-- # all credits go to linemaster, ignore horrid source if (not LPH_OBFUSCATED) then LPH_NO_VIRTUALIZE = function(...) return (...) end; LPH_JIT_MAX = function(...) return (...) end; LPH_JIT_ULTRA = function(...) return (...) end; end function load() --// Services local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local Workspace = game:GetService("Workspace") local Lighting = game:GetService("Lighting") local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService") local ReplicatedStorage = game:GetService("ReplicatedStorage") --// Variables local LocalPlayer = Players.LocalPlayer local Camera = Workspace:FindFirstChildWhichIsA("Camera") local Hitsounds = {} --// Script Table local Script = { Functions = {}, Locals = { Target = nil, IsTargetting = false, Resolver = { OldTick = tick(), OldPos = Vector3.new(0, 0, 0), ResolvedVelocity = Vector3.new(0, 0, 0) }, AutoSelectTick = tick(), AntiAimViewer = { MouseRemoteFound = false, MouseRemote = nil, MouseRemoteArgs = nil, MouseRemotePositionIndex = nil }, HitEffect = nil, Gun = { PreviousGun = nil, PreviousAmmo = 999, Shotguns = {"[Double-Barrel SG]", "[TacticalShotgun]", "[Shotgun]"} }, PlayerHealth = {}, JumpOffset = 0, BulletPath = { [4312377180] = Workspace:FindFirstChild("MAP") and Workspace.MAP:FindFirstChild("Ignored") or nil, [1008451066] = Workspace:FindFirstChild("Ignored") and Workspace.Ignored:FindFirstChild("Siren") and Workspace.Ignored.Siren:FindFirstChild("Radius") or nil, [3985694250] = Workspace and Workspace:FindFirstChild("Ignored") or nil, [5106782457] = Workspace and Workspace:FindFirstChild("Ignored") or nil, [4937639028] = Workspace and Workspace:FindFirstChild("Ignored") or nil, [1958807588] = Workspace and Workspace:FindFirstChild("Ignored") or nil }, World = { FogColor = Lighting.FogColor, FogStart = Lighting.FogStart, FogEnd = Lighting.FogEnd, Ambient = Lighting.Ambient, Brightness = Lighting.Brightness, ClockTime = Lighting.ClockTime, ExposureCompensation = Lighting.ExposureCompensation }, SavedCFrame = nil, NetworkPreviousTick = tick(), NetworkShouldSleep = false, FFlags = { } ,OriginalVelocity = {}, RotationAngle = 0 }, Utility = { Drawings = {}, EspCache = {} }, Connections = { GunConnections = {} }, AzureIgnoreFolder = Instance.new("Folder", game:GetService("Workspace")) } --// Settings Table local Settings = { Combat = { Enabled = false, AimPart = "HumanoidRootPart", Silent = false, Mouse = false, Alerts = false, LookAt = false, Spectate = false, AntiAimViewer = false, AutoSelect = { Enabled = false, Cooldown = { Enabled = false, Amount = 0.5 } }, Checks = { Enabled = false, Knocked = false, Crew = false, Wall = false, Grabbed = false, Vehicle = false }, Smoothing = { Horizontal = 1, Vertical = 1 }, Prediction = { Horizontal = 0.134, Vertical = 0.134 }, Resolver = { Enabled = false, RefreshRate = 0 }, Fov = { Enabled = false, Visualize = { Enabled = false, Color = Color3.new(1, 1, 1) }, Radius = 80 }, Visuals = { Enabled = false, Tracer = { Enabled = false, Color = Color3.new(1, 1, 1), Thickness = 2 }, Dot = { Enabled = false, Color = Color3.new(1, 1, 1), Filled = false, Size = 6 }, Chams = { Enabled = false, Fill = { Color = Color3.new(1, 1, 1), Transparency = 0.5 }, Outline = { Color = Color3.new(1, 1, 1), Transparency = 0.5 } } }, Air = { Enabled = false, AirAimPart = { Enabled = false, HitPart = "LowerTorso" }, JumpOffset = { Enabled = false, Offset = 0.09 } } }, Visuals = { Esp = { Enabled = false, Boxes = { Enabled = false, Filled = { Enabled = false, Color = Color3.new(1, 1, 1), Transparency = 0.3 }, Color = Color3.new(1, 1, 1) } }, BulletTracers = { Enabled = false, Color = { Gradient1 = Color3.new(1, 1, 1), Gradient2 = Color3.new(0, 0, 0) }, Duration = 1, Fade = { Enabled = false, Duration = 0.5 } }, BulletImpacts = { Enabled = false, Color = Color3.new(1, 1, 1), Duration = 1, Size = 1, Material = "SmoothPlastic", Fade = { Enabled = false, Duration = 0.5 } }, OnHit = { Enabled = false, Effect = { Enabled = false, Color = Color3.new(1, 1, 1) }, Sound = { Enabled = false, Volume = 5, Value = "Skeet" }, Chams = { Enabled = false, Color = Color3.new(1, 1, 1), Material = "ForceField", Duration = 1 } }, World = { Enabled = false, Fog = { Enabled = false, Color = Color3.new(1, 1, 1), End = 1000, Start = 10000 }, Ambient = { Enabled = false, Color = Color3.new(1, 1, 1) }, Brightness = { Enabled = false, Value = 0 }, ClockTime = { Enabled = false, Value = 24 }, WorldExposure = { Enabled = false, Value = -0.1 } }, Crosshair = { Enabled = false, Color = Color3.new(1, 1, 1), Size = 10, Gap = 2, Rotation = { Enabled = false, Speed = 1 } } }, AntiAim = { VelocitySpoofer = { Enabled = false, Visualize = { Enabled = false, Color = Color3.new(1, 1, 1), Prediction = 0.134 }, Type = "Underground", Roll = 0, Pitch = 0, Yaw = 0 }, CSync = { Enabled = false, Type = "Custom", Visualize = { Enabled = false, Color = Color3.new(1, 1, 1) }, RandomDistance = 16, Custom = { X = 0, Y = 0, Z = 0 }, TargetStrafe = { Speed = 1, Distance = 1, Height = 1 } }, Network = { Enabled = false, WalkingCheck = false, Amount = 0.1 }, VelocityDesync = { Enabled = false, Range = 1 }, FFlagDesync = { Enabled = false, SetNew = false, FFlags = {"S2PhysicsSenderRate"}, SetNewAmount = 15, Amount = 2 }, }, Misc = { Movement = { Speed = { Enabled = false, Amount = 1 }, }, Exploits = { Enabled = false, NoRecoil = false, NoJumpCooldown = false, NoSlowDown = false } } } --// Functions do --// Utility Functions do Script.Functions.WorldToScreen = function(Position: Vector3) if not Position then return end local ViewportPointPosition, OnScreen = Camera:WorldToViewportPoint(Position) local ScreenPosition = Vector2.new(ViewportPointPosition.X, ViewportPointPosition.Y) return { Position = ScreenPosition, OnScreen = OnScreen } end Script.Functions.Connection = function(ConnectionType: any, Function: any) local Connection = ConnectionType:Connect(Function) return Connection end Script.Functions.MoveMouse = function(Position: Vector2, SmoothingX: number, SmoothingY: number) local MousePosition = UserInputService:GetMouseLocation() mousemoverel((Position.X - MousePosition.X) / SmoothingX, (Position.Y - MousePosition.Y) / SmoothingY) end Script.Functions.CreateDrawing = function(DrawingType: string, Properties: any) local DrawingObject = Drawing.new(DrawingType) for Property, Value in pairs(Properties) do DrawingObject[Property] = Value end return DrawingObject end Script.Functions.WallCheck = function(Part: any) local RayCastParams = RaycastParams.new() RayCastParams.FilterType = Enum.RaycastFilterType.Exclude RayCastParams.IgnoreWater = true RayCastParams.FilterDescendantsInstances = Script.AzureIgnoreFolder:GetChildren() local CameraPosition = Camera.CFrame.Position local Direction = (Part.Position - CameraPosition).Unit local RayCastResult = workspace:Raycast(CameraPosition, Direction * 10000, RayCastParams) return RayCastResult.Instance and RayCastResult.Instance == Part end Script.Functions.Create = function(ObjectType: string, Properties: any) local Object = Instance.new(ObjectType) for Property, Value in pairs(Properties) do Object[Property] = Value end return Object end Script.Functions.GetGun = function(Player: any) local Info = { Tool = nil, Ammo = nil, IsGunEquipped = false } local Tool = Player.Character:FindFirstChildWhichIsA("Tool") if not Tool then return end if game.GameId == 1958807588 then local ArmoryGun = Player.Information.Armory:FindFirstChild(Tool.Name) if ArmoryGun then Info.Tool = Tool Info.Ammo = ArmoryGun.Ammo.Normal Info.IsGunEquipped = true else for _, Object in pairs(Tool:GetChildren()) do if Object.Name:lower():find("ammo") and not Object.Name:lower():find("max") then Info.Tool = Tool Info.IsGunEquipped = true Info.Ammo = Object end end end elseif game.GameId == 3634139746 then for _, Object in pairs(Tool:getdescendants()) do if Object.Name:lower():find("ammo") and not Object.Name:lower():find("max") and not