance = (basePart.Position - localRoot.Position).Magnitude
.(lines, .(, distance))
#lines >
esp.Label.Visible =
esp.Label.Position = .(screenPos.X, screenPos.Y - )
esp.Label.Text = .(lines, )
esp.Label.Visible =
esp.Label.Text =
esp.Label.Visible =
esp.Label.Visible =
esp.Label.Visible =
.NPC_ESP_Skeleton
index, bone (NPCSkeletonBones)
fromPart = (model, bone[])
toPart = (model, bone[])
line = esp.SkeletonLines[index]
fromPart toPart line
s1, on1 = Camera:(fromPart.Position)
s2, on2 = Camera:(toPart.Position)
on1 on2
line.Visible =
line.From = .(s1.X, s1.Y)
line.To = .(s2.X, s2.Y)
line.Visible =
line
line.Visible =
_, line (esp.SkeletonLines)
line.Visible =
esp = NPCESPObjects[model]
esp
(esp)
NPCTags = {
, , ,
, , , ,
, , , , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, ,
, ,
, , , ,
, , , ,
, ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
, ,
, , , ,
, , , ,
, , ,
, , , ,
, ,
, , , ,
, , , ,
}
(character, reason)
.DebugNPCs
(character)
character character:()
character == LocalPlayer.Character
player = Players:(character)
player ~=
(character)
character character:()
(character)
humanoid = character:()
head = character:()
hrp = character:()
humanoid head hrp humanoid.Health <=
.AggressiveNPCDetection
(character, )
charName = character.Name:()
_, tag (NPCTags)
charName:(tag:(), , )
(character, .. tag)
npcFolders = {
, , , , , , ,
, , , , ,
, , ,
}
_, folderName (npcFolders)
folder = :(folderName)
folder character:(folder)
(character, .. folderName)
possibleNPCIndicators = {
, , , , ,
, , , ,
}
_, indicator (possibleNPCIndicators)
value = character:(indicator)
value
value:()
indicator == indicator ==
indicator == indicator ==
value.Value ==
(character, .. indicator .. )
value:()
valLower = value.Value:()
valLower == valLower ==
valLower == valLower ==
valLower == valLower ==
(character, .. indicator .. .. value.Value)
value:()
indicator ==
(character, .. value.Value)
hasAIBehavior =
_, child (character:())
childName = child.Name:()
child:() child:()
childName:() childName:()
childName:() childName:()
childName:() childName:()
hasAIBehavior =
tags = CollectionService:(character)
_, tag (tags)
tagLower = tag:()
_, npcTag (NPCTags)
tagLower:(npcTag:(), , )
(character, .. tag)
npcAbilities = {, , , , , , , }
_, ability (npcAbilities)
character:(ability) character:(ability .. )
hasAIBehavior =
hasAIBehavior
(character, )
namePatterns = {, , , , , , }
_, pattern (namePatterns)
.(charName, pattern)
(character, .. pattern)
(character, )
(parent)
foundNPCs = {}
_, child (parent:())
child:()
(child)
.(foundNPCs, child)
child:() child:() child:()
subNPCs = (child)
_, npc (subNPCs)
.(foundNPCs, npc)
foundNPCs
(player)
.TeamCheck
player
LocalPlayer.Team player.Team
LocalPlayer.Team ~= player.Team
(npcModel)
.TeamCheckForNPCs
npcTeamValue = npcModel:()
npcTeamValue npcTeamValue:()
npcTeam = npcTeamValue.Value
localTeam = LocalPlayer.Team LocalPlayer.Team.Name
npcTeam localTeam npcTeam ~= localTeam
isEnemy = npcModel:()
isEnemy isEnemy:() isEnemy.Value ==
(character)
.AimPart ==
character:()
.AimPart ==
character:() character:() character:()
.AimPart ==
parts = {
character:(),
character:(),
character:(),
character:()
}
_, part (parts)
part part
.AimPart ==
head = character:()
