Run it
Copy the script and paste it into your executor.
:()
.Loaded:()
Players = :()
TweenService = :()
Lighting = :()
RunService = :()
Workspace = :()
player = Players.LocalPlayer
playerGui = player:()
blur = .()
blur.Name =
blur.Size =
blur.Parent = Lighting
screenGui = .()
screenGui.Name =
screenGui.IgnoreGuiInset =
screenGui.ResetOnSpawn =
screenGui.DisplayOrder =
screenGui.Parent = playerGui
background = .()
background.Size = .(, , , )
background.BackgroundColor3 = .(, , )
background.BackgroundTransparency =
background.BorderSizePixel =
background.ZIndex =
background.Parent = screenGui
dot = .()
dot.AnchorPoint = .(, )
dot.Size = .(, , , )
dot.Position = .(, , , )
dot.BackgroundColor3 = .(, , )
dot.BackgroundTransparency =
dot.BorderSizePixel =
dot.ZIndex =
dot.Parent = screenGui
dotCorner = .()
dotCorner.CornerRadius = .(, )
dotCorner.Parent = dot
ring = .()
ring.AnchorPoint = .(, )
ring.Size = .(, , , )
ring.Position = .(, , , )
ring.BackgroundTransparency =
ring.ZIndex =
ring.Parent = screenGui
ringCorner = .()
ringCorner.CornerRadius = .(, )
ringCorner.Parent = ring
ringStroke = .()
ringStroke.Thickness =
ringStroke.Color = .(, , )
ringStroke.Transparency =
ringStroke.Parent = ring
scanLine = .()
scanLine.Size = .(, , , )
scanLine.Position = .(, , , )
scanLine.BackgroundColor3 = .(, , )
scanLine.BackgroundTransparency =
scanLine.BorderSizePixel =
scanLine.ZIndex =
scanLine.Parent = screenGui
logo = .()
logo.Size = .(, , , )
logo.Position = .(, , , )
logo.BackgroundTransparency =
logo.Font = .Font.GothamBlack
logo.Text =
logo.TextColor3 = .(, , )
logo.TextTransparency =
logo.TextScaled =
logo.ZIndex =
logo.Parent = screenGui
logoStroke = .()
logoStroke.Thickness =
logoStroke.Color = .(, , )
logoStroke.Transparency =
logoStroke.Parent = logo
subtitle = .()
subtitle.Size = .(, , , )
subtitle.Position = .(, , , )
subtitle.BackgroundTransparency =
subtitle.Font = .Font.Gotham
subtitle.Text =
subtitle.TextColor3 = .(, , )
subtitle.TextTransparency =
subtitle.TextScaled =
subtitle.ZIndex =
subtitle.Parent = screenGui
version = .()
version.Size = .(, , , )
version.Position = .(-, , , )
version.BackgroundTransparency =
version.Font = .Font.Code
version.Text =
version.TextColor3 = .(, , )
version.TextTransparency =
version.TextScaled =
version.ZIndex =
version.Parent = screenGui
status = .()
status.Size = .(, , , )
status.Position = .(, , , )
status.BackgroundTransparency =
status.Font = .Font.Gotham
status.Text =
status.TextColor3 = .(, , )
status.TextTransparency =
status.TextScaled =
status.ZIndex =
status.Parent = screenGui
barBack = .()
barBack.Size = .(, , , )
barBack.Position = .(, , , )
barBack.BackgroundColor3 = .(, , )
barBack.BackgroundTransparency =
barBack.BorderSizePixel =
barBack.ZIndex =
barBack.Parent = screenGui
barBackCorner = .()
barBackCorner.CornerRadius = .(, )
barBackCorner.Parent = barBack
