Run it
Copy the script and paste it into your executor.
repo=
Library=(:(repo..))()
ThemeManager=(:(repo..))()
SaveManager=(:(repo..))()
Window = Library:({
Title = ,
Footer = ,
Center = ,
AutoShow = ,
ToggleKeybind = .KeyCode.RightControl
})
RoleTab = Window:({ Name = , Icon = })
StaminaTab = Window:({ Name = , Icon = })
AutoBlockTab = Window:({ Name = , Icon = })
BackstabTab = Window:({ Name = , Icon = })
VisualTab = Window:({ Name = , Icon = })
AntiTab = Window:({ Name = , Icon = })
OtherTab = Window:({ Name = , Icon = })
ConfigTab = Window:({ Name = , Icon = })
ThemeManager:(Library)
SaveManager:(Library)
SaveManager:()
ThemeManager:(ConfigTab)
SaveManager:(ConfigTab)
Library.ForceCheckbox=
Players=:()
ReplicatedStorage=:()
RunService=:()
Lighting=:()
lp=Players.LocalPlayer
PlayerGui=lp:()
PathfindingService = :()
httpService = :()
localPlayer = Players.LocalPlayer
replicatedStorage = :()
Network = replicatedStorage:():()
gameMap = .Map
isSurvivor
isKiller
killerModel
voidrushcontrol =
(character)
character
Humanoid = character:()
HumanoidRootPart = character:()
Humanoid HumanoidRootPart
.Humanoid = Humanoid
.HumanoidRootPart = HumanoidRootPart
lp.Character (lp.Character)
lp.CharacterAdded:(setupCharacter)
ORIGINAL_DASH_SPEED =
isOverrideActive =
connection
()
isOverrideActive
isOverrideActive =
connection = RunService.RenderStepped:(()
humanoid = .Humanoid
rootPart = .HumanoidRootPart
humanoid rootPart
humanoid.WalkSpeed = ORIGINAL_DASH_SPEED
humanoid.AutoRotate =
direction = rootPart.CFrame.LookVector
horizontal = .(direction.X, , direction.Z)
horizontal.Magnitude >
humanoid:(horizontal.Unit)
)
()
isOverrideActive
isOverrideActive =
humanoid = .Humanoid
humanoid
humanoid.WalkSpeed =
humanoid.AutoRotate =
humanoid:(.(, , ))
connection connection:() connection =
RunService.RenderStepped:(()
voidrushcontrol
char = .Humanoid .Humanoid.Parent
voidRushState = char char:()
voidRushState ==
()
()
)
NoliGroup = RoleTab:()
NoliGroup:(, {
Text = ,
Default = ,
Callback = (v)
voidrushcontrol = v
})
player = Players.LocalPlayer
device =
()
ReplicatedStorage:()
:()
:()
:()
()
player.PlayerGui:():()
behaviorFolder = ()
(instance, prop, fn)
ok, signal = (() instance:(prop) )
ok signal signal:(fn)
enabled =
activeMonitors = {}
descendantAddedConn =
(h)
h activeMonitors[h]
connections = {}
prevState =
()
_, conn (connections)
conn conn.Connected conn:()
activeMonitors[h] =
()
adornee = h.Adornee
char = player.Character
adornee char
adornee == char adornee:(char)
()
enabled
h h.Parent ()
currState = ()
prevState ~= currState currState
device ==
ok, btn = (getSprintingButton)
ok btn
_, v ((btn.MouseButton1Down))
(v.Fire, v)
prevState = currState
c = (h, , onChanged)
c .(connections, c)
.(connections, h.AncestryChanged:((_, parent)
parent () ()
))
.(connections, player.CharacterAdded:(onChanged))
.(connections, player.CharacterRemoving:(onChanged))
activeMonitors[h] = cleanup
.(onChanged)
()
descendantAddedConn
_, desc (behaviorFolder:())
desc:() (desc)
descendantAddedConn = behaviorFolder.DescendantAdded:((child)
child:() (child)
)
()
descendantAddedConn descendantAddedConn.Connected
descendantAddedConn:()
descendantAddedConn =
_, cleanup (activeMonitors) (cleanup)
activeMonitors = {}
(v)
enabled == v
enabled = v
enabled () ()
VerronicaGroup = RoleTab:()
VerronicaGroup:(, {
