Run it
Copy the script and paste it into your executor.
Nebula = (:(
,
))()
Nebula ()
UI = Nebula.({ Name= })
UI ()
Plrs = :()
UIS = :()
RS = :()
Lighting = :()
LP = Plrs.LocalPlayer
Cam = .CurrentCamera
OL = { Brightness=Lighting.Brightness, ClockTime=Lighting.ClockTime,
FogEnd=Lighting.FogEnd, GlobalShadows=Lighting.GlobalShadows,
Ambient=Lighting.Ambient, OutdoorAmbient=Lighting.OutdoorAmbient }
Win = UI:({ Title=, Subtitle=, User=LP.Name, Size=.(,,,) })
UI:({
KeyType = ,
Key = ,
GetKeyUrl = ,
Title = ,
Subtitle = ,
SaveName = ,
OnSuccess = () ,
})
.(, ()
UI:({Title=, Body=, Type=, Duration=})
)
(p) p p.Character
(p)
c = (p); c
h = c:(); h h.Health >
(p)
c = (p); c
c:(UI:() ) c:()
(from, to)
rp = RaycastParams.(); rp.FilterType = .RaycastFilterType.Exclude
ex = {}
_, pl (Plrs:()) pl.Character .(ex, pl.Character)
rp.FilterDescendantsInstances = ex
:(from, to - from, rp) ==
()
best, bestD = , .huge
maxD = UI:()
fovR = UI:()
teamCh = UI:()
visCh = UI:()
center = .(Cam.ViewportSize.X / , Cam.ViewportSize.Y / )
_, pl (Plrs:())
pl == LP
(pl)
teamCh pl.Team == LP.Team
part = (pl); part
wp = part.Position
(Cam.CFrame.Position - wp).Magnitude > maxD
visCh (Cam.CFrame.Position, wp)
sp, vis = Cam:(wp); vis
d = (.(sp.X, sp.Y) - center).Magnitude
d < fovR d < bestD bestD = d; best = pl
best
(t, props)
ok, d = (() .(t) )
ok {Visible=,Remove=()}
k, v (props {}) (() d[k] = v )
d
aimSX, aimSY = ,
aimConn =
()
aimConn aimConn:(); aimConn =
aimConn = RS.RenderStepped:((dt)
UI:() aimSX = ; aimSY = ;
UIS:(.UserInputType.MouseButton2) aimSX = ; aimSY = ;
tgt = (); tgt
part = (tgt); part
wp = part.Position
UI:()
hrp = (tgt) (tgt):()
hrp
vel = hrp.AssemblyLinearVelocity
pingS = (UI:() ) /
wp = wp + vel * (pingS + (UI:() ))
aimType = UI:()
sp2 = UI:()
aimType ==
targetCF = .(Cam.CFrame.Position, wp)
sp2 > Cam.CFrame = Cam.CFrame:(targetCF, - .(-dt * sp2))
Cam.CFrame = targetCF
sp3, vis = Cam:(wp); vis
tx, ty = sp3.X, sp3.Y
sp2 >
f = - .(-dt * sp2)
aimSX = aimSX + (tx - aimSX) * f; aimSY = aimSY + (ty - aimSY) * f
(mousemoveabs, .(aimSX), .(aimSY))
aimSX = tx; aimSY = ty; (mousemoveabs, .(tx), .(ty))
)
()
trigConn = ; trigFiring =
()
trigConn trigConn:(); trigConn =
UI:()
trigConn = RS.Heartbeat:(()
UI:() trigFiring
tgt = (); tgt
part = (tgt); part
sp, vis = Cam:(part.Position); vis
center = .(Cam.ViewportSize.X / , Cam.ViewportSize.Y / )
(.(sp.X, sp.Y) - center).Magnitude <
trigFiring =
.((UI:() ) / , ()
(() :():(,,,,,) )
.((UI:() ) / , ()
(() :():(,,,,,) )
trigFiring =
)
)
)
fovCircle = ; fovConn =
()
fovConn fovConn:(); fovConn =
fovCircle (() fovCircle:() ); fovCircle =
()
()
UI:()
(()
fovCircle = .()
fovCircle.Visible =
fovCircle.Radius = UI:()
fovCircle.Thickness = UI:()
fovCircle.Filled =
