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Copy the script and paste it into your executor.
LPH_OBFUSCATED
LPH_JIT = (...) ...
LPH_JIT_MAX = (...) ...
LPH_JIT_ULTRA = (...) ...
LPH_NO_VIRTUALIZE = (...) ...
LPH_NO_UPVALUES = (f) ((...) (...) )
LPH_ENCSTR = (...) ...
LPH_STRENC = (...) ...
LPH_HOOK_FIX = (...) ...
LPH_CRASH = () (debug.())
wrap = ((f)
.(.(f))
)
antihitbox
antihitbox = (, , ((...)
self, k = ...
() k == self.Name ==
.(, , )
(...)
))
()
index
index = (, , (((obj, idx)
(obj, ) == idx ==
(obj, ) == idx ==
(obj, ) == idx ==
(obj, ) == idx ==
(obj, ) == idx ==
(obj, ) == idx ==
(obj, idx)
)))
config = .()
config.Name =
config.Parent =
OreESPAdornee = .()
OreESPAdornee.Name =
OreESPAdornee.Parent = :()
PlayerESPAdornee = .()
PlayerESPAdornee.Name =
PlayerESPAdornee.Parent = :()
TotemESPAdornee = .()
TotemESPAdornee.Name =
TotemESPAdornee.Parent = :()
StorageESPAdornee = .()
StorageESPAdornee.Name =
StorageESPAdornee.Parent = :()
oldTick = ()
Camera = :().CurrentCamera
CharcaterMiddle = :().Ignore.LocalCharacter.Middle
Mouse = .Players.LocalPlayer:()
Sky = :():()
Sky Sky = .(,Lighting)
_Network = ()._G.modules.Network;
_Player = ()._G.modules.Player;
_Character = ()._G.modules.Character;
_Camera = ()._G.modules.Camera;
UserInputService = :()
()
scriptConns = {}
scriptObjects = {}
barBackground = .()
barBackground.Size = .(, )
barBackground.Color = .(, , )
barBackground.Filled =
barBackground.Visible =
scriptObjects.background = barBackground
barInside = .()
barInside.Size = .(, )
barInside.Color = .(, , )
barInside.Filled =
barInside.Visible =
scriptObjects.inside = barInside
runService = :()
guiService = :()
timeCounter =
scriptConns.Update = runService.Heartbeat:((deltaTime)
timeCounter = timeCounter + deltaTime *
barWidth = barBackground.Size.X
screenCenter = guiService:() /
barCenter = screenCenter + .(-barWidth / , )
barBackground.Position = barCenter
( timeCounter >= )
:().Ignore.LocalCharacter.Middle.Anchored =
.Workspace:()
.Workspace:():()
barBackground:()
barInside:()
scriptConns.Update:()
insideWidth = timeCounter * barWidth
barInside.Position = barCenter - .(insideWidth / , ) + .(barWidth / , )
barInside.Size = .(insideWidth, )
barInside.Color = .( - (timeCounter / ), , )
)
Functions = {}
Esp = {Settings={
Boxes=,BoxesOutline=,BoxesColor=.(,,),BoxesOutlineColor=.(,,),
Sleeping=,SleepingColor=.(,,),
Distances=,DistanceColor=.(,,),
Armour=,ArmourColor=.(,,),
Tool=,ToolColor=.(,,),
Tracer=,TracerColor=.(,,),TracerThickness=,TracerTransparrency=,TracerFrom=,
ViewAngle=,ViewAngleColor=.(,,),ViewAngleThickness=,ViewAngleTransparrency=,
OreDistances=,OreDistanceColor=.(,,),
OreNames=,OreNamesColor=.(,,),
OresRenderDistance=,
TextFont=,TextOutline=,TextSize=,RenderDistance=,TeamCheck=,TargetSleepers=,MinTextSize=
},Drawings={},Connections={},Players={},Ores={},StorageThings={}}
Fonts = {[]=,[]=,[]=,[]=}
Fov = {Settings={
FovEnabled=,FovColor=.(,,),FovSize=,FovFilled=,FovTransparency=,OutlineFovColor=.(,,),Dynamic=,RealFovSize=,FovPosition=,
Snapline=,SnaplineColor=.(,,)
}}
Combat = {Settings={
SilentEnabled=,SilentHitChance=,SilentAimPart=,TeamCheck=,SleeperCheck=,
}}
Spinbot = {Settings={
Enabled=,Speed=,Mode=,ForceCrouch=
}}
Misc = {Settings={
SpeedHackEnabled=,SpeedHackSpeed=,
LeavesTrans=,
}}
cache,OreCache = {},{}
AllowedOres,AllowedItems = {,,},{,,,,,}
SkyBoxes = {
[] = {[] = Sky.SkyboxBk,[] = Sky.SkyboxDn,[] = Sky.SkyboxFt,[] = Sky.SkyboxLf,[] = Sky.SkyboxRt,[] = Sky.SkyboxUp,},
[] = {[] = ,[] = ,[] = ,[] = ,[] = ,[] = },
[] = {[]=,[]=,[]=,[]=,[]=,[]=},
[] = {[]=,[]=,[]=,[]=,[]=,[]=},
[] = {[]=,[]=,[]=,[]=,[]=,[]=},
[] = {[]=,[]=,[]=,[]=,[]=,[]=},
}
(()
Functions:()
closest,PlayerDistance,playerTable = ,Esp.Settings.RenderDistance,
i,v ((()._G.modules.Player.GetPlayerModel)[])
v.model:()
Mouse = .Players.LocalPlayer:()
pos,OnScreen = Camera.(Camera, v.model:().Position)
MouseMagnitude = (.(pos.X, pos.Y) - .(Mouse.X, Mouse.Y)).Magnitude
PlayerDistance = (CharcaterMiddle:().Position-v.model:().Position).Magnitude
MouseMagnitude < Fov.Settings.RealFovSize PlayerDistance <= Esp.Settings.RenderDistance OnScreen ==
closest = v.model;PlayerDistance = PlayerDistance;playerTable=v
closest,playerTable
)()
Functions:()
()._G.modules.FPS.() == ,
mod = (:().ItemConfigs[()._G.modules.FPS.().id])
i,v (mod)
i == i ==
mod.ProjectileSpeed,mod.ProjectileDrop
,
(()
Functions:()
Prediction = .(,,)
Drop = .(,,)
Functions:() ~=
ps,pd = Functions:()
