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Copy the script and paste it into your executor.
ok, Fluent = (()
(:())()
)
ok Fluent
()
Window = Fluent:({
Title = ,
SubTitle = ,
TabWidth = ,
Size = .(, ),
Acrylic = ,
Theme = ,
})
SpeedTab = Window:({ Title = , Icon = })
FallTab = Window:({Title = , Icon = })
VisualTab = Window:({Title=, Icon=})
ACFlaggerTab = Window:({Title=, Icon=})
KeybindsTab = Window:({ Title = , Icon = })
SpeedEnabled =
SpeedValue =
JumpEnabled =
JumpBoost =
NoclipEnabled =
AntiFallEnabled =
FallThreshold = -
safeHeight =
liftHeight =
SpeedToggleUI, JumpToggleUI, NoclipToggleUI, AntiFallToggleUI
SpeedToggleUI = SpeedTab:(, {
Title = ,
Default =
})
SpeedToggleUI:((v)
SpeedEnabled = v
)
SpeedTab:(, {
Title = ,
Description = ,
Default = ,
Min = ,
Max = ,
Rounding =
}):((v)
SpeedValue = v
)
JumpToggleUI = SpeedTab:(, {
Title = ,
Default =
})
JumpToggleUI:((v)
JumpEnabled = v
)
SpeedTab:(, {
Title = ,
Description = ,
Default = ,
Min = ,
Max = ,
Rounding =
}):((v)
JumpBoost = v
)
NoclipToggleUI = SpeedTab:(, {
Title = ,
Default =
})
NoclipToggleUI:((v)
NoclipEnabled = v
)
AntiFallToggleUI = FallTab:(, {
Title = ,
Default =
})
AntiFallToggleUI:((v)
AntiFallEnabled = v
)
FallTab:(, {
Title = ,
Description = ,
Default = -,
Min = -,
Max = -,
Rounding =
}):((v) FallThreshold = v )
FallTab:(, {
Title = ,
Description = ,
Default = ,
Min = ,
Max = ,
Rounding =
}):((v) safeHeight = v )
FallTab:(, {
Title = ,
Description = ,
Default = ,
Min = ,
Max = ,
Rounding =
}):((v) liftHeight = v )
Lighting = :()
(className)
obj = Lighting:(className)
obj
obj = .(className)
obj.Parent = Lighting
obj
SunRays = ()
Bloom = ()
CC = ()
Atmos = ()
()
Lighting.Brightness =
Lighting.TimeOfDay =
Lighting.FogStart =
Lighting.FogEnd =
Lighting.FogColor = .(,,)
SunRays.Enabled =
Bloom.Enabled =
CC.Brightness =
CC.Contrast =
CC.Saturation =
Atmos.Density =
Atmos.Haze =
()
VisualTab:(, {
Title = ,
Default = Lighting.Brightness,
Min = ,
Max = ,
Rounding =
}):((v)
Lighting.Brightness = v
)
LockedTime = (Lighting.TimeOfDay:(,))
VisualTab:(, {
Title = ,
Description = ,
Default = LockedTime,
Min = ,
Max = ,
Rounding =
}):((v)
LockedTime = v
Lighting.TimeOfDay = .(, v)
)
:().RenderStepped:(()
Lighting.TimeOfDay = .(, LockedTime)
)
VisualTab:(, {
Title = ,
Default =
}):((v)
SunRays.Enabled = v
)
VisualTab:(, {
Title = ,
Default = Bloom.Enabled
}):((v)
Bloom.Enabled = v
)
VisualTab:(, {
Title = ,
Default = Bloom.Intensity,
Min = ,
Max = ,
Rounding =
}):((v)
Bloom.Intensity = v
)
VisualTab:(, {
Title = ,
Default = Bloom.Threshold,
Min = ,
Max = ,
Rounding =
}):((v)
Bloom.Threshold = v
)
VisualTab:(, {
Title = ,
Default = Bloom.Size,
Min = ,
Max = ,
Rounding =
}):((v)
Bloom.Size = v
)
VisualTab:(, {
Title = ,
Default = CC.Brightness,
Min = -,
Max = ,
Rounding =
}):((v)
CC.Brightness = v
)
VisualTab:(, {
Title = ,
Default = CC.Contrast,
Min = -,
Max = ,
Rounding =
}):((v)
CC.Contrast = v
)
VisualTab:(, {
Title = ,
Default = CC.Saturation,
Min = -,
Max = ,
