Run it
Copy the script and paste it into your executor.
Library = (:())()
UIS = :()
RunService = :()
Players = :()
Lighting = :()
TeleportService = :()
HttpService = :()
Camera = .CurrentCamera
Player = Players.LocalPlayer
QueueSave
IsLoading =
SettingsData = {
Enabled = , FOV = , HitPart = , ShotDelay = ,
WallCheck = , TeamCheck = , Smoothing = , SmoothFactor = ,
Prediction = , PredictionAmount = , SilentAim = ,
SilentExtraLead = ,
SilentForceShot = ,
UseNamecallHook = ,
AutoFire = , TriggerBot = , TriggerDelay = ,
HitboxSink = , HitboxSinkDepth = , HitboxDesync = , HitboxDesyncOffset = ,
TargetESP = , TargetTracer = , TargetPanel = , TargetColor = .(, , ),
ShowFOV = , FOVColor = .(, , ),
RaycastVisuals = , RaycastMaxLines = , RaycastShowCount = , RaycastColor = .(, , ),
ChamsEnabled = , GlowEnabled = , RainbowGlow = ,
ChamColor = .(, , ), GlowColor = .(, , ),
ChamTransparency = ,
ChamType = , ChamWireThickness = , ChamWireLines = ,
Boxes = , BoxColor = .(, , ),
CornerBoxes = , CornerLength = ,
BoxFill = , BoxFillColor = .(, , ), BoxFillTransparency = ,
Names = , NameColor = .(, , ),
Distance = , DistanceColor = .(, , ),
Tracers = , TracerColor = .(, , ),
HealthBar = ,
CrosshairEnabled = , CrosshairColor = .(, , ),
CrosshairSize = , CrosshairThickness = , CrosshairGap = ,
DotEnabled = ,
Fullbright = , NoFog = , CustomTime = , TimeValue = ,
AmbientColor = .(, , ),
BloomEnabled = , BloomIntensity = , BloomSize = , BloomThreshold = ,
ColorCorrectionEnabled = , ColorCorrectionContrast = , ColorCorrectionSaturation = ,
ColorCorrectionTint = .(, , ),
RainbowParticles = ,
TrailEnabled = , TrailColor = .(, , ), TrailLifetime = ,
AuraEnabled = , AuraColor = .(, , ),
SpeedEnabled = , SpeedValue = ,
FlyEnabled = , FlySpeed = ,
NoclipEnabled = , InfJumpEnabled = ,
JumpPower = , JumpValue = ,
HUDEnabled = , HUDWatermark = ,
HUDHealth = , HUDSpeed = , HUDCoords = ,
HUDTarget = , HUDPlayers = , HUDFPS = ,
HUDArraylist = , HUDKeybinds = ,
HUDColor = .(, , ),
AntiAFK = , ClickTP = , Notifications = ,
}
Settings = ({}, {
__index = SettingsData,
__newindex = (_, key, value)
SettingsData[key] = value
IsLoading QueueSave
()
})
OriginalLighting = {
Brightness = Lighting.Brightness,
ClockTime = Lighting.ClockTime,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
GlobalShadows = Lighting.GlobalShadows,
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
}
(src)
dst = {}
k, v (src)
dst[k] = v
dst
DefaultSettings = (SettingsData)
Config = {
Profile = ,
AutoSave = ,
AutoLoad = ,
}
CONFIG_DIR =
CONFIG_VERSION =
pendingSave =
ConfigLoaded =
(name)
name = (name )
name = name:(, )
name = name:(, )
name
()
profile = (Config.Profile)
profile ==
profile =
CONFIG_DIR .. .. profile ..
(v)
(v) ==
{ __type = , r = v.R, g = v.G, b = v.B }
v
(v)
(v) == v.__type ==
.(v.r , v.g , v.b )
v
(list, value)
_, v (list)
v == value
()
writefile ,
makefolder (CONFIG_DIR)
(CONFIG_DIR)
data = { __version = CONFIG_VERSION }
k, v (SettingsData)
data[k] = (v)
ok, json = (()
HttpService:(data)
)
ok ,
ok2, err = (()
((), json)
)
ok2 , err
()
readfile isfile ,
path = ()
(path) ,
ok, data = (()
HttpService:((path))
)
ok (data) ~= ,
IsLoading =
k, v (data)
k ~= k ~= SettingsData[k] ~=
SettingsData[k] = (v)
SettingsData.UseNamecallHook =
({, , , }, SettingsData.HitPart)
SettingsData.HitPart =
({, , , , , , }, SettingsData.ChamType)
SettingsData.ChamType =
SettingsData.ChamWireLines = .((SettingsData.ChamWireLines) , , )
SettingsData.ChamWireThickness = .((SettingsData.ChamWireThickness) , , )
IsLoading =
ConfigLoaded =
()
IsLoading =
k, v (DefaultSettings)
SettingsData[k] = v
IsLoading =
QueueSave = ()
IsLoading Config.AutoSave
pendingSave
pendingSave =
.(, ()
pendingSave =
IsLoading Config.AutoSave
()
)
UIControls = {}
(key, control)
key control
UIControls[key] = control
control
(control, value)
control
ok = (() control:(value) )
ok
ok = (() control:(value) )
ok
(() control:(value) )
()
IsLoading =
key, control (UIControls)
SettingsData[key] ~=
(control, SettingsData[key])
IsLoading =
Config.AutoLoad
(()
()
)
BloomEffect = Lighting:()
ColorCorrectionEffect = Lighting:()
Window = Library:({
Name = ,
SubName = ,
Logo =
})
CombatPage = Window:({Name = })
AimSec = CombatPage:({Name = })
(, AimSec:({Name = , Default = Settings.Enabled, Callback = (v) Settings.Enabled = v }))
(, AimSec:({Name = , Default = Settings.SilentAim, Callback = (v) Settings.SilentAim = v }))
AimSec:()
(, AimSec:({Name = , Default = Settings.WallCheck, Callback = (v) Settings.WallCheck = v }))
(, AimSec:({Name = , Default = Settings.TeamCheck, Callback = (v) Settings.TeamCheck = v }))
(, AimSec:({Name = , Min = , Max = , Default = Settings.FOV, Callback = (v) Settings.FOV = v }))
(, AimSec:({Name = , Default = Settings.HitPart, Items = {, , , }, Callback = (v) Settings.HitPart = v }))
(, AimSec:({Name = , Min = , Max = , Default = Settings.ShotDelay, Decimals = , Callback = (v) Settings.ShotDelay = v }))
(, AimSec:({Name = , Min = , Max = , Default = Settings.SilentExtraLead, Decimals = , Callback = (v) Settings.SilentExtraLead = v }))
(, AimSec:({Name = , Default = Settings.SilentForceShot, Callback = (v) Settings.SilentForceShot = v }))
HitboxSec = CombatPage:({Name = })
(, HitboxSec:({Name = , Default = Settings.HitboxSink, Callback = (v) Settings.HitboxSink = v
v
(()
char = Player.Character
char
_, part (char:())
part:() part.Name ~=
part.LocalTransparencyModifier =
)
}))
(, HitboxSec:({Name = , Min = , Max = , Default = Settings.HitboxSinkDepth, Callback = (v) Settings.HitboxSinkDepth = v }))
(, HitboxSec:({Name = , Default = Settings.HitboxDesync, Callback = (v) Settings.HitboxDesync = v }))
(, HitboxSec:({Name = , Min = , Max = , Default = Settings.HitboxDesyncOffset, Callback = (v) Settings.HitboxDesyncOffset = v }))
SmoothSec = CombatPage:({Name = })
(, SmoothSec:({Name = , Default = Settings.Smoothing, Callback = (v) Settings.Smoothing = v }))
(, SmoothSec:({Name = , Min = , Max = , Default = Settings.SmoothFactor, Callback = (v) Settings.SmoothFactor = v }))
(, SmoothSec:({Name = , Default = Settings.Prediction, Callback = (v) Settings.Prediction = v }))
(, SmoothSec:({Name = , Min = , Max = , Default = Settings.PredictionAmount, Decimals = , Callback = (v) Settings.PredictionAmount = v }))
TriggerSec = CombatPage:({Name = })
(, TriggerSec:({Name = , Default = Settings.AutoFire, Callback = (v) Settings.AutoFire = v }))
(, TriggerSec:({Name = , Default = Settings.TriggerBot, Callback = (v) Settings.TriggerBot = v }))
(, TriggerSec:({Name = , Min = , Max = , Default = Settings.TriggerDelay, Decimals = , Callback = (v) Settings.TriggerDelay = v }))
TargetVisSec = CombatPage:({Name = })
(, TargetVisSec:({Name = , Default = Settings.ShowFOV, Callback = (v) Settings.ShowFOV = v }))
(, TargetVisSec:():({Default = Settings.FOVColor, Callback = (v) Settings.FOVColor = v }))
(, TargetVisSec:({Name = , Default = Settings.TargetESP, Callback = (v) Settings.TargetESP = v }))
(, TargetVisSec:({Name = , Default = Settings.TargetTracer, Callback = (v) Settings.TargetTracer = v }))
(, TargetVisSec:({Name = , Default = Settings.TargetPanel, Callback = (v) Settings.TargetPanel = v }))
(, TargetVisSec:():({Default = Settings.TargetColor, Callback = (v) Settings.TargetColor = v }))
(, TargetVisSec:({Name = , Default = Settings.RaycastVisuals, Callback = (v) Settings.RaycastVisuals = v }))
(, TargetVisSec:({Name = , Min = , Max = , Default = Settings.RaycastMaxLines, Callback = (v) Settings.RaycastMaxLines = v }))
(, TargetVisSec:({Name = , Default = Settings.RaycastShowCount, Callback = (v) Settings.RaycastShowCount = v }))