Player,PlayerTable = Functions:()
Velocity = PlayerTable.velocityVector
Distance = (CharcaterMiddle.Position - Player[Combat.Settings.SilentAimPart].Position).Magnitude
ps ==
ps =
pd ==
pd =
TimeOfFlight = Distance / ps
newps = ps - * ps ^ * TimeOfFlight ^
TimeOfFlight = TimeOfFlight + (Distance / newps)
Velocity TimeOfFlight
Drop = .(, TimeOfFlight, )
Prediction = (Velocity * (TimeOfFlight*)) *
Prediction = Prediction + Drop
Prediction,Drop
)()
Functions:(Type,Propities)
Type Propities
drawing = .(Type)
i,v (Propities)
drawing[i] = v
.(Esp.Drawings,drawing)
drawing
Functions:()
tbl = {}
i,v (:().HandModels:())
.(tbl,v.Name) .(tbl,v.Name)
tbl
Esp:(PlayerTable)
PlayerTable
PlayerTable.equippedItem .(Functions:(),PlayerTable[].id)
(PlayerTable[].id)
PlayerTable.handModel PlayerTable.handModel.Name .(PlayerTable.handModel.Name,)
PlayerTable[].Name
Esp:(PlayerTable)
PlayerTable
drawings = {}
drawings.BoxOutline = Functions:(,{Thickness=,Filled=,Transparency=,Color=Esp.Settings.BoxesOutlineColor,Visible=,ZIndex = -,Visible=});
drawings.Box = Functions:(,{Thickness=,Filled=,Transparency=,Color=Esp.Settings.BoxesColor,Visible=,ZIndex = ,Visible=});
drawings.Sleeping = Functions:(,{Text = ,Font=Esp.Settings.TextFont,Size=Esp.Settings.TextSize,Center=,Outline=Esp.Settings.TextOutline,Color = Esp.Settings.SleepingColor,ZIndex = ,Visible=})
drawings.Armour = Functions:(,{Text = ,Font=Esp.Settings.TextFont,Size=Esp.Settings.TextSize,Center=,Outline=Esp.Settings.TextOutline,Color = Esp.Settings.ArmourColor,ZIndex = ,Visible=})
drawings.Tool = Functions:(,{Text = ,Font=Esp.Settings.TextFont,Size=Esp.Settings.TextSize,Center=,Outline=Esp.Settings.TextOutline,Color = Esp.Settings.ToolColor,ZIndex = ,Visible=})
drawings.ViewAngle = Functions:(,{Thickness=Esp.Settings.ViewAngleThickness,Transparency=Esp.Settings.ViewAngleTransparrency,Color=Esp.Settings.ViewAngleColor,ZIndex=,Visible=})
drawings.Tracer = Functions:(,{Thickness=Esp.Settings.TracerThickness,Transparency=,Color=Esp.Settings.TracerColor,ZIndex=,Visible=})
drawings.PlayerTable = PlayerTable
Esp.Players[PlayerTable.model] = drawings
Esp:(PlayerTable)
PlayerTable PlayerTable.model ~=
esp = Esp.Players[PlayerTable.model];
esp
i, v (esp)
(v) ==
v:();
Esp.Players[PlayerTable.model] = ;
Esp:()
i,v (Esp.Players)
Character = i
Position,OnScreen = Camera:(Character:().Position);
scale = / (Position.Z * .(.(Camera.FieldOfView * )) * ) * ;
w,h = .( * scale), .( * scale);
x,y = .(Position.X), .(Position.Y);
Distance = (CharcaterMiddle:().Position-Character:().Position).Magnitude
BoxPosX,BoxPosY = .(x - w * ),.(y - h * )
offsetCFrame = .(, , -)
Character Character:() Character:()
TeamTag = Character.Head.Teamtag.Enabled
OnScreen == Esp.Settings.Boxes == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag ==
v.BoxOutline.Visible = Esp.Settings.BoxesOutline;v.Box.Visible =
Esp.Settings.TeamCheck == TeamTag ==
v.BoxOutline.Visible = ;v.Box.Visible =
v.BoxOutline.Visible = Esp.Settings.BoxesOutline;v.Box.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping ==
v.BoxOutline.Visible = ;v.Box.Visible =
v.BoxOutline.Position = .(BoxPosX,BoxPosY);v.BoxOutline.Size = .(w,h)
v.Box.Position = .(BoxPosX,BoxPosY);v.Box.Size = .(w,h)
v.Box.Color = Esp.Settings.BoxesColor;v.BoxOutline.Color = Esp.Settings.BoxesOutlineColor
v.BoxOutline.Visible = ;v.Box.Visible =
OnScreen == Esp.Settings.Sleeping == Distance <= Esp.Settings.RenderDistance
v.PlayerTable.sleeping == v.Sleeping.Text = v.Sleeping.Text =
Esp.Settings.TeamCheck == TeamTag == v.Sleeping.Visible = Esp.Settings.TeamCheck == TeamTag == v.Sleeping.Visible = v.Sleeping.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping == v.Sleeping.Visible =
v.Sleeping.Outline=Esp.Settings.TextOutline;v.Sleeping.Color=Esp.Settings.SleepingColor;v.Sleeping.Size=.(.(.(Esp.Settings.TextSize*scale),Esp.Settings.TextSize),Esp.Settings.MinTextSize);v.Sleeping.Color = Esp.Settings.SleepingColor;v.Sleeping.Font=Esp.Settings.TextFont;v.Sleeping.Position = .(x,.(y-h*-v.Sleeping.TextBounds.Y))
v.Sleeping.Visible=
OnScreen == Esp.Settings.Distances == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag == v.Sleeping.Visible = Esp.Settings.TeamCheck == TeamTag == v.Sleeping.Visible = v.Sleeping.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping == v.Sleeping.Visible =
Esp.Settings.Sleeping ==
v.Sleeping.Text = .(Distance)..
v.Sleeping.Text = v.Sleeping.Text....math.(Distance)..