torso = character:() character:() character:()
head torso
() % > head torso
head
head
torso
torso
character:() character:()
()
currentTime = ()
currentTime - LastCacheUpdate < CacheUpdateInterval
LastCacheUpdate = currentTime
tempNPCCache = {}
tempPlayerCache = {}
allModels = {}
wsChildren = :()
_, model (wsChildren)
model:() model ~= LocalPlayer.Character
.(allModels, model)
npcFolders = {, , , , ,
, , , ,
, , , , }
_, folderName (npcFolders)
folder = :(folderName)
folder
npcsInFolder = (folder)
_, npc (npcsInFolder)
.(allModels, npc)
.AggressiveNPCDetection
counter =
descendants = :()
_, descendant (descendants)
descendant:() descendant ~= LocalPlayer.Character
.(allModels, descendant)
counter = counter +
counter % ==
.()
processCounter =
_, model (allModels)
processCounter = processCounter +
processCounter % == .()
hrp = model:()
humanoid = model:()
hrp humanoid humanoid.Health >
(model)
tempPlayerCache[model] = {
Model = model,
HRP = hrp,
Humanoid = humanoid,
Player = Players:(model),
IsNPC =
}
(model)
tempNPCCache[model] = {
Model = model,
HRP = hrp,
Humanoid = humanoid,
IsNPC =
}
_, player (Players:())
player ~= LocalPlayer player.Character
char = player.Character
hrp = char:()
humanoid = char:()
hrp humanoid humanoid.Health >
tempPlayerCache[char] = {
Model = char,
HRP = hrp,
Humanoid = humanoid,
Player = player,
IsNPC =
}
NPCCache = tempNPCCache
PlayerCache = tempPlayerCache
()
CurrentTarget TargetPart
humanoid = CurrentTarget:()
hrp = CurrentTarget:()
humanoid humanoid.Health <= hrp
screenCenter = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
targetPos = TargetPart.Position
screenPos, onScreen = Camera:(targetPos)
onScreen
screenPoint = .(screenPos.X, screenPos.Y)
dist = (screenPoint - screenCenter).Magnitude
dist > .FOV
.VisibleCheck
raycastParams = RaycastParams.()
raycastParams.FilterDescendantsInstances = {LocalPlayer.Character, Camera}
raycastParams.FilterType = .RaycastFilterType.Blacklist
raycastParams.IgnoreWater =
origin = Camera.CFrame.Position
direction = (targetPos - origin).Unit * (targetPos - origin).Magnitude
ray = :(origin, direction, raycastParams)
ray
hitPart = ray.Instance
hitPart:(CurrentTarget)
()
LocalPlayer.Character
TargetInRange =
TargetPart =
()
.StickyAim CurrentTarget
()
TargetInRange =
CurrentTarget
CurrentTarget =
TargetPart =
bestScore = .huge
closestPart =
closestTarget =
screenCenter = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
localChar = LocalPlayer.Character
localRoot = localChar:()
TargetInRange =
TargetPart =
localRoot
(data, isPlayer)
hrp = data.HRP
humanoid = data.Humanoid
hrp humanoid humanoid.Health >
isPlayer
(data.Player)
(data.Model)
targetPart = (data.Model)
targetPart targetPart = hrp
targetPos = targetPart.Position
hrp.Velocity.Magnitude > .Prediction >
targetPos = targetPos + (hrp.Velocity * .Prediction)
screenPos, onScreen = Camera:(targetPos)
onScreen
screenPoint = .(screenPos.X, screenPos.Y)
distFromCenter = (screenPoint - screenCenter).Magnitude
distFromCenter <= .FOV
isVisible =
.VisibleCheck
raycastParams = RaycastParams.()
raycastParams.FilterDescendantsInstances = {localChar, Camera}
raycastParams.FilterType = .RaycastFilterType.Blacklist
raycastParams.IgnoreWater =
origin = Camera.CFrame.Position