barFill = .()
barFill.Size = .(, , , )
barFill.BackgroundColor3 = .(, , )
barFill.BackgroundTransparency =
barFill.BorderSizePixel =
barFill.ZIndex =
barFill.Parent = barBack
barFillCorner = .()
barFillCorner.CornerRadius = .(, )
barFillCorner.Parent = barFill
percent = .()
percent.Size = .(, , , )
percent.Position = .(, , , )
percent.BackgroundTransparency =
percent.Font = .Font.Code
percent.Text =
percent.TextColor3 = .(, , )
percent.TextTransparency =
percent.TextScaled =
percent.ZIndex =
percent.Parent = screenGui
glitchOverlay = .()
glitchOverlay.Size = .(, , , )
glitchOverlay.BackgroundColor3 = .(, , )
glitchOverlay.BackgroundTransparency =
glitchOverlay.BorderSizePixel =
glitchOverlay.ZIndex =
glitchOverlay.Parent = screenGui
PIXEL_COUNT =
pixels = {}
i = , PIXEL_COUNT
px = .()
size = .(, )
px.Size = .(, size, , size)
px.Position = .(.(, ) / , , .(, ) / , )
px.BackgroundColor3 = .(, , )
px.BackgroundTransparency =
px.BorderSizePixel =
px.ZIndex =
px.Parent = screenGui
pixels[i] = px
(obj, time, props, style, direction)
info = TweenInfo.(time, style .EasingStyle.Quad, direction .EasingDirection.Out)
tw = TweenService:(obj, info, props)
tw:()
tw
(times, flick)
_ = , times
glitchOverlay.BackgroundTransparency =
.(flick)
glitchOverlay.BackgroundTransparency =
.(flick)
(text, holdTime)
status.Text = text
(status, , {TextTransparency = })
.(holdTime)
(status, , {TextTransparency = })
.()
pixelsActive =
_, px (pixels)
.(()
pixelsActive
pos = px.Position
dx = .(-, ) /
dy = .(-, ) /
dur = .(, ) /
(px, dur, {
BackgroundTransparency = .(, ) / ,
Position = .(pos.X.Scale + dx, , pos.Y.Scale + dy, ),
}, .EasingStyle.Sine)
.(dur)
pixelsActive
(px, dur * , {BackgroundTransparency = }, .EasingStyle.Sine)
.(dur * + .(, ) / )
)
(background, , {BackgroundTransparency = })
(dot, , {BackgroundTransparency = })
dotPulse = TweenService:(dot,
TweenInfo.(, .EasingStyle.Sine, .EasingDirection.InOut, -, ),
{Size = .(, , , ), BackgroundTransparency = })
dotPulse:()
.()
dotPulse:()
(dot, , {BackgroundTransparency = })
(, )
(logo, , {TextTransparency = , Position = .(, , , )}, .EasingStyle.Back)
(logoStroke, , {Transparency = })
(ringStroke, , {Transparency = })
(blur, , {Size = })
.()
ringPulse = TweenService:(ring,
TweenInfo.(, .EasingStyle.Sine, .EasingDirection.InOut, -, ),
{Size = .(, , , )})
ringPulse:()
scanLine.BackgroundTransparency =
(scanLine, , {Position = .(, , , )}, .EasingStyle.Sine)
.()
scanLine.BackgroundTransparency =
scanLine.Position = .(, , , )
(subtitle, , {TextTransparency = , Position = .(, , , )}, .EasingStyle.Sine)
(version, , {TextTransparency = , Position = .(, , , )}, .EasingStyle.Sine)
.()
.()
(, )
barBack.BackgroundTransparency =
(barFill, , {BackgroundTransparency = })
(percent, , {TextTransparency = })
(barFill, , {Size = .(, , , )}, .EasingStyle.Linear)
.(()
steps =
i = , steps
percent.Text = .((i / steps) * ) ..