v.Sleeping.Outline=Esp.Settings.TextOutline;v.Sleeping.Color=Esp.Settings.SleepingColor;v.Sleeping.Size=.(.(.(Esp.Settings.TextSize*scale),Esp.Settings.TextSize),Esp.Settings.MinTextSize);v.Sleeping.Color = Esp.Settings.SleepingColor;v.Sleeping.Font=Esp.Settings.TextFont;v.Sleeping.Position = .(x,.(y-h*-v.Sleeping.TextBounds.Y))
v.Sleeping.Visible =
OnScreen == Esp.Settings.Tool == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag == v.Tool.Visible = Esp.Settings.TeamCheck == TeamTag == v.Tool.Visible = v.Tool.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping == v.Tool.Visible =
v.Tool.Position = .(.((BoxPosX+w)+v.Tool.TextBounds.X/),BoxPosY+v.Tool.TextBounds.Y**-((v.Tool.TextBounds.Y*)*)+v.Tool.TextBounds.Y)
v.Tool.Text=Esp:(v.PlayerTable);v.Tool.Outline=Esp.Settings.TextOutline;v.Tool.Size=.(.(.(Esp.Settings.TextSize*scale),Esp.Settings.TextSize),Esp.Settings.MinTextSize);v.Tool.Color=Esp.Settings.ToolColor;v.Tool.Font=Esp.Settings.TextFont
v.Tool.Visible =
OnScreen == Esp.Settings.Armour == Distance <= Esp.Settings.RenderDistance
Character.Armor:() v.Armour.Text = v.Armour.Text =
Esp.Settings.TeamCheck == TeamTag == v.Armour.Visible = Esp.Settings.TeamCheck == TeamTag == v.Armour.Visible = v.Armour.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping == v.Armour.Visible =
v.Armour.Outline=Esp.Settings.TextOutline;v.Armour.Size = .(.(.(Esp.Settings.TextSize*scale),Esp.Settings.TextSize),Esp.Settings.MinTextSize);
v.Armour.Position=.(.((BoxPosX+w)+v.Armour.TextBounds.X/),BoxPosY+v.Armour.TextBounds.Y**-((v.Armour.TextBounds.Y*)*));
v.Armour.Color = Esp.Settings.ArmourColor;v.Armour.Font=Esp.Settings.TextFont
v.Armour.Visible =
OnScreen == Esp.Settings.Tracer == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag == v.Tracer.Visible = Esp.Settings.TeamCheck == TeamTag == v.Tracer.Visible = v.Tracer.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping == v.Tracer.Visible =
v.Tracer.Color = Esp.Settings.TracerColor;v.Tracer.Thickness=Esp.Settings.TracerThickness;v.Transparency=Esp.Settings.TracerTransparrency;
Esp.Settings.TracerFrom ==
v.Tracer.From = .(Camera.ViewportSize.X/,Camera.ViewportSize.Y)
v.Tracer.To = .(x,y+h*)
Esp.Settings.TracerFrom ==
v.Tracer.From = .(Camera.ViewportSize.X/,Camera.ViewportSize.Y/)
v.Tracer.To = .(x,y)
v.Tracer.From = .(Camera.ViewportSize.X/,Camera.ViewportSize.Y/Camera.ViewportSize.Y)
Esp.Settings.Sleeping ==
v.Tracer.To = .(x,(y-h)-v.Sleeping.TextBounds.Y*)
v.Tracer.To = .(x,y-h*)
v.Tracer.Visible =
OnScreen == Esp.Settings.ViewAngle == Distance <= Esp.Settings.RenderDistance
Esp.Settings.TeamCheck == TeamTag == v.ViewAngle.Visible = Esp.Settings.TeamCheck == TeamTag == v.ViewAngle.Visible = v.ViewAngle.Visible =
Esp.Settings.TargetSleepers == v.PlayerTable.sleeping == v.ViewAngle.Visible =
v.ViewAngle.Color = Esp.Settings.ViewAngleColor;v.ViewAngle.Thickness=Esp.Settings.ViewAngleThickness;v.Transparency=Esp.Settings.ViewAngleTransparrency;
headpos = Camera:(Character.Head.Position)
offsetCFrame = .(, , -)
v.ViewAngle.From = .(headpos.X, headpos.Y)
value = .(/Distance*, , )
dir = Character.Head.CFrame:(offsetCFrame)
offsetCFrame = offsetCFrame * .(, , )
dirpos = Camera:(.(dir.X, dir.Y, dir.Z))
OnScreen ==
v.ViewAngle.To = .(dirpos.X, dirpos.Y)
offsetCFrame = .(, , -)
v.ViewAngle.Visible =
v.Box.Visible=;v.BoxOutline.Visible=;v.Tool.Visible=;v.Armour.Visible=;v.Sleeping.Visible=;v.ViewAngle.Visible=;v.Tracer.Visible=;
FovCircle = Functions:(,{Filled=Fov.Settings.FovFilled,Color=Fov.Settings.FovColor,Radius=Fov.Settings.FovSize,NumSides=,Thickness=,Transparency=Fov.Settings.FovTransparency,ZIndex=,Visible=})
FovSnapline = Functions:(,{Transparency=,Thickness=,Visible=})
PlayerUpdater = :().RenderStepped
PlayerConnection = PlayerUpdater:(()
Esp:()
)
i, v ((()._G.modules.Player.GetPlayerModel)[])
.(cache,v)
.(cache,v)
Esp:(v)
:().ChildAdded:((child)
child:()
i, v ((()._G.modules.Player.GetPlayerModel)[])
.(cache,v)
Esp:(v)
.(cache,v)
)
Library = (:())()
SaveManager = (:())()
ThemeManager = (:())()
skybox_assets = (:(, ))()
Build =
Color =
Ver =
Build == Color = Ver =
Build == Color = Ver =
Build == Color = Ver =
Window = Library:({ Size = .(, ),
Title = ....Color....Build......Ver..,
Center = ,
AutoShow = ,
})
CustomTopText = .()
CustomTopText.Text =
CustomTopText.Visible =
CustomTopText.Transparency =
CustomTopText.Size =
CustomTopText.Outline =
CustomTopText.Center =
CustomTopText.Font =
CustomTopText.Color = .(, , )
CustomTopText.Position = .(Camera.ViewportSize.X / ,)
Library:()