cd = UI:()
fovCircle.Color = cd .(cd[], cd[], cd[]) .(, , )
fovConn = RS.RenderStepped:(()
fovCircle fovCircle.Position = .(Cam.ViewportSize.X/, Cam.ViewportSize.Y/)
)
)
flyConn = ; flyBP = ; flyBG =
()
flyConn flyConn:(); flyConn =
flyBP (() flyBP:() ); flyBP =
flyBG (() flyBG:() ); flyBG =
c = LP.Character; c
hrp = c:()
hrp hrp.AssemblyLinearVelocity = .zero
hum = c:()
hum hum:(.HumanoidStateType.FallingDown, )
()
()
c = LP.Character; c
hrp = c:(); hrp
hum = c:()
hum hum:(.HumanoidStateType.FallingDown, )
flyBP = .(); flyBP.MaxForce = .(,,)
flyBP.P = ; flyBP.D = ; flyBP.Position = hrp.Position; flyBP.Parent = hrp
flyBG = .(); flyBG.MaxTorque = .(,,)
flyBG.P = ; flyBG.D = ; flyBG.Parent = hrp
flyConn = RS.RenderStepped:(()
UI:()
speed = UI:()
dir = .zero
UIS:(.KeyCode.W) dir = dir + Cam.CFrame.LookVector
UIS:(.KeyCode.S) dir = dir - Cam.CFrame.LookVector
UIS:(.KeyCode.A) dir = dir - Cam.CFrame.RightVector
UIS:(.KeyCode.D) dir = dir + Cam.CFrame.RightVector
UIS:(.KeyCode.Space) dir = dir + .(,,)
UIS:(.KeyCode.LeftControl) dir = dir - .(,,)
dir.Magnitude > dir = dir.Unit
flyBP.Position = flyBP.Position + dir * speed * (/)
flyBG.CFrame = .(.zero, Cam.CFrame.LookVector)
)
Combat = Win:()
AimSub = Combat:()
PredSub = Combat:()
SmSub = Combat:()
FovSub = Combat:()
AL, AR = AimSub:()
AimG = AL:()
AimG:({ Name=, Flag=, Keybind= })
AimG:({ Name=, Flag= })
AimG:({ Name=, Flag= })
AimG:({ Name=, Flag= })
AimG:({ Name=, Min=, Max=, Default=, Flag= })
AimG:({ Name=, Min=, Max=, Default=, Flag=,
Callback=(v)
fovCircle (() fovCircle.Radius = v )
})
AimG:({ Name=, Flag=,
Callback=() ()
})
AimG:({ Name=, Items={,,,,}, Default=, Flag= })
AimG:({ Name=, Items={,}, Default=, Flag= })
SilG = AR:()
SilG:({ Name=, Flag=, Keybind= })
SilG:({ Name=, Flag= })
SilG:({ Name=, Flag= })
SilG:({ Name=, Min=, Max=, Default=, Flag= })
SilG:({ Name=, Items={,,}, Default=, Flag= })
TrigG = AR:()
TrigG:({ Name=, Flag=, Keybind=, Callback=() () })
TrigG:({ Name=, Flag= })
TrigG:({ Name=, Flag= })
TrigG:({ Name=, Min=, Max=, Default=, Decimals=, Flag= })
TrigG:({ Name=, Min=, Max=, Default=, Flag= })
TrigG:({ Name=, Min=, Max=, Default=, Flag= })
SmL, _ = SmSub:()
SmG = SmL:()
SmG:({ Name=, Min=, Max=, Default=, Flag= })
SmG:({ Name=,Min=, Max=, Default=, Flag= })
PL, _ = PredSub:()
PredG = PL:()
PredG:({ Name=, Flag= })
PredG:({ Name=, Min=, Max=, Default=, Flag= })
PredG:({ Name=, Min=, Max=, Default=, Flag=, Decimals= })
PredG:({ Name=, Items={,}, Default=, Flag= })
FL, FR = FovSub:()
FovG = FL:()
FovG:({ Name=, Flag=, Callback=() () })
FovG:({ Name=, Min=, Max=, Default=, Flag=,
Callback=(v) UI:(, v); fovCircle (() fovCircle.Radius=v ) })
FovG:({ Name=, Min=, Max=, Default=, Flag=,