direction = (targetPos - origin).Unit * (targetPos - origin).Magnitude
ray = :(origin, direction, raycastParams)
ray
hitPart = ray.Instance
isTargetPart = hitPart:(data.Model)
isTargetPart isVisible =
TargetInRange =
isVisible .VisibleCheck
currentScore =
.TargetPriority ==
currentScore = distFromCenter
.TargetPriority ==
currentScore = (targetPos - localRoot.Position).Magnitude
.TargetPriority ==
currentScore = humanoid.Health
currentScore = distFromCenter
currentScore < bestScore
bestScore = currentScore
closestPart = targetPart
closestTarget = data.Model
.TargetMode == .TargetMode ==
_, data (NPCCache) (data, )
.TargetMode == .TargetMode ==
_, data (PlayerCache) (data, )
TargetPart = closestPart
closestTarget
.(()
.(.UpdateRate)
.SilentAim .AimbotNPC
CurrentTarget = ()
CurrentTarget =
TargetInRange =
TargetPart =
)
()
.HitChance >=
.HitChance <=
randomNumber = .(, )
randomNumber <= .HitChance
()
CurrentTarget TargetPart
baseChance = .HitChance
distanceFactor =
fovFactor =
LocalPlayer.Character LocalPlayer.Character:()
localPos = LocalPlayer.Character.HumanoidRootPart.Position
targetPos = TargetPart.Position
distance = (targetPos - localPos).Magnitude
distance < distanceFactor =
distance > distanceFactor =
.FOV < fovFactor = .FOV > fovFactor =
finalChance = baseChance * distanceFactor * fovFactor
randomVariation = .(-, )
finalChance = .(finalChance + randomVariation, , )
.(finalChance)
()
.ShowTarget TargetInfo
TargetInfo.Visible =
TargetInfo.Text =
(.SilentAim .AimbotNPC)
TargetInfo.Visible =
TargetInfo.Text =
shouldShowHitChance = .ShowHitChance .HitChance >
CurrentTarget TargetPart
screenPos, onScreen = Camera:(TargetPart.Position)
onScreen
TargetInfo.Visible =
TargetInfo.Position = .(screenPos.X, screenPos.Y + )
infoLines = {}
.ShowTargetName
targetName = CurrentTarget.Name
targetType =
_, data (PlayerCache)
data.Model == CurrentTarget
targetType =
targetName = data.Player.Name
.ShowTargetType
.(infoLines, .(, targetType, targetName))
.(infoLines, targetName)
.ShowTargetHP
humanoid = CurrentTarget:()
humanoid
health = .(, humanoid.Health)
maxHealth = .(, humanoid.MaxHealth)
.(infoLines, .(, health, maxHealth))
.ShowTargetDistance
LocalPlayer.Character LocalPlayer.Character:()
localPos = LocalPlayer.Character.HumanoidRootPart.Position
targetPos = TargetPart.Position
distance = .(, (targetPos - localPos).Magnitude)
.(infoLines, .(, distance))
shouldShowHitChance
displayChance = ()
.(infoLines, .(, displayChance))
#infoLines >
TargetInfo.Text = .(infoLines, )
TargetInfo.Text =
TargetInfo.Visible =
TargetInfo.Text =
TargetInfo.Visible =
TargetInfo.Text =
(origin, direction, bulletName)
.BulletTeleport TargetPart CurrentTarget
origin, direction
bulletNames = {, , , , , , , , , }
isBullet =
_, name (bulletNames)
.(bulletName:(), name)
isBullet =
isBullet origin, direction
() origin, direction
targetPosition = TargetPart.Position
.Prediction > TargetPart.Parent:()
hrp = TargetPart.Parent:()
hrp hrp.Velocity.Magnitude >
targetPosition = targetPosition + (hrp.Velocity * .Prediction)
randomOffset = .(
(.() - ) * ,
(.() - ) * ,
(.() - ) *
)
targetPosition = targetPosition + randomOffset
newDirection = (targetPosition - origin).Unit * direction.Magnitude
origin, newDirection
oldNamecall
oldNamecall = (, , (self, ...)