(, TargetVisSec:():({Default = Settings.RaycastColor, Callback = (v) Settings.RaycastColor = v }))
VisualPage = Window:({Name = })
PlayerSec = VisualPage:({Name = })
(, PlayerSec:({Name = , Default = Settings.ChamsEnabled, Callback = (v) Settings.ChamsEnabled = v }))
(, PlayerSec:({Name = , Default = Settings.ChamType, Items = {, , , , , , }, Callback = (v) Settings.ChamType = v }))
(, PlayerSec:({Name = , Min = , Max = , Default = Settings.ChamTransparency, Decimals = , Callback = (v) Settings.ChamTransparency = v }))
(, PlayerSec:({Name = , Min = , Max = , Default = Settings.ChamWireThickness, Decimals = , Callback = (v) Settings.ChamWireThickness = v }))
(, PlayerSec:({Name = , Min = , Max = , Default = Settings.ChamWireLines, Decimals = , Callback = (v) Settings.ChamWireLines = v }))
(, PlayerSec:():({Default = Settings.ChamColor, Callback = (v) Settings.ChamColor = v }))
(, PlayerSec:({Name = , Default = Settings.GlowEnabled, Callback = (v) Settings.GlowEnabled = v }))
(, PlayerSec:({Name = , Default = Settings.RainbowGlow, Callback = (v) Settings.RainbowGlow = v }))
(, PlayerSec:():({Default = Settings.GlowColor, Callback = (v) Settings.GlowColor = v }))
ESPSec = VisualPage:({Name = })
(, ESPSec:({Name = , Default = Settings.Boxes, Callback = (v) Settings.Boxes = v }))
(, ESPSec:({Name = , Default = Settings.CornerBoxes, Callback = (v) Settings.CornerBoxes = v }))
(, ESPSec:({Name = , Min = , Max = , Default = Settings.CornerLength, Callback = (v) Settings.CornerLength = v }))
(, ESPSec:():({Default = Settings.BoxColor, Callback = (v) Settings.BoxColor = v }))
(, ESPSec:({Name = , Default = Settings.BoxFill, Callback = (v) Settings.BoxFill = v }))
(, ESPSec:({Name = , Min = , Max = , Default = Settings.BoxFillTransparency, Decimals = , Callback = (v) Settings.BoxFillTransparency = v }))
(, ESPSec:():({Default = Settings.BoxFillColor, Callback = (v) Settings.BoxFillColor = v }))
(, ESPSec:({Name = , Default = Settings.Names, Callback = (v) Settings.Names = v }))
(, ESPSec:():({Default = Settings.NameColor, Callback = (v) Settings.NameColor = v }))
(, ESPSec:({Name = , Default = Settings.Distance, Callback = (v) Settings.Distance = v }))
(, ESPSec:():({Default = Settings.DistanceColor, Callback = (v) Settings.DistanceColor = v }))
(, ESPSec:({Name = , Default = Settings.Tracers, Callback = (v) Settings.Tracers = v }))
(, ESPSec:():({Default = Settings.TracerColor, Callback = (v) Settings.TracerColor = v }))
(, ESPSec:({Name = , Default = Settings.HealthBar, Callback = (v) Settings.HealthBar = v }))
CrossSec = VisualPage:({Name = })
(, CrossSec:({Name = , Default = Settings.CrosshairEnabled, Callback = (v) Settings.CrosshairEnabled = v }))
(, CrossSec:({Name = , Default = Settings.DotEnabled, Callback = (v) Settings.DotEnabled = v }))
(, CrossSec:():({Default = Settings.CrosshairColor, Callback = (v) Settings.CrosshairColor = v }))
(, CrossSec:({Name = , Min = , Max = , Default = Settings.CrosshairSize, Callback = (v) Settings.CrosshairSize = v }))
(, CrossSec:({Name = , Min = , Max = , Default = Settings.CrosshairGap, Callback = (v) Settings.CrosshairGap = v }))
(, CrossSec:({Name = , Min = , Max = , Default = Settings.CrosshairThickness, Callback = (v) Settings.CrosshairThickness = v }))
WorldPage = Window:({Name = })
LightSec = WorldPage:({Name = })
(, LightSec:({Name = , Default = Settings.Fullbright, Callback = (v)
Settings.Fullbright = v
v
Lighting.Brightness = OriginalLighting.Brightness
Lighting.ClockTime = OriginalLighting.ClockTime
Lighting.GlobalShadows = OriginalLighting.GlobalShadows
Lighting.Ambient = OriginalLighting.Ambient
}))
(, LightSec:({Name = , Default = Settings.NoFog, Callback = (v)
Settings.NoFog = v
v
Lighting.FogEnd = OriginalLighting.FogEnd
Lighting.FogStart = OriginalLighting.FogStart
}))
(, LightSec:({Name = , Default = Settings.CustomTime, Callback = (v) Settings.CustomTime = v v Lighting.ClockTime = OriginalLighting.ClockTime }))
(, LightSec:({Name = , Min = , Max = , Default = Settings.TimeValue, Decimals = , Callback = (v) Settings.TimeValue = v }))
(, LightSec:():({Default = Settings.AmbientColor, Callback = (v) Settings.AmbientColor = v }))
FXSec = WorldPage:({Name = })
(, FXSec:({Name = , Default = Settings.BloomEnabled, Callback = (v) Settings.BloomEnabled = v }))
(, FXSec:({Name = , Min = , Max = , Default = Settings.BloomIntensity, Decimals = , Callback = (v) Settings.BloomIntensity = v }))
(, FXSec:({Name = , Min = , Max = , Default = Settings.BloomSize, Callback = (v) Settings.BloomSize = v }))
(, FXSec:({Name = , Min = , Max = , Default = Settings.BloomThreshold, Decimals = , Callback = (v) Settings.BloomThreshold = v }))
(, FXSec:({Name = , Default = Settings.ColorCorrectionEnabled, Callback = (v) Settings.ColorCorrectionEnabled = v }))
(, FXSec:({Name = , Min = -, Max = , Default = Settings.ColorCorrectionContrast, Decimals = , Callback = (v) Settings.ColorCorrectionContrast = v }))
(, FXSec:({Name = , Min = -, Max = , Default = Settings.ColorCorrectionSaturation, Decimals = , Callback = (v) Settings.ColorCorrectionSaturation = v }))
(, FXSec:():({Default = Settings.ColorCorrectionTint, Callback = (v) Settings.ColorCorrectionTint = v }))
FXCharSec = WorldPage:({Name = })
(, FXCharSec:({Name = , Default = Settings.RainbowParticles, Callback = (v) Settings.RainbowParticles = v }))
(, FXCharSec:({Name = , Default = Settings.TrailEnabled, Callback = (v) Settings.TrailEnabled = v
v (() _,obj (Player.Character:()) obj.Name == obj.Name == obj.Name == obj:() )
}))
(, FXCharSec:({Name = , Min = , Max = , Default = Settings.TrailLifetime, Decimals = , Callback = (v) Settings.TrailLifetime = v }))
(, FXCharSec:():({Default = Settings.TrailColor, Callback = (v) Settings.TrailColor = v }))
(, FXCharSec:({Name = , Default = Settings.AuraEnabled, Callback = (v) Settings.AuraEnabled = v
v (() _,obj (Player.Character:()) obj.Name == obj:() )
}))
(, FXCharSec:():({Default = Settings.AuraColor, Callback = (v) Settings.AuraColor = v }))
MovePage = Window:({Name = })
SpeedSec = MovePage:({Name = })
(, SpeedSec:({Name = , Default = Settings.SpeedEnabled, Callback = (v) Settings.SpeedEnabled = v
v (() h = Player.Character Player.Character:() h h.WalkSpeed = )
}))
(, SpeedSec:({Name = , Min = , Max = , Default = Settings.SpeedValue, Callback = (v) Settings.SpeedValue = v }))
JumpSec = MovePage:({Name = })
(, JumpSec:({Name = , Default = Settings.JumpPower, Callback = (v) Settings.JumpPower = v
v (() h = Player.Character Player.Character:() h h.JumpPower = )
}))
(, JumpSec:({Name = , Min = , Max = , Default = Settings.JumpValue, Callback = (v) Settings.JumpValue = v }))
(, JumpSec:({Name = , Default = Settings.InfJumpEnabled, Callback = (v) Settings.InfJumpEnabled = v }))
FlySec = MovePage:({Name = })
(, FlySec:({Name = , Default = Settings.FlyEnabled, Callback = (v) Settings.FlyEnabled = v
v (() hrp = Player.Character:()
_, obj (hrp:()) obj.Name == obj.Name == obj:()
)
}))
(, FlySec:({Name = , Min = , Max = , Default = Settings.FlySpeed, Callback = (v) Settings.FlySpeed = v }))
(, FlySec:({Name = , Default = Settings.NoclipEnabled, Callback = (v)
Settings.NoclipEnabled = v
v
(()
char = Player.Character
char
_, p (char:())
p:() p.CanCollide =
)
}))
MiscPage = Window:({Name = })
UtilSec = MiscPage:({Name = })
(, UtilSec:({Name = , Default = Settings.AntiAFK, Callback = (v) Settings.AntiAFK = v }))
(, UtilSec:({Name = , Default = Settings.ClickTP, Callback = (v) Settings.ClickTP = v }))
UtilSec:({Name = , Callback = () (() TeleportService:(.PlaceId, Player) ) })
UtilSec:({Name = , Callback = ()
(()
HttpService = :()
data = HttpService:(:(..game.PlaceId..))
