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Copy the script and paste it into your executor.
players_service = :()
run_service = :()
local_player = players_service.LocalPlayer
player_character = local_player.Character local_player.CharacterAdded:()
humanoid_root_part = player_character:()
humanoid = player_character:()
spawn_position = .(, , )
min_height_threshold =
max_height_threshold = -
max_y_position =
velocity_threshold =
last_safe_position = humanoid_root_part.Position
is_anti_exploit_active =
run_service.Heartbeat:(()
current_pos = humanoid_root_part.Position
current_pos.Y > min_height_threshold current_pos.Y < max_y_position
last_safe_position = current_pos
)
run_service.Heartbeat:(()
is_anti_exploit_active
is_anti_exploit_active =
current_pos = humanoid_root_part.Position
velocity_magnitude = humanoid_root_part.AssemblyLinearVelocity.Magnitude
velocity_y = humanoid_root_part.AssemblyLinearVelocity.Y
velocity_magnitude > velocity_threshold .(velocity_y) >
humanoid_root_part.CFrame = .(spawn_position)
humanoid_root_part.AssemblyLinearVelocity = .(, , )
humanoid.Health = humanoid.MaxHealth
current_pos.Y > max_y_position
humanoid_root_part.CFrame = .(spawn_position)
humanoid_root_part.AssemblyLinearVelocity = .(, , )
humanoid.Health = humanoid.MaxHealth
current_pos.Y < min_height_threshold current_pos.Y > max_height_threshold
humanoid_root_part.CFrame = .(spawn_position)
humanoid_root_part.AssemblyLinearVelocity = .(, , )
humanoid.Health = humanoid.MaxHealth
current_pos.Y < max_height_threshold
humanoid_root_part.CFrame = .(last_safe_position.X, .(, last_safe_position.Y), last_safe_position.Z)
humanoid_root_part.AssemblyLinearVelocity = .(, , )
humanoid.Health = humanoid.MaxHealth
is_anti_exploit_active =
)
local_player.CharacterAdded:((_newChar)
player_character = _newChar
humanoid_root_part = player_character:()
humanoid = player_character:()
()
spawn_position = humanoid_root_part.Position
)
rayfield_lib = ((:()))()
players_service_2 = :()
run_service_2 = :()
local_player_2 = players_service_2.LocalPlayer
main_window = rayfield_lib:({
Name = ,
Icon = ,
LoadingTitle = ,
LoadingSubtitle = ,
ShowText = ,
Theme = ,
ToggleUIKeybind = ,
DisableRayfieldPrompts = ,
DisableBuildWarnings = ,
ConfigurationSaving = {
Enabled = ,
FolderName = ,
FileName =
},
Discord = {
Enabled = ,
Invite = ,
RememberJoins =
},
KeySystem =
})
main_tab = main_window:(, )
tab_players_service = :()
tab_run_service = :()
tab_local_player = tab_players_service.LocalPlayer
selected_target =
main_tab:({
Name = ,
PlaceholderText = ,
RemoveTextAfterFocusLost = ,
Callback = (_inputText)
_inputText = ((_inputText )):()
selected_target =
_idx, _player (tab_players_service:())
player_name_lower = _player.Name:()
player_display_name_lower = (_player.DisplayName _player.Name):()
player_name_lower == _inputText player_display_name_lower == _inputText player_name_lower:(, #_inputText) == _inputText player_display_name_lower:(, #_inputText) == _inputText
selected_target = _player
selected_target
rayfield_lib:({
Title = ,
Content = selected_target.Name,
Duration =
})
})
(_ability_name, _offset_vector, _should_kill)
heartbeat_connection
is_enabled =
saved_cframe =
main_tab:({
Name = _ability_name,
CurrentValue = ,
Callback = (_toggle_value)
is_enabled = _toggle_value
selected_target
player_char = tab_local_player.Character tab_local_player.CharacterAdded:()
player_root = player_char:()
target_root = selected_target.Character:()
is_enabled
