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Copy the script and paste it into your executor.
gui = (:())():(, {
main_color = .(,,),
min_size = .(, ),
can_resize =
})
get = ({}, {
__index = (a, b)
:(b) [b]
})
tab1, tab2, tab3, tab4 = gui:(), gui:(), gui:(), gui:()
btn, btn2, btn3, key, nmc, trainers, labels
findobj, findobjofclass, waitforobj, fire, invoke = get.FindFirstChild, get.FindFirstChildOfClass, get.WaitForChild, .().FireServer, .().InvokeServer
player = get.Players.LocalPlayer
() player:()
team, remotes, stat = player.PlayerFolder.Customization.Team.Value, get.ReplicatedStorage.Remotes, player.PlayerFolder.StatsFunction
oldtick, farmtick = ,
camera = .CurrentCamera
myData = (:())()(, {
Skills = {
E = ,
F = ,
C = ,
R =
},
Boss = {
[] = ,
[] = ,
[] = ,
[] =
},
DistanceFromNpc = ,
DistanceFromBoss = ,
TeleportSpeed = ,
ReputationFarm = ,
ReputationCashout = ,
AutoKickWhitelist =
})
array = {
boss = {
[] = ,
[] = ,
[] = ,
[] =
},
npcs = {[] = , Investigators = , Humans = },
stages = {, , , , , },
skills = {
E = player.PlayerFolder.Special1CD,
F = player.PlayerFolder.Special3CD,
C = player.PlayerFolder.SpecialBonusCD,
R = player.PlayerFolder.Special2CD
}
}
tab1:()
drop = tab1:(, (opt)
array.targ = array.npcs[opt]
)
btn = tab1:(, ()
array.autofarm
key
btn.Text, array.autofarm = ,
farmtick = ()
array.autofarm
(, ..os.(, () - farmtick))
()
player:()
btn.Text, array.autofarm, array.died = , ,
)
(number)
i, k, j = (number):()
i..k:():(, ):()..j
labels = ({
text = {label = tab1:()},
tfarm = {label = tab1:()},
space = {label = tab1:()},
Quest = {prefix = , label = tab1:()},
Yen = {prefix = , label = tab1:(), value = , oldval = player.PlayerFolder.Stats.Yen.Value},
RC = {prefix = , label = tab1:(), value = , oldval = player.PlayerFolder.Stats.RC.Value},
Kills = {prefix = , label = tab1:(), value = }
}, {
__call = (self, typ, newv, oldv)
typ newv
object = self[typ]
(newv) ==
object.value = object.value + newv
object.label.Text = object.prefix..(object.value)
oldv
object.oldval = oldv
object.prefix
object.label.Text = object.prefix..newv
object.label.Text = newv
i,v (labels)
v.value =
v.label.Text = v.prefix..