_, s (data.data)
s.id ~= .JobId TeleportService:(.PlaceId, s.id, Player)
)
})
UtilSec:({Name = , Callback = () (() ((.PlaceId)) ) })
UtilSec:({Name = , Callback = () (() Player.Character:().Health = ) })
HUDSec = MiscPage:({Name = })
(, HUDSec:({Name = , Default = Settings.HUDEnabled, Callback = (v) Settings.HUDEnabled = v }))
(, HUDSec:({Name = , Default = Settings.HUDWatermark, Callback = (v) Settings.HUDWatermark = v }))
(, HUDSec:({Name = , Default = Settings.HUDFPS, Callback = (v) Settings.HUDFPS = v }))
(, HUDSec:({Name = , Default = Settings.HUDHealth, Callback = (v) Settings.HUDHealth = v }))
(, HUDSec:({Name = , Default = Settings.HUDSpeed, Callback = (v) Settings.HUDSpeed = v }))
(, HUDSec:({Name = , Default = Settings.HUDCoords, Callback = (v) Settings.HUDCoords = v }))
(, HUDSec:({Name = , Default = Settings.HUDTarget, Callback = (v) Settings.HUDTarget = v }))
(, HUDSec:({Name = , Default = Settings.HUDPlayers, Callback = (v) Settings.HUDPlayers = v }))
(, HUDSec:({Name = , Default = Settings.HUDArraylist, Callback = (v) Settings.HUDArraylist = v }))
(, HUDSec:({Name = , Default = Settings.HUDKeybinds, Callback = (v) Settings.HUDKeybinds = v }))
(, HUDSec:():({Default = Settings.HUDColor, Callback = (v) Settings.HUDColor = v }))
InfoSec = MiscPage:({Name = })
InfoSec:( .. Player.DisplayName .. .. Player.Name .. )
InfoSec:( .. Player.UserId)
InfoSec:( .. .PlaceId)
InfoSec:()
InfoSec:()
ConfigPage = Window:({Name = })
ConfigSec = ConfigPage:({Name = })
ConfigSec:({Name = , Default = Config.Profile, Placeholder = , Finished = , Callback = (v)
Config.Profile = (v)
})
ConfigSec:({Name = , Default = Config.AutoLoad, Callback = (v) Config.AutoLoad = v })
ConfigSec:({Name = , Default = Config.AutoSave, Callback = (v) Config.AutoSave = v })
ConfigSec:({Name = , Callback = ()
()
()
})
ConfigSec:({Name = , Callback = () () })
ConfigSec:({Name = , Callback = ()
()
()
})
ConfigSec:( .. CONFIG_DIR)
FOVCircle = .()
FOVCircle.Thickness = ; FOVCircle.Filled = ; FOVCircle.NumSides =
TargetLine = .()
TargetLine.Thickness =
TargetCircle = .()
TargetCircle.Thickness = ; TargetCircle.Filled = ; TargetCircle.Radius =
TargetPanelBG = .(); TargetPanelBG.Filled = ; TargetPanelBG.Color = .(, , ); TargetPanelBG.Transparency =
TargetPanelAccent = .(); TargetPanelAccent.Filled = ; TargetPanelAccent.Transparency =
TargetPanelName = .(); TargetPanelName.Size = ; TargetPanelName.Font = .Fonts.Plex; TargetPanelName.Outline =
TargetPanelInfo1 = .(); TargetPanelInfo1.Size = ; TargetPanelInfo1.Font = .Fonts.Plex; TargetPanelInfo1.Outline =
TargetPanelInfo2 = .(); TargetPanelInfo2.Size = ; TargetPanelInfo2.Font = .Fonts.Plex; TargetPanelInfo2.Outline =
RaycastCountText = .(); RaycastCountText.Size = ; RaycastCountText.Font = .Fonts.Plex; RaycastCountText.Outline = ; RaycastCountText.Center =
RaycastLines = {}
i = ,
RaycastLines[i] = .()
RaycastLines[i].Thickness =
RaycastLines[i].Transparency =
RaycastLines[i].Visible =
CrossLines = {}
i = ,
CrossLines[i] = .()
CrossLines[i].Thickness = ; CrossLines[i].Visible =
CrossDot = .()
CrossDot.Filled = ; CrossDot.Radius = ; CrossDot.Visible =
ESPCache = {}
CurrentTarget =
Connections = {}
LastTriggerShot =
SilentHookReady =
SilentHookAttempted =
RaycastsThisFrame =
LastRaycastCount =
()
CurrentTarget
targetPos = CurrentTarget.Position
lead = Settings.SilentExtraLead
Settings.Prediction
lead = lead + (Settings.PredictionAmount )
lead >
vel = CurrentTarget.AssemblyLinearVelocity CurrentTarget.Velocity .()
targetPos = targetPos + vel * lead
targetPos
()
SilentHookAttempted =
SilentHookReady =
()
(plr)
ESPCache[plr]
e = {
Box = .(),
BoxOutline = .(),
BoxFill = .(),
Name = .(),
Distance = .(),
Tracer = .(),
HealthBarBG = .(),
HealthBar = .(),
Corners = {},
WireMesh = {},
WireTriangles = {},
}
e.Box.Thickness = ; e.Box.Filled =
e.BoxOutline.Thickness = ; e.BoxOutline.Filled = ; e.BoxOutline.Color = .(, , )
e.BoxFill.Filled = ; e.BoxFill.Transparency =
e.Name.Center = ; e.Name.Size = ; e.Name.Outline =
e.Distance.Center = ; e.Distance.Size = ; e.Distance.Outline =
e.Tracer.Thickness =
e.HealthBarBG.Filled = ; e.HealthBarBG.Color = .(, , )
e.HealthBar.Filled =
i = , e.Corners[i] = .(); e.Corners[i].Thickness =
i = ,
ln = .()
ln.Thickness =
ln.Transparency =
ln.Visible =
e.WireMesh[i] = ln
i = ,
ok, tri = (()
.()
)
ok tri
tri.Visible =
tri.Filled =
tri.Thickness =
tri.Transparency =
e.WireTriangles[i] = tri
ESPCache[plr] = e
ESPCache[plr]
Players.PlayerRemoving:((plr)
ESPCache[plr]
_, v (ESPCache[plr])
(v) ==
_, line (v) (() line:() )
(() v:() )
ESPCache[plr] =
)
(targetPart)
Settings.WallCheck
RaycastsThisFrame = RaycastsThisFrame +
params = RaycastParams.()
params.FilterDescendantsInstances = {Camera, Player.Character}
params.FilterType = .RaycastFilterType.Exclude
params.IgnoreWater =
cast = :(Camera.CFrame.Position, targetPart.Position - Camera.CFrame.Position, params)
cast cast.Instance cast.Instance:(targetPart.Parent)
(plr)
Settings.TeamCheck
plr.Team ~= Player.Team ~=
plr.Team ~= Player.Team
plr.TeamColor ~= Player.TeamColor ~=
plr.TeamColor ~= Player.TeamColor
()
fired =
(()
mouse1click
()
fired =
)
fired
(()
mouse1press mouse1release
()
.()
()
fired =
)
fired
(()
vim = :()
m = UIS:()
vim:(m.X, m.Y, , , , )
vim:(m.X, m.Y, , , , )
fired =
)
fired
(()
vu = :()
vu:(.(, ), Camera.CFrame)
.()
vu:(.(, ), Camera.CFrame)
fired =
)
(()
char = Player.Character
char
hum = char:()
tool = char:()
tool
backpack = Player:()
backpack
tool = backpack:()
tool hum
hum:(tool)
tool
tool:()
)
(char)
char
preferred = char:(Settings.HitPart)
preferred preferred:()
preferred
fallbacks = {, , , , }
_, name (fallbacks)
part = char:(name)
part part:()
part
char:()
WIRE_PART_PRIORITY = {
Head = , UpperTorso = , LowerTorso = , Torso = , HumanoidRootPart = ,
LeftUpperArm = , RightUpperArm = , LeftLowerArm = , RightLowerArm = ,
LeftHand = , RightHand = , LeftUpperLeg = , RightUpperLeg = ,
LeftLowerLeg = , RightLowerLeg = , LeftFoot = , RightFoot = ,
}
(esp)
esp
esp.WireMesh
i = , #esp.WireMesh
esp.WireMesh[i].Visible =
esp.WireTriangles
i = , #esp.WireTriangles
esp.WireTriangles[i].Visible =
(char)
char
_, part (char:())
part:()
wire = part:()
wire
wire.Visible =
WIRE_FACE_BUILDERS = {
(sx, sy, sz, u, v) .( sx, -sy + * sy * u, -sz + * sz * v) ,
(sx, sy, sz, u, v) .(-sx, -sy + * sy * u, -sz + * sz * v) ,
(sx, sy, sz, u, v) .(-sx + * sx * u, sy, -sz + * sz * v) ,
(sx, sy, sz, u, v) .(-sx + * sx * u, -sy, -sz + * sz * v) ,
(sx, sy, sz, u, v) .(-sx + * sx * u, -sy + * sy * v, sz) ,
(sx, sy, sz, u, v) .(-sx + * sx * u, -sy + * sy * v, -sz) ,
}
(esp, char, color, thickness, linesBudget, drawEdges, drawFaces)
esp char
hasLines = drawEdges esp.WireMesh #esp.WireMesh >
hasTris = drawFaces esp.WireTriangles #esp.WireTriangles >
hasLines hasTris
maxBudget = .(.((linesBudget) ), , )
maxLines = hasLines .(maxBudget, #esp.WireMesh)
maxTris = hasTris .(maxBudget, #esp.WireTriangles)
wireThickness = .((thickness) , , )
lineCursor =
triCursor =