Text = ,
Default = ,
Callback = (v)
(v)
})
autoBlockTriggerSounds = {
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=,
[]=,[]=,[]=,[]=
}
AttackAnimations = {
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, , ,
, ,
}
autoBlockOn =
autoBlockAudioOn =
detectionRange =
facingCheckEnabled =
customFacingDot = -
blockdelay =
autoPunch =
aimPunch =
aimPrediction =
backstab =
backstabRange =
backstabMode =
visualEnabled =
showKiller =
showSurvivor =
showItems =
showGen =
jumpEnabled =
undetectedMode =
backdis =
LeftAB = AutoBlockTab:()
RightAB = AutoBlockTab:()
LeftAB:(, {Text = , Default = , Callback = (v) autoBlockOn = v })
LeftAB:(, {Text = , Default = , Callback = (v) autoBlockAudioOn = v })
LeftAB:(, {Text = , Default = , Numeric = , Callback = (t) detectionRange = (t) detectionRange })
LeftAB:(, {Text = , Default = , Callback = (v) facingCheckEnabled = v })
LeftAB:(, {Text = , Default = , Numeric = , Callback = (t) customFacingDot = (t) customFacingDot })
LeftAB:(, {Text = , Default = , Numeric = , Callback = (t) blockdelay = (t) blockdelay })
RightAB:(, {Text = , Default = , Callback = (v) autoPunch = v })
RightAB:(, {Text = , Default = , Callback = (v) aimPunch = v })
RightAB:(, {Text = , Min = , Max = , Default = , Increment = , Suffix = , Callback = (v) aimPrediction = v })
LeftBS = BackstabTab:()
LeftBS:(, {Text = , Default = , Callback = (v) backstab = v })
LeftBS:(, {Text = , Default = , Numeric = , Callback = (t) backstabRange = (t) backstabRange })
LeftBS:(, {Text = , Default = , Values = {, }, Callback = (v) backstabMode = v })
LeftBS:(, {
Text = ,
Default = ,
Numeric = ,
PlaceholderText = ,
Callback = (text)
num = (text)
num num >= num <=
backdis = num
backdis =
Library:(, )
})
LeftVis = VisualTab:()
LeftVis:(, {Text = , Default = , Callback = (v) visualEnabled = v })
LeftVis:(, {Text = , Default = , Callback = (v) showKiller = v })
LeftVis:(, {Text = , Default = , Callback = (v) showSurvivor = v })
LeftVis:(, {Text = , Default = , Callback = (v) showGen = v })
LeftVis:(, {Text = , Default = , Callback = (v) showItems = v })
LeftOther = OtherTab:()
LeftOther:(, {Text = , Default = , Callback = (v) jumpEnabled = v })
LeftOther:(, {Text = , Default = , Callback = (v) autoGen = v })
LeftOther:(, {
Text = ,
Default = ,
Numeric = ,
PlaceholderText = ,
Callback = (text)
num = (text)
num num >= num <=
autoGenSpeed = num
autoGenSpeed =
Library:(, )
})
LeftOther:(, {Text = , Default = , Callback = (v) undetectedMode = v })
LeftOther:(, {
Text = ,
Default = ,
Callback = (state)
char = lp.Character lp.CharacterAdded:()
humanoid = char:()
rootPart = char:()
state
Library:(, )
humanoid.PlatformStand =
humanoid.JumpPower =
bodyVelocity = .()
bodyVelocity.MaxForce = .(, , )
bodyVelocity.Velocity = .zero
bodyVelocity.Parent = rootPart
animation = .()
animation.AnimationId =
animationTrack = humanoid:(animation)
animationTrack:()
sound = .()
sound.SoundId =
sound.Parent = rootPart
sound.Volume =
sound.Looped =
sound:()
effect = ReplicatedStorage.Assets.Emotes.HakariDance.HakariBeamEffect:()
effect.Name =
effect.CFrame = char.PrimaryPart.CFrame * .(, -, -)
effect.WeldConstraint.Part0 = char.PrimaryPart
effect.WeldConstraint.Part1 = effect
effect.Parent = char
effect.CanCollide =
args = {, , }
ReplicatedStorage.Modules.Network.RemoteEvent:((args))
