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success, err = (()
Fluent = (:())()
SaveManager = (:())()
InterfaceManager = (:())()
VirtualInputManager = :()
ReplicatedStorage = :()
Players = :()
player = Players.LocalPlayer
Window = Fluent:({
Title = ,
SubTitle = ,
TabWidth = ,
Size = .(, ),
Acrylic = ,
Theme = ,
MinimizeKey = .KeyCode.LeftControl
})
Tabs = {
Misc = Window:({ Title = , Icon = }),
Upgrades = Window:({ Title = , Icon = }),
Farm = Window:({ Title = , Icon = }),
Sell = Window:({ Title = , Icon = }),
Speed = Window:({ Title = , Icon = }),
Webhook = Window:({ Title = , Icon = }),
Settings = Window:({ Title = , Icon = })
}
Options = Fluent.Options
(()
claimGift = ReplicatedStorage:()
:()
:()
:()
:()
:()
:()
:()
autoClaiming =
ACPR = Tabs.Misc:(, {
Title = ,
Default =
})
ACPR:((state)
autoClaiming = state
state
.(()
autoClaiming
reward = ,
autoClaiming
(()
claimGift:(reward)
)
.()
.()
)
)
Options.ACPR:()
)
(()
claim = ReplicatedStorage
:()
:()
:()
:()
:()
:()
:()
:()
runningPass =
ACEPR = Tabs.Misc:(, {
Title = ,
Default =
})
ACEPR:((state)
runningPass = state
state
.(()
runningPass
gui = player:()
:()
:()
:()
:()
:()
:()
:()
:()
i = ,
runningPass
item = gui:((i))
item item:() item.Frame:()
free = item.Frame.Free
locked = free:()
claimed = free:()
runningPass locked locked.Visible
.()
runningPass claimed claimed.Visible
runningPass locked locked.Visible
(()
claim:(, i)
)
.()
)
)
Options.ACEPR:()
)
(()
redeem = ReplicatedStorage
:()
:()
:()
:()
:()
:()
:()
:()
codes = { , , }
Tabs.Misc:({
Title = ,
Callback = ()
_, code (codes)
(()
redeem:(code)
)
.()
})
)
(()
buy = ReplicatedStorage
:()
:()
:()
:()
:()
:()
:()
:()
skins = {
, , ,
, , ,
, , ,
, , ,
}
suffix = {
K = , M = , B = , T = , Qa = , Qi = ,
Sx = , Sp = , Oc = , No = , Dc =
}
(text)
text = text:(, ):(, ):(, )
num = (text:())
suf = text:()
num
suf suffix[suf] num * suffix[suf]
num
runningBuy =
ABL = Tabs.Misc:(, {
Title = ,
Default =
})
ABL:((state)
runningBuy = state
state
.(()
runningBuy
gui = player.PlayerGui:()
gui .()
pickaxeShop = gui:()
pickaxeShop .()
shopContainer = pickaxeShop:()
shopContainer .()
scrollingFrame = shopContainer:()
scrollingFrame .()
cash = player.leaderstats.Cash.Value
bestSkin =
bestPrice =
i = , #skins
name = skins[i]
item = scrollingFrame:(name)
item
main = item:()
main
buyFolder = main:()
buyFolder
buyButton = buyFolder:()
buyButton buyButton.Visible
cashLabel = buyButton:()
cashLabel
price = (cashLabel.Text)
cash >= price price > bestPrice
bestSkin = name
bestPrice = price
bestSkin
(() buy:(bestSkin) )
.()
)
)
Options.ABL:()
)
Tabs.Misc:({
Title = ,
Callback = ()
Window:({
Title = ,
Content = ,
Buttons = {
{
Title = ,
Callback = ()
character = player.Character player.CharacterAdded:()
tool = character:()
tool
Fluent:({ Title = , Content = , Duration = })
entityId = tool:()
entityId
ReplicatedStorage:():():():():():():():():(entityId)
Fluent:({ Title = , Content = .. tool.Name, Duration = })
},
{ Title = , Callback = () }
}
})
})
Tabs.Misc:({
Title = ,
Callback = ()
Window:({