Tabs = {Combat = Window:(),Visual = Window:(),Misc=Window:(),[] = Window:(),}
HBExpanderTabbox = Tabs.Combat:()
HBExpanderTab = HBExpanderTabbox:()
GunModsTabbox = Tabs.Combat:()
GunModsTab = GunModsTabbox:()
RiskyTabbox = Tabs.Combat:()
RiskyTab = RiskyTabbox:()
CustomHitsoundsTabBox = Tabs.Misc:()
PlayerHitsoundsTab = CustomHitsoundsTabBox:()
NatureHitsoundsTab = CustomHitsoundsTabBox:()
sounds = {
[] = ,
[] = ,
[] = ,
[] = ,
Neverlose = ,
Gamesense = ,
One = ,
Bell = ,
Rust = ,
TF2 = ,
Slime = ,
[] = ,
Minecraft = ,
[] = ,
Saber = ,
Baimware = ,
Osu = ,
[] = ,
Bat = ,
[] = ,
Bubble = ,
Pick = ,
Pop = ,
Bruh = ,
Bamboo = ,
Crowbar = ,
Weeb = ,
Beep = ,
Bambi = ,
Stone = ,
[] = ,
Click = ,
Ding = ,
Snow = ,
Laser = ,
Mario = ,
Steve = ,
Snowdrake =
}
SoundService = :()
SoundService.PlayerHitHeadshot.Volume =
SoundService.PlayerHitHeadshot.Pitch =
SoundService.PlayerHitHeadshot.EqualizerSoundEffect.HighGain = -
PlayerHitsoundsTab:(, {Text = , Default = })
PlayerHitsoundsTab:(, {Values = { ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, },Default = , Multi = , Text = })
Options.HeadshotHit:(()
soundId = sounds[Options.HeadshotHit.Value]
:().PlayerHitHeadshot.SoundId = soundId
)
PlayerHitsoundsTab:(, {Text = , Default = , Min = , Max = , Rounding = , Compact = ,}):((vol)
SoundService.PlayerHitHeadshot.Volume = vol
)
PlayerHitsoundsTab:(, {Text = , Default = , Min = , Max = , Rounding = , Compact = ,}):((pich)
SoundService.PlayerHitHeadshot.Pitch = pich
)
PlayerHitsoundsTab:(, {Text = , Default = })
PlayerHitsoundsTab:(, {Values = { ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, },Default = , Multi = , Text = })
Options.Hit:(()
soundId = sounds[Options.Hit.Value]
:().PlayerHit2.SoundId = soundId
)
PlayerHitsoundsTab:(, {Text = , Default = , Min = , Max = , Rounding = , Compact = ,}):((vole)
SoundService.PlayerHit2.Volume = vole
)
PlayerHitsoundsTab:(, {Text = , Default = , Min = , Max = , Rounding = , Compact = ,}):((piche)
SoundService.PlayerHit2.Pitch = piche
)
NatureHitsoundsTab:(, {Text = , Default = })
NatureHitsoundsTab:(, {Values = { ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, },Default = , Multi = , Text = })
Options.WoodHit:(()
soundId = sounds[Options.WoodHit.Value]
:().WoodHit.SoundId = soundId
)
NatureHitsoundsTab:(, {Text = , Default = , Min = , Max = , Rounding = , Compact = ,}):((vole)
SoundService.WoodHit.Volume = vole
)
NatureHitsoundsTab:(, {Text = , Default = , Min = , Max = , Rounding = , Compact = ,}):((piche)
SoundService.WoodHit.Pitch = piche
)
NatureHitsoundsTab:(, {Text = , Default = })
NatureHitsoundsTab:(, {Values = { ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, },Default = , Multi = , Text = })
Options.RockHit:(()
soundId = sounds[Options.RockHit.Value]
:().RockHit.SoundId = soundId
)
NatureHitsoundsTab:(, {Text = , Default = , Min = , Max = , Rounding = , Compact = ,}):((vol)
SoundService.RockHit.Volume = vol
)
NatureHitsoundsTab:(, {Text = , Default = , Min = , Max = , Rounding = , Compact = ,}):((pich)
SoundService.RockHit.Pitch = pich
)
(()
SizeX =
SizeY =
SizeZ =
OriginalHeadSize = .(, , )
On =
(newvalue)
ToggleValue = newvalue
i, v (:():())
v:() v:()
hasFakeHead = v:()
ToggleValue
hasFakeHead
FakeHead = v.Head:()
FakeHead.Name =
FakeHead.Parent = v
FakeHead.Transparency =
FakeHead.Rotation = v.Head.Rotation
hasFakeHead
v.Head.Size = .(SizeX, SizeY, SizeZ)
v.Head.Transparency =
v.Head.CanCollide =
v.Head.Nametag.Enabled =
hasFakeHead
v.FakeHead:()
v.Head.Size = OriginalHeadSize
v.Head.Nametag.Enabled =
v.Head.Transparency =
)()
HBExpanderTab:(,{Text=,Default=}):((Value)
On = Value
Value ==
Value ==
i,v (:():())
v:() v:()
v:()
FakeHead = v.Head:()
FakeHead.Name =
FakeHead.Parent = v
FakeHead.Transparency =
FakeHead.Rotation = v.Head.Rotation
v.Head.Size = .(SizeX,SizeY *,SizeZ)
v.Head.Transparency =
v.Head.CanCollide =
v.Head.Nametag.Enabled =
()
Value ==
i,v (:():())
v:() v:()
v:()
v.FakeHead:()
v.Head.Size = .(, , )
v.Head.Nametag.Enabled =
)
HBExpanderTab:(, {Text=,Default=,Min=,Max=,Rounding=,Compact=,Suffix=}):((Value)
SizeX = Value
)
HBExpanderTab:(, {Text=,Default=,Min=,Max=,Rounding=,Compact=,Suffix=}):((Value)
SizeY = Value
)
HBExpanderTab:(, {Text=,Default=,Min=,Max=,Rounding=,Compact=,Suffix=}):((Value)
SizeZ = Value
)
HBExpanderTab:(, ()
Toggles.HitboxExpander:()
Toggles.HitboxExpander:()
)
Recoil = ()._G.modules.Camera.Recoil
RiskyTab:(,{Text=,Default=}):((Value)
()._G.modules.Camera.Recoil = (...)
args = {...}
Value
args[].cameraY =
args[].cameraX =
args[].push =
args[].cameraXShake =
args[].rotSpeed =
args[].lerp =
(...)
