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rs=:()
plrs=:()
run=:()
lp=plrs.LocalPlayer
rf=(:())()
thm={
TextColor=.(,,),Background=.(,,),Topbar=.(,,),Shadow=.(,,),
NotificationBackground=.(,,),NotificationActionsBackground=.(,,),
TabBackground=.(,,),TabStroke=.(,,),TabBackgroundSelected=.(,,),
TabTextColor=.(,,),SelectedTabTextColor=.(,,),
ElementBackground=.(,,),ElementBackgroundHover=.(,,),
SecondaryElementBackground=.(,,),ElementStroke=.(,,),SecondaryElementStroke=.(,,),
SliderBackground=.(,,),SliderProgress=.(,,),SliderStroke=.(,,),
ToggleBackground=.(,,),ToggleEnabled=.(,,),ToggleDisabled=.(,,),
ToggleEnabledStroke=.(,,),ToggleDisabledStroke=.(,,),
ToggleEnabledOuterStroke=.(,,),ToggleDisabledOuterStroke=.(,,),
DropdownSelected=.(,,),DropdownUnselected=.(,,),
InputBackground=.(,,),InputStroke=.(,,),PlaceholderColor=.(,,)
}
win=rf:({
Name=,Icon=,LoadingTitle=,LoadingSubtitle=,
ShowText=,Theme=thm,ToggleUIKeybind=,DisableRayfieldPrompts=,DisableBuildWarnings=,
ConfigurationSaving={Enabled=,FolderName=,FileName=},
Discord={Enabled=,Invite=,RememberJoins=},KeySystem=
})
(t,c) rf:({Title=t,Content=c,Duration=,Image=})
fnt=Font.(,.FontWeight.Bold)
(m)
m:() m.PrimaryPart m:()
(bag,m,tag,fill,out,tc,dc)
bag[m]
r=(m)
r
head=m:()
ad=head r
hl=.()
hl.Adornee=m
hl.DepthMode=.HighlightDepthMode.AlwaysOnTop
hl.FillColor=fill
hl.FillTransparency=
hl.OutlineColor=out
hl.OutlineTransparency=
hl.Parent=m
holdf=lp:()
holdf
fold=holdf:()
fold
fold=.()
fold.Name=
fold.Parent=holdf
holdf=fold
holdf=m
bb=.()
bb.Name=
bb.Adornee=ad
bb.AlwaysOnTop=
bb.LightInfluence=
bb.Size=.(,)
bb.StudsOffset=.(,head ,)
bb.MaxDistance=
bb.Parent=holdf
hold=.(,bb)
hold.BackgroundTransparency=
hold.Size=.(,)
lay=.(,hold)
lay.HorizontalAlignment=.HorizontalAlignment.Center
lay.VerticalAlignment=.VerticalAlignment.Top
lay.Padding=.(,)
lay.SortOrder=.SortOrder.LayoutOrder
(txt,sz,col,ord,h)
t=.(,hold)
t.BackgroundTransparency=
t.Size=.(,,,h)
t.FontFace=fnt
t.TextSize=sz
t.TextColor3=col
t.Text=txt
t.TextYAlignment=.TextYAlignment.Center
t.LayoutOrder=ord
s=.(,t)
s.Color=.(,,)
s.Transparency=
s.Thickness=
t
namel=(tag,,tc,,)
distl=(,,dc,,)
bag[m]={hl=hl,bb=bb,tx=distl,nm=namel,ad=ad}
(bag,m)
d=bag[m]
d
d.hl d.hl:()
d.bb d.bb:()
bag[m]=
(bag)
m (bag) (bag,m)
(bag,on)
on
hrp=lp.Character lp.Character:()
hrp
m,d (bag)
m.Parent (bag,m)
r=d.ad
r r.Parent
r=m:() (m)
d.ad=r
d.bb r
d.bb.Adornee=r
d.bb.StudsOffset=.(,r.Name== ,)
from=(m) r
from d.tx d.tx.Text=.((hrp.Position-from.Position).Magnitude+)..
kon,kbag,kacc=,{},
kf=.(,,)
ko=.(,,)
kt=.(,,)
kd=.(,,)
pon,pbag,pacc=,{},
pf=.(,,)
po=.(,,)
pt=.(,,)
pd=.(,,)
(m)
m m:()
m:()==
m:()==
n=.(m.Name)
n:() n:()
par=m.Parent
par (par.Name== par.Name==)
pl=plrs:(m)
pl pl:()==
(m)
pl=plrs:(m)
pl
n=pl.DisplayName
n== n=pl.Name
n..