Title = ,
Content = ,
Buttons = {
{
Title = ,
Callback = ()
username = player.Name
plotsFolder = :()
myPlot
i = ,
plot = plotsFolder:((i))
plot plot:((i))
inner = plot[(i)]
_, v (inner:())
v:() .(v.Name, username)
myPlot = inner
myPlot
myPlot
containers = myPlot:()
containers
i = ,
containerFolder = containers:((i))
containerFolder containerFolder:((i))
container = containerFolder[(i)]
innerModel = container:()
innerModel #innerModel:() >
ReplicatedStorage:():():():():():():():():((i))
.()
Fluent:({ Title = , Content = , Duration = })
},
{ Title = , Callback = () }
}
})
})
(()
Tabs.Upgrades:()
upgrade = ReplicatedStorage
:()
:()
:()
:()
:()
:()
:()
:()
amount =
delayTime =
runningSpeedUp =
IMS = Tabs.Upgrades:(, {
Title = ,
Default = ,
Placeholder = ,
Numeric = ,
Finished = ,
Callback = (Value) amount = (Value)
})
IMS:((Value) amount = (Value) )
SMS = Tabs.Upgrades:(, {
Title = ,
Default = ,
Min = ,
Max = ,
Rounding = ,
Callback = (Value) delayTime = Value
})
SMS:((Value) delayTime = Value )
SMS:()
AMS = Tabs.Upgrades:(, {
Title = ,
Default =
})
AMS:((state)
runningSpeedUp = state
state
.(()
runningSpeedUp
(() upgrade:(, amount) )
.(delayTime)
)
)
Options.AMS:()
)
(()
rebirth = ReplicatedStorage
:()
:()
:()
:()
:()
:()
:()
:()
runningRebirth =
AR = Tabs.Farm:(, {
Title = ,
Default =
})
AR:((state)
runningRebirth = state
state
.(()
runningRebirth
(() rebirth:() )
.()
)
)
Options.AR:()
)
storedParts = {}
folder = :(, )
folder
RBTD = Tabs.Farm:(, {
Title = ,
Description = ,
Default =
})
RBTD:((state)
state
storedParts = {}
allChildren = folder:()
.(allChildren, (a, b)
numA = (a.Name:())
numB = (b.Name:())
numA < numB
)
ultimateTarget = allChildren[#allChildren]
_, obj (allChildren)
obj ~= ultimateTarget
.(storedParts, obj)
obj.Parent =
_, obj (storedParts)
obj obj.Parent = folder
storedParts = {}
)
Options.RBTD:()
runningSafeEnd =
SafeEndToggle = Tabs.Farm:(, {
Title = ,
Description = ,
Default =
})
SafeEndToggle:((state)
runningSafeEnd = state
state
.(()
runningSafeEnd
character = player.Character player.CharacterAdded:()
humanoid = character:()
userId = player.UserId
modelsFolder = :()
collectZones = :()
modelsFolder collectZones
zones = collectZones:()
.(zones, (a, b)
numA = (a.Name:())
numB = (b.Name:())
numA ~= numB
numA > numB
a.Position.Z < b.Position.Z
)
target = zones[]
target
.()
humanoid:(.(, , -))
.()
ownedModel =
timeout = () +
.()
_, obj (modelsFolder:())
obj:() obj:() == userId
ownedModel = obj
ownedModel ~= runningSafeEnd () > timeout
runningSafeEnd
ownedModel
(() ownedModel:(, ) )
.()
VirtualInputManager:(, .KeyCode.W, , )
runningSafeEnd ownedModel.Parent == modelsFolder
currentPart = ownedModel.PrimaryPart ownedModel:()
currentPart target
targetPos = .(target.Position.X, currentPart.Position.Y, target.Position.Z)
direction = (targetPos - currentPart.Position)
direction.Magnitude >
nextPos = currentPart.Position + direction.Unit * .( * .(), direction.Magnitude)
nextPos = .(nextPos.X, , nextPos.Z)
ownedModel.PrimaryPart
ownedModel:(.(nextPos))
currentPart.CFrame = .(nextPos)