Callback=(v) fovCircle (() fovCircle.Thickness=v ) })
FR:():({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}); fovCircle (() fovCircle.Color=c ) })
Visuals = Win:()
ChamsSub = Visuals:()
EspSub = Visuals:()
HumEspSub = Visuals:()
hlPool = {}
(pl)
hlPool[pl]
hl = .(); hl.Adornee = ; hl.Parent = ; hlPool[pl] = hl
hlPool[pl]
(pl) hlPool[pl] hlPool[pl]:(); hlPool[pl] =
()
on = UI:()
visOnly = UI:()
teamCh = UI:()
fcd = UI:(); fillCol = fcd .(fcd[],fcd[],fcd[]) .(,,)
ocd = UI:(); outCol = ocd .(ocd[],ocd[],ocd[]) .(,,)
fillTr = UI:()
outTr = UI:()
_, pl (Plrs:())
pl == LP
teamCh pl.Team == LP.Team
on
hl = (pl); hl.Adornee = pl.Character
hl.FillColor = fillCol; hl.OutlineColor = outCol
hl.FillTransparency = fillTr; hl.OutlineTransparency = outTr
hl.DepthMode = visOnly .HighlightDepthMode.Occluded .HighlightDepthMode.AlwaysOnTop
(pl)
_, pl (Plrs:())
pl.CharacterAdded:(() .(); UI:() () )
Plrs.PlayerAdded:((pl)
pl.CharacterAdded:(() .(); UI:() () )
)
Plrs.PlayerRemoving:(clearHL)
ChL, ChR = ChamsSub:()
ChG = ChL:()
ChG:({ Name=, Flag=, Callback=() () })
ChG:({ Name=, Flag=, Callback=() () })
ChG:({ Name=, Flag=, Callback=() () })
ChG:({ Name=, Min=, Max=, Default=, Decimals=, Flag=, Callback=() () })
ChG:({ Name=, Min=, Max=, Default=, Decimals=, Flag=, Callback=() () })
ChL:():({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}); () })
ChL:():({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}); () })
rainbowConn =
RG = ChR:()
RG:({ Name=, Flag=,
Callback=(v)
rainbowConn rainbowConn:(); rainbowConn =
v
hue =
rainbowConn = RS.Heartbeat:((dt)
UI:()
hue = (hue + dt * (UI:() ) * ) %
col = .(hue, , )
_, pl (Plrs:())
pl ~= LP hlPool[pl] hlPool[pl].FillColor = col
)
()
})
RG:({ Name=, Min=, Max=, Default=, Flag= })
BONES = {
{,},{,},
{,},{,},{,},
{,},{,},{,},
{,},{,},{,},
{,},{,},{,},
}
BONES_R6 = {
{,},{,},
{,},{,},
{,},{,},
}
espObjs = {}
(key)
espObjs[key]
_, d (espObjs[key])
(d) == _, line (d) (() line:() )
(() d:() )
espObjs[key] =
espConn =
()
espConn espConn:(); espConn =
key (espObjs) (key)
UI:()
espConn = RS.RenderStepped:(()
UI:()
boxOn = UI:()
nameOn = UI:()
distOn = UI:()
hpOn = UI:()
hdotOn = UI:()
skelOn = UI:()
teamCh = UI:()
bcd = UI:(); boxCol = bcd .(bcd[],bcd[],bcd[]) .(,,)
ncd = UI:(); nameCol = ncd .(ncd[],ncd[],ncd[]) .(,,)
scd = UI:(); skelCol = scd .(scd[],scd[],scd[]) .(,,)
hdc = UI:(); hdotCol = hdc .(hdc[],hdc[],hdc[]) .(,,)
seen = {}
_, pl (Plrs:())
pl == LP
teamCh pl.Team == LP.Team
(pl) (pl);
c = (pl); c
hrp = c:(); hrp
hum = c:()
head = c:()
topW = hrp.Position + .(, , )
botW = hrp.Position - .(, , )
topS, _ = Cam:(topW)
botS, vis = Cam:(botW)
rootS, _ = Cam:(hrp.Position)
vis (pl);
seen[pl] =
bH = .(topS.Y - botS.Y); bH <
bW = bH * ; bx = rootS.X - bW/; by = topS.Y