animationTrack.Stopped:(()
LeftOther.Options.HakariDance.Value
humanoid.PlatformStand =
bodyVelocity bodyVelocity.Parent bodyVelocity:()
)
humanoid.PlatformStand =
humanoid.JumpPower =
bodyVelocity = rootPart:()
bodyVelocity bodyVelocity:()
sound = rootPart:()
sound sound.SoundId:()
sound:()
sound:()
effect = char:()
effect effect:()
_, track (humanoid:())
track.Animation.AnimationId ==
track:()
})
.showChat = .showChat
RightOther = OtherTab:()
RightOther:(, {
Text = ,
Callback = (state)
state
.showChat =
.(()
.showChat .()
chatConfig = :():()
chatConfig
chatConfig.Enabled =
)
.showChat =
playingState = lp:()
playingState ~=
chatConfig = :():()
chatConfig
chatConfig.Enabled =
})
customMaxStamina =
customStaminaGain =
customStaminaLoss =
customSprintSpeed =
infStamina =
enableMaxStamina =
enableStaminaGain =
enableStaminaLoss =
enableSprintSpeed =
originalMaxStamina =
originalStaminaGain =
originalStaminaLoss =
originalSprintSpeed =
SprintingModule = (ReplicatedStorage.Systems.Character.Game.Sprinting)
.(()
.()
SprintingModule
infStamina
SprintingModule.Stamina = SprintingModule.MaxStamina
enableMaxStamina
SprintingModule.MaxStamina = customMaxStamina
originalMaxStamina ~=
SprintingModule.MaxStamina = originalMaxStamina
enableStaminaGain
SprintingModule.StaminaGain = customStaminaGain
originalStaminaGain ~=
SprintingModule.StaminaGain = originalStaminaGain
enableStaminaLoss
SprintingModule.StaminaLoss = customStaminaLoss
originalStaminaLoss ~=
SprintingModule.StaminaLoss = originalStaminaLoss
enableSprintSpeed
SprintingModule.SprintSpeed = customSprintSpeed
originalSprintSpeed ~=
SprintingModule.SprintSpeed = originalSprintSpeed
)
.(()
.()
SprintingModule
originalMaxStamina == originalMaxStamina = SprintingModule.MaxStamina
originalStaminaGain == originalStaminaGain = SprintingModule.StaminaGain
originalStaminaLoss == originalStaminaLoss = SprintingModule.StaminaLoss
originalSprintSpeed == originalSprintSpeed = SprintingModule.SprintSpeed
)
LeftStamina = StaminaTab:()
RightStamina = StaminaTab:()
LeftStamina:(, {
Text = ,
Default = ,
Callback = (v)
infStamina = v
})
LeftStamina:(, {
Text = ,
Default = ,
Callback = (v)
enableMaxStamina = v
})
LeftStamina:(, {
Text = ,
Default = ,
Callback = (v)
enableStaminaGain = v
})
LeftStamina:(, {
Text = ,
Default = ,
Callback = (v)
enableStaminaLoss = v
})
LeftStamina:(, {
Text = ,
Default = ,
Callback = (v)
enableSprintSpeed = v
})
RightStamina:(, {
Text = ,
Default = ,
Numeric = ,
Callback = (v)
customMaxStamina = (v)
})
RightStamina:(, {
Text = ,
Default = ,
Numeric = ,
Callback = (v)
customStaminaGain = (v)
})
RightStamina:(, {
Text = ,
Default = ,
Numeric = ,
Callback = (v)
customStaminaLoss = (v)
})
RightStamina:(, {
Text = ,
Default = ,
Numeric = ,
Callback = (v)
customSprintSpeed = (v)
})
antiStun=
antiSlow=
antiBlindness=
antiSubspace=
antiHiddenStats=
toggleState=
originalValues={}
AntiGroup=AntiTab:()
anti1xConn
AntiGroup:(, {
Text = ,
Default = ,
Callback = (state)
.no1x = state
anti1xConn
anti1xConn:()
anti1xConn =
state
(popup)
.()
firesignal popup popup:()
(()
(popup.MouseButton1Click)
)
(gui)
gui.Name ~=
popup = gui:()
popup
(popup)
gui.ChildAdded:((c)
c.Name ==
(c)
)
_,ui (lp.PlayerGui:())
(ui)
anti1xConn = lp.PlayerGui.ChildAdded:(scan)
})
AntiGroup:(,{
Text=,
Default=,
Callback=(v)