Rounding =
}):((v)
CC.Saturation = v
)
VisualTab:(, {
Title = ,
Default = Atmos.Density,
Min = ,
Max = ,
Rounding =
}):((v)
Atmos.Density = v
)
VisualTab:(, {
Title = ,
Default = Atmos.Haze,
Min = ,
Max = ,
Rounding =
}):((v)
Atmos.Haze = v
)
VisualTab:(, {
Title = ,
Default =
}):((v)
v
Lighting.FogStart =
Lighting.FogEnd =
Lighting.FogStart =
Lighting.FogEnd =
)
VisualTab:(, {
Title = ,
Default = Lighting.FogColor.R * ,
Min = ,
Max = ,
Rounding =
}):((v)
c = Lighting.FogColor
Lighting.FogColor = .(v, c.G * , c.B * )
)
VisualTab:(, {
Title = ,
Default = Lighting.FogColor.G * ,
Min = ,
Max = ,
Rounding =
}):((v)
c = Lighting.FogColor
Lighting.FogColor = .(c.R * , v, c.B * )
)
VisualTab:(, {
Title = ,
Default = Lighting.FogColor.B * ,
Min = ,
Max = ,
Rounding =
}):((v)
c = Lighting.FogColor
Lighting.FogColor = .(c.R * , c.G * , v)
)
ACFlaggerEnabled =
GlobalACFlagger =
UltraSafeEnabled =
acMessages = {
,
,
,
,
,
}
ACFlaggerTab:(, {
Title=,
Default=
}):((v)
ACFlaggerEnabled = v
Fluent:({
Title = ,
Content = ACFlaggerEnabled ,
Duration =
})
)
ACFlaggerTab:(, {
Title=,
Default=
}):((v)
GlobalACFlagger = v
Fluent:({
Title = ,
Content = GlobalACFlagger ,
Duration =
})
)
ACFlaggerTab:(, {
Title = ,
Default =
}):((v)
UltraSafeEnabled = v
Fluent:({
Title = ,
Content = UltraSafeEnabled ,
Duration =
})
)
KeybindsTab:(, {
Title = ,
Default = ,
Mode = ,
Callback = ()
Window:()
})
KeybindsTab:(, {
Title = ,
Default = ,
Mode = ,
Callback = (Value)
SpeedToggleUI SpeedToggleUI.SetValue
SpeedToggleUI:(Value)
Fluent:({Title = , Content = Value , Duration = })
})
KeybindsTab:(, {
Title = ,
Default = ,
Mode = ,
Callback = (Value)
NoclipToggleUI NoclipToggleUI.SetValue
NoclipToggleUI:(Value)
Fluent:({Title = , Content = Value , Duration = })
})
KeybindsTab:(, {
Title = ,
Default = ,
Mode = ,
Callback = (Value)
JumpToggleUI JumpToggleUI.SetValue
JumpToggleUI:(Value)
Fluent:({Title = , Content = Value , Duration = })
})
KeybindsTab:(, {
Title = ,
Default = ,
Mode = ,
Callback = (Value)
AntiFallToggleUI AntiFallToggleUI.SetValue
AntiFallToggleUI:(Value)
Fluent:({Title = , Content = Value , Duration = })
})
Players = :()
UIS = :()
RunService = :()
Workspace = :()
player = Players.LocalPlayer
hrp = player.Character player.Character:()
hum = player.Character player.Character:()
player.CharacterAdded:((char)
hrp = char:()
hum = char:()
)
keys = {W=,A=,S=,D=}
UIS.InputBegan:((input,gp)
gp
input.KeyCode
name = input.KeyCode.Name
keys[name] ~= keys[name] =
)
UIS.InputEnded:((input)
input.KeyCode
name = input.KeyCode.Name
keys[name] ~= keys[name] =
)
lastPositions = {}
globalCooldowns = {}
(p)
p.Character p.Character:()
lastPositions[p] = p.Character.HumanoidRootPart.Position
globalCooldowns[p] =
p.CharacterAdded:((c)
hrpP = c:()
lastPositions[p] = hrpP.Position
globalCooldowns[p] =
)
p.CharacterAdded:((c)
hrpP = c:()
lastPositions[p] = hrpP.Position
globalCooldowns[p] =
)
_, p (Players:())
(p)
Players.PlayerAdded:(trackPlayer)
Players.PlayerRemoving:((p)
lastPositions[p] =