)
Markeroid = {
HitTracer = {
Enabled = ,
Texture = ,
Color = .(, , )
},
HitMarker = {
Enabled = ,
Texture = ,
Color = .(, , ),
Size = .(, , , )
},
HitLog = {
Enabled = ,
Color = .(, , ),
TextSize = ,
TextFond =
}
}
GunModsTab:(, { Text = , Default = , Tooltip = , })
Toggles.HitTracerEnabledToggle:((HitTracerEnabledToggleValue)
Markeroid.HitTracer.Enabled = HitTracerEnabledToggleValue
)
GunModsTab:(,{
Values = { ,,, },
Default = ,
Multi = ,
Text = ,
Tooltip = ,
})
Options.HitTracerTextureDropDown:((HitTracerTextureDropDownValue)
HitTracerTextureDropDownValue ==
Markeroid.HitTracer.Texture =
HitTracerTextureDropDownValue ==
Markeroid.HitTracer.Texture =
HitTracerTextureDropDownValue ==
Markeroid.HitTracer.Texture =
HitTracerTextureDropDownValue ==
Markeroid.HitTracer.Texture =
)
GunModsTab:():(, { Default = .(, , ), Title = , })
Options.TracerColorH:((TracerColorValue)
Markeroid.HitTracer.Color = TracerColorValue
)
Xf = ()._G.modules.Network
_f;
_f = (.Players.LocalPlayer:().FireServer, ((G, ...)
w = { ... }
= .Workspace
w[] == w[] == w[]
.(()
m =
w[]
m = w[]
m = w[]
()
m ~=
(m) ==
z, h = .CurrentCamera:(m);
R = ;
c = .();
c.CanCollide = ;
c.Anchored = ;
c.Parent = ;
V = .();
V.Position = .Ignore.LocalCharacter.Middle.Position;
V.Parent = c;
V.Visible = ;
F = .();
F.Position = m;
F.Parent = c;
F.Visible = ;
_ = .();
_.Enabled = Markeroid.HitTracer.Enabled;
_.Brightness = ;
_.LightInfluence = ;
_.LightEmission = ;
_.Attachment0 = V;
_.Attachment1 = F;
_.Texture = Markeroid.HitTracer.Texture;
_.TextureLength = ;
_.TextureMode = ;
_.TextureSpeed = ;
_.Color = ColorSequence.({
ColorSequenceKeypoint.(, Markeroid.HitTracer.Color),
ColorSequenceKeypoint.(, Markeroid.HitTracer.Color),
ColorSequenceKeypoint.(, Markeroid.HitTracer.Color)
});
_.Transparency = NumberSequence.();
_.Parent = c;
_.CurveSize0 = ;
_.CurveSize1 = ;
_.FaceCamera = ;
_.Segments = ;
_.Width0 = ;
_.Width1 = ;
_.ZOffset = ;
();
c:();
)
(G, (w));
));
PlayerVisualTabbox = Tabs.Visual:()
PlayerVisualTab = PlayerVisualTabbox:()
PlayerSettingsVisualTab = PlayerVisualTabbox:()
PlayerVisualTabbox = Tabs.Visual:()
World = PlayerVisualTabbox:()
PlayerVisualTabbox = Tabs.Visual:()
Skin = PlayerVisualTabbox:()
PlayerVisualTab:(,{Text=,Default=}):(,{Default=.(, , ),Title=}):(,{Default=.(,,),Title=})
PlayerVisualTab:(,{Text=,Default=}):(,{Default=.(, , ),Title=})
PlayerVisualTab:(,{Text=,Default=}):(,{Default=.(, , ),Title=})
PlayerVisualTab:(,{Text=,Default=}):(,{Default=.(, , ),Title=})
PlayerVisualTab:(,{Text=,Default=}):(,{Default=.(, , ),Title=})
PlayerVisualTab:(,{Text=,Default=}):(,{Default=.(, , ),Title=})
PlayerVisualTab:(,{Text=,Default=}):(,{Default=.(, , ),Title=})
World:(,{Text=,Default=}):((monkey99)
monkey99
(part)
part:() part.BrickColor == BrickColor.() part.Material == .Material.WoodPlanks
parent = part.Parent
parent parent:() #parent:() ==
MilitaryEsp = .()
MilitaryEsp.Adornee = part
MilitaryEsp.AlwaysOnTop =
MilitaryEsp.ZIndex =
MilitaryEsp.Size = part.Size
MilitaryEsp.Name =
MilitaryEsp.Transparency =
MilitaryEsp.Color = BrickColor.()
MilitaryEsp.Parent = .Monkey.StorageESPAdornee
.DescendantAdded:(onPartAdded)
()
parts = :()
meshes = {}
_, part (parts)
part:() part.BrickColor == BrickColor.() part.Material ==
.Material.Plastic
PartCrateEsp = .()
PartCrateEsp.Adornee = part
PartCrateEsp.AlwaysOnTop =
PartCrateEsp.ZIndex =
PartCrateEsp.Size = part.Size
PartCrateEsp.Name =
PartCrateEsp.Transparency =
PartCrateEsp.Color = BrickColor.()
PartCrateEsp.Parent = .Monkey.StorageESPAdornee
(part)
part:() part.BrickColor == BrickColor.() part.Material ==
.Material.Plastic
UpdatePartCrateEsp = .()
UpdatePartCrateEsp.Adornee = part
UpdatePartCrateEsp.AlwaysOnTop =
UpdatePartCrateEsp.ZIndex =
UpdatePartCrateEsp.Size = part.Size
UpdatePartCrateEsp.Name =
UpdatePartCrateEsp.Transparency =
UpdatePartCrateEsp.Color = BrickColor.()
UpdatePartCrateEsp.Parent = .Monkey.StorageESPAdornee
.DescendantAdded:(onPartAdded)
_, v (.Monkey.StorageESPAdornee:())
v:()
)
World:(,{Text=,Default=}):((monkey4)
monkey4
(part)
part:() part.BrickColor == BrickColor.() part.Material == .Material.Limestone
parent = part.Parent
parent parent:() #parent:() ==
StoneEsp = .()
StoneEsp.Adornee = part
StoneEsp.AlwaysOnTop =
StoneEsp.ZIndex =
StoneEsp.Size = part.Size
StoneEsp.Name =
StoneEsp.Transparency =
StoneEsp.Color = BrickColor.()