antiStun=v
.(()
antiStun .()
char=lp.Character
char char:()
s=char.SpeedMultipliers:()
s s.Value=
)
})
AntiGroup:(,{
Text=,
Default=,
Callback=(v)
antiSlow=v
.(()
antiSlow .()
char=lp.Character
char char:()
_,m (char.SpeedMultipliers:())
m.Value< m.Value=
)
})
AntiGroup:(,{
Text=,
Default=,
Callback=(v)
antiBlindness=v
.(()
antiBlindness .()
b=Lighting:()
b b:()
)
})
AntiGroup:(,{
Text=,
Default=,
Callback=(v)
antiSubspace=v
.(()
antiSubspace .()
a=Lighting:()
b=Lighting:()
a a:()
b b:()
)
})
paths={,,}
(p)
originalValues[p.UserId]=originalValues[p.UserId] {}
_,k (paths)
v=p.PlayerData.Settings.Privacy:(k)
v originalValues[p.UserId][k]=v.Value
(p)
_,k (paths)
v=p.PlayerData.Settings.Privacy:(k)
v v.Value=
(p)
originalValues[p.UserId]
k,val (originalValues[p.UserId])
v=p.PlayerData.Settings.Privacy:(k)
v v.Value=val
(on)
_,p (Players:())
on
(p)
(p)
(p)
Players.PlayerAdded:((p)
toggleState
(p)
(p)
)
AntiGroup:(,{
Text=,
Default=,
Callback=(v)
toggleState=v
antiHiddenStats=v
(v)
})
KillersFolder = :():()
cachedBlockBtn, cachedCooldown
()
main = PlayerGui:()
main
ability = main:()
cachedBlockBtn = ability ability:()
cachedCooldown = cachedBlockBtn cachedBlockBtn:()
()
PlayerGui.ChildAdded:((child)
child.Name == .(, refreshUIRefs)
)
lp.CharacterAdded:(() .(, refreshUIRefs) )
(btnName)
ui = PlayerGui:()
btn = ui ui:() ui.AbilityContainer:(btnName)
btn
_, c ((btn.MouseButton1Click)) (() c:() )
(() btn:() )
(myRoot, targetRoot)
facingCheckEnabled
dir = (myRoot.Position - targetRoot.Position).Unit
dot = targetRoot.CFrame.LookVector:(dir)
dot > customFacingDot
soundHooks = {}
soundBlockedUntil = {}
lastLocalBlockTime =
AUDIO_LOCAL_COOLDOWN =
(sound)
sid = sound.SoundId
(sid) ~= sid = (sid)
sid:() sid:() sid:()
(sound)
sound:() soundHooks[sound]
id = (sound)
id autoBlockTriggerSounds[id]
soundHooks[sound] =
()
autoBlockAudioOn
() - lastLocalBlockTime < AUDIO_LOCAL_COOLDOWN
soundBlockedUntil[sound] () < soundBlockedUntil[sound]
myRoot = lp.Character lp.Character:()
myRoot
parent = sound.Parent
parent parent:() parent = parent.Parent
hrp = parent parent:()
hrp
(hrp.Position - myRoot.Position).Magnitude > detectionRange
facingCheckEnabled (myRoot, hrp)
()
cachedCooldown cachedCooldown.Text ~=
.(blockdelay)
()
lastLocalBlockTime = ()
soundBlockedUntil[sound] = () +
sound.Played:(tryBlock)
sound:():(() sound.IsPlaying () )
sound.IsPlaying ()
_, desc (KillersFolder:()) desc:() (desc)
KillersFolder.DescendantAdded:((desc) desc:() (desc) )
RunService.RenderStepped:(()
autoBlockOn
myChar = lp.Character
myChar
myRoot = myChar:()
myRoot
()
cachedCooldown cachedCooldown.Text ~=
_, killer (KillersFolder:())
hrp = killer:()
hrp (hrp.Position - myRoot.Position).Magnitude <= detectionRange
hum = killer:()
animator = hum hum:()
animator
_, track (animator:())
animId = (track.Animation.AnimationId):()
animId .(AttackAnimations, animId)
facingCheckEnabled (myRoot, hrp)
.(blockdelay)
()
)
RunService.RenderStepped:(()
autoPunch
myChar = lp.Character
myChar
myRoot = myChar:()
myRoot
gui = PlayerGui:()
punchBtn = gui gui:() gui.AbilityContainer:()
charges = punchBtn punchBtn:()
charges charges.Text ~=
killersFolder = :() .Players:()
killersFolder
_, killer (killersFolder:())
root = killer:()
root (root.Position - myRoot.Position).Magnitude <=
aimPunch
humanoid = myChar:()
humanoid humanoid.AutoRotate =