})
(la)
labels[la].value labels[la].value labels[la].label.Text
btn3 = tab1:(, () () )
team == tab2:() tab2:()
drop2 = tab2:(, (opt)
array.stage = array.stages[(opt)]
)
array.stage =
tab2:(, (bool)
myData.ReputationFarm = bool
):(myData.ReputationFarm)
tab2:(, (bool)
myData.ReputationCashout = bool
):(myData.ReputationCashout)
i,v (array.boss)
tab2:(i........v.., (bool)
myData.Boss[i] = bool
):(myData.Boss[i])
tab2:(, (x)
myData.TeleportSpeed = x
, {min = , max = }):()
tab2:(, (x)
myData.DistanceFromNpc = x * -
, {min = , max = }):()
tab2:(, (x)
myData.DistanceFromBoss = x * -
, {min = , max = }):()
labels.p = {label = tab3:(..player.PlayerFolder.Trainers[team..].Value)}
progress = tab3:(, , {min = , max = , readonly = })
progress:(player.PlayerFolder.Trainers[player.PlayerFolder.Trainers[team..].Value].Progress.Value)
player.PlayerFolder.Trainers[team..].Changed:(()
(, ..player.PlayerFolder.Trainers[team..].Value)
progress:(player.PlayerFolder.Trainers[player.PlayerFolder.Trainers[team..].Value].Progress.Value)
)
btn2 = tab3:(, ()
array.trainer
array.trainer, btn2.Text = ,
connection, time
array.trainer
connection connection.Connected
connection:()
tkey, result
connection = player.Backpack.DescendantAdded:((obj)
(obj) == obj:()
tkey = obj.Value
)
result = (remotes.Trainers.RequestTraining)
result ==
i,v (.TrainingSessions:())
(v, ).Value == player
((v, ), , tkey, )
result ==
(, )
i,v (player.PlayerFolder.Trainers:())
.(trainers, v.Name) (v, ) (v.Progress.Value) < (player.PlayerFolder.Trainers[player.PlayerFolder.Trainers[team..].Value].Progress.Value) ==
(remotes.Trainers.ChangeTrainer, v.Name)
()
(, ..result)
()
(, )
array.trainer, btn2.Text = ,
)
labels.time = {label = tab3:()}
tab4:(, (bool) array.weapon = bool )
tab4:(, (bool) array.dura = bool )
tab4:(, (bool) array.kick = bool )
tab4:()
console = tab4:({
[] = ,
[] = ,
})
console:(myData.AutoKickWhitelist)
console:((newtext)
myData.AutoKickWhitelist = newtext
)
i,v (array.skills)
tab4:(..i.., (bool)
myData.Skills[i] = bool
):(myData.Skills[i])
count =
i,v (player.PlayerGui.HUD.StagesFrame.InfoScroll:())
v.ClassName == v.Name ~=
count = count +
drop2:(count)
i,v (array.npcs) drop:(i)
tab1:()
(pos)
array.died
player.Character.HumanoidRootPart.CFrame = pos
array.died =
val = .()
val.Value = player.Character.HumanoidRootPart.CFrame
tween = :():(
val,
TweenInfo.((player.Character.HumanoidRootPart.Position - pos.p).magnitude / myData.TeleportSpeed, .EasingStyle.Linear, .EasingDirection.Out, , , ),
{Value = pos}
)
tween:()
completed
tween.Completed:(()
completed =
)
completed
array.found array.autofarm player.Character.Humanoid.Health <= tween:()
player.Character.HumanoidRootPart.CFrame = val.Value
.()
val:()
()
nearestnpc, nearest = , .huge
myData.Boss.Gyakusatsu (player.PlayerFolder.Stats.Level.Value) > array.boss[] (.NPCSpawns[], )
lowesthealth, lowestNpcModel = .huge,
i,v (.NPCSpawns[]:())
v.Name ~= (v, ) v.Humanoid.Health < lowesthealth
lowesthealth = v.Humanoid.Health
lowestNpcModel = v
lowestNpcModel
.NPCSpawns.GyakusatsuSpawn.Gyakusatsu
lowestNpcModel
i,v (.NPCSpawns:())
npc = (v, )
npc (npc, ) (npc, )
npc.Parent.Name == array.targ
magnitude = (npc.HumanoidRootPart.Position - player.Character.HumanoidRootPart.Position).magnitude
magnitude < nearest
nearestnpc, nearest = npc, magnitude
myData.Boss[npc.Name] (player.PlayerFolder.Stats.Level.Value) >= array.boss[npc.Name]