heartbeat_connection
heartbeat_connection:()
heartbeat_connection =
saved_cframe
player_root.CFrame = saved_cframe
player_root.Velocity = .zero
player_root.RotVelocity = .zero
saved_cframe =
saved_cframe = player_root.CFrame
heartbeat_connection = tab_run_service.Heartbeat:(()
is_enabled
player_root.CFrame = .(target_root.Position + _offset_vector) * .( - .pi / (), , )
player_root.Velocity = _offset_vector.Magnitude > .(, , ) .zero
player_root.RotVelocity = _offset_vector.Magnitude > .(, , ) .zero
(player_root, , target_root)
_should_kill
.()
player_char:().Health =
)
})
(, .(, , ), )
(, .(, -, ), )
(, .(, -, ), )
(, .(, -, ), )
(, .(, -, ), )
heartbeat_connection_elev
is_elevator_enabled =
saved_cframe_elev =
anti_jump_connection
anti_jump_enabled =
anti_jump_saved_cframe =
main_tab:({
Name = ,
CurrentValue = ,
Callback = (_toggle_value)
anti_jump_enabled = _toggle_value
selected_target
player_char = tab_local_player.Character tab_local_player.CharacterAdded:()
player_root = player_char:()
target_root = selected_target.Character:()
anti_jump_enabled
anti_jump_connection
anti_jump_connection:()
anti_jump_connection =
anti_jump_saved_cframe
player_root.CFrame = anti_jump_saved_cframe
player_root.Velocity = .zero
player_root.RotVelocity = .zero
anti_jump_saved_cframe =
anti_jump_saved_cframe = player_root.CFrame
anti_jump_connection = tab_run_service.Heartbeat:(()
anti_jump_enabled
player_root.Velocity = .zero
player_root.RotVelocity = .zero
player_root.CFrame = .(target_root.Position + .(, , )) * .( - .pi / (), , )
(player_root, , target_root)
)
})
welder_players_service = :()
welder_run_service = :()
welder_local_player = welder_players_service.LocalPlayer
welder_utils = {}
welder_utils.(_target_player, _should_glue)
player_char = welder_local_player.Character
player_root = player_char player_char:()
player_root _target_player.Character _target_player.Character:()
_should_glue
(player_root, , _target_player.Character.HumanoidRootPart)
(player_root, , player_root)
welder_utils.(_target_player, _offset_cframe)
_offset_cframe = _offset_cframe .()
player_char = welder_local_player.Character
player_root = player_char player_char:()
player_root (_target_player.Character _target_player.Character:())
player_root.CFrame = _target_player.Character.HumanoidRootPart.CFrame * _offset_cframe
player_root.Velocity = .zero
rocket_first_enabled =
rocket_first_connection
target_players_service = :()
target_run_service = :()
target_local_player = target_players_service.LocalPlayer
target_utils = {}
target_utils.(_target_player, _should_glue)
player_char = target_local_player.Character
player_root = player_char player_char:()
player_root _target_player.Character _target_player.Character:()
_should_glue
(player_root, , _target_player.Character.HumanoidRootPart)
(player_root, , player_root)
target_utils.(_target_player, _offset_cframe)
_offset_cframe = _offset_cframe .()
player_char = target_local_player.Character
player_root = player_char player_char:()
player_root (_target_player.Character _target_player.Character:())
player_root.CFrame = _target_player.Character.HumanoidRootPart.CFrame * _offset_cframe
player_root.Velocity = .zero
infinite_jump_enabled =
infinite_jump_connection
main_tab:({
Name = ,
CurrentValue = ,
Callback = (_toggle_value)
infinite_jump_enabled = _toggle_value
infinite_jump_connection
infinite_jump_connection:()
infinite_jump_connection =
selected_target
infinite_jump_enabled
target_utils.(selected_target, )