.(()
startTime = ()
() - startTime <
myRoot root root.Parent
predictedPos = root.Position + (root.CFrame.LookVector * aimPrediction)
myRoot.CFrame = .(myRoot.Position, predictedPos)
.()
humanoid humanoid.AutoRotate =
)
()
)
killersFolder = :():()
lastBackstab =
COOLDOWN =
HOLD =
(hrp, khrp)
(hrp.Position - khrp.Position).Magnitude > backstabRange
backstabMode ==
(hrp.Position - khrp.Position):(-khrp.CFrame.LookVector) >
RunService.Heartbeat:(()
backstab () - lastBackstab < COOLDOWN
hrp = lp.Character lp.Character:()
hrp
_, k (killersFolder:())
khrp = k:()
khrp (hrp, khrp)
lastBackstab = ()
()
s = ()
c
c = RunService.Heartbeat:(()
() - s > HOLD c:()
hrp.CFrame = .(khrp.Position - khrp.CFrame.LookVector * backdis, khrp.Position)
)
)
oldA, oldO, oldB, oldF = Lighting.Ambient, Lighting.OutdoorAmbient, Lighting.Brightness, Lighting.FogEnd
(on)
on
Lighting.Ambient = .(,,)
Lighting.OutdoorAmbient = .(,,)
Lighting.Brightness =
Lighting.FogEnd =
Lighting.Ambient = oldA
Lighting.OutdoorAmbient = oldO
Lighting.Brightness = oldB
Lighting.FogEnd = oldF
(obj, color)
obj:()
h = .()
h.Name =
h.FillTransparency =
h.OutlineTransparency =
h.OutlineColor = color
h.Parent = obj
h.Adornee = obj
()
_, v (:())
v:() v.Name == v:()
.(()
.()
visualEnabled () ()
()
()
pf = :()
pf
showKiller pf:()
_, k (pf.Killers:())
k:() (k, .(,,))
showSurvivor pf:()
_, s (pf.Survivors:())
s:() (s, .(,,))
showItems
_, i (:())
i.Name == i.Name == (i, .(,,))
showGen
_, g (:())
g.Name:():() (g, .(,,))
)
flipHeight =
flipDistance =
LeftOther:(, {
Text = ,
Tooltip = ,
Default = ,
Callback = (v)
().FlipUI.Enabled = v
}):(, {
Default = ,
Text = ,
NoUI = ,
Callback = ()
LeftOther.Options.FrontFlip.Value
()
,
})
LeftOther:(, {
Text = ,
Min = ,
Max = ,
Default = ,
Rounding = ,
Callback = (v)
flipHeight = v
})
LeftOther:(, {
Text = ,
Min = ,
Max = ,
Default = ,
Rounding = ,
Callback = (v)
flipDistance = v
})
FlipCooldown =
()
FlipCooldown
FlipCooldown =
character = lp.Character
hrp = character character:()
humanoid = character character:()
animator = humanoid humanoid:()
hrp humanoid
FlipCooldown =
savedTracks = {}
animator
_, track (animator:())
savedTracks[#savedTracks + ] = { track = track, time = track.TimePosition }
track:()
humanoid:(.HumanoidStateType.Physics)
humanoid:(.HumanoidStateType.FallingDown, )
humanoid:(.HumanoidStateType.Freefall, )
humanoid:(.HumanoidStateType.Running, )
humanoid:(.HumanoidStateType.Seated, )
humanoid:(.HumanoidStateType.Climbing, )
duration =
steps =
startCFrame = hrp.CFrame
forwardVector = startCFrame.LookVector
upVector = .(, , )
.(()
startTime = ()
i = , steps
t = i / steps
height = * (t - t ^ ) * flipHeight
nextPos = startCFrame.Position + forwardVector * (flipDistance * t) + upVector * height
rotation = startCFrame.Rotation * .(-.(i * ( / steps)), , )
hrp.CFrame = .(nextPos) * rotation
elapsedTime = () - startTime
expectedTime = (duration / steps) * i
waitTime = expectedTime - elapsedTime
waitTime >
.(waitTime)
hrp.CFrame = .(startCFrame.Position + forwardVector * flipDistance) * startCFrame.Rotation
humanoid:(.HumanoidStateType.FallingDown, )
humanoid:(.HumanoidStateType.Freefall, )
humanoid:(.HumanoidStateType.Running, )
humanoid:(.HumanoidStateType.Seated, )
humanoid:(.HumanoidStateType.Climbing, )
humanoid:(.HumanoidStateType.Running)
animator