.SilentAim TargetPart CurrentTarget
(self, ...)
method = ()
args = {...}
.BulletTeleport (method == method == ) (self) ==
selfName = self.Name:()
(method == method == ) (self) ==
selfName = self.Name:()
.(selfName, ) .(selfName, ) .(selfName, ) .(selfName, )
()
(self, ...)
newArgs = {}
modified =
i, arg (args)
(arg) ==
newArgs[i] = TargetPart.Position
modified =
(arg) ==
newArgs[i] = .(TargetPart.Position)
modified =
(arg) ==
origin = arg.Origin
newArgs[i] = Ray.(origin, (TargetPart.Position - origin).Unit * )
modified =
newArgs[i] = arg
modified
(self, (newArgs))
method == self ==
origin = args[]
direction = args[]
origin TargetPart
()
(self, ...)
newDir = (TargetPart.Position - origin).Unit * direction.Magnitude
(self, origin, newDir, args[], args[])
(self, ...)
)
oldIndex
oldIndex = (, , (self, key)
self == Mouse .SilentAim TargetPart
keyLower = .(key)
keyLower ==
()
(self, key)
.(TargetPart.Position)
keyLower ==
TargetPart
(self, key)
)
RunService.RenderStepped:(()
Circle.Visible = .SilentAim .AimbotNPC
.SilentAim .AimbotNPC
screenCenter = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
Circle.Position = screenCenter
Circle.Radius = .FOV
Circle.Color = .FOVColor .(, , )
Circle.Visible =
()
()
.AimbotNPC
CurrentTarget = ()
.AimbotNPC CurrentTarget TargetPart
.TargetMode == (CurrentTarget)
camPos = Camera.CFrame.Position
targetPos = TargetPart.Position
.Prediction >
vel = ((TargetPart.Velocity) == ) TargetPart.Velocity
hrp = CurrentTarget:()
( vel vel.Magnitude < ) hrp
vel = ((hrp.Velocity) == ) hrp.Velocity
vel vel.Magnitude >
targetPos = targetPos + (vel * .Prediction)
desired = .(camPos, targetPos)
Camera.CFrame = desired
()
)
Library = (:(
))()
Window = Library:({
Title = ,
Author = ,
Keybind = .KeyCode.RightControl
})
TabMain = Window:()
TabAimbotNPC = Window:()
TabNPC = Window:()
TabESP = Window:()
TabTarget = Window:()
TabAim = Window:()
TabTeam = Window:()
TabInfo = Window:()
TabExtra = Window:()
TabMain:()
TabMain:(, (Value)
.SilentAim = Value
Value
LastCacheUpdate = ; ()
Library:({Title = , Text = , Duration = , Type = })
TargetHighlight TargetHighlight:(); TargetHighlight =
Library:({Title = , Text = , Duration = , Type = })
, )
TabMain:(, , , , (Value) .FOV = .(Value); Circle.Radius = .FOV )
TabMain:(, , , , (Value) .Prediction = (.(, Value)) )
TabMain:(, , , , (Value) .HitChance = .(Value) )
TabMain:(, , , , (Value) .UpdateRate = (.(, Value)) )
TabMain:()
TabMain:()
TabTarget:(, {, }, (Value) .TargetMode = Value )
TabMain:(, {, , , }, (Value) .AimPart = Value; CurrentTarget = )
TabMain:(, (Value) .VisibleCheck = Value , )
TabMain:(, (Value) .BulletTeleport = Value , )
TabTarget:(, (Value) .ShowTarget = Value , )
TabMain:(, {, , }, (Value)
.TargetPriority = Value
CurrentTarget =
Library:({Title = , Text = .. Value, Duration = })