StoneEsp.Parent = .Monkey.OreESPAdornee
(part)
(part)
_, part (:())
(part)
.DescendantAdded:(onPartAdded)
_, v (.Monkey.OreESPAdornee:())
v.Name ==
v:()
)
World:(,{Text=,Default=}):((monkey3)
monkey3
parts = :()
meshes = {}
_, part (parts)
part:() part.BrickColor == BrickColor.() part.Material == .Material.Slate
IronEsp = .()
IronEsp.Adornee = part
IronEsp.AlwaysOnTop =
IronEsp.ZIndex =
IronEsp.Size = part.Size
IronEsp.Name =
IronEsp.Transparency =
IronEsp.Color = BrickColor.()
IronEsp.Parent = .Monkey.OreESPAdornee
(part)
part:() part.BrickColor == BrickColor.() part.Material == .Material.Slate
monkey3
UpdateIronEsp = .()
UpdateIronEsp.Adornee = part
UpdateIronEsp.AlwaysOnTop =
UpdateIronEsp.ZIndex =
UpdateIronEsp.Size = part.Size
UpdateIronEsp.Name =
UpdateIronEsp.Transparency =
UpdateIronEsp.Color = BrickColor.()
UpdateIronEsp.Parent = .Monkey.OreESPAdornee
.DescendantAdded:(onPartAdded)
_, v (.Monkey.OreESPAdornee:())
v.Name ==
v:()
)
World:(,{Text=,Default=}):((monkey2)
monkey2
parts = :()
meshes = {}
_, part (parts)
part:() part.BrickColor == BrickColor.() part.Material ==
.Material.Slate
NitrateEsp = .()
NitrateEsp.Adornee = part
NitrateEsp.AlwaysOnTop =
NitrateEsp.ZIndex =
NitrateEsp.Name =
NitrateEsp.Size = part.Size
NitrateEsp.Transparency =
NitrateEsp.Color = BrickColor.()
NitrateEsp.Parent = .Monkey.OreESPAdornee
(part)
part:() part.BrickColor == BrickColor.() part.Material ==
.Material.Slate
monkey2
UpdateNitrateEsp = .()
UpdateNitrateEsp.Adornee = part
UpdateNitrateEsp.AlwaysOnTop =
UpdateNitrateEsp.ZIndex =
UpdateNitrateEsp.Size = part.Size
UpdateNitrateEsp.Name =
UpdateNitrateEsp.Transparency =
UpdateNitrateEsp.Color = BrickColor.()
UpdateNitrateEsp.Parent = .Monkey.OreESPAdornee
.DescendantAdded:(onPartAdded)
_, v (.Monkey.OreESPAdornee:())
v.Name ==
v:()
)
Toggles.ViewAngle:((Value)
Esp.Settings.ViewAngle = Value
)
Options.ViewAngleColor:((Value)
Esp.Settings.ViewAngleColor = Value
)
Toggles.Tracer:((Value)
Esp.Settings.Tracer = Value
)
Options.TracerColor:((Value)
Esp.Settings.TracerColor = Value
)
Toggles.Armour:((Value)
Esp.Settings.Armour = Value
)
Options.ToolColor:((Value)
Esp.Settings.ToolColor = Value
)
Toggles.Tool:((Value)
Esp.Settings.Tool = Value
)
Options.ArmourColor:((Value)
Esp.Settings.ArmourColor = Value
)
Toggles.Armour:((Value)
Esp.Settings.Armour = Value
)
Toggles.Distances:((Value)
Esp.Settings.Distances = Value
)
Options.DistancesColor:((Value)
Esp.Settings.DistanceColor = Value
)
Options.SleepingColor:((Value)
Esp.Settings.SleepingColor = Value
)
Toggles.Sleeping:((Value)
Esp.Settings.Sleeping = Value
)
Options.BoxesColor:((Value)
Esp.Settings.BoxesColor = Value
)
Options.BoxesOutlineColor:((Value)
Esp.Settings.BoxesOutlineColor = Value
)
Toggles.Boxes:((Value)
Esp.Settings.Boxes = Value
)
PlayerSettingsVisualTab:(, {Text=,Default=,Min=,Max=,Rounding=,Compact=,Suffix=}):((Value)
Esp.Settings.RenderDistance = Value
)
PlayerSettingsVisualTab:(,{Text=,Default=}):((Value)
Esp.Settings.TargetSleepers = Value
)
PlayerSettingsVisualTab:(,{Text=,Default=}):((Value)
Esp.Settings.BoxesOutline = Value
)
PlayerSettingsVisualTab:(,{Text=,Default=}):((Value)
Esp.Settings.TeamCheck = Value
)
PlayerSettingsVisualTab:(,{Text=,Default=}):((Value)
Esp.Settings.TextOutline = Value
)
PlayerSettingsVisualTab:(,{Values={,,},Default=,Multi=,Text=}):((Value)
Esp.Settings.TracerFrom = Value
)
LightingTabbox = Tabs.Misc:()
LightingTab = LightingTabbox:()
MiscTabbox = Tabs.Misc:()
MiscTab = MiscTabbox:()
MiscTabbox = Tabs.Misc:()
Bullets = MiscTabbox:()
SkinChoice =
SkinRBxId =
SkinsEnabled =
Framework = {Settings={FullBright=,Fov=,LocalChams=,LocalGunChams=},SkinChanger={SkinsEnabled=,SkinChoice=,SkinName=,SkinRBXAssetId=}}
Framework:()
tbl = {}
i,v (:().ItemSkins:())
.(tbl,v.Name)
tbl
Framework:(SkinName)
(:().ItemConfigs[()._G.modules.FPS.().id]).HandModel
GunName = (:().ItemConfigs[()._G.modules.FPS.().id]).HandModel
.(Framework:(),GunName)
SkinFolder = :().ItemSkins[GunName]
:().ItemSkins[GunName]:(GunName....SkinName)
SkinChosen = :().ItemSkins[GunName][GunName....SkinName]
(SkinChosen).(:().Ignore.FPSArms.HandModel)
:().Ignore.FPSArms.ChildAdded:(()
:().Ignore.FPSArms:() SkinsEnabled ==
Framework:(SkinChoice)
)
i,v (:().ItemSkins:())
v:(v.Name....)
clone = v:(v.Name....):();clone.Parent=:().ItemSkins[v.Name];clone.Name = v.Name..