espObjs[pl]
isR15 = c:() ~=
boneList = isR15 BONES BONES_R6
skelLines = {}
_ = , #boneList
.(skelLines, (, {Visible=,Thickness=,Color=skelCol}))
espObjs[pl] = {
boxS = (,{Visible=,Filled=,Thickness=,Color=.(,,)}),
box = (,{Visible=,Filled=,Thickness=}),
name = (, {Visible=,Size=,Center=,Outline=,OutlineColor=.(,,)}),
dist = (, {Visible=,Size=,Center=,Outline=,OutlineColor=.(,,),Color=.(,,)}),
hpBg = (,{Visible=,Filled=,Color=.(,,)}),
hpBar = (,{Visible=,Filled=}),
hdot = (,{Visible=,Radius=,Filled=,Thickness=}),
hdotO = (,{Visible=,Radius=,Filled=,Thickness=,Color=.(,,)}),
skel = skelLines,
boneList = boneList,
}
e = espObjs[pl]
(()
e.boxS.Visible = boxOn; e.box.Visible = boxOn
boxOn
e.boxS.Position = .(bx-, by-); e.boxS.Size = .(bW+, bH+)
e.box.Position = .(bx, by); e.box.Size = .(bW, bH)
e.box.Color = boxCol
)
(()
e.name.Visible = nameOn
nameOn
e.name.Text = pl.DisplayName
e.name.Position = .(rootS.X, by - )
e.name.Color = nameCol
)
(()
e.dist.Visible = distOn
distOn
studs = .((Cam.CFrame.Position - hrp.Position).Magnitude)
e.dist.Text = studs ..
e.dist.Position = .(rootS.X, botS.Y + )
)
(()
e.hpBg.Visible = hpOn; e.hpBar.Visible = hpOn
hpOn hum
pct = .(hum.Health / hum.MaxHealth, , )
fillH = bH * pct
e.hpBg.Position = .(bx - , by); e.hpBg.Size = .(, bH)
e.hpBar.Position = .(bx - , by + bH - fillH); e.hpBar.Size = .(, fillH)
e.hpBar.Color = .(pct * , , )
)
(()
e.hdot.Visible = hdotOn; e.hdotO.Visible = hdotOn
hdotOn head
hs, _ = Cam:(head.Position)
pos = .(hs.X, hs.Y)
e.hdot.Position = pos; e.hdot.Color = hdotCol
e.hdotO.Position = pos
)
(()
boneList = e.boneList BONES
i, bone (boneList)
line = e.skel[i]; line
p1 = c:(bone[])
p2 = c:(bone[])
p1 p2 skelOn
s1, v1 = Cam:(p1.Position)
s2, v2 = Cam:(p2.Position)
v1 v2
line.Visible =
line.From = .(s1.X, s1.Y)
line.To = .(s2.X, s2.Y)
line.Color = skelCol
line.Visible =
line.Visible =
)
key (espObjs) seen[key] (key)
)
EL, ER = EspSub:()
EspG = EL:()
EspG:({ Name=, Flag=, Callback=() () })
EspG:({ Name=, Flag= })
EspG:({ Name=, Flag= })
EspG:({ Name=, Flag= })
EspG:({ Name=, Flag= })
EspG:({ Name=, Flag= })
EspG:({ Name=, Flag= })
EspG:({ Name=, Flag= })
EColG = ER:()
EColG:({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}) })
EColG:({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}) })
EColG:({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}) })
EColG:({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}) })
humEspObjs = {}
humEspConn =
(hum)
humEspObjs[hum]
_, d (humEspObjs[hum]) (() d:() )
humEspObjs[hum] =
()
humEspConn humEspConn:(); humEspConn =
hum (humEspObjs) (hum)
UI:()
humEspConn = RS.RenderStepped:(()
UI:()
hboxOn = UI:()
hnameOn = UI:()
hhpOn = UI:()
hbcd = UI:(); hboxCol = hbcd .(hbcd[],hbcd[],hbcd[]) .(,,)