VirtualInputManager:(, .KeyCode.W, , )
VirtualInputManager:(, .KeyCode.W, , )
.()
VirtualInputManager:(, .KeyCode.W, , )
)
VirtualInputManager:(, .KeyCode.W, , )
)
Options.SafeEndToggle:()
Tabs.Farm:()
runningAutoFarm =
AutoFarmToggle = Tabs.Farm:(, {
Title = ,
Default =
})
AutoFarmToggle:((state)
runningAutoFarm = state
state
.(()
runningAutoFarm
character = player.Character player.CharacterAdded:()
humanoid = character:()
userId = player.UserId
modelsFolder = :()
collectZones = :()
modelsFolder collectZones
zones = collectZones:()
.(zones, (a, b)
numA = (a.Name:())
numB = (b.Name:())
numA > numB
)
target = zones[]
target .()
humanoid:(.(, , -))
.()
ownedModel =
timeout = () +
.()
_, obj (modelsFolder:())
obj:() obj:() == userId
ownedModel = obj
ownedModel ~= runningAutoFarm () > timeout
runningAutoFarm
ownedModel
(() ownedModel:(, ) )
.()
VirtualInputManager:(, .KeyCode.W, , )
runningAutoFarm ownedModel.Parent == modelsFolder
currentPart = ownedModel.PrimaryPart ownedModel:()
currentPart target
targetPos = .(target.Position.X, currentPart.Position.Y, target.Position.Z)
direction = (targetPos - currentPart.Position)
direction.Magnitude >
nextPos = currentPart.Position + direction.Unit * .( * .(), direction.Magnitude)
nextPos = .(nextPos.X, , nextPos.Z)
ownedModel.PrimaryPart
ownedModel:(.(nextPos))
currentPart.CFrame = .(nextPos)
VirtualInputManager:(, .KeyCode.W, , )
VirtualInputManager:(, .KeyCode.W, , )
.()
VirtualInputManager:(, .KeyCode.W, , )
)
VirtualInputManager:(, .KeyCode.W, , )
)
Options.AutoFarmToggle:()
runningSpeed =
luckyBlockSpeed =
playerSpeed =
brainrotSpeed =
originalSpeed =
currentModel =
()
folder = :()
folder
_, model (folder:())
model:() == player.UserId model
()
methods = Options.SpeedMethod.Value
character = :(player.Name)
humanoid = character character:()
methods[]
model = ()
model
model ~= currentModel
currentModel = model
originalSpeed = model:()
originalSpeed == originalSpeed = model:()
model:(, luckyBlockSpeed)
humanoid
hasBrainrot = character:() ~=
hasBrainrot methods[]
humanoid.WalkSpeed = brainrotSpeed
hasBrainrot methods[]
humanoid.WalkSpeed = playerSpeed
.(()
runningSpeed ()
.()
)
Tabs.Speed:(, {
Title = ,
Values = {, , },
Multi = ,
Default = {},
})
MovementToggle = Tabs.Speed:(, {
Title = ,
Default =
})
MovementToggle:(()
runningSpeed = Options.MovementToggle.Value
runningSpeed
model = ()
model originalSpeed ~= model:(, originalSpeed)
originalSpeed =
currentModel =
character = :(player.Name)
character
humanoid = character:()
humanoid humanoid.WalkSpeed =
)
Tabs.Speed:(, { Title = , Default = , Min = , Max = , Rounding = }):((Value) luckyBlockSpeed = Value )
Tabs.Speed:(, { Title = , Default = , Min = , Max = , Rounding = }):((Value) brainrotSpeed = Value )
Tabs.Speed:(, { Title = , Default = , Min = , Max = , Rounding = }):((Value) playerSpeed = Value )
(()
Backpack = player:()
SellBrainrot = ReplicatedStorage
:()
:()
:()
:()
:()
:()
:()
:()
Suffixes = {
K = , M = , B = , T = , QA = , QI = , SX = , SP = , OC = , NO = ,
}