Skin:(, {Text = ,Default = })
Skin:(, {Values = {},Default = ,Multi = ,Text = })
Skin:(, {Default = ,Numeric = ,Finished = ,Text = ,Placeholder = ,})
Skin:(, {Default = ,Numeric = ,Finished = ,Text = ,Placeholder = ,})
Skin:(, ()
i,v (:().ItemSkins:())
v:(v.Name....) v:(v.Name....SkinChoice)
clone = v:(v.Name....):();clone.Parent=:().ItemSkins[v.Name];clone.Name = v.Name....SkinChoice
((clone).ApplyToModel,,..SkinRBxId)
Framework:(SkinChoice)
)
Skin:(, ()
(..SkinChoice..,:():({Id=SkinRBxId,Name=SkinChoice}))
)
Toggles.SkinsEnabled:(()
SkinsEnabled = Toggles.SkinsEnabled.Value
)
Options.SkinName:(()
SkinChoice = Options.SkinName.Value
)
Options.SkinRBXAssetId:(()
SkinRBxId = Options.SkinRBXAssetId.Value
)
Options.SkinChoice:(()
SkinChoice = Options.SkinChoice.Value
)
Bullets:():(, { Default = .(,,)})
Options.Inventory_Color:((Inventory_Color_Value)
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.ItemSlot26.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.ItemSlot27.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.ItemSlot28.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.ItemSlot29.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot6.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot7.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot8.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot9.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot10.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot11.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot12.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot13.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot14.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot15.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot16.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot17.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot18.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot19.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot20.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot21.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot22.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot23.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot24.BackgroundColor3 = Inventory_Color_Value
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.ItemSlot25.BackgroundColor3 = Inventory_Color_Value
)
Bullets:():(, { Default = .(,,)})
Options.Energy_Color_Value:((Energy_Color_Value)
:().LocalPlayer.PlayerGui.GameUI.FPS.Vitals.EnergyFrame.Energy.BackgroundColor3 = Energy_Color_Value
)
Bullets:():(, { Default = .(,,)})
Options.Health_Color_Value:((Health_Color_Value)
:().LocalPlayer.PlayerGui.GameUI.FPS.Vitals.HealthFrame.Health.BackgroundColor3 = Health_Color_Value
)
Bullets:():(, { Default = .(,,)})
Options.Ammo_Color_Value:((Ammo_Color_Value)
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Ammo.TextColor3 = Ammo_Color_Value
)
Bullets:(, {Text = , Suffix = , Default = , Min = , Max = , Rounding = , Compact = }):((VitalsTransparency)
:().LocalPlayer.PlayerGui.GameUI.FPS.Vitals.EnergyFrame.Energy.BackgroundTransparency = VitalsTransparency
:().LocalPlayer.PlayerGui.GameUI.FPS.Vitals.HealthFrame.Health.BackgroundTransparency = VitalsTransparency
)
Bullets:(, {Text = , Suffix = , Default = , Min = , Max = , Rounding = , Compact = }):((InventoryTransparency)
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Inventory.BackgroundTransparency = InventoryTransparency
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Hotbar.BackgroundTransparency = InventoryTransparency
:().LocalPlayer.PlayerGui.GameUI.FPS.BottomCenter.Armor.BackgroundTransparency = InventoryTransparency
)
Terrain = :().Terrain
GCEN = .(, , )
GRCEND =
LightingTab:(, {Text = , Default = , Tooltip = }):(, {Default = GCEN, Title = })
Toggles.CLRG:((T)
GRCEND = T
Terrain:(.Material.Grass, T and GCEN or Color3.fromRGB(93, 111, 55))
end)
Options.ColorGrass:OnChanged(function(Grass1)
if GRCEND then
GCEN = Grass1
Terrain:SetMaterialColor(Enum.Material.Grass, Grass1)
end
end)
local Terrain = game:GetService("Workspace").Terrain
local CloudsColor = Color3.fromRGB(255, 255, 255)
local EnableCustomColor = false
LightingTab:AddToggle('CLRG1', {Text = 'Clouds Color', Default = EnableCustomColor, Tooltip = "Off/On"}):AddColorPicker('ColorGrass1', {Default = CloudsColor, Title = 'Change Clouds Color'})
Toggles.CLRG1:OnChanged(function(T)
EnableCustomColor = T
Terrain.Clouds.Color = T and CloudsColor or Color3.fromRGB(255, 255, 255)
end)
Options.ColorGrass1:OnChanged(function(NewColor)
if EnableCustomColor then
CloudsColor = NewColor
Terrain.Clouds.Color = NewColor
end
end)
local CARMS = false
LightingTab:AddToggle('CLRT',{Text = 'Arm Color',Default = false,Tooltip = "Off/On",}):AddColorPicker('ARCCCC', {Default = Color3.fromRGB(0,0,0),Title = 'Arms Color'})
Options.ARCCCC:OnChanged(function(ARMC)
if CARMS then
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.LeftHand.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.Color = ARMC
game:GetService("Workspace").Ignore.FPSArms.RightHand.Color = ARMC
else
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.BrickColor = BrickColor.new("Dark stone grey")
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.BrickColor = BrickColor.new("Linen")
game:GetService("Workspace").Ignore.FPSArms.LeftHand.BrickColor = BrickColor.new("Linen")
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.BrickColor = BrickColor.new("Dark stone grey")
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.BrickColor = BrickColor.new("Linen")
game:GetService("Workspace").Ignore.FPSArms.RightHand.BrickColor = BrickColor.new("Linen")
end
end)
Toggles.CLRT:OnChanged(function(T)
CARMS = T
end)
LightingTab:AddDropdown('MaterialD', {Values = { 'Default', 'ForceField'},Default = 1,Multi = false,Text = 'Naterial:',Tooltip = 'Arms Material'}):OnChanged(function()
if Options.MaterialD.Value == "Default" then
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.Material = "Fabric"
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.Material = "SmoothPlastic"
game:GetService("Workspace").Ignore.FPSArms.RightHand.Material = "SmoothPlastic"