(m)
(m)
pbag[m] (pbag,m)
(kbag,m,(m),kf,ko,kt,kd)
()
_,nm ({,})
f=:(nm)
f
_,c (f:())
(c) (c)
_,pl (plrs:())
pl~=lp pl.Character (pl.Character)
(pl.Character)
m (kbag)
m.Parent (m) (kbag,m)
(nm)
f=:(nm)
f
f.ChildAdded:((c)
.()
kon (c) (c)
)
f.ChildRemoved:((c) (kbag,c) )
()
()
.ChildAdded:((c)
c.Name== c.Name==
(c.Name)
kon ()
)
()
live={}
_,pl (plrs:())
pl~=lp pl.Character (pl.Character)
ch=pl.Character
kon (ch)
(pbag,ch)
live[ch]=
tag=pl.DisplayName
tag== tag=pl.Name
(pbag,ch,tag,pf,po,pt,pd)
m (pbag)
live[m] (pbag,m)
(pl)
pl==lp
pl.CharacterAdded:((m)
.()
kon (m)
(m)
pon
tag=pl.DisplayName
tag== tag=pl.Name
(pbag,m,tag,pf,po,pt,pd)
)
pl.CharacterRemoving:((m)
(pbag,m)
(kbag,m)
)
_,pl (plrs:()) (pl)
plrs.PlayerAdded:(hookp)
plrs.PlayerRemoving:((pl)
pl.Character
(pbag,pl.Character)
(kbag,pl.Character)
)
run.RenderStepped:((dt)
kon
kacc+=dt
kacc>= kacc= ()
(kbag,)
pon
pacc+=dt
pacc>= pacc= ()
(pbag,)
)
()
a=rs:()
r=a a:()
p=r r:()
p p:()
land,aud,unlk=,,
wson,inf,clip=,,
wsval=
uis=:()
fon=
fcd=
fspd=
fhop=
ffall=-
fdir=.(,,)
fret
fws,fjh,fjp,fuj
fax,faz,ffl
ftc=
fac=
fmn=
ftr=
fyaw=
flv
fnv
fgt=
fsb=
fhud,fearn,fbal,fconn
fcs={}
jsfx={
Land=,Jumping=,Landing=,FreeFalling=,Running=,
GettingUp=,Climbing=,Splash=,Swimming=,
}
()
ls=lp:()
b=ls ls:()
(b (b.Value))
()
fconn fconn:() fconn=
fhud fhud:() fhud=
fearn,fbal=,
()
fearn fbal
cur=()
earned=.(,cur-fsb)
fearn.Text=..(earned)
fbal.Text=..(cur)
()
()
fsb=()
pg=lp:()
pg
gui=.()
gui.Name=
gui.ResetOnSpawn=
gui.IgnoreGuiInset=
gui.ZIndexBehavior=.ZIndexBehavior.Sibling
gui.DisplayOrder=
gui.Parent=pg
row=.()
row.Name=
row.AnchorPoint=.(,)
row.Position=.(,)
row.Size=.(,)
row.BackgroundTransparency=
row.Parent=gui
lay=.(,row)
lay.FillDirection=.FillDirection.Horizontal
lay.HorizontalAlignment=.HorizontalAlignment.Center
lay.VerticalAlignment=.VerticalAlignment.Center
lay.Padding=.(,)
lay.SortOrder=.SortOrder.LayoutOrder
(txt,sz,col,ord,w)
t=.()
t.BackgroundTransparency=
t.Size=.(w,)
t.FontFace=Font.(,.FontWeight.ExtraBold)
t.TextSize=sz
t.TextColor3=col
t.Text=txt
t.TextXAlignment=.TextXAlignment.Left
t.LayoutOrder=ord
t.Parent=row
s=.(,t)
s.Thickness=
s.Color=.(,,)
s.Transparency=
t
icon=.()
icon.BackgroundTransparency=
icon.Size=.(,)
icon.Image=