(str)
str
str = (str)
numPart, suffix = str:()
num = (numPart)
suffix suffix ~=
mult = Suffixes[suffix:()]
mult num = num * mult
num
AllNames = {
, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,
}
()
tools = {}
_, item (Backpack:())
item:() .(tools, item)
player.Character
_, item (player.Character:())
item:() .(tools, item)
tools
Tabs.Sell:(, { Title = , Default = })
Tabs.Sell:(, { Title = , Description = , Default = , Min = , Max = , Rounding = })
Tabs.Sell:(, { Title = , Values = {, , }, Multi = , Default = })
Tabs.Sell:(, { Title = , Values = {, , , , }, Multi = , Default = {} })
Tabs.Sell:(, { Title = , Values = AllNames, Multi = , Default = {} })
Tabs.Sell:(, { Title = , Default = , Placeholder = , Numeric = , Finished = })
(tool)
filter = Options.FilterDropdown.Value
filter ==
mutation = tool:()
mutation
Options.MutationDropdown.Value[mutation] ==
filter ==
brainrotType = tool:()
brainrotType
Options.NameDropdown.Value[brainrotType] ==
filter ==
cashAttr = tool:()
cashAttr
toolValue = ((cashAttr))
threshold = (Options.CashInput.Value)
toolValue < threshold
.(()
interval = Options.SellSlider.Value
.(.(interval, ))
Options.SellToggle.Value
_, tool (())
(tool)
entityId = tool:()
entityId SellBrainrot:(entityId)
.()
)
)
Tabs.Webhook:({
Title = ,
Content =
})
Tabs.Webhook:(, { Title = , Default = })
Options.WebhookToggle:()
Tabs.Webhook:(, { Title = , Default = , Placeholder = , Numeric = , Finished = , Callback = (Value) })
Tabs.Webhook:(, { Title = , Values = {, }, Multi = , Default = {} })
Tabs.Webhook:(, {Title = , Values = {, , , , }, Multi = , Default = {} })
SaveManager:(Fluent)
InterfaceManager:(Fluent)
SaveManager:()
SaveManager:({})
InterfaceManager:(Tabs.Settings)
SaveManager:(Tabs.Settings)
Window:()
Fluent:({
Title = ,
Content = ,
Duration =
})
SaveManager:()
)
success
(, err)
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: github.com, raw.githubusercontent.com.
🍔 Ultimate Burger Auto-Farm: Automatically teleports, bypasses all intermediate triggers, and navigates straight to the absolute final boss on the map. Features a built-in custom speed multiplier for your running model to ensure instant traversal and rapid event currency gathering. ⚡ Advanced Speed Modifiers: Customize your speeds independently for your Lucky Block running model, your player character, and when holding Brainrots. 🔄 Automation & QoL Systems: Auto Rebirth: Seamless automatic rebirths to boost your progress effortlessly. Auto Buy Best Lucky Block: Automatically scans and purchases the best available lucky blocks based on your current cash. Auto Claim Rewards: Automatically claims all playtime rewards and event pass items. Auto Redeem Codes: Instantly redeems all active game codes with a single click. 💰 Smart Brainrot Inventory Management: Auto Sell: Automatically filters and sells unwanted brainrots based on specific Mutations, Names, or Cash-per-second thresholds. Quick buttons to instantly sell held items or bulk-pickup all brainrots from your plot containers.

Be a Lucky Block