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Copy the script and paste it into your executor.
:().RE[]:(.({
[] = ,
[] = ,
}))
:().RE[]:(.({
[] = ,
[] = ,
}))
:().RE[]:(.({
[] = ,
[] = .(, , ),
}))
:().RE[]:(.({
[] = ,
[] = .(, , ),
}))
Libary = (:())()
.FallenPartsDestroyHeight = -.huge
Window = Libary:({
Title = ,
SubTitle = ,
LoadText = ,
Flags =
})
Window:({
Button = { Image = , BackgroundTransparency = },
Corner = { CornerRadius = .(, ) },
})
InfoTab = Window:({ , })
InfoTab:({ })
InfoTab:({ })
InfoTab:({ , })
InfoTab:({ , })
InfoTab:({ })
InfoTab:({
Name = ,
Description = ,
Logo = ,
Invite = ,
})
InfoTab:({ })
Players = :()
RunService = :()
Stats = :()
UserInputService = :()
LocalizationService = :()
player = Players.LocalPlayer
(parent, name)
parent
obj = parent:(name)
obj obj.GetValue
success, value = (() obj:() )
success
.(value)
info = {}
info[] = player.Name
info[] = player.DisplayName
info[] = player.UserId
netStats = Stats:()
serverStats = netStats netStats:()
info[] = (serverStats (serverStats, ) .. )
identifyexecutor
success, name, version = (() () )
info[] = success (name .. (version ( .. version) ))
info[] =
key, value (info)
InfoTab:({key, (value)})
InfoTab:({ , })
InfoTab:({ , })
InfoTab:({ , })
InfoTab:({ , })
InfoTab:({ })
InfoTab:({ })
InfoTab:({ })
InfoTab:({ })
InfoTab:({
Name = ,
Callback = ()
TeleportService = :()
TeleportService:(.PlaceId, .JobId, .Players.LocalPlayer)
})
GamePTab = Window:({ , })
GamePTab:({ })
player = Players.LocalPlayer
GamePTab:({ })
GamePTab:({
Name = ,
Description = ,
PlaceholderText = ,
Callback = (Value)
Players = :()
LocalPlayer = Players.LocalPlayer
chatService = :()
chatService.ChatVersion == .ChatVersion.TextChatService
msg = .. player.DisplayName .. .. Value
chatService.TextChannels.RBXGeneral:(msg)
})
AutoTab = Window:({ , })
AutoTab:({ })
AutoTab:({ })
AutoTab:({ })
ShadersTab = Window:({ , })
ShadersTab:({ })
ShadersTab:({ })
ShadersTab:({
Name = ,
Callback = ()
= :()
Lighting = :()
RunService = :()
Debris = :()
TweenService = :()
SoundService = :()
Players = :()
player = Players.LocalPlayer
model = :()
model
(obj)
_, c (obj:())
c:()
c.Material = .Material.Basalt
c:() c:()
(c)
model:()
(model[])
model:()
_, o (model.Street:())
o:()
o.Material = .Material.Basalt
_, o (model:())
o:() (o.Name == o.Name == ) o.Material == .Material.SmoothPlastic
o.Material = .Material.Cobblestone
model.ChildAdded:((obj)
obj:() (obj.Name == obj.Name == ) obj.Material == .Material.SmoothPlastic
obj.Material = .Material.Cobblestone
)
soundPart = .()
soundPart.Size = .(,,)
soundPart.Transparency =
soundPart.Anchored =
soundPart.CanCollide =
soundPart.Parent =
character = player.Character player.CharacterAdded:()
hrp = character:()
birdSound = .()
birdSound.Name =
birdSound.SoundId =
birdSound.Looped =
birdSound.Volume =
birdSound.Parent = soundPart
wolfSound = .()
wolfSound.SoundId =
wolfSound.Volume =
wolfSound.Looped =
wolfSound.Parent =
RunService.Heartbeat:(()
hrp hrp.Parent
soundPart.Position = hrp.Position + .(,,)
)
()
t = Lighting.ClockTime
(t >= t <= )
.(()
()
birdSound.IsPlaying birdSound:()
wolfSound.IsPlaying wolfSound:()
wolfSound:()
wolfSound.IsPlaying wolfSound:()
birdSound.IsPlaying birdSound:()
()
)
fountainPart = .()
fountainPart.Anchored =
fountainPart.CanCollide =
fountainPart.Transparency =
fountainPart.Size = .(,,)
fountainPart.Position = .(-,,)
fountainPart.Parent =
attachment = .()
attachment.Position = .(-,,)
attachment.Parent = fountainPart
fountainSound = .()
fountainSound.Name =
fountainSound.SoundId =
fountainSound.Looped =
fountainSound.Volume =
fountainSound.EmitterSize =
fountainSound.RollOffMode = .RollOffMode.Linear
fountainSound.MaxDistance =
fountainSound.Parent = attachment
fountainSound:()
customSound = .()
customSound.Name =
customSound.SoundId =
customSound.Volume =
customSound.Looped =
customSound.PlayOnRemove =
customSound.Parent =
customSound:()
active =
stars = {}
shootingStarsFolder = .(,)
shootingStarsFolder.Name =
STAR_COUNT =
SHOOTING_STAR_CHANCE =