icon.ScaleType=.ScaleType.Fit
icon.LayoutOrder=
icon.Parent=row
fearn=(,,.(,,),,)
fbal=(,,.(,,),,)
fhud=gui
()
ls=lp:()
b=ls ls:()
b
fconn=b:():(tickh)
()
a=rs:()
c=a a:()
r=c c:()
n=r r:()
n
_,nm ({,,})
s=n:(nm)
s s:()
nm== fnv== fnv=s.Volume
s.Volume=
(() s:() )
()
a=rs:()
c=a a:()
r=c c:()
n=r r:()
s=n n:()
s s:()
s.Volume=fnv
fnv=
(ch)
ss=:()
mov=ss:()
land=mov mov:()
land land:()
flv== flv=land.Volume
land.Volume=
(() land:() )
ch
_,s (ch:())
s:() jsfx[s.Name]
fcs[s]== fcs[s]=s.Volume
s.Volume=
(() s:() )
(ch)
ss=:()
mov=ss:()
land=mov mov:()
land land:()
land.Volume=flv
s,vol (fcs)
s s.Parent
s.Volume=vol
fcs={}
flv=
ch
_,s (ch:())
s:() jsfx[s.Name] s.Volume==
s.Volume=
()
ch=lp.Character
ch
hum=ch:()
hrp=ch:()
hum hrp hum.Health<=
hum,hrp,ch
()
a=rs:()
r=a a:()
p=r r:()
p p:()
(ch)
ch
_,d (ch:())
d:()
n=.(d.Name)
n:() n:()
d.Disabled=
d:() (d.Name== d.Name==)
d.MaxForce=.()
d.Velocity=.()
hum=ch:()
hum
(()
hum:(.HumanoidStateType.Landed,)
hum:(.HumanoidStateType.Jumping,)
hum:(.HumanoidStateType.Freefall,)
hum:(.HumanoidStateType.Running,)
)
(part)
top=(part.CFrame*.(,part.Size.Y*,)).Position
.(top.X,top.Y+,top.Z),top.Y
(a,b)
dx,dz=a.X-b.X,a.Z-b.Z
.(dx*dx+dz*dz)
()
list={}
seen={}
(pos,floory)
floory<- floory>
key=.(pos.X+)....math.(pos.Z+)
seen[key]
seen[key]=
list[#list+]={pos=pos,floor=floory}
(part)
part part:()
pos,floory=(part)
(pos,floory)
sys=:()
map=sys sys:()
sps=map map:()
sps
_,c (sps:())
c:() c:() (c)
(:())
#list> map
offs={
.(,,),
.(-,,),
.(,,-),
.(-,,),
.(,,),
}
rp=RaycastParams.()
rp.FilterType=.RaycastFilterType.Exclude
ignore={lp.Character}
_,nm ({,,})
f=:(nm)
f ignore[#ignore+]=f
rp.FilterDescendantsInstances=ignore
i=,
src=list[((i-)%#list)+]
hint=.(src.pos.X+offs[i].X,src.pos.Y+,src.pos.Z+offs[i].Z)
hit=:(hint,.(,-,),rp)
hit hit.Normal.Y> hit.Instance:(map)
floory=hit.Position.Y
floory>- floory<
(.(hint.X,floory+,hint.Z),floory)
#list< map
floors=map:()
floors
_,c (floors:())
c:() (c)
list
()
t={}
_,nm ({,})
f=:(nm)
f
_,c (f:())
r=(c)
r t[#t+]=r.Position
_,pl (plrs:())
pl~=lp pl.Character
r=(pl.Character)
r t[#t+]=r.Position
t
(relocate)
spots=()
#spots<
threats=()
cur=fax .(fax,,faz)
best,bests
_,s (spots)
relocate cur (s.pos,cur)<
mint=
_,th (threats)
d=(s.pos,th)
d<mint mint=d
#threats< mint=