Object.Name:lower():find("no") then Info.Tool = Tool Info.Ammo = Object Info.IsGunEquipped = true end end else for _, Object in pairs(Tool:GetChildren()) do if Object.Name:lower():find("ammo") and not Object.Name:lower():find("max") then Info.Tool = Tool Info.IsGunEquipped = true Info.Ammo = Object end end end return Info end Script.Functions.Beam = function(StartPos: Vector3, EndPos: Vector3) local ColorSequence = ColorSequence.new({ ColorSequenceKeypoint.new(0, Settings.Visuals.BulletTracers.Color.Gradient1), ColorSequenceKeypoint.new(1, Settings.Visuals.BulletTracers.Color.Gradient2), }) local Part = Instance.new("Part", Script.AzureIgnoreFolder) Part.Size = Vector3.new(0, 0, 0) Part.Massless = true Part.Transparency = 1 Part.CanCollide = false Part.Position = StartPos Part.Anchored = true local Attachment = Instance.new("Attachment", Part) local Part2 = Instance.new("Part", Script.AzureIgnoreFolder) Part2.Size = Vector3.new(0, 0, 0) Part2.Transparency = 0 Part2.CanCollide = false Part2.Position = EndPos Part2.Anchored = true Part2.Material = Enum.Material.ForceField Part2.Color = Color3.fromRGB(255, 0, 212) Part2.Massless = true local Attachment2 = Instance.new("Attachment", Part2) local Beam = Instance.new("Beam", Part) Beam.FaceCamera = true Beam.Color = ColorSequence Beam.Attachment0 = Attachment Beam.Attachment1 = Attachment2 Beam.LightEmission = 6 Beam.LightInfluence = 1 Beam.Width0 = 1.5 Beam.Width1 = 1.5 Beam.Texture = "http://www.roblox.com/asset/?id=446111271" Beam.TextureSpeed = 2 Beam.TextureLength = 1 task.delay(Settings.Visuals.BulletTracers.Duration, function() if Settings.Visuals.BulletTracers.Fade.Enabled then local TweenValue = Instance.new("NumberValue") TweenValue.Parent = Beam local Tween = TweenService:Create(TweenValue, TweenInfo.new(Settings.Visuals.BulletTracers.Fade.Duration), {Value = 1}) Tween:Play() local Connection Connection = Script.Functions.Connection(TweenValue:GetPropertyChangedSignal("Value"), function() Beam.Transparency = NumberSequence.new(TweenValue.Value, TweenValue.Value) end) Script.Functions.Connection(Tween.Completed, function() Connection:Disconnect() Part:Destroy() Part2:Destroy() end) else Part:Destroy() Part2:Destroy() end end) end Script.Functions.Impact = function(Pos: Vector3) local Part = Script.Functions.Create("Part", { Parent = Script.AzureIgnoreFolder, Color = Settings.Visuals.BulletImpacts.Color, Size = Vector3.new(Settings.Visuals.BulletImpacts.Size, Settings.Visuals.BulletImpacts.Size, Settings.Visuals.BulletImpacts.Size), Position = Pos, Anchored = true, Material = Enum.Material[Settings.Visuals.BulletImpacts.Material] }) task.delay(Settings.Visuals.BulletImpacts.Duration, function() if Settings.Visuals.BulletImpacts.Fade.Enabled then local Tween = TweenService:Create(Part, TweenInfo.new(Settings.Visuals.BulletImpacts.Fade.Duration), {Transparency = 1}) Tween:Play() Script.Functions.Connection(Tween.Completed, function() Part:Destroy() end) else Part:Destroy() end end) end Script.Functions.GetClosestPlayerDamage = function(Position: Vector3, MaxRadius: number) local Radius = MaxRadius local ClosestPlayer for PlayerName, Health in pairs(Script.Locals.PlayerHealth) do local Player = Players:FindFirstChild(PlayerName) if Player and Player.Character then local PlayerPosition = Player.Character.PrimaryPart.Position local Distance = (Position - PlayerPosition).Magnitude local CurrentHealth = Player.Character.Humanoid.Health if (Distance < Radius) and (CurrentHealth < Health) then Radius = Distance ClosestPlayer = Player end end end return ClosestPlayer end Script.Functions.Effect = function(Part, Color) local Clone = Script.Locals.HitEffect:Clone() Clone.Parent = Part for _, Effect in pairs(Clone:GetChildren()) do if Effect:IsA("ParticleEmitter") then Effect.Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(0, 0, 0)), ColorSequenceKeypoint.new(0.495, Settings.Visuals.OnHit.Effect.Color), ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 0)), }) Effect:Emit(1) end end task.delay(2, function() Clone:Destroy() end) end Script.Functions.PlaySound = function(SoundId, Volume) local Sound = Instance.new("Sound") Sound.Parent = Script.AzureIgnoreFolder Sound.Volume = Volume Sound.SoundId = SoundId Sound:Play() Script.Functions.Connection(Sound.Ended, function() Sound:Destroy() end) end Script.Functions.Hitcham = function(Player, Color) for _, BodyPart in pairs(Player.Character:GetChildren()) do if BodyPart.Name ~= "HumanoidRootPart" and BodyPart:IsA("BasePart") then local Part = Instance.new("Part") Part.Name = BodyPart.Name .. "_Clone" Part.Parent = Script.AzureIgnoreFolder Part.Material = Enum.Material[Settings.Visuals.OnHit.Chams.Material] Part.Color = Settings.Visuals.OnHit.Chams.Color Part.Transparency = 0 Part.Anchored = true Part.Size = BodyPart.Size Part.CFrame = BodyPart.CFrame task.delay(Settings.Visuals.OnHit.Chams.Duration, function() Part:Destroy() end) end end end Script.Functions.Rotate = function(Vector, Origin, Angle) local CosA = math.cos(Angle) local SinA = math.sin(Angle) local X = Vector.X - Origin.X local Y = Vector.Y - Origin.Y local NewX = X * CosA - Y * SinA local NewY = X * SinA + Y * CosA return Vector2.new(NewX + Origin.x, NewY + Origin.y) end end --// General Functions do Script.Functions.GetClosestPlayer = function() local Radius = Settings.Combat.Fov.Enabled and Settings.Combat.Fov.Radius or math.huge local ClosestPlayer local Mouse = UserInputService:GetMouseLocation() for _, Player in pairs(Players:GetPlayers()) do if Player ~= LocalPlayer then --// Variables local ScreenPosition = Script.Functions.WorldToScreen(Player.Character.PrimaryPart.Position) local Distance = (Mouse - ScreenPosition.Position).Magnitude --// OnScreen Check if not ScreenPosition.OnScreen then continue end --// Checks if (Settings.Combat.Checks.Enabled and (Settings.Combat.Checks.Vehicle and Player.Character:FindFirstChild("[CarHitBox]")) or (Settings.Combat.Checks.Knocked and Player.Character.BodyEffects["K.O"].Value == true) or (Settings.Combat.Checks.Grabbed and Player.Character:FindFirstChild("GRABBING_CONSTRAINT")) or (Settings.Combat.Checks.Crew and Player.DataFolder.Information.Crew.Value == LocalPlayer.DataFolder.Information.Crew.Value) or (Settings.Combat.Checks.Wall and Script.Functions.WallCheck(Player.Character.PrimaryPart))) then continue end if (Distance < Radius) then Radius = Distance ClosestPlayer = Player end end end return ClosestPlayer end Script.Functions.GetPredictedPosition = function() local BodyPart = Script.Locals.Target.Character[Settings.Combat.AimPart] local Velocity = Settings.Combat.Resolver.Enabled and Script.Locals.Resolver.ResolvedVelocity or Script.Locals.Target.Character.HumanoidRootPart.Velocity local Position = BodyPart.Position + Velocity * Vector3.new(Settings.Combat.Prediction.Horizontal, Settings.Combat.Prediction.Vertical, Settings.Combat.Prediction.Horizontal) if Settings.Combat.Air.Enabled and Settings.Combat.Air.JumpOffset.Enabled then Position = Position + Vector3.new(0, Script.Locals.JumpOffset, 0) end return Position end Script.Functions.Resolve = function() if Settings.Combat.Enabled and Settings.Combat.Resolver.Enabled and Script.Locals.IsTargetting and Script.Locals.Target then --// Variables local HumanoidRootPart = Script.Locals.Target.Character.HumanoidRootPart local CurrentPosition = HumanoidRootPart.Position local DeltaTime = tick() - Script.Locals.Resolver.OldTick local NewVelocity = (CurrentPosition - Script.Locals.Resolver.OldPos) / DeltaTime --// Set the velocity Script.Locals.Resolver.ResolvedVelocity = NewVelocity --// Update the old tick and old position if tick() - Script.Locals.Resolver.OldTick >= 1 / Settings.Combat.Resolver.RefreshRate then Script.Locals.Resolver.OldTick, Script.Locals.Resolver.OldPos = tick(), HumanoidRootPart.Position end end end Script.Functions.MouseAim = function() if Settings.Combat.Enabled and Settings.Combat.Mouse and Script.Locals.IsTargetting and