infinite_jump_connection = target_run_service.Heartbeat:(()
infinite_jump_enabled
target_utils.(selected_target, .(, -, ))
target_utils.(selected_target, )
)
})
main_tab:({
Name = ,
CurrentValue = ,
Callback = (_toggle_value)
infinite_jump_enabled = _toggle_value
infinite_jump_connection
infinite_jump_connection:()
infinite_jump_connection =
selected_target
infinite_jump_enabled
target_utils.(selected_target, )
infinite_jump_connection = target_run_service.Heartbeat:(()
infinite_jump_enabled
target_utils.(selected_target, .(, , ))
target_utils.(selected_target, )
)
})
main_tab:({
Name = ,
CurrentValue = ,
Callback = (_toggle_value)
infinite_jump_enabled = _toggle_value
infinite_jump_connection
infinite_jump_connection:()
infinite_jump_connection =
selected_target
infinite_jump_enabled
target_utils.(selected_target, )
infinite_jump_connection = target_run_service.Heartbeat:(()
infinite_jump_enabled
target_utils.(selected_target, .(, , ))
target_utils.(selected_target, )
)
})
main_tab:({
Name = ,
CurrentValue = ,
Callback = (_toggle_value)
infinite_jump_enabled = _toggle_value
infinite_jump_connection
infinite_jump_connection:()
infinite_jump_connection =
selected_target
infinite_jump_enabled
target_utils.(selected_target, )
infinite_jump_connection = target_run_service.Heartbeat:(()
infinite_jump_enabled
target_utils.(selected_target, .(, , ))
target_utils.(selected_target, )
)
})
main_tab:({
Name = ,
CurrentValue = ,
Callback = (_toggle_value)
infinite_jump_enabled = _toggle_value
infinite_jump_connection
infinite_jump_connection:()
infinite_jump_connection =
selected_target
infinite_jump_enabled
target_utils.(selected_target, )
infinite_jump_connection = target_run_service.Heartbeat:(()
infinite_jump_enabled
target_utils.(selected_target, .(, , -))
target_utils.(selected_target, )
)
})
rocket_connection
rocket_enabled
rocket_saved_cframe =
rocket_run_service = :()
rocket_local_player = (:()).LocalPlayer
main_tab:({
Name = ,
CurrentValue = ,
Callback = (_toggle_value)
rocket_enabled = _toggle_value
selected_target selected_target.Character
target_root = selected_target.Character:()
player_char = rocket_local_player.Character rocket_local_player.CharacterAdded:()
player_root = player_char:()
rocket_enabled
rocket_connection
rocket_connection:()
rocket_connection =
rocket_saved_cframe
player_root.CFrame = rocket_saved_cframe
player_root.Velocity = .zero
player_root.RotVelocity = .zero
rocket_saved_cframe =
rocket_saved_cframe = player_root.CFrame
rocket_connection = rocket_run_service.Heartbeat:(()
rocket_enabled
target_root.Parent
target_below = target_root.Position + .(, -, )
player_root.CFrame = .(target_below, target_below + .(, , ))
player_root.Velocity = .(, , )
player_root.RotVelocity = .zero
sethiddenproperty
(()
(player_root, , target_root)
)
.(, ()
rocket_connection
rocket_connection:()
rocket_connection =
rocket_enabled =
rocket_saved_cframe
player_root.CFrame = rocket_saved_cframe
player_root.Velocity = .zero
player_root.RotVelocity = .zero
rocket_saved_cframe =
(()
main_tab:(, )
)
)
)
})
main_tab:({
Name = ,
CurrentValue = ,
Callback = (_toggle_value)
infinite_jump_enabled = _toggle_value
selected_target selected_target.Character
target_root = selected_target.Character:()
player_char = target_local_player.Character target_local_player.CharacterAdded:()
player_root = player_char:()
infinite_jump_enabled
infinite_jump_connection
infinite_jump_connection:()
infinite_jump_connection =
og_cframe
player_root.CFrame = og_cframe