.( / steps)
percent.Text =
)
(, )
(, )
status.Text =
(status, , {TextTransparency = })
.()
logoBreath = TweenService:(logoStroke,
TweenInfo.(, .EasingStyle.Sine, .EasingDirection.InOut, -, ),
{Transparency = })
logoBreath:()
.()
logoBreath:()
ringPulse:()
pixelsActive =
(, )
fadeTime =
(background, fadeTime, {BackgroundTransparency = })
(logo, fadeTime, {TextTransparency = })
(logoStroke, fadeTime, {Transparency = })
(subtitle, fadeTime, {TextTransparency = })
(version, fadeTime, {TextTransparency = })
(status, fadeTime, {TextTransparency = })
(barBack, fadeTime, {BackgroundTransparency = })
(barFill, fadeTime, {BackgroundTransparency = })
(percent, fadeTime, {TextTransparency = })
(ringStroke, fadeTime, {Transparency = })
(blur, fadeTime, {Size = })
_, px (pixels)
(px, fadeTime, {BackgroundTransparency = })
.(fadeTime)
blur:()
screenGui:()
(()
gameSettings = ():()
gameSettings.SavedQualityLevel = .SavedQualitySetting.QualityLevel1
)
Lighting.GlobalShadows =
Lighting.FogEnd =
Lighting.ShadowSoftness =
Lighting.EnvironmentDiffuseScale =
Lighting.EnvironmentSpecularScale =
Lighting.Brightness =
(obj)
obj:()
obj.Material = .Material.SmoothPlastic
obj.Reflectance =
obj.CastShadow =
obj:() obj:()
obj.Transparency =
obj:() obj:() obj:()
obj:() obj:()
obj.Enabled =
_, v (Workspace:())
(v)
Workspace.DescendantAdded:(Otimizar)
monitorGui = .()
monitorGui.Name =
monitorGui.ResetOnSpawn =
monitorGui.DisplayOrder =
monitorGui.Parent = playerGui
monitorFrame = .()
monitorFrame.Size = .(, , , )
monitorFrame.Position = .(, -, , )
monitorFrame.BackgroundColor3 = .(, , )
monitorFrame.BackgroundTransparency =
monitorFrame.BorderSizePixel =
monitorFrame.Parent = monitorGui
monitorCorner = .()
monitorCorner.CornerRadius = .(, )
monitorCorner.Parent = monitorFrame
monitorStroke = .()
monitorStroke.Color = .(, , )
monitorStroke.Thickness =
monitorStroke.Transparency =
monitorStroke.Parent = monitorFrame
titleLabel = .()
titleLabel.Size = .(, , , )
titleLabel.BackgroundTransparency =
titleLabel.TextColor3 = .(, , )
titleLabel.Font = .Font.Code
titleLabel.TextSize =
titleLabel.Text =
titleLabel.Parent = monitorFrame
fpsLabel = .()
fpsLabel.Size = .(, , , )
fpsLabel.Position = .(, , , )
fpsLabel.BackgroundTransparency =
fpsLabel.TextColor3 = .(, , )
fpsLabel.Font = .Font.Code
fpsLabel.TextSize =
fpsLabel.Text =
fpsLabel.Parent = monitorFrame
pingLabel = .()
pingLabel.Size = .(, , , )
pingLabel.Position = .(, , , )
pingLabel.BackgroundTransparency =
pingLabel.TextColor3 = .(, , )
pingLabel.Font = .Font.Code
pingLabel.TextSize =
pingLabel.Text =
pingLabel.Parent = monitorFrame
fpsFrameCount =
fpsElapsed =
UPDATE_INTERVAL =
RunService.RenderStepped:((dt)
fpsFrameCount = fpsFrameCount +
fpsElapsed = fpsElapsed + dt
fpsElapsed >= UPDATE_INTERVAL
fps = .(fpsFrameCount / fpsElapsed)
ping = .(player:() * )
fpsLabel.Text = .. fps
pingLabel.Text = .. ping ..
fpsFrameCount =
fpsElapsed =
)
IA DEX PROJETADA PARA ALTO PERFORMANCE PARA SEU JOGO MELHORA PING FPS REDUZIR LEG REDUZI COMGELAMENTO DE TELAS MELHORA HDR DO JOGO COM SISTEMA DE IA MELHORA JOGO TIRA TEXTURAS QUE NÃO PRESISA ESSA E A IA DEX CUMUNITY OFICIAL CRIADA POR DESENVOLVEDOR Bernardo Pereira Carvalho.😎

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