parts = {}
_, part (char:())
part:() part.Transparency < part.Size.Magnitude >
.(parts, part)
.(parts, (a, b)
pa = WIRE_PART_PRIORITY[a.Name]
pb = WIRE_PART_PRIORITY[b.Name]
pa == pb
a.Size.Magnitude > b.Size.Magnitude
pa < pb
)
partCount = .(, #parts)
budgetPerPart = .(, .(maxBudget / partCount))
subdivisions =
d = ,
perFace =
hasLines
perFace = perFace + ( * d * d + * d)
hasTris
perFace = perFace + ( * d * d)
estimate = * perFace
estimate <= budgetPerPart
subdivisions = d
(a, b)
hasLines lineCursor > maxLines a b
ln = esp.WireMesh[lineCursor]
ln.Visible =
ln.From = a
ln.To = b
ln.Color = .(, , )
ln.Thickness = wireThickness
lineCursor = lineCursor +
(a, b, c)
hasTris triCursor > maxTris a b c
tri = esp.WireTriangles[triCursor]
tri.Visible =
tri.PointA = a
tri.PointB = b
tri.PointC = c
tri.Color = color
tri.Transparency = .( - (Settings.ChamTransparency ), , )
triCursor = triCursor +
_, part (parts)
( hasLines lineCursor > maxLines) ( hasTris triCursor > maxTris)
cf = part.CFrame
sx, sy, sz = part.Size.X * , part.Size.Y * , part.Size.Z *
_, BuildFacePoint (WIRE_FACE_BUILDERS)
( hasLines lineCursor > maxLines) ( hasTris triCursor > maxTris)
grid = {}
i = , subdivisions +
grid[i] = {}
u = (i - ) / subdivisions
j = , subdivisions +
v = (j - ) / subdivisions
localPoint = (sx, sy, sz, u, v)
worldPoint = cf:(localPoint)
screenPoint, vis = Camera:(worldPoint)
vis screenPoint.Z >
grid[i][j] = .(screenPoint.X, screenPoint.Y)
hasLines
i = , subdivisions +
j = , subdivisions
(grid[i][j], grid[i][j + ])
lineCursor > maxLines
lineCursor > maxLines
lineCursor > maxLines
j = , subdivisions +
i = , subdivisions
(grid[i][j], grid[i + ][j])
lineCursor > maxLines
lineCursor > maxLines
lineCursor > maxLines
i = , subdivisions
j = , subdivisions
p00 = grid[i][j]
p01 = grid[i][j + ]
p10 = grid[i + ][j]
p11 = grid[i + ][j + ]
(i + j) % ==
hasLines (p00, p11)
hasTris
(p00, p10, p11)
(p00, p11, p01)
hasLines (p10, p01)
hasTris
(p00, p10, p01)
(p10, p11, p01)
( hasLines lineCursor > maxLines) ( hasTris triCursor > maxTris)
( hasLines lineCursor > maxLines) ( hasTris triCursor > maxTris)
esp.WireMesh
i = lineCursor, #esp.WireMesh
esp.WireMesh[i].Visible =
esp.WireTriangles
i = triCursor, #esp.WireTriangles
esp.WireTriangles[i].Visible =
()
target, dist = , .(Settings.FOV, )
mouse = UIS:()
_, p (Players:())
p ~= Player p.Character (p)
part = (p.Character)
hum = p.Character:()
part hum hum.Health >
pos, vis = Camera:(part.Position)
vis
mDist = (.(pos.X, pos.Y) - mouse).Magnitude
mDist < dist (part)
dist = mDist; target = part
target
UIS.InputBegan:((input, proc)
Settings.Enabled
proc input.UserInputType ~= .UserInputType.MouseButton1
input.UserInputType == .UserInputType.MouseButton1 Settings.SilentAim
clickTarget = CurrentTarget ()
clickTarget
CurrentTarget = clickTarget
CurrentTarget SilentHookReady
targetPos = ()
targetPos
oldCF = Camera.CFrame
Camera.CFrame = .(Camera.CFrame.Position, targetPos)
Settings.SilentForceShot
()
.(.(Settings.ShotDelay , ))
Camera.CFrame = oldCF
Settings.ClickTP input.UserInputType == .UserInputType.MouseButton1 UIS:(.KeyCode.LeftControl)
(()
mouse = Player:()
mouse.Target
Player.Character.HumanoidRootPart.CFrame = .(mouse.Hit.Position + .(, , ))
)
)
UIS.JumpRequest:(()
Settings.InfJumpEnabled
(() Player.Character:():(.HumanoidStateType.Jumping) )
)
Player.Idled:(()
Settings.AntiAFK
(()
VU = :()
VU:(.(), .CurrentCamera.CFrame)
.()
VU:(.(), .CurrentCamera.CFrame)
)
)
RunService.RenderStepped:(()
Camera = .CurrentCamera
RaycastsThisFrame =
CurrentTarget = ()
LastRaycastCount = RaycastsThisFrame
RGB = .(() % / , , )
VP = Camera.ViewportSize
center = .(VP.X / , VP.Y / )
mousePos = UIS:()
FOVCircle.Visible = Settings.Enabled Settings.ShowFOV
FOVCircle.Radius = Settings.FOV
FOVCircle.Position = mousePos
FOVCircle.Color = Settings.FOVColor
i = , #RaycastLines
RaycastLines[i].Visible =
Settings.Enabled Settings.RaycastVisuals
pool = {}
_, p (Players:())
p ~= Player p.Character (p)
part = p.Character:(Settings.HitPart)
hum = p.Character:()
part hum hum.Health >
pos, vis = Camera:(part.Position)
vis
scr = .(pos.X, pos.Y)
d = (scr - mousePos).Magnitude
d <= Settings.FOV
.(pool, {ScreenPos = scr, Dist = d})
.(pool, (a, b) a.Dist < b.Dist )
maxLines = .(Settings.RaycastMaxLines, #RaycastLines, #pool)
i = , maxLines
line = RaycastLines[i]
line.From = mousePos
line.To = pool[i].ScreenPos
line.Color = Settings.RaycastColor
line.Visible =
RaycastCountText.Visible = Settings.Enabled Settings.RaycastShowCount
RaycastCountText.Visible
RaycastCountText.Text = .. (LastRaycastCount)
RaycastCountText.Position = .(mousePos.X + , mousePos.Y + )
RaycastCountText.Color = Settings.RaycastColor
CurrentTarget Settings.Enabled
pos, vis = Camera:(CurrentTarget.Position)
vis
tPos = .(pos.X, pos.Y)
TargetLine.Visible = Settings.TargetTracer
TargetLine.From = center
TargetLine.To = tPos
TargetLine.Color = Settings.TargetColor
TargetCircle.Visible = Settings.TargetESP
TargetCircle.Position = tPos
TargetCircle.Color = Settings.TargetColor
showPanel = Settings.TargetPanel
showPanel
targetChar = CurrentTarget.Parent
targetHum = targetChar targetChar:()
nameText = targetChar targetChar.Name
hpText = targetHum (.(targetHum.Health) .. .. .(targetHum.MaxHealth) .. )
distText =
Player.Character Player.Character:()
d = (Player.Character.HumanoidRootPart.Position - CurrentTarget.Position).Magnitude
distText = .. .(d)
panelW, panelH = ,
px, py = tPos.X + , tPos.Y +
px + panelW > VP.X - px = tPos.X - panelW -
py + panelH > VP.Y - py = tPos.Y - panelH -
TargetPanelBG.Visible =
TargetPanelBG.Position = .(px, py)
TargetPanelBG.Size = .(panelW, panelH)
TargetPanelAccent.Visible =
TargetPanelAccent.Position = .(px, py)
TargetPanelAccent.Size = .(panelW, )
TargetPanelAccent.Color = Settings.TargetColor
TargetPanelName.Visible =
TargetPanelName.Position = .(px + , py + )
TargetPanelName.Text = nameText
TargetPanelName.Color = .(, , )
TargetPanelInfo1.Visible =
TargetPanelInfo1.Position = .(px + , py + )
TargetPanelInfo1.Text = hpText
TargetPanelInfo1.Color = .(, , )
TargetPanelInfo2.Visible =
TargetPanelInfo2.Position = .(px + , py + )
TargetPanelInfo2.Text = distText
TargetPanelInfo2.Color = .(, , )
TargetPanelBG.Visible = ; TargetPanelAccent.Visible =
TargetPanelName.Visible = ; TargetPanelInfo1.Visible = ; TargetPanelInfo2.Visible =
TargetLine.Visible = ; TargetCircle.Visible =
TargetPanelBG.Visible = ; TargetPanelAccent.Visible =
TargetPanelName.Visible = ; TargetPanelInfo1.Visible = ; TargetPanelInfo2.Visible =
TargetLine.Visible = ; TargetCircle.Visible =
TargetPanelBG.Visible = ; TargetPanelAccent.Visible =
TargetPanelName.Visible = ; TargetPanelInfo1.Visible = ; TargetPanelInfo2.Visible =
Settings.Enabled CurrentTarget Settings.SilentAim
targetPos = CurrentTarget.Position
Settings.Prediction
vel = CurrentTarget.AssemblyLinearVelocity CurrentTarget.Velocity .()
targetPos = targetPos + vel * Settings.PredictionAmount
targetCF = .(Camera.CFrame.Position, targetPos)