_, data (savedTracks)
track = data.track
track:()
track.TimePosition = data.time
.()
FlipCooldown =
)
Flip = .()
Frame = .()
button = .()
UICorner = .()
move = .()
Flip.Name =
Flip.Parent = ()
Flip.ZIndexBehavior = .ZIndexBehavior.Sibling
Flip.DisplayOrder =
Flip.OnTopOfCoreBlur =
Frame.Parent = Flip
Frame.AnchorPoint = .(, )
Frame.BackgroundColor3 = .(, , )
Frame.BorderColor3 = .(, , )
Frame.BorderSizePixel =
Frame.Position = .(, -, , -)
Frame.Size = .(, , , )
button.Name =
button.Parent = Frame
button.AnchorPoint = .(, )
button.BackgroundColor3 = .(, , )
button.BackgroundTransparency =
button.BorderColor3 = .(, , )
button.BorderSizePixel =
button.Position = .(, , , )
button.Size = .(, , , )
button.Image =
.(, button).CornerRadius = .(, )
UICorner.CornerRadius = .(, )
UICorner.Parent = Frame
move.Name =
move.Parent = Frame
move.AnchorPoint = .(, )
move.BackgroundColor3 = .(, , )
move.BackgroundTransparency =
move.BorderColor3 = .(, , )
move.BorderSizePixel =
move.Position = .(, -, , )
move.Size = .(, , , )
move.Image =
UIS = :()
(Frame, DragInp)
dragToggle =
dragInput =
dragStart =
Delta
Position
startPos
(input)
Delta = input.Position - dragStart
Position = .(startPos.X.Scale, startPos.X.Offset + Delta.X, startPos.Y.Scale, startPos.Y.Offset + Delta.Y)
Frame.Position = Position
DragInp.InputBegan:((input)
(input.UserInputType == .UserInputType.MouseButton1 input.UserInputType == .UserInputType.Touch) UIS:() ==
dragToggle =
dragStart = input.Position
startPos = Frame.Position
input.Changed:(()
input.UserInputState == .UserInputState.End
dragToggle =
)
)
DragInp.InputChanged:((input)
input.UserInputType == .UserInputType.MouseMovement input.UserInputType == .UserInputType.Touch
dragInput = input
)
UIS.InputChanged:((input)
input == dragInput dragToggle
(input)
)
(Frame, move)
().FlipUI = Flip
button.MouseButton1Click:(FortniteFlips)
.(()
Undetectable = (ReplicatedStorage.Modules.StatusEffects.Undetectable)
animationId =
loadedAnim =
(char)
hum = char char:()
hum
anim = .()
anim.AnimationId = animationId
loadedAnim = hum:(anim)
loadedAnim:()
loadedAnim:()
()
loadedAnim loadedAnim:() loadedAnim =
oA = Undetectable.Applied
oR = Undetectable.Removed
Undetectable.Applied = (d)
undetectedMode d.Player == lp (d.Character d.Player.Character)
(d)
Undetectable.Removed = (d)
undetectedMode d.Player == lp ()
(d)
)
autoGen =
autoGenSpeed =
FlowGameModule
oldNew
hookedGen =
(r1, c1, r2, c2)
(r2 == r1- c2 == c1) (r2 == r1+ c2 == c1) (r2 == r1 c2 == c1-) (r2 == r1 c2 == c1+)
(n) n.row .. .. n.col
(path, endpoints)
path #path == path
start = endpoints endpoints[] path[]
pool = {}
_, n (path) pool[(n)] = {row = n.row, col = n.col}
ordered = {}
cur = {row = start.row, col = start.col}
.(ordered, cur)
pool[(cur)] =
(pool)
found =
k, n (pool)
(cur.row, cur.col, n.row, n.col)
.(ordered, n)
pool[k] =
cur = n
found =
found
ordered
HintSystem = {}
HintSystem:(puzzle)
puzzle puzzle.Solution
i = , #puzzle.Solution
path = puzzle.Solution[i]
ends = puzzle.targetPairs[i]
ordered = (path, ends)
puzzle.paths[i] = {}
_, node (ordered)
autoGen
.(puzzle.paths[i], {row = node.row, col = node.col})
puzzle:()
.(autoGenSpeed)
puzzle:()
()
hookedGen
mod = ReplicatedStorage.Modules.Misc.FlowGameManager.FlowGame
FlowGameModule = (mod)
oldNew = oldNew FlowGameModule.new
FlowGameModule.new = (...)