hncd = UI:(); hnameCol = hncd .(hncd[],hncd[],hncd[]) .(,,)
playerChars = {}
_, pl (Plrs:()) pl.Character playerChars[pl.Character] =
seen = {}
_, desc (:())
desc:()
desc.Health <= (desc);
model = desc.Parent; model
playerChars[model]
hrp = model:() model:()
hrp
topW = hrp.Position + .(, , )
botW = hrp.Position - .(, , )
topS, _ = Cam:(topW)
botS, vis = Cam:(botW)
rootS, _ = Cam:(hrp.Position)
vis (desc);
seen[desc] =
bH = .(topS.Y - botS.Y); bH <
bW = bH * ; bx = rootS.X - bW/; by = topS.Y
humEspObjs[desc]
humEspObjs[desc] = {
boxS = (,{Visible=,Filled=,Thickness=,Color=.(,,)}),
box = (,{Visible=,Filled=,Thickness=}),
name = (, {Visible=,Size=,Center=,Outline=,OutlineColor=.(,,)}),
hpBg = (,{Visible=,Filled=,Color=.(,,)}),
hpBar = (,{Visible=,Filled=}),
}
e = humEspObjs[desc]
(()
e.boxS.Visible = hboxOn; e.box.Visible = hboxOn
hboxOn
e.boxS.Position = .(bx-,by-); e.boxS.Size = .(bW+,bH+)
e.box.Position = .(bx,by); e.box.Size = .(bW,bH)
e.box.Color = hboxCol
)
(()
e.name.Visible = hnameOn
hnameOn e.name.Text = model.Name; e.name.Position = .(rootS.X, by-); e.name.Color = hnameCol
)
(()
e.hpBg.Visible = hhpOn; e.hpBar.Visible = hhpOn
hhpOn
pct = .(desc.Health / desc.MaxHealth, , )
fillH = bH * pct
e.hpBg.Position = .(bx-, by); e.hpBg.Size = .(, bH)
e.hpBar.Position = .(bx-, by+bH-fillH); e.hpBar.Size = .(, fillH)
e.hpBar.Color = .(pct * , , )
)
hum (humEspObjs) seen[hum] (hum)
)
HL, HR = HumEspSub:()
HumG = HL:()
HumG:({ Name=, Flag=, Callback=() () })
HumG:({ Name=, Flag= })
HumG:({ Name=, Flag= })
HumG:({ Name=, Flag= })
HColG = HR:()
HColG:({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}) })
HColG:({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(,{c.R,c.G,c.B}) })
World = Win:()
WL, _ = World:()
WG = WL:()
WG:({ Name=, Flag=,
Callback=(v)
v Lighting.Brightness=;Lighting.ClockTime=;Lighting.FogEnd=
Lighting.GlobalShadows=;Lighting.Ambient=.(,,);Lighting.OutdoorAmbient=.(,,)
Lighting.Brightness=OL.Brightness;Lighting.ClockTime=OL.ClockTime;Lighting.FogEnd=OL.FogEnd
Lighting.GlobalShadows=OL.GlobalShadows;Lighting.Ambient=OL.Ambient;Lighting.OutdoorAmbient=OL.OutdoorAmbient
})
WG:({ Name=, Flag=, Callback=(v) Lighting.FogEnd=v OL.FogEnd })
WG:({ Name=, Flag=, Callback=(v) Lighting.GlobalShadows= v })
WG:({ Name=, Min=, Max=, Default=, Decimals=, Flag=, Callback=(v) Lighting.Brightness=v })
WG:({ Name=,Min=, Max=, Default=, Flag=, Callback=(v) Lighting.ClockTime=v })
WG:({ Name=, Default=.(,,), Flag=, Callback=(c) Lighting.Ambient=c })
Char = Win:()
ChrL, ChrR = Char:()
speedConn, ijConn, ncConn = , ,
MovG = ChrL:()
MovG:({ Name=, Flag=,
Callback=(v)
speedConn speedConn:(); speedConn=
c=LP.Character; c c:()
c.Humanoid.WalkSpeed=v (UI:() )