bests mint>bests
bests=mint
best=s
best relocate
_,s (spots)
cur (s.pos,cur)>=
best=s
best
(spot)
fax,faz,ffl=spot.pos.X,spot.pos.Z,spot.floor
hum,hrp=()
hrp
pos=spot.pos
hrp.CFrame=.(pos,pos+.(,,-),.yAxis)
hrp.AssemblyLinearVelocity=.()
hrp.AssemblyAngularVelocity=.()
fcd=
()
fax
here=.(fax,,faz)
_,th (())
(here,th)<=ftr
(hum,hrp,ch)
hum.FloorMaterial~=.Material.Air
st=hum:()
st==.HumanoidStateType.Running st==.HumanoidStateType.Landed st==.HumanoidStateType.Climbing
rp=RaycastParams.()
rp.FilterType=.RaycastFilterType.Exclude
rp.FilterDescendantsInstances={ch}
hit=:(hrp.Position,.(,-,),rp)
hit~= hit.Normal.Y>
()
hum,hrp,ch=()
hum (,)
spot=()
spot (,)
fret=hrp.CFrame
fws=hum.WalkSpeed
fjh=hum.JumpHeight
fjp=hum.JumpPower
fuj=hum.UseJumpPower
(ch)
hum.WalkSpeed=
hum.AutoRotate=
hum.PlatformStand=
fgt=
(()
hum.Sit=
hum.UseJumpPower=
hum.JumpPower=
hum.JumpHeight=
)
(spot)
ftc=
fyaw=
(ch)
()
()
fon=
(hum,ch)
hum
(()
hum.UseJumpPower=fuj==
hum.JumpPower=fjp
attr=ch ch:()
(attr)==
hum.JumpHeight=attr
hum.JumpHeight=fjh
)
()
fon=
()
hum,hrp,ch=()
hum
hum.WalkSpeed=fws
hum.AutoRotate=
hum.PlatformStand=
(hum,ch)
(ch (lp.Character))
()
hrp fret
hrp.AssemblyLinearVelocity=.()
hrp.AssemblyAngularVelocity=.()
p=fret.Position
look=fret.LookVector
f=.(look.X,,look.Z)
f.Magnitude< f=.(,,-) f=f.Unit
hrp.CFrame=.(p,p+f,.yAxis)
fret=
fax,faz,ffl=,,
fuj=
lp.CharacterAdded:((ch)
.()
fon (ch)
)
(ch,on)
ch
_,p (ch:())
p:()
p.CanCollide= on
uis.JumpRequest:(()
inf fon
hum=()
hum
(()
hum:(.HumanoidStateType.Jumping)
hum.Jump=
)
)
run.Heartbeat:((dt)
fon
hum,hrp,ch=()
hum
clip
(ch,)
hrp.AssemblyAngularVelocity=.()
wson
md=hum.MoveDirection
md.Magnitude>
step=md.Unit*(wsval*dt)
hrp.CFrame=hrp.CFrame+step
hum.WalkSpeed=wsval
)
run.Heartbeat:((dt)
fon
hum,hrp,ch=()
hum fax
hum.WalkSpeed=
hum.AutoRotate=
hum.PlatformStand=
(()
hum.Sit=
hum:(.HumanoidStateType.Landed,)
hum:(.HumanoidStateType.Jumping,)
)
fcd=.(,fcd-dt)
ftc=.(,ftc-dt)
fac=.(,fac-dt)
fmn=.(,fmn-dt)
fac<=
fac=
(ch)
(ch)
()
ftc<=
ftc=
()
nxt=()
nxt
(nxt)
fmn<=
fmn=
(,)
(x,y,z,dir)
p=.(x,y,z)
f=.(dir.X,,dir.Z)
f.Magnitude< f=.(,,-) f=f.Unit
.(p,p+f,.yAxis)
ffl hrp.Position.Y<ffl-
hrp.CFrame=(fax,ffl+,faz,.(,,-))
hrp.AssemblyLinearVelocity=.()
hrp.AssemblyAngularVelocity=.()