Settings.Smoothing
Camera.CFrame = Camera.CFrame:(targetCF, / .(Settings.SmoothFactor, ))
Camera.CFrame = targetCF
(Settings.AutoFire Settings.TriggerBot) Settings.Enabled CurrentTarget
(()
pos, vis = Camera:(CurrentTarget.Position)
vis
dist = (.(pos.X, pos.Y) - mousePos).Magnitude
dist <= Settings.FOV (() - LastTriggerShot) >= Settings.TriggerDelay
LastTriggerShot = ()
()
)
(()
char = Player.Character
char
hrp = char:()
hum = char:()
hrp hum
Settings.HitboxSink
depth = Settings.HitboxSinkDepth
hrp:()
marker = .()
marker.Name =
marker.Value = hum.HipHeight
marker.Parent = hrp
_, motor (char:())
motor:("Motor6D") and motor.Part0 == hrp then
motor:SetAttribute("OrigC0Y", motor.C0.Position.Y)
end
end
end
-- HipHeight = отрицательный → HRP опускается под землю
-- Физика НЕ ломается, персонаж ходит по земле нормально
hum.HipHeight = -depth
-- Motor6D компенсация: визуально поднимаем тело обратно наверх
for _, motor in pairs(char:GetDescendants()) do
if motor:IsA("Motor6D") and motor.Part0 == hrp then
local origY = motor:GetAttribute("OrigC0Y") or 0
local pos3 = motor.C0.Position
motor.C0 = CFrame.new(pos3.X, origY + depth, pos3.Z) * (motor.C0 - motor.C0.Position)
end
end
elseif hrp:FindFirstChild("FlickSinkAnchor") then
-- Восстанавливаем всё при выключении
local origHH = hrp:FindFirstChild("FlickSinkAnchor").Value
hum.HipHeight = origHH
for _, motor in pairs(char:GetDescendants()) do
if motor:IsA("Motor6D") and motor.Part0 == hrp then
local origY = motor:GetAttribute("OrigC0Y")
if origY then
local pos3 = motor.C0.Position
motor.C0 = CFrame.new(pos3.X, origY, pos3.Z) * (motor.C0 - motor.C0.Position)
end
end
end
hrp:FindFirstChild("FlickSinkAnchor"):Destroy()
end
-- Hitbox Desync (Jitter) — использует HipHeight для дёрганья
if Settings.HitboxDesync and not Settings.HitboxSink then
local offset = Settings.HitboxDesyncOffset
local jitter = math.abs(math.sin(tick() * 15)) * offset
hum.HipHeight = -jitter
elseif not Settings.HitboxSink and not Settings.HitboxDesync then
-- Восстанавливаем HipHeight если оба выключены
if hrp:GetAttribute("OrigHipHeight") then
hum.HipHeight = hrp:GetAttribute("OrigHipHeight")
end
end
end)
-- Crosshair
if Settings.CrosshairEnabled then
local sz, gap, clr, thk = Settings.CrosshairSize, Settings.CrosshairGap, Settings.CrosshairColor, Settings.CrosshairThickness
-- Top
CrossLines[1].Visible = true; CrossLines[1].From = center - Vector2.new(0, gap); CrossLines[1].To = center - Vector2.new(0, gap + sz); CrossLines[1].Color = clr; CrossLines[1].Thickness = thk
-- Bottom
CrossLines[2].Visible = true; CrossLines[2].From = center + Vector2.new(0, gap); CrossLines[2].To = center + Vector2.new(0, gap + sz); CrossLines[2].Color = clr; CrossLines[2].Thickness = thk
-- Left
CrossLines[3].Visible = true; CrossLines[3].From = center - Vector2.new(gap, 0); CrossLines[3].To = center - Vector2.new(gap + sz, 0); CrossLines[3].Color = clr; CrossLines[3].Thickness = thk
-- Right
CrossLines[4].Visible = true; CrossLines[4].From = center + Vector2.new(gap, 0); CrossLines[4].To = center + Vector2.new(gap + sz, 0); CrossLines[4].Color = clr; CrossLines[4].Thickness = thk
CrossDot.Visible = Settings.DotEnabled; CrossDot.Position = center; CrossDot.Color = clr
else
for i = 1, 4 do CrossLines[i].Visible = false end; CrossDot.Visible = false
end
-- Lighting
if Settings.Fullbright then Lighting.Brightness = 2; Lighting.ClockTime = 14; Lighting.GlobalShadows = false; Lighting.Ambient = Settings.AmbientColor end
if Settings.NoFog then Lighting.FogEnd = 999999; Lighting.FogStart = 999999 end
if Settings.CustomTime then Lighting.ClockTime = Settings.TimeValue end
-- Post processing
if Settings.BloomEnabled then
if not BloomEffect then
BloomEffect = Instance.new("BloomEffect")
BloomEffect.Name = "FlickBloom"
BloomEffect.Parent = Lighting
end
BloomEffect.Enabled = true
BloomEffect.Intensity = Settings.BloomIntensity
BloomEffect.Size = Settings.BloomSize
BloomEffect.Threshold = Settings.BloomThreshold
elseif BloomEffect then
BloomEffect.Enabled = false
end
if Settings.ColorCorrectionEnabled then
if not ColorCorrectionEffect then
ColorCorrectionEffect = Instance.new("ColorCorrectionEffect")
ColorCorrectionEffect.Name = "FlickColorCorrection"
ColorCorrectionEffect.Parent = Lighting
end
ColorCorrectionEffect.Enabled = true
ColorCorrectionEffect.Contrast = Settings.ColorCorrectionContrast
ColorCorrectionEffect.Saturation = Settings.ColorCorrectionSaturation
ColorCorrectionEffect.TintColor = Settings.ColorCorrectionTint
elseif ColorCorrectionEffect then
ColorCorrectionEffect.Enabled = false
end
-- Movement
pcall(function()
local char = Player.Character
local hum = char and char:FindFirstChildOfClass("Humanoid")
local hrp = char and char:FindFirstChild("HumanoidRootPart")
if hum then
if Settings.SpeedEnabled then hum.WalkSpeed = Settings.SpeedValue end
if Settings.JumpPower then hum.JumpPower = Settings.JumpValue end
end
-- Noclip
if Settings.NoclipEnabled and char then
for _, p in pairs(char:GetDescendants()) do
if p:IsA("BasePart") then p.CanCollide = false end
end
end
-- Fly
if Settings.FlyEnabled and hrp then
local bp = hrp:FindFirstChild("FlickBP")
local bg = hrp:FindFirstChild("FlickBG")
if not bp then bp = Instance.new("BodyPosition") bp.Name = "FlickBP" bp.MaxForce = Vector3.new() bp.Parent = hrp end
if not bg then bg = Instance.new("BodyGyro") bg.Name = "FlickBG" bg.MaxTorque = Vector3.new() bg.Parent = hrp end
if UIS:IsKeyDown(Enum.KeyCode.Space) then
bp.MaxForce = Vector3.new(9e4, 9e4, 9e4)
bg.MaxTorque = Vector3.new(9e4, 9e4, 9e4)
bg.CFrame = Camera.CFrame
local md = Vector3.new()
if UIS:IsKeyDown(Enum.KeyCode.W) then md = md + Camera.CFrame.LookVector end
if UIS:IsKeyDown(Enum.KeyCode.S) then md = md - Camera.CFrame.LookVector end
if UIS:IsKeyDown(Enum.KeyCode.A) then md = md - Camera.CFrame.RightVector end
if UIS:IsKeyDown(Enum.KeyCode.D) then md = md + Camera.CFrame.RightVector end
bp.Position = md.Magnitude > 0 and hrp.Position + md.Unit * (Settings.FlySpeed / 25) or hrp.Position + Vector3.new(0, 0.2, 0)
else bp.MaxForce = Vector3.new(); bg.MaxTorque = Vector3.new() end
end
end)
-- Render players ESP + Chams
for _, p in pairs(Players:GetPlayers()) do
if p ~= Player then
local esp = GetESP(p)
local char = p.Character
if char and char:FindFirstChild("HumanoidRootPart") and char:FindFirstChild("Head") then
local hum = char:FindFirstChildOfClass("Humanoid")
if hum and hum.Health > 0 then
-- Highlight (Chams/Glow)
local hl = char:FindFirstChild("FlickHL")
if not hl then hl = Instance.new("Highlight") hl.Name = "FlickHL" hl.Parent = char end
local chamType = Settings.ChamType or "Fill"
local showWire = Settings.ChamsEnabled and (chamType == "Wireframe" or chamType == "Fill+Wireframe" or chamType == "TriMesh")
local showTriFill = Settings.ChamsEnabled and (chamType == "TriFill" or chamType == "TriMesh")
local showFill = Settings.ChamsEnabled and (chamType == "Fill" or chamType == "Flat" or chamType == "Fill+Wireframe")