)
TabMain:(, (Value)
.StickyAim = Value
, )
TabMain:()
TabMain:()
TabMain:()
TabMain:()
TabAim:(, .(, , ), (Color) .FOVColor = Color; Circle.Color = Color )
TabTeam:()
TabTeam:(, (Value) .TeamCheck = Value , )
TabTeam:(, (Value) .TeamCheckForNPCs = Value , )
TabExtra:()
TabExtra:(, (Value) .HighlightTarget = Value , )
TabExtra:(, .(, , ), (Color) )
TabExtra:(, .(, , ), (Color) )
TabExtra:(, , (Text) num = (Text); num num > CacheUpdateInterval = num )
TabNPC:()
TabNPC:(, (Value)
.AggressiveNPCDetection = Value
LastCacheUpdate = ; ()
, )
TabNPC:(, (Value) .DebugNPCs = Value , )
TabNPC:(, () LastCacheUpdate = ; () )
TabNPC:(, ()
npcCount = ; _ (NPCCache) npcCount = npcCount +
Library:({Title = , Text = .(, npcCount), Duration = })
)
TabESP:()
TabESP:(, (Value)
.NPC_ESP_Enabled = Value
Value
_, esp (NPCESPObjects)
esp.Label esp.Label.Visible =
esp.SkeletonLines
_, line (esp.SkeletonLines)
line.Visible =
, )
TabESP:(, (Value)
.NPC_ESP_Skeleton = Value
, )
TabESP:(, (Value)
.NPC_ESP_Name = Value
, )
TabESP:(, (Value)
.NPC_ESP_Distance = Value
, )
TabESP:(, .(, , ), (Color)
.NPC_ESP_Color = Color
)
TabAimbotNPC:()
TabAimbotNPC:(, (Value)
.AimbotNPC = Value
Value
.TargetMode =
.AimPart =
LastCacheUpdate =
()
Library:({Title = , Text = , Duration = , Type = })
TargetHighlight TargetHighlight:(); TargetHighlight =
Library:({Title = , Text = , Duration = , Type = })
, )
TabAimbotNPC:(, , , , (Value)
.FOV = .(Value)
Circle.Radius = .FOV
)
TabAimbotNPC:(, , , , (Value)
.Prediction = (.(, Value))
)
TabAimbotNPC:(, {, , , }, (Value)
.AimPart = Value
CurrentTarget =
)
TabAimbotNPC:(, {, , }, (Value)
.TargetPriority = Value
CurrentTarget =
Library:({Title = , Text = Value, Duration = })
)
TabAimbotNPC:()
TabAimbotNPC:(, , , , (Value)
.HitChance = .(Value)
)
TabAimbotNPC:(, , , , (Value)
.UpdateRate = (.(, Value))
)
TabAimbotNPC:()
TabAimbotNPC:(, (Value) .StickyAim = Value , )
TabAimbotNPC:(, (Value) .VisibleCheck = Value , )
TabAimbotNPC:(, (Value) .BulletTeleport = Value , )
TabAimbotNPC:()
TabAimbotNPC:(, ()
.TargetMode =
CurrentTarget =
Library:({Title = , Text = , Duration = })
)
TabInfo:()
TabInfo:(, (Value) .ShowTargetName = Value; .SilentAim () , )
TabInfo:(, (Value) .ShowTargetHP = Value; .SilentAim () , )
TabInfo:(, (Value) .ShowTargetDistance = Value; .SilentAim () , )
TabInfo:(, (Value) .ShowHitChance = Value; .SilentAim () , )
TabInfo:()
TabInfo:()
TabInfo:(, () () )
Library:({
Title = ,
Text = ,
Duration = ,
Type =
})
:().PlayerRemoving:((player)
player == LocalPlayer ()
)
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.
Credits: vitinhogamerzeal main script I just added more things such as aimbot and esp n other things - Custom crosshair -Universal Npc detection -Silent aim -Aimbot -Esp And more (Vibe coded but works well <3)

Universal