player_root.Velocity = .zero
player_root.RotVelocity = .zero
og_cframe =
og_cframe = player_root.CFrame
infinite_jump_connection = target_run_service.Heartbeat:(()
infinite_jump_enabled
target_root.Parent
target_below = target_root.Position + .(, -, )
player_root.CFrame = .(target_below, target_below + .(, , ))
player_root.Velocity = .(, , )
player_root.RotVelocity = .zero
sethiddenproperty
(()
(player_root, , target_root)
)
.(, ()
infinite_jump_connection
infinite_jump_connection:()
infinite_jump_connection =
infinite_jump_enabled =
og_cframe
player_root.CFrame = og_cframe
player_root.Velocity = .zero
player_root.RotVelocity = .zero
og_cframe =
(()
main_tab:(, )
)
)
)
})
games_tab = main_window:(, )
game_target =
word_to_guess =
game_heartbeat_conn_1 =
game_heartbeat_conn_2 =
games_tab:({
Name = ,
PlaceholderText = ,
RemoveTextAfterFocusLost = ,
Callback = (_inputText)
_inputText = ((_inputText )):()
game_target =
_idx, _player (target_players_service:())
player_name_lower = _player.Name:()
player_display_name_lower = (_player.DisplayName _player.Name):()
player_name_lower:(, #_inputText) == _inputText player_display_name_lower:(, #_inputText) == _inputText
game_target = _player
game_target
rayfield_lib:({
Title = ,
Content = game_target.Name,
Duration =
})
})
games_tab:({
Name = ,
PlaceholderText = ,
RemoveTextAfterFocusLost = ,
Callback = (_inputText)
word_to_guess = ((_inputText )):()
})
games_tab:({
Name = ,
Callback = ()
game_target
player_char = target_local_player.Character target_local_player.CharacterAdded:()
player_root = player_char:()
target_char = game_target.Character game_target.CharacterAdded:()
target_root = target_char:()
game_heartbeat_conn_1
game_heartbeat_conn_1:()
game_heartbeat_conn_2
game_heartbeat_conn_2:()
game_heartbeat_conn_1 = target_run_service.Heartbeat:(()
player_root target_root
player_root.Velocity = .zero
player_root.RotVelocity = .zero
player_root.CFrame = .(target_root.Position + .(, , )) * .( - .pi / (), , )
(player_root, , target_root)
)
})
nan_fling_tab = main_window:(, )
nan_target_name =
nan_fling_connection
nan_fling_call_counter = nan_fling_tab:({
Name = ,
PlaceholderText = ,
RemoveTextAfterFocusLost = ,
Callback = (_inputText)
nan_target_name = (_inputText )
})
nan_fling_tab:({
Name = ,
Callback = ()
nan_target_name ==
nan_fling_call_counter = nan_fling_call_counter + ()
current_fling_id = nan_fling_call_counter
nan_fling_connection
nan_fling_connection:()
nan_fling_connection =
target_player
_idx, _player (target_players_service:())
_player ~= local_player_2 ((_player.Name:()):(nan_target_name:()) _player.DisplayName
(_player.DisplayName:()):(nan_target_name:()))
target_player = _player
target_player target_player.Character
player_char = local_player_2.Character local_player_2.CharacterAdded:()
player_humanoid = player_char:()
player_root = player_char:()
target_root = target_player.Character:()
target_root
saved_cframe = player_root.CFrame
saved_velocity = player_root.Velocity
saved_platform_stand = player_humanoid.PlatformStand
nan_value = () / ()
nan_vector = .(nan_value, nan_value, nan_value)
player_humanoid.PlatformStand =
fling_start_time = ()
nan_fling_connection = target_run_service.Heartbeat:(()
nan_fling_call_counter ~= current_fling_id
() - fling_start_time >=
nan_fling_connection:()
nan_fling_connection =
.(()
nan_fling_call_counter ~= current_fling_id
player_humanoid.PlatformStand = saved_platform_stand
player_root.AssemblyLinearVelocity = .zero