local showChamOutline = Settings.ChamsEnabled and (chamType == "Outline" or chamType == "Flat")
local showWireWallOutline = showWire or showTriFill
local showOutline = Settings.GlowEnabled or showChamOutline or showWireWallOutline
hl.Enabled = showFill or showOutline
hl.FillColor = Settings.ChamColor
hl.OutlineColor = showWireWallOutline and Settings.ChamColor or (Settings.RainbowGlow and RGB or Settings.GlowColor)
hl.FillTransparency = showFill and Settings.ChamTransparency or 1
hl.OutlineTransparency = showOutline and 0 or 1
hl.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
UpdateWireframe(char)
if showWire or showTriFill then
RenderWireMeshForCharacter(esp, char, Settings.ChamColor, Settings.ChamWireThickness, Settings.ChamWireLines, showWire, showTriFill)
else
HideWireMesh(esp)
end
local hrp = char.HumanoidRootPart
local head = char.Head
local pos, vis = Camera:WorldToViewportPoint(hrp.Position)
local headPos = Camera:WorldToViewportPoint(head.Position + Vector3.new(0, 0.5, 0))
local legPos = Camera:WorldToViewportPoint(hrp.Position - Vector3.new(0, 3, 0))
if vis then
local height = math.abs(headPos.Y - legPos.Y)
local width = height / 2
local topLeft = Vector2.new(pos.X - width / 2, headPos.Y)
-- Box visuals
local showCorners = Settings.CornerBoxes
local showBox = Settings.Boxes and not showCorners
local showFill = Settings.BoxFill and (showBox or showCorners)
esp.BoxOutline.Visible = showBox
esp.Box.Visible = showBox
if showBox then
esp.BoxOutline.Size = Vector2.new(width, height)
esp.BoxOutline.Position = topLeft
esp.Box.Size = Vector2.new(width, height)
esp.Box.Position = topLeft
esp.Box.Color = Settings.BoxColor
end
esp.BoxFill.Visible = showFill
if showFill then
esp.BoxFill.Size = Vector2.new(width, height)
esp.BoxFill.Position = topLeft
esp.BoxFill.Color = Settings.BoxFillColor
esp.BoxFill.Transparency = Settings.BoxFillTransparency
end
for i = 1, 8 do esp.Corners[i].Visible = false end
if showCorners then
local cornerMax = math.max(3, math.floor(math.min(width, height) / 2))
local cornerLen = math.clamp(Settings.CornerLength, 3, cornerMax)
local x, y = topLeft.X, topLeft.Y
local w, h = width, height
local c = Settings.BoxColor
local corners = esp.Corners
corners[1].Visible = true; corners[1].From = Vector2.new(x, y); corners[1].To = Vector2.new(x + cornerLen, y); corners[1].Color = c
corners[2].Visible = true; corners[2].From = Vector2.new(x, y); corners[2].To = Vector2.new(x, y + cornerLen); corners[2].Color = c
corners[3].Visible = true; corners[3].From = Vector2.new(x + w - cornerLen, y); corners[3].To = Vector2.new(x + w, y); corners[3].Color = c
corners[4].Visible = true; corners[4].From = Vector2.new(x + w, y); corners[4].To = Vector2.new(x + w, y + cornerLen); corners[4].Color = c
corners[5].Visible = true; corners[5].From = Vector2.new(x, y + h - cornerLen); corners[5].To = Vector2.new(x, y + h); corners[5].Color = c
corners[6].Visible = true; corners[6].From = Vector2.new(x, y + h); corners[6].To = Vector2.new(x + cornerLen, y + h); corners[6].Color = c
corners[7].Visible = true; corners[7].From = Vector2.new(x + w - cornerLen, y + h); corners[7].To = Vector2.new(x + w, y + h); corners[7].Color = c
corners[8].Visible = true; corners[8].From = Vector2.new(x + w, y + h - cornerLen); corners[8].To = Vector2.new(x + w, y + h); corners[8].Color = c
end
-- Name
esp.Name.Visible = Settings.Names
esp.Name.Text = p.DisplayName
esp.Name.Position = Vector2.new(pos.X, headPos.Y - 18)
esp.Name.Color = Settings.NameColor
-- Distance
esp.Distance.Visible = Settings.Distance
if Player.Character and Player.Character:FindFirstChild("HumanoidRootPart") then
esp.Distance.Text = math.floor((Player.Character.HumanoidRootPart.Position - hrp.Position).Magnitude) .. "m"
end
esp.Distance.Position = Vector2.new(pos.X, legPos.Y + 4)
esp.Distance.Color = Settings.DistanceColor
-- Tracer
esp.Tracer.Visible = Settings.Tracers
esp.Tracer.From = Vector2.new(VP.X / 2, VP.Y)
esp.Tracer.To = Vector2.new(pos.X, legPos.Y)
esp.Tracer.Color = Settings.TracerColor
-- Health Bar
if Settings.HealthBar then
local barW = 3
local barH = height
local barX = topLeft.X - barW - 3
local barY = headPos.Y
local healthPct = math.clamp(hum.Health / hum.MaxHealth, 0, 1)
esp.HealthBarBG.Visible = true
esp.HealthBarBG.Position = Vector2.new(barX, barY)
esp.HealthBarBG.Size = Vector2.new(barW, barH)
esp.HealthBar.Visible = true
esp.HealthBar.Position = Vector2.new(barX, barY + barH * (1 - healthPct))
esp.HealthBar.Size = Vector2.new(barW, barH * healthPct)
esp.HealthBar.Color = Color3.fromRGB(255 * (1 - healthPct), 255 * healthPct, 0)
else esp.HealthBarBG.Visible = false; esp.HealthBar.Visible = false end
else
esp.Box.Visible = false; esp.BoxOutline.Visible = false; esp.Name.Visible = false
esp.BoxFill.Visible = false
for i = 1, 8 do esp.Corners[i].Visible = false end
esp.Distance.Visible = false; esp.Tracer.Visible = false
esp.HealthBar.Visible = false; esp.HealthBarBG.Visible = false
HideWireMesh(esp)
end
else
-- Dead player - clean visuals
esp.Box.Visible = false; esp.BoxOutline.Visible = false; esp.Name.Visible = false
esp.BoxFill.Visible = false
for i = 1, 8 do esp.Corners[i].Visible = false end
esp.Distance.Visible = false; esp.Tracer.Visible = false
esp.HealthBar.Visible = false; esp.HealthBarBG.Visible = false
if char:FindFirstChild("FlickHL") then char.FlickHL.Enabled = false end
UpdateWireframe(char)
HideWireMesh(esp)
end
else
esp.Box.Visible = false; esp.BoxOutline.Visible = false; esp.Name.Visible = false
esp.BoxFill.Visible = false
for i = 1, 8 do esp.Corners[i].Visible = false end
esp.Distance.Visible = false; esp.Tracer.Visible = false
esp.HealthBar.Visible = false; esp.HealthBarBG.Visible = false
HideWireMesh(esp)
if char then
if char:FindFirstChild("FlickHL") then char.FlickHL.Enabled = false end
UpdateWireframe(char)
end
end
end
end
-- в•ђв•ђ PARTICLES в•ђв•ђ
pcall(function()
local char = Player.Character
if not char then return end
local hrp = char:FindFirstChild("HumanoidRootPart")
if not hrp then return end
local RGB = Color3.fromHSV(tick() % 5 / 5, 1, 1)
if not char:FindFirstChild("FlickFXClean") then
local tag = Instance.new("BoolValue")
tag.Name = "FlickFXClean"
tag.Parent = char
for _, obj in pairs(char:GetDescendants()) do
if obj.Name == "FlickSparkle" or obj.Name == "FlickFire" or obj.Name == "FlickSmoke" or obj.Name == "FlickParticle" then
obj:Destroy()
end
end
end
-- Trail
if Settings.TrailEnabled then
local head = char:FindFirstChild("Head")
if hrp and head and not hrp:FindFirstChild("FlickTrail") then
local a0 = Instance.new("Attachment") a0.Name = "FlickTrailA" a0.Position = Vector3.new(0, 1, 0) a0.Parent = hrp
local a1 = Instance.new("Attachment") a1.Name = "FlickTrailB" a1.Position = Vector3.new(0, -2, 0) a1.Parent = hrp
local tr = Instance.new("Trail") tr.Name = "FlickTrail"
tr.Attachment0 = a0; tr.Attachment1 = a1
tr.Lifetime = Settings.TrailLifetime; tr.LightEmission = 1
tr.MinLength = 0; tr.FaceCamera = true