v speedConn=RS.Heartbeat:(()
UI:()
ch=LP.Character; ch ch:() ch.Humanoid.WalkSpeed=UI:()
)
})
MovG:({ Name=, Min=, Max=, Default=, Flag=,
Callback=(v) UI:() c=LP.Character; c c:() c.Humanoid.WalkSpeed=v })
MovG:({ Name=, Flag=,
Callback=(v)
ijConn ijConn:(); ijConn=
v ijConn=UIS.JumpRequest:(()
c=LP.Character; c c:() c.Humanoid:(.HumanoidStateType.Jumping)
)
})
MovG:({ Name=, Min=, Max=, Default=, Flag=,
Callback=(v) c=LP.Character; c c:() c.Humanoid.JumpHeight=v })
MovG:({ Name=, Flag=,
Callback=(v)
ncConn ncConn:(); ncConn=
v ncConn=RS.Stepped:(()
c=LP.Character; c UI:()
_,p (c:()) p:() p.CanCollide=
)
c=LP.Character; c _,p (c:())
p:() (() p.CanCollide= )
})
MovG:({ Name=, Callback=() LP:() })
FlyG = ChrR:()
FlyG:({ Name=, Flag=, Keybind=,
Callback=(v) v () () })
FlyG:({ Name=, Min=, Max=, Default=, Flag= })
BodyG = ChrR:()
BodyG:({ Name=, Min=, Max=, Default=, Flag=,
Callback=(v) Cam.FieldOfView=v })
BodyG:({ Name=, Flag=,
Callback=(v)
c=LP.Character; c _,p (c:())
p:() p:() (() p.LocalTransparencyModifier=v )
})
PlayersTab = Win:()
PlL, PlR = PlayersTab:()
plrMap = {}
()
plrMap = {}
items = {}
_, p (Plrs:())
p ~= LP
plrMap[p.Name] = p
.(items, p.Name)
#items ==
plrMap[] =
items = {}
items
()
sel = UI:()
plrMap[sel]
specSubject =
()
Cam.CameraType = .CameraType.Custom
c = LP.Character; Cam.CameraSubject = c c:()
specSubject =
PlG = PlL:()
initItems = ()
plrDropObj = PlG:({ Name=, Items=initItems, Flag= })
PlG:({ Name=,
Callback=()
newItems = ()
plrDropObj:(newItems)
UI:({Title=, Body=#newItems.., Type=, Duration=})
})
PlG:({ Name=,
Callback=()
tgt = ()
(tgt tgt.Character LP.Character)
UI:({Title=, Body=, Type=, Duration=});
th = tgt.Character:()
mh = LP.Character:()
th mh
mh.LocalTransparencyModifier =
mh.CFrame = th.CFrame * .(, , )
.(, () mh.LocalTransparencyModifier = )
UI:({Title=, Body= .. tgt.Name, Type=, Duration=})
})
PlG:({ Name=,
Callback=()
tgt = ()
(tgt tgt.Character LP.Character)
UI:({Title=, Body=, Type=, Duration=});
th = tgt.Character:()
mh = LP.Character:()
th mh
th.CFrame = mh.CFrame * .(, , )
UI:({Title=, Body=tgt.Name .. , Type=, Duration=})
})
PlG:({ Name=,
Callback=()
tgt = ()
(tgt tgt.Character)
UI:({Title=, Body=, Type=, Duration=});
()
hum = tgt.Character:()
hum
Cam.CameraType = .CameraType.Custom; Cam.CameraSubject = hum; specSubject = hum
UI:({Title=, Body=tgt.Name, Type=, Duration=})
})
PlG:({ Name=,
Callback=() (); UI:({Title=, Body=, Type=, Duration=}) })
Plrs.PlayerRemoving:((pl)
specSubject (pl) specSubject:((pl)) ()
)
Servers = Win:()
SvL, _ = Servers:()
SvG = SvL:()
SvG:({ Name=, Min=, Max=, Default=, Flag= })
SvG:({ Name=, Min=, Max=, Default=, Flag= })
SvG:({ Name=,
Callback=()
TpS = :()
ok, pages = (()
:():(
:(..game.PlaceId..))