player_root.AssemblyAngularVelocity = .zero
player_root.CFrame = saved_cframe player_root.Velocity = saved_velocity
player_root.RotVelocity = .zero
(sethiddenproperty, player_root, , )
)
player_root.CFrame = target_root.CFrame
player_root.AssemblyLinearVelocity = nan_vector player_root.AssemblyAngularVelocity = nan_vector (()
player_humanoid:(nan_vector)
)
(sethiddenproperty, player_root, , target_root)
)
})
other_tab = main_window:(, )
anti_fling_button = other_tab:({
Name = ,
Callback = ()
anti_fling_players_service = :()
anti_fling_run_service = :()
gui_service = :()
sound_service = :()
anti_fling_local_player = anti_fling_players_service.LocalPlayer
fling_threshold =
fling_duration =
normal_physics = PhysicalProperties.(, , )
disabled_physics = PhysicalProperties.(, , )
is_anti_fling_active =
flung_players = {}
player_fling_time = {}
notification_sound = .(, sound_service)
notification_sound.SoundId =
notification_sound.Volume =
(_message)
gui_service:(, {
Title = ,
Text = _message,
Duration =
})
notification_sound:()
( .. _message)
(_part, _can_collide)
_idx, _descendant (_part:())
_descendant:()
_descendant.CanCollide = _can_collide
_descendant.CustomPhysicalProperties = _can_collide normal_physics disabled_physics
_can_collide
_descendant.AssemblyLinearVelocity = .zero
_descendant.AssemblyAngularVelocity = .zero
(_search_name)
_search_name = ((_search_name )):()
_idx, _player (anti_fling_players_service:())
player_name_lower = _player.Name:()
player_display_name_lower = (_player.DisplayName _player.Name):()
player_name_lower == _search_name player_display_name_lower == _search_name player_name_lower:(, #_search_name) == _search_name player_display_name_lower:(, #_search_name) == _search_name
_player
anti_fling_run_service.RenderStepped:((_delta_time)
is_anti_fling_active
_idx, _player (anti_fling_players_service:())
_player ~= anti_fling_local_player
player_char = _player.Character
player_root = player_char player_char:()
player_root
is_being_flung =
_idx2, _other_player (anti_fling_players_service:())
_other_player ~= _player
other_char = _other_player.Character
other_root = other_char other_char:()
other_root other_root.AssemblyLinearVelocity.Magnitude > fling_threshold
is_being_flung =
player_root.AssemblyLinearVelocity.Magnitude > fling_threshold is_being_flung
player_fling_time[_player] = (player_fling_time[_player] ) + _delta_time
player_fling_time[_player] =
player_fling_time[_player] >= fling_duration flung_players[_player]
flung_players[_player] =
(player_char, )
(_player.Name .. ( .. (_player.Name .. )))
flung_players[_player]
_idx3, _descendant (player_char:())
_descendant:()
_descendant.AssemblyLinearVelocity = .zero
_descendant.AssemblyAngularVelocity = .zero
)
anti_fling_local_player.Chatted:((_message)
_message = _message:()
_message:(, ) ==
player_name = _message:()
found_player = (player_name)
found_player flung_players[found_player]
player_char = found_player.Character
player_char
(player_char, )
flung_players[found_player] =
( .. found_player.Name)
_message:(, ) ==
player_name = _message:()
found_player = (player_name)
found_player flung_players[found_player]
player_char = found_player.Character
player_char
(player_char, )
flung_players[found_player] =
()
_message ==
is_anti_fling_active =
()
_message ==
is_anti_fling_active =
()
)
()
()
})Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
pretty cool i guess. you can learn from it, but i pretty much did this to learn how to deobf <;-)

Universal