npc
nearestnpc
(typ)
(, )
npc = team == .Anteiku.Yoshimura .CCGBuilding.Yoshitoki
(npc.HumanoidRootPart.CFrame)
(:().Remotes.Ally.AllyInfo)
()
(npc.TaskIndicator.ClickDetector)
array.autofarm array.died (npc.HumanoidRootPart.Position - player.Character.HumanoidRootPart.Position).Magnitude <=
typ
(, )
(remotes[npc.Name].Task)
(remotes[npc.Name].Task)
quest = (player.PlayerFolder.CurrentQuest.Complete, )
(, ():(, quest:().Value))
quest.Changed:((change)
(, ():(change, quest.Max.Value))
)
(, )
(remotes.ReputationCashOut)
oldtick = ()
(npc)
timer = ()
model = (npc, npc.Name.., )
clickpart = (model, , )
player.Character.HumanoidRootPart.CFrame = clickpart.CFrame * .(,,)
(clickpart, )
() - timer >
player.Character.Humanoid:(clickpart.Position)
()
(clickpart[], )
model.Parent.Parent (model, ) array.autofarm player.Character.Humanoid.Health <=
(topress)
(player.Character.Remotes.KeyEvent, key, topress, , player:().Hit, , .Camera.CFrame)
player.PlayerFolder.Stats.RC.Changed:((value)
array.autofarm
(, value - labels.RC.oldval, value)
)
player.PlayerFolder.Stats.Yen.Changed:((value)
array.autofarm
(, value - labels.Yen.oldval, value)
)
(player.Idled)[]:()
get.Players.PlayerAdded:((plr)
array.kick
splittedarray = console:():()
.(splittedarray, plr.Name)
player:(..plr.Name)
)
player.PlayerFolder.Trainers[player.PlayerFolder.Trainers[team..].Value].Progress.Changed:((c)
progress:((c))
)
.(()
()
(player.PlayerFolder.Stats.Focus.Value) >
array.weapon
(stat, , , )
array.dura
(stat, , , )
)()
(.TrainerModel.ClickIndicator.ClickDetector)
((player.PlayerGui, ), )
player.PlayerGui.TrainersGui:()
i,v (())
key (v) == (v).source:()
i2,v2 ((v))
v2 ==
keyfound = (v, i2 + )
#keyfound >=
key = keyfound
(v) == ((.(v, ) team == ) (.(v, )))
trainers = v
()
key
array.autofarm
(()
player.Character.Humanoid.Health > player.Character.HumanoidRootPart player.Character.Remotes.KeyEvent
(player.Character, ) (player.Character, )
(array.stage)
myData.ReputationFarm ( (player.PlayerFolder.CurrentQuest.Complete, ) player.PlayerFolder.CurrentQuest.Complete[].Value == player.PlayerFolder.CurrentQuest.Complete[].Max.Value)
()
myData.ReputationCashout () - oldtick >
()
npc = ()
npc
array.found =
reached =
.(()
reached
npc ~= ()
array.found =
()
)()
(, ..npc.Name)
myData.Boss[npc.Name] npc.Parent.Name ==
(npc.HumanoidRootPart.CFrame * .(.(),,) + .(,myData.DistanceFromBoss,))
(npc.HumanoidRootPart.CFrame + npc.HumanoidRootPart.CFrame.lookVector * myData.DistanceFromNpc)
(, ..npc.Name)
reached =
array.found
((npc.Parent, npc.Name), ) player.Character.Humanoid.Health > array.autofarm
(player.Character, ) (player.Character, )
(array.stage)
myData.Boss[npc.Name] npc.Parent.Name ==
x,y (myData.Skills)
player.PlayerFolder.CanAct.Value y array.skills[x].Value ~=
(x)
player.Character.HumanoidRootPart.CFrame = npc.HumanoidRootPart.CFrame * .(.(),,) + .(,myData.DistanceFromBoss ,)
player.Character.HumanoidRootPart.CFrame = npc.HumanoidRootPart.CFrame + npc.HumanoidRootPart.CFrame.lookVector * myData.DistanceFromNpc
player.PlayerFolder.CanAct.Value
()
.()
npc.Name ==
player.Character.Humanoid.Health =
array.autofarm player.Character.Humanoid.Health >
(, )
npc.Name ~= (npc.Parent, ) npc.Name ~=
(, )
(npc)
(, )
(, )
array.died =
)
(, )
()
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.
Auto farm

Universal