)
servers = {}
ok pages pages.data
mn = UI:() ; mx2 = UI:()
_, s (pages.data)
s.id ~= .JobId s.playing >= mn s.playing <= mx2
.(servers, s.id)
#servers >
TpS:(.PlaceId, servers[.(, #servers)])
UI:({Title=, Body=, Type=, Duration=})
UI:({Title=, Body=, Type=, Duration=})
})
Config = Win:()
CfL, CfR = Config:()
cfgNames = {}
cfgSelected =
()
cfgNames = {}
(listfiles) ==
ok, files = (listfiles, )
ok files
_, f (files)
name = f:()
name name = f:()
name .(cfgNames, name)
#cfgNames ==
(isfile) == (isfile, )
.(cfgNames, )
cfgNames
SaveG = CfL:()
cfgNameBox = SaveG:({
Name=, Flag=,
Default=, Placeholder=,
})
SaveG:({ Name=,
Callback=()
name = cfgNameBox:()
name name== name=
ok, msg = UI.Cfg:(name)
UI:({Title=ok , Body=(ok ..name.. msg), Type=ok , Duration=})
ok
found=; _,n (cfgNames) n==name found=
found .(cfgNames,name)
})
CfL:():({ Name=,
Callback=()
UI.Cfg._d = {}
UI:({Title=, Body=, Type=, Duration=})
})
UISetG = CfL:()
UISetG:({ Name=, Default=.(,,), Flag=,
Callback=(c) UI:(c) })
UISetG:({ Name=, Flag=,
Default=, Placeholder=,
Callback=(v)
kc = .KeyCode[v]
kc
UI:(kc)
UI:({Title=, Body=..v, Type=, Duration=})
UI:({Title=, Body=..v.., Type=, Duration=})
})
UISetG:({ Name=,
Callback=()
UI:({Title=, Body=, Type=, Duration=})
.(, ()
_, conn ({speedConn,ijConn,ncConn,aimConn,trigConn,rainbowConn,espConn,fovConn,flyConn,humEspConn})
conn (() conn:() )
(); ()
pl (hlPool) (pl)
key (espObjs) (key)
hum (humEspObjs) (hum)
()
Lighting.Brightness=OL.Brightness; Lighting.ClockTime=OL.ClockTime
Lighting.FogEnd=OL.FogEnd; Lighting.GlobalShadows=OL.GlobalShadows
Lighting.Ambient=OL.Ambient; Lighting.OutdoorAmbient=OL.OutdoorAmbient
c = LP.Character
c
h = c:()
h h.WalkSpeed=; h.JumpHeight=
_, p (c:())
p:() (() p.CanCollide=; p.LocalTransparencyModifier= )
UI:()
)
})
cfgListSec = CfR:()
cfgListDrop
()
()
items = #cfgNames > cfgNames {}
cfgListDrop
cfgListDrop:(items)
()
initCfgItems = #cfgNames > cfgNames {}
cfgListDrop = cfgListSec:({
Name=, Flag=,
Items=initCfgItems, Default=initCfgItems[],
})
cfgListSec:({ Name=,
Callback=()
()
UI:({Title=, Body=#cfgNames.., Type=, Duration=})
})
cfgListSec:({ Name=,
Callback=()
name = UI:()
name name==
UI:({Title=, Body=, Type=, Duration=});
ok, msg = UI.Cfg:(name)
UI:({Title=ok , Body=ok ..name.. msg, Type=ok , Duration=})
})
cfgListSec:({ Name=,
Callback=()
name = UI:()
name name==
UI:({Title=, Body=, Type=, Duration=});
deleted =
(delfile) ==
ok = (delfile, ..name..)
deleted = ok
(writefile) ==
(writefile, ..name.., )
deleted =
deleted
i, n (cfgNames)
n == name .(cfgNames, i);
()
UI:({Title=, Body=..name.., Type=, Duration=})
UI:({Title=, Body=, Type=, Duration=})
})
CfR:():({ Name=, Flag=, Default= })
CfR:():({ Name=, Flag=, Default= })Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: x5no.github.io, raw.githubusercontent.com, games.roblox.com.
https://crackacheeky.github.io/nebula-guide/#intro <- guide the demo includes aimbot, triggerbot, silent aim (may not work for some games), player bring / teleport to, player spectate, chams, movement mods such as fly and speed, etc. Config menu, a built in key system for users. the key is demo for the demo i have provided

Universal