SHOOTING_STAR_MAX =
shootingStarCooldown =
spaceSound = .(,)
spaceSound.SoundId =
spaceSound.Volume =
spaceSound.Looped =
spaceSound.Name =
()
star = .()
size = .(,)*
star.Size = .(size,size,size)
star.Position = .(.(-,),.(,),.(-,))
star.Anchored =
star.CanCollide =
star.Material = .Material.Neon
colors = {.(,,),.(,,),.(,,)}
star.Color = colors[.(,#colors)]
star.Name =
star.Parent =
light = .(,star)
light.Brightness = + .()*
light.Range =
(()
star.Parent active
star.Transparency = + .(()*.(,))*
RunService.Heartbeat:()
star.Parent star:()
)
.(stars,star)
()
active
startPos = .(.(-,),.(,),.(-,))
dir = .(.(-,),.(-,),.(-,)).Unit
speed = .(,)
isFire = .() <= SHOOTING_STAR_CHANCE
color = isFire .(,,) .(,,)
trailColor = isFire ColorSequence.(.(,,),.(,,)) ColorSequence.(.(,,),.(,,))
star = .()
star.Size = .(,,)
star.Position = startPos
star.Anchored =
star.CanCollide =
star.Material = .Material.Neon
star.Color = color
star.Name =
star.Parent = shootingStarsFolder
att0 = .(,star)
att1 = .(,star)
att1.Position = .(,,-)
trail = .(,star)
trail.Attachment0 = att0
trail.Attachment1 = att1
trail.Lifetime =
trail.Color = trailColor
trail.LightEmission =
trail.WidthScale = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)})
light = .(,star)
light.Brightness = isFire
light.Range =
light.Color = color
isFire
fire = .(,star)
fire.Heat =
fire.Size =
fire.Color = .(,,)
fire.SecondaryColor = .(,,)
lifetime = .(,)
timePassed =
moveConn
moveConn = RunService.Heartbeat:((dt)
active moveConn:() star.Parent star:()
timePassed += dt
timePassed >= lifetime moveConn:() star.Parent star:()
curve = .(timePassed*)*
star.Position += (dir+.(,curve,)).Unit*speed*dt
)
Debris:(star,)
()
hour = Lighting.ClockTime
shouldBeActive = hour >= hour <
shouldBeActive active
active =
Lighting.FogColor = .(,,)
Lighting.FogEnd =
Lighting.Brightness =
_,s (stars) s s.Parent s:()
stars = {}
_,p (shootingStarsFolder:()) p:()
i=,STAR_COUNT ()
spaceSound:()
shouldBeActive active
active =
_,s (stars) s s.Parent s:()
stars = {}
_,p (shootingStarsFolder:()) p:()
spaceSound:()
Lighting.FogColor = .(,,)
Lighting.FogEnd =
Lighting.Brightness =
.(()
active
i=,SHOOTING_STAR_MAX
()
.(shootingStarCooldown)
.()
)
.(()
()
.()
)
rainFolder = .(,)
rainFolder.Name =
isRaining =
birds = .(,SoundService)
birds.SoundId =
birds.Volume =
birds.Looped =
birds:()
rainSound = .(,SoundService)
rainSound.SoundId =
rainSound.Volume =
rainSound.Looped =
rainSound:()
thunder = .(,SoundService)
thunder.SoundId =
thunder.Volume =
()
birds.Volume = isRaining
()
isRaining =
()
i=,
drop = .()
drop.Size = .(,,)
drop.Anchored =
drop.CanCollide =
drop.Material = .Material.Glass
drop.Transparency =
drop.Color = .(,,)
drop.Position = .(.(-,),,.(-,))
drop.Parent = rainFolder
tween = TweenService:(drop,TweenInfo.(),{Position=drop.Position-.(,,)})
tween:()
Debris:(drop,)
()
isRaining =
()
()
flash = .()
flash.Size = .(,,)
flash.Anchored =
flash.CanCollide =
flash.Transparency =
flash.Material = .Material.Neon
flash.Color = .(,,)
flash.Position = .(.(-,),,.(-,))
flash.Parent =
Lighting.Brightness = Lighting.Brightness +
thunder:()
()
Lighting.Brightness = Lighting.Brightness -
flash:()
_,part (:())
part:() part.Material == .Material.SmoothPlastic
part.Reflectance =
.(()
()
.() < ()
()
)
Lighting.Brightness =
Lighting.GlobalShadows =
Lighting.OutdoorAmbient = .(, , )
Lighting.FogColor = .(, , )
Lighting.FogStart =
Lighting.FogEnd =
Lighting.EnvironmentSpecularScale =
Lighting.EnvironmentDiffuseScale =
sky = .()
sky.SkyboxBk =
sky.SkyboxDn =
sky.SkyboxFt =
sky.SkyboxLf =
sky.SkyboxRt =
sky.SkyboxUp =
sky.Parent = Lighting
color = .(, Lighting)
color.Brightness =
color.Contrast =
color.Saturation =
color.TintColor = .(, , )
bloom = .(, Lighting)
bloom.Intensity =
bloom.Size =
bloom.Threshold =
sunRays = .(, Lighting)
sunRays.Intensity =
sunRays.Spread =
blur = .(, Lighting)
blur.Size =
})
TrollTab = Window:({ , })
TrollTab:({ })
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.
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