tr.Parent = hrp
end
local tr = hrp:FindFirstChild("FlickTrail")
if tr then
tr.Lifetime = Settings.TrailLifetime
local tCol = Settings.RainbowParticles and RGB or Settings.TrailColor
tr.Color = ColorSequence.new(tCol)
tr.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(1, 1)})
tr.Enabled = true
end
end
-- Aura
if Settings.AuraEnabled then
if not hrp:FindFirstChild("FlickAura") then
local pe = Instance.new("ParticleEmitter") pe.Name = "FlickAura"
pe.Texture = "rbxassetid://243098098"
pe.Rate = 50; pe.Speed = NumberRange.new(0.5, 2)
pe.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 1.5), NumberSequenceKeypoint.new(1, 0)})
pe.Lifetime = NumberRange.new(0.5, 1); pe.LightEmission = 1; pe.LightInfluence = 0
pe.SpreadAngle = Vector2.new(180, 180)
pe.Parent = hrp
end
local aura = hrp:FindFirstChild("FlickAura")
if aura then aura.Color = ColorSequence.new(Settings.RainbowParticles and RGB or Settings.AuraColor); aura.Enabled = true end
end
end)
end)
-- в•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђв•ђ
-- HUD + Notifications + ArrayList (Drawing API) - MODERN CLEAN HUD
-- =============================================================
local VisualUI = {}
local function Lerp(a, b, t)
return a + (b - a) * t
end
local function LerpV2(a, b, t)
return Vector2.new(Lerp(a.X, b.X, t), Lerp(a.Y, b.Y, t))
end
local function HSVGradient(speed)
local h = (tick() * speed) % 1
return Color3.fromHSV(h, 0.85, 1)
end
local function NewText()
local t = Drawing.new("Text")
t.Font = Drawing.Fonts.Plex
t.Size = 14
t.Outline = true
t.Color = Color3.fromRGB(235, 235, 240)
t.Visible = true
return t
end
local function NewSquare()
local s = Drawing.new("Square")
s.Filled = true
s.Visible = true
return s
end
-- Style
local UI_BG = Color3.fromRGB(14, 14, 18)
local UI_TEXT = Color3.fromRGB(235, 235, 240)
-- =========================
-- Notifications
-- =========================
VisualUI.Notifs = {
items = {},
queue = {},
maxVisible = 5,
width = 280,
height = 36,
padding = 6,
life = 3
}
local notifColors = {
info = Color3.fromRGB(120, 190, 255),
success = Color3.fromRGB(120, 255, 170),
warning = Color3.fromRGB(255, 200, 80)
}
function VisualUI:Notify(text, nType)
nType = nType or "info"
table.insert(self.Notifs.queue, {
text = text,
type = nType,
time = tick()
})
end
local function CreateNotif(data)
local bg = NewSquare()
bg.Color = UI_BG
bg.Transparency = 0.15
bg.Size = Vector2.new(VisualUI.Notifs.width, VisualUI.Notifs.height)
local bar = NewSquare()
bar.Color = notifColors[data.type] or Settings.HUDColor
bar.Transparency = 0
bar.Size = Vector2.new(4, VisualUI.Notifs.height)
local icon = NewSquare()
icon.Size = Vector2.new(8, 8)
icon.Color = notifColors[data.type] or Settings.HUDColor
icon.Transparency = 0
local txt = NewText()
txt.Text = data.text
txt.Size = 14
txt.Color = UI_TEXT
return {
bg = bg,
bar = bar,
icon = icon,
txt = txt,
start = tick(),
alpha = 0,
pos = Vector2.new(0, 0),
data = data
}
end
-- =========================
-- ArrayList
-- =========================
VisualUI.Array = {
byName = {},
ordered = {},
width = 200,
rowHeight = 22,
padding = 4,
slideOffset = 26
}
local function BuildArray(modList)
table.sort(modList, function(a, b) return #a > #b end)
local active = {}
for _, name in ipairs(modList) do
active[name] = true
local item = VisualUI.Array.byName[name]
if not item then
local bg = NewSquare()
bg.Color = UI_BG
bg.Transparency = 0.2
bg.Size = Vector2.new(VisualUI.Array.width, VisualUI.Array.rowHeight)
local txt = NewText()
txt.Text = name
txt.Size = 14
txt.Color = UI_TEXT
local bar = NewSquare()
bar.Color = Settings.HUDColor
bar.Size = Vector2.new(3, VisualUI.Array.rowHeight)
item = {
name = name,
bg = bg,
txt = txt,
bar = bar,
alpha = 0,
targetAlpha = 1,
x = 0
}
VisualUI.Array.byName[name] = item
else
item.targetAlpha = 1
item.txt.Text = name
end
end
for name, item in pairs(VisualUI.Array.byName) do
if not active[name] then
item.targetAlpha = 0
end
end
VisualUI.Array.ordered = modList
end
-- =========================
-- HUD
-- =========================
VisualUI.HUD = {
wm = {},
health = { value = 1 },
stats = {}
}
local function BuildHUD()
-- Watermark (fake blur via stacked layers)
VisualUI.HUD.wm.blur3 = NewSquare()
VisualUI.HUD.wm.blur3.Color = UI_BG
VisualUI.HUD.wm.blur3.Transparency = 0.6
VisualUI.HUD.wm.blur2 = NewSquare()
VisualUI.HUD.wm.blur2.Color = UI_BG
VisualUI.HUD.wm.blur2.Transparency = 0.48
VisualUI.HUD.wm.blur = NewSquare()
VisualUI.HUD.wm.blur.Color = UI_BG
VisualUI.HUD.wm.blur.Transparency = 0.36
VisualUI.HUD.wm.bg = NewSquare()
VisualUI.HUD.wm.bg.Color = UI_BG
VisualUI.HUD.wm.bg.Transparency = 0.15
VisualUI.HUD.wm.text = NewText()
VisualUI.HUD.wm.text.Size = 13
-- Health Bar
VisualUI.HUD.health.bg = NewSquare()
VisualUI.HUD.health.bg.Color = UI_BG
VisualUI.HUD.health.bg.Transparency = 0.2
VisualUI.HUD.health.bg.Size = Vector2.new(180, 8)
VisualUI.HUD.health.fill = NewSquare()
VisualUI.HUD.health.fill.Color = Settings.HUDColor
VisualUI.HUD.health.fill.Transparency = 0
-- Stats Panel
VisualUI.HUD.stats.bg = NewSquare()
VisualUI.HUD.stats.bg.Color = UI_BG
VisualUI.HUD.stats.bg.Transparency = 0.2
VisualUI.HUD.stats.bg.Size = Vector2.new(200, 52)
VisualUI.HUD.stats.text = NewText()
VisualUI.HUD.stats.text.Size = 13
end
BuildHUD()
-- =========================
-- Main Loop
-- =========================
local fpsValues = {}
local lastFPS = 60
local lastArrayKey = ""
RunService.RenderStepped:Connect(function(dt)
-- FPS calc
table.insert(fpsValues, 1 / dt)
if #fpsValues > 30 then table.remove(fpsValues, 1) end
local sum = 0
for _, v in pairs(fpsValues) do sum = sum + v end
lastFPS = math.floor(sum / #fpsValues)
local VP = workspace.CurrentCamera.ViewportSize
local accent = Settings.HUDColor
-- Notifications
if Settings.Notifications then
while #VisualUI.Notifs.queue > 0 and #VisualUI.Notifs.items < VisualUI.Notifs.maxVisible do
local data = table.remove(VisualUI.Notifs.queue, 1)
table.insert(VisualUI.Notifs.items, CreateNotif(data))
end
local baseX = VP.X - VisualUI.Notifs.width - 10
local baseY = VP.Y - 50
for i = #VisualUI.Notifs.items, 1, -1 do
local n = VisualUI.Notifs.items[i]
local t = tick() - n.start
local alive = t < VisualUI.Notifs.life
local targetY = baseY - (i - 1) * (VisualUI.Notifs.height + VisualUI.Notifs.padding)
if alive then
n.alpha = Lerp(n.alpha, 1, dt * 8)
else
n.alpha = Lerp(n.alpha, 0, dt * 8)
if n.alpha < 0.05 then
n.bg:Remove(); n.bar:Remove(); n.icon:Remove(); n.txt:Remove()
table.remove(VisualUI.Notifs.items, i)
continue
end
end
local slideX = baseX - 30 + (30 * n.alpha)
local pos = LerpV2(n.pos, Vector2.new(slideX, targetY), dt * 8)
n.pos = pos
n.bg.Position = pos
n.bar.Position = pos
n.icon.Position = pos + Vector2.new(11, 14)
n.txt.Position = pos + Vector2.new(26, 9)
n.icon.Color = notifColors[n.data.type] or accent
n.bg.Transparency = 0.15 + (1 - n.alpha) * 0.6
n.bar.Transparency = 1 - n.alpha
n.icon.Transparency = 1 - n.alpha
n.txt.Transparency = 1 - n.alpha