fcd=
grounded=(hum,hrp,ch)
y=hrp.AssemblyLinearVelocity.Y
d=fdir
hum.Jump=
(()
hum.UseJumpPower=
hum.JumpPower=
)
grounded
fgt=fgt+dt
hop=fhop
fgt>
hop=fhop+
fgt=
mxh=.(.(,*-hop*hop))
spd=.(fspd,mxh)
y=hop
(()
hum:(.HumanoidStateType.Jumping)
)
fcd<=
fcd=
re=()
re (() re:() )
hrp.AssemblyAngularVelocity=.()
hrp.CFrame=(fax,hrp.Position.Y,faz,d)
hrp.AssemblyLinearVelocity=.(d.X*spd,y,d.Z*spd)
()
fgt=
y<
y=ffall
hrp.AssemblyAngularVelocity=.()
hrp.CFrame=(fax,hrp.Position.Y,faz,d)
hrp.AssemblyLinearVelocity=.(d.X*fspd,y,d.Z*fspd)
()
)
.(()
land fon
ch=lp.Character
hum=ch ch:()
hrp=ch ch:()
hum hrp hum.Health>
(() hum:(.HumanoidStateType.Freefall) )
(() hum:(.HumanoidStateType.Landed) )
v=hrp.AssemblyLinearVelocity
hrp.AssemblyLinearVelocity=.(v.X,,v.Z)
.()
aud fon
re=()
re
(() re:() )
(() re:() )
.()
.()
)
.(()
.()
unlk
em=lp:()
em=em em:()
folder=rs:()
folder=folder folder:()
em folder
_,c (folder:())
em:(c.Name)
v=.()
v.Name=c.Name
v.Parent=em
)
main=win:(,)
main:()
main:({Name=,CurrentValue=,Flag=,Callback=(v)
kon=v
v
()
pon ()
(,)
(kbag)
pon ()
(,)
})
main:({Name=,CurrentValue=,Flag=,Callback=(v)
pon=v
v
()
(,)
(pbag)
(,)
})
main:()
()
main.CreateDivider
(() main:() )
(() main:({Title=,Content=}) )
main:({Name=,CurrentValue=,Flag=,Callback=(v)
wson=v
v
hum=()
hum fon hum.WalkSpeed=
(v ,)
})
main:({Name=,Range={,},Increment=,CurrentValue=,Flag=,Callback=(v)
wsval=v
})
main:({Name=,CurrentValue=,Flag=,Callback=(v)
inf=v
(v ,)
})
main:({Name=,CurrentValue=,Flag=,Callback=(v)
clip=v
_,_,ch=()
ch (ch,v)
(v ,)
})
()
jtg,audtg
ftg=main:({Name=,CurrentValue=,Flag=,Callback=(v)
v
()
land=
aud=
.(()
jtg jtg:()
audtg audtg:()
)
(,)
.(()
ftg ftg:()
)
()
(,)
})
()
jtg=main:({Name=,CurrentValue=,Flag=,Callback=(v)
v fon
land=
.(()
jtg jtg:()
)
(,)
land=v
(v ,)
})
audtg=main:({Name=,CurrentValue=,Flag=,Callback=(v)
v fon
aud=
.(()
audtg audtg:()
)
(,)
aud=v
(v ,)
})
main:({Name=,Callback=()
unlk=
em=lp:()
em=em em:()
folder=rs:()
folder=folder folder:()
em folder (,)
_,c (folder:())
em:(c.Name)
v=.()
v.Name=c.Name
v.Parent=em
(,)
})
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
This script is open source, so don’t join the server just to complain—come and suggest other games instea discord.gg/qteAQmfJmP