puzzle = (...)
.(()
autoGen HintSystem:(puzzle)
)
puzzle
hookedGen =
()
.(()
.()
hum = lp.Character lp.Character:()
hum hum.JumpPower = jumpEnabled
)
ShedletskyGroup = RoleTab:()
tpSlashEnabled =
tpSlashRange =
tpSlashDistance =
tpSlashDelay =
tpSlashHoldTime =
tpSlashCooldown =
lastTpSlashTime =
ShedletskyGroup:(, {
Text = ,
Default = ,
Callback = (v)
tpSlashEnabled = v
})
ShedletskyGroup:(, {
Text = ,
Default = ,
Numeric = ,
Callback = (t)
tpSlashRange = (t)
})
ShedletskyGroup:(, {
Text = ,
Default = ,
Numeric = ,
PlaceholderText = ,
Callback = (text)
num = (text)
num num >= num <=
tpSlashDistance = num
tpSlashDistance =
Library:(, )
})
ShedletskyGroup:(, {
Text = ,
Default = ,
Numeric = ,
PlaceholderText = ,
Callback = (text)
num = (text)
num num >= num <=
tpSlashDelay = num
tpSlashDelay =
Library:(, )
})
RunService.Heartbeat:(()
tpSlashEnabled
() - lastTpSlashTime < tpSlashCooldown
myChar = lp.Character
myRoot = myChar myChar:()
myRoot
killersFolder = :() .Players:()
killersFolder
targetKiller =
closestDist = .huge
_, killer (killersFolder:())
kRoot = killer:()
kRoot killer:() killer.Humanoid.Health >
dist = (kRoot.Position - myRoot.Position).Magnitude
dist <= tpSlashRange dist < closestDist
closestDist = dist
targetKiller = killer
targetKiller
kRoot = targetKiller:()
kRoot
lastTpSlashTime = ()
holdStart = ()
holdConn
holdConn = RunService.Heartbeat:(()
() - holdStart >= tpSlashHoldTime
holdConn:()
myRoot kRoot kRoot.Parent
myRoot.CFrame = .(kRoot.Position + kRoot.CFrame.LookVector * tpSlashDistance, kRoot.Position)
)
.(tpSlashDelay, ()
tpSlashEnabled myRoot kRoot kRoot.Parent
()
)
)
RightRole = RoleTab:()
RightRole:(, {Text = , Default = , Callback = (v)
hitbox = v
v
HitboxModule = HitboxModule (:())()
HitboxModule:(, )
HitboxModule
HitboxModule:()
})
DestroyGroup = ConfigTab:()
DestroyGroup:(, ()
Library:()
)
DestroyGroup:()
Library:(, )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.
I just stealed from a @FoxIPro5965 The script is already open-source, i just want to put here to use some parts of the script. Original link: https://raw.githubusercontent.com/FoxIPro5965/c00lgui/main/c00lSaken ScriptBLox link: https://scriptblox.com/script/FE2-Forsaken-New-c00lSaken-script-for-77865

Universal