end
else
for i = #VisualUI.Notifs.items, 1, -1 do
local n = VisualUI.Notifs.items[i]
n.bg:Remove(); n.bar:Remove(); n.icon:Remove(); n.txt:Remove()
table.remove(VisualUI.Notifs.items, i)
end
end
-- ArrayList
if Settings.HUDArraylist then
local modules = {}
if Settings.Enabled then table.insert(modules, "Aimbot") end
if Settings.SilentAim then table.insert(modules, "Silent Aim") end
if Settings.Smoothing then table.insert(modules, "Aim Assist") end
if Settings.TriggerBot then table.insert(modules, "TriggerBot") end
if Settings.AutoFire then table.insert(modules, "Auto Fire") end
if Settings.HitboxSink then table.insert(modules, "Hitbox Sink") end
if Settings.HitboxDesync then table.insert(modules, "Hitbox Desync") end
if Settings.ChamsEnabled then table.insert(modules, "Chams") end
if Settings.GlowEnabled then table.insert(modules, "Glow ESP") end
if Settings.Boxes or Settings.Names or Settings.Tracers then table.insert(modules, "ESP") end
if Settings.Fullbright then table.insert(modules, "Fullbright") end
if Settings.BloomEnabled then table.insert(modules, "Bloom") end
if Settings.TrailEnabled then table.insert(modules, "Trail") end
if Settings.AuraEnabled then table.insert(modules, "Aura") end
if Settings.SpeedEnabled then table.insert(modules, "Speed") end
if Settings.FlyEnabled then table.insert(modules, "Flight") end
if Settings.NoclipEnabled then table.insert(modules, "Noclip") end
if Settings.InfJumpEnabled then table.insert(modules, "Infinite Jump") end
local key = table.concat(modules, "|")
if key ~= lastArrayKey then
lastArrayKey = key
BuildArray(modules)
end
local x = VP.X - VisualUI.Array.width - 10
local y = 20
local row = 0
for _, name in ipairs(VisualUI.Array.ordered) do
local m = VisualUI.Array.byName[name]
if m then
m.alpha = Lerp(m.alpha, m.targetAlpha, dt * 10)
if m.alpha > 0.02 then
row = row + 1
local rowY = y + (row - 1) * (VisualUI.Array.rowHeight + VisualUI.Array.padding)
local targetX = x + (1 - m.alpha) * VisualUI.Array.slideOffset
m.x = Lerp(m.x, targetX, dt * 12)
local rowPos = Vector2.new(m.x, rowY)
m.bg.Position = rowPos
m.txt.Position = rowPos + Vector2.new(6, 3)
m.bar.Position = rowPos + Vector2.new(VisualUI.Array.width - 3, 0)
local hueOffset = ((tick() * 0.18) + (row * 0.06)) % 1
local grad = Color3.fromHSV(hueOffset, 0.85, 1)
m.bar.Color = grad
m.bg.Transparency = 0.2 + (1 - m.alpha) * 0.65
m.txt.Transparency = 1 - m.alpha
m.bar.Transparency = 1 - m.alpha
m.bg.Visible = true
m.txt.Visible = true
m.bar.Visible = true
else
m.bg.Visible = false
m.txt.Visible = false
m.bar.Visible = false
end
end
end
for name, m in pairs(VisualUI.Array.byName) do
if m.targetAlpha == 0 then
m.alpha = Lerp(m.alpha, 0, dt * 8)
if m.alpha <= 0.01 then
m.bg:Remove()
m.txt:Remove()
m.bar:Remove()
VisualUI.Array.byName[name] = nil
end
end
end
else
for _, item in pairs(VisualUI.Array.byName) do
item.targetAlpha = 0
item.bg.Visible = false
item.txt.Visible = false
item.bar.Visible = false
end
end
-- HUD Core
if not Settings.HUDEnabled then
VisualUI.HUD.wm.blur3.Visible = false
VisualUI.HUD.wm.blur2.Visible = false
VisualUI.HUD.wm.blur.Visible = false
VisualUI.HUD.wm.bg.Visible = false
VisualUI.HUD.wm.text.Visible = false
VisualUI.HUD.health.bg.Visible = false
VisualUI.HUD.health.fill.Visible = false
VisualUI.HUD.stats.bg.Visible = false
VisualUI.HUD.stats.text.Visible = false
return
end
-- Watermark
if Settings.HUDWatermark then
local ping = "-"
pcall(function()
local stats = game:GetService("Stats")
if stats.Network:FindFirstChild("ServerStatsItem") then
ping = math.floor(stats.Network.ServerStatsItem["Data Ping"]:GetValue())
end
end)
local wmText = string.format("FlickSpeed | %d FPS | %s ms", lastFPS, tostring(ping))
VisualUI.HUD.wm.text.Text = wmText
local bounds = VisualUI.HUD.wm.text.TextBounds
local padX, padY = 10, 6
VisualUI.HUD.wm.blur3.Size = Vector2.new(bounds.X + padX * 2 + 10, bounds.Y + padY * 2 + 10)
VisualUI.HUD.wm.blur3.Position = Vector2.new(12, 12)
VisualUI.HUD.wm.blur2.Size = Vector2.new(bounds.X + padX * 2 + 6, bounds.Y + padY * 2 + 6)
VisualUI.HUD.wm.blur2.Position = Vector2.new(14, 14)
VisualUI.HUD.wm.blur.Size = Vector2.new(bounds.X + padX * 2 + 3, bounds.Y + padY * 2 + 3)
VisualUI.HUD.wm.blur.Position = Vector2.new(15, 15)
VisualUI.HUD.wm.bg.Size = Vector2.new(bounds.X + padX * 2, bounds.Y + padY * 2)
VisualUI.HUD.wm.bg.Position = Vector2.new(16, 16)
VisualUI.HUD.wm.text.Position = Vector2.new(16 + padX, 16 + padY)
VisualUI.HUD.wm.blur3.Visible = true
VisualUI.HUD.wm.blur2.Visible = true
VisualUI.HUD.wm.bg.Visible = true
VisualUI.HUD.wm.blur.Visible = true
VisualUI.HUD.wm.text.Visible = true
else
VisualUI.HUD.wm.blur3.Visible = false
VisualUI.HUD.wm.blur2.Visible = false
VisualUI.HUD.wm.bg.Visible = false
VisualUI.HUD.wm.blur.Visible = false
VisualUI.HUD.wm.text.Visible = false
end
-- Health Bar (animated)
if Settings.HUDHealth then
local char = Player.Character
local hum = char and char:FindFirstChildOfClass("Humanoid")
local hp = (hum and hum.Health / hum.MaxHealth) or 1
VisualUI.HUD.health.value = Lerp(VisualUI.HUD.health.value, hp, dt * 6)
local hbPos = Vector2.new(16, VP.Y - 30)
VisualUI.HUD.health.bg.Position = hbPos
VisualUI.HUD.health.fill.Position = hbPos
VisualUI.HUD.health.fill.Size = Vector2.new(180 * VisualUI.HUD.health.value, 8)
VisualUI.HUD.health.fill.Color = accent
VisualUI.HUD.health.bg.Visible = true
VisualUI.HUD.health.fill.Visible = true
else
VisualUI.HUD.health.bg.Visible = false
VisualUI.HUD.health.fill.Visible = false
end
-- Stats Panel
if Settings.HUDSpeed or Settings.HUDCoords or Settings.HUDPlayers then
local char = Player.Character
local hum = char and char:FindFirstChildOfClass("Humanoid")
local root = char and char:FindFirstChild("HumanoidRootPart")
local spd = hum and hum.WalkSpeed or 0
local coords = root and root.Position or Vector3.new()
local players = #Players:GetPlayers()
local lines = {}
if Settings.HUDSpeed then table.insert(lines, string.format("Speed: %d", spd)) end
if Settings.HUDCoords then table.insert(lines, string.format("XYZ: %d %d %d", coords.X, coords.Y, coords.Z)) end
if Settings.HUDPlayers then table.insert(lines, string.format("Players: %d", players)) end
VisualUI.HUD.stats.text.Text = table.concat(lines, "\n")
VisualUI.HUD.stats.bg.Position = Vector2.new(16, VP.Y - 95)
VisualUI.HUD.stats.text.Position = Vector2.new(22, VP.Y - 90)
VisualUI.HUD.stats.bg.Visible = true
VisualUI.HUD.stats.text.Visible = true
else
VisualUI.HUD.stats.bg.Visible = false
VisualUI.HUD.stats.text.Visible = false
end
end)
-- Example notification (remove if not needed)
-- VisualUI:Notify("Loaded visual systems", "success")
Window:Init()
if ConfigLoaded then
SyncUI()
end
print("[FlickSpeed v3.5] Loaded! | Velocity 0.8.0 | HUD + FX")
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, games.roblox.com.
uh script made by claude sonnet/opus 4.6 gemini 3/3.1 gpt codex 3/2 made this just 4 fun maybe many crashes but i like it if u want u can take this

Universal