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.Material = "Fabric"
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.Material = "SmoothPlastic"
game:GetService("Workspace").Ignore.FPSArms.LeftHand.Material = "SmoothPlastic"
end
if Options.MaterialD.Value == "ForceField" then
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.RightHand.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.Material = "ForceField"
game:GetService("Workspace").Ignore.FPSArms.LeftHand.Material = "ForceField"
end
end)
LightingTab:AddInput('', {Default = 'rbxassetid://11414633855', Numeric = false, Finished = true, Text = 'Texture ID:', Placeholder = 'rbxassetid://...'}):OnChanged(function(TextureID)
game:GetService("Workspace").Ignore.FPSArms.LeftUpperArm.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.LeftLowerArm.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.LeftHand.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.RightUpperArm.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.RightLowerArm.TextureID = TextureID
game:GetService("Workspace").Ignore.FPSArms.RightHand.TextureID = TextureID
end)
--------------------------------------------------------------------------------------------------
MiscTab:AddToggle('', {Text = "Jump Crouch",Default = false,}):AddKeyPicker('JumpCrouchKey', {Default='B',SyncToggleState=true,Mode='Toggle',Text='Jump Crouch',NoUI=false})
local stoprun = false
task.spawn(function()
while true do
local state = Options.JumpCrouchKey:GetState()
if state then
keypress(0x57)
keypress(0x10)
wait(0.05)
keypress(0x43)
keypress(0x20)
keyrelease(0x20)
wait(0.5)
keyrelease(0x43)
wait(1)
end
if Library.Unloaded then break end
wait()
end
end)
task.spawn(function()
while task.wait() do
local state = Options.JumpCrouchKey:GetState()
if not state then
if stoprun then
keyrelease(0x57)
keyrelease(0x10)
stoprun = false
end
else
stoprun = true
end
end
end)
MiscTab:AddToggle('LootAll',{Text='Loot All',Default=false}):AddKeyPicker('LootAllKey', {Default='P',SyncToggleState=true,Mode='Toggle',Text='Loot All',NoUI=false})
Toggles.LootAll:OnChanged(function()
for i = 1, 20 do
game:GetService("Players").LocalPlayer.RemoteEvent:FireServer(12, i, true)
end
end)
local XRAY22 = false
MiscTab:AddToggle('XRAY', {Text = 'XRAY', Default = false}):AddKeyPicker('XRAYKey', {Default='Z',SyncToggleState=true,Mode='Toggle',Text='XRAY',NoUI=false}):OnChanged(function()
XRAY22 = Toggles.XRAY.Value
if XRAY22 then
for i,v in pairs(game:GetDescendants()) do
if v:FindFirstChild("Hitbox") then
v.Hitbox.Transparency = 0.6
end
end
else
for i,v in pairs(game:GetDescendants()) do
if v:FindFirstChild("Hitbox") then
v.Hitbox.Transparency = 0
end
end
end
end)
--// UI Settings \\--
local GameID = Tabs.UISettings:AddLeftGroupbox('Game')
GameID:AddInput('GameID_Check', {Default = 'Game ID', Numeric = true, Finished = false, Text = 'Game ID', Placeholder = 'Game ID Here'})
GameID:AddButton('Join Game', function()
game:GetService("TeleportService"):Teleport(Options.GameID_Check.Value, plr)
end)
local MenuGroup = Tabs.UISettings:AddRightGroupbox('Menu')
MenuGroup:AddLabel(""..game:GetService("Players").LocalPlayer.PlayerGui.GameUI.ServerInfo.Text.."", true)
MenuGroup:AddLabel(' Made By: Legit.Pub', true)
MenuGroup:AddButton('Unload Script', function() Library:Unload()
for i,v in pairs(Toggles) do
v:SetValue(false)
Library:Notify('Unloaded!', 1)
end
end)
MenuGroup:AddButton('Panic Button', function()
for i,v in pairs(Toggles) do
v:SetValue(false)
Library:Notify('Panic Button!', 1)
end
end)
MenuGroup:AddButton('Rejoin Server', function()
game:GetService('TeleportService'):TeleportToPlaceInstance(game.PlaceId, game.JobId)
Library:Notify('Rejoining Server!', 30)
end)
MenuGroup:AddButton('Copy Join Code', function()
setclipboard(("game:GetService('TeleportService'):TeleportToPlaceInstance(%s, '%s')"):format(game.PlaceId, game.JobId))
Library:Notify("Copied Join Code!", 5)
end)
MenuGroup:AddButton('Copy Discord', function()
if pcall(setclipboard,"go kys im not gonna advertise ur skiddy server") then
Library:Notify('Successfully copied discord link to your clipboard!', 5)
end
end)
MenuGroup:AddToggle('WatermarkToggle', {Text = 'Watermark', Default = false, Tooltip = nil, })
Toggles.WatermarkToggle:OnChanged(function()
Library:SetWatermark('Legit.Pub - V1.0') Library:SetWatermarkVisibility(Toggles.WatermarkToggle.Value)
end)
MenuGroup:AddToggle('UISettings_KeybindFrameVisibility', {Text = 'Keybind', Default = true}):OnChanged(function()
Library.KeybindFrame.Visible = Toggles.UISettings_KeybindFrameVisibility.Value
end)
MenuGroup:AddLabel('Menu Keybind'):AddKeyPicker('MenuKeybind', { Default = 'End', NoUI = true, Text = 'Menu keybind' })
Library.ToggleKeybind = Options.MenuKeybind
--// Save manager
SaveManager:SetLibrary(Library)
SaveManager:SetFolder('LegitPub/folder')
SaveManager:BuildConfigSection(Tabs.UISettings)
SaveManager:IgnoreThemeSettings()
--// Theme manager
ThemeManager:SetLibrary(Library)
ThemeManager:SetFolder('LegitPub/themes')
ThemeManager:ApplyToTab(Tabs.UISettings)
--Wrapping function - needed to unload(Keep at end of script)
loadstring(game:HttpGet('https://raw.githubusercontent.com/EIOlmqV6v1owgJBEoqj5lK9p01SFE2THpxcOnvX/LinoriaBurnEdition/main/LoaderManager.lua'))
Library:Notify( "30 minute timer has started, If your not on a fresh acc anti ban may not work.", 5)
task.wait(1500)
Library:Notify("Initiated Timer Bypass Please Wait", 5)
task.wait(60)
Library:Notify("Bypassed Timer If It Dosent Work Then Please Report", 5)
local old
old = hookfunction(tick, function()
if true then
return 0
end
return old()
end)
local old
old = hookfunction(getrenv().tick, function()
if true then
return 0
end
return old()
end)Obfuscated. The code is scrambled, so you can't read what it does. Common for key systems, but take care.
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.
Legit.Pub source leak by desktop2677 do not buy anything from legit.pub devs at all they did is apparently made a selfcode script funny they could never!!!1 (dont buy shit from them they skidded and renamed astral.pro source leak and made it paid)

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