globalCooldowns[p] =
)
RunService.Heartbeat:(()
now = ()
p, lastPos (lastPositions)
p p.Character p.Character:()
hrpP = p.Character.HumanoidRootPart
dist = (hrpP.Position - lastPos).Magnitude
ACFlaggerEnabled p == player dist >
msg = acMessages[.(, #acMessages)]
Fluent:({Title=, Content=msg, Duration=})
GlobalACFlagger dist > now - (globalCooldowns[p] ) >=
msg = acMessages[.(, #acMessages)]
Fluent:({
Title = ..p.Name,
Content = ..msg,
Duration =
})
globalCooldowns[p] = now
lastPositions[p] = hrpP.Position
)
ghostPos =
lastSafe =
serverMaxDelta =
velClamp =
stateCooldown =
(v, max)
m = v.Magnitude
m > max m >
v.Unit * max
v
legalStates = {
[.HumanoidStateType.Running] = ,
[.HumanoidStateType.RunningNoPhysics] = ,
[.HumanoidStateType.Climbing] = ,
[.HumanoidStateType.Jumping] = ,
[.HumanoidStateType.Freefall] = ,
[.HumanoidStateType.Landed] = ,
[.HumanoidStateType.GettingUp] =
}
()
hum
stateCooldown > ()
st = hum:()
legalStates[st]
(() hum:(.HumanoidStateType.RunningNoPhysics) )
stateCooldown = () +
RunService.Heartbeat:(()
UltraSafeEnabled hrp
ghostPos
ghostPos = hrp.Position
lastSafe = ghostPos
lastSafe = ghostPos
)
noclipParts = {,,,,,,}
lastMoveTime =
RunService.RenderStepped:((dt)
hrp hrp.Parent
hum hum.Sit
UltraSafeEnabled
ghostPos = ghostPos hrp.Position
lastSafe = lastSafe hrp.Position
(()
hrp.Velocity = (hrp.Velocity, velClamp)
hrp.AssemblyLinearVelocity = .zero
)
intendedDelta = hrp.Position - ghostPos
safeDelta = (intendedDelta, serverMaxDelta)
ghostPos += safeDelta
(()
hrp.CFrame = .(ghostPos) * .(hrp.Position - ghostPos)
)
()
NoclipEnabled UIS:() ==
moving = keys.W keys.A keys.S keys.D
now = ()
safeToClip = moving now - lastMoveTime <
_, partName (noclipParts)
part = hrp.Parent:(partName)
part part:()
part.CanCollide = safeToClip
safeToClip lastMoveTime = now
SpeedEnabled
dir = .zero
keys.W dir += hrp.CFrame.LookVector
keys.S dir -= hrp.CFrame.LookVector
keys.A dir -= hrp.CFrame.RightVector
keys.D dir += hrp.CFrame.RightVector
dir.Magnitude >
dir = dir.Unit
move = dir * SpeedValue * dt
hrp.CFrame = hrp.CFrame + move
)
jumping =
rayParams = RaycastParams.()
rayParams.FilterType = .RaycastFilterType.Blacklist
()
rayParams.FilterDescendantsInstances = {player.Character}
result = :(
hrp.Position,
.(, -, ),
rayParams
)
result ~=
UIS.JumpRequest:(()
JumpEnabled hrp jumping
()
jumping =
bv = .()
bv.MaxForce = .(, .huge, )
bv.Velocity = .(, JumpBoost, )
bv.Parent = hrp
.(, ()
bv:()
jumping =
)
)
fallCooldown =
RunService.RenderStepped:((dt)
AntiFallEnabled hrp hrp.Parent
fallCooldown
ray = Ray.(hrp.Position, .(,-,))
part,pos = Workspace:(ray, player.Character)
distance = part (hrp.Position - pos).Magnitude
velY = hrp.Velocity.Y
distance <= safeHeight velY < FallThreshold
fallCooldown =
.(()
target = hrp.Position + .(,liftHeight,)
steps =
i=,steps
hrp.CFrame = .(hrp.Position:(target, i/steps))
.()
fallCooldown =
)
)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: github.com.

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