Script.Locals.Target then local Position = Script.Functions.GetPredictedPosition() local ScreenPosition = Script.Functions.WorldToScreen(Position) if ScreenPosition.OnScreen then Script.Functions.MoveMouse(ScreenPosition.Position, Settings.Combat.Smoothing.Horizontal, Settings.Combat.Smoothing.Vertical) end end end Script.Functions.UpdateFieldOfView = function() Script.Utility.Drawings["FieldOfViewVisualizer"].Visible = Settings.Combat.Enabled and Settings.Combat.Fov.Enabled and Settings.Combat.Fov.Visualize.Enabled Script.Utility.Drawings["FieldOfViewVisualizer"].Color = Settings.Combat.Fov.Visualize.Color Script.Utility.Drawings["FieldOfViewVisualizer"].Radius = Settings.Combat.Fov.Radius Script.Utility.Drawings["FieldOfViewVisualizer"].Position = UserInputService:GetMouseLocation() end Script.Functions.UpdateTargetVisuals = function() --// ScreenPosition, Will be changed later local Position --// Variable to indicate if you"re targetting or not with a check if the target visuals are enabled local IsTargetting = Settings.Combat.Enabled and Settings.Combat.Visuals.Enabled and Script.Locals.IsTargetting and Script.Locals.Target or false --// Change the position if IsTargetting then local PredictedPosition = Script.Functions.GetPredictedPosition() Position = Script.Functions.WorldToScreen(PredictedPosition) end --// Variable to indicate if the drawing elements should show local TracerShow = IsTargetting and Settings.Combat.Visuals.Tracer.Enabled and Position.OnScreen or false local DotShow = IsTargetting and Settings.Combat.Visuals.Dot.Enabled and Position.OnScreen or false local ChamsShow = IsTargetting and Settings.Combat.Visuals.Chams.Enabled and Script.Locals.Target and Script.Locals.Target.Character or nil --// Set the drawing elements visibility Script.Utility.Drawings["TargetTracer"].Visible = TracerShow Script.Utility.Drawings["TargetDot"].Visible = DotShow Script.Utility.Drawings["TargetChams"].Parent = ChamsShow --// Update the drawing elements if TracerShow then Script.Utility.Drawings["TargetTracer"].From = UserInputService:GetMouseLocation() Script.Utility.Drawings["TargetTracer"].To = Position.Position Script.Utility.Drawings["TargetTracer"].Color = Settings.Combat.Visuals.Tracer.Color Script.Utility.Drawings["TargetTracer"].Thickness = Settings.Combat.Visuals.Tracer.Thickness end if DotShow then Script.Utility.Drawings["TargetDot"].Position = Position.Position Script.Utility.Drawings["TargetDot"].Radius = Settings.Combat.Visuals.Dot.Size Script.Utility.Drawings["TargetDot"].Filled = Settings.Combat.Visuals.Dot.Filled Script.Utility.Drawings["TargetDot"].Color = Settings.Combat.Visuals.Dot.Color end if ChamsShow then Script.Utility.Drawings["TargetChams"].FillColor = Settings.Combat.Visuals.Chams.Fill.Color Script.Utility.Drawings["TargetChams"].FillTransparency = Settings.Combat.Visuals.Chams.Fill.Transparency Script.Utility.Drawings["TargetChams"].OutlineTransparency = Settings.Combat.Visuals.Chams.Outline.Transparency Script.Utility.Drawings["TargetChams"].OutlineColor = Settings.Combat.Visuals.Chams.Outline.Color end end Script.Functions.AutoSelect = function() if (Settings.Combat.Enabled and Settings.Combat.AutoSelect.Enabled) and (tick() - Script.Locals.AutoSelectTick >= Settings.Combat.AutoSelect.Cooldown.Amount and Settings.Combat.AutoSelect.Cooldown.Enabled or true) then local NewTarget = Script.Functions.GetClosestPlayer() Script.Locals.Target = NewTarget or nil Script.Locals.IsTargetting = NewTarget and true or false Script.Locals.AutoSelectTick = tick() end end Script.Functions.GunEvents = function() local CurrentGun = Script.Functions.GetGun(LocalPlayer) if CurrentGun and CurrentGun.IsGunEquipped and CurrentGun.Tool then if CurrentGun.Tool ~= Script.Locals.Gun.PreviousGun then Script.Locals.Gun.PreviousGun = CurrentGun.Tool Script.Locals.Gun.PreviousAmmo = 999 --// Connections for _, Connection in pairs(Script.Connections.GunConnections) do Connection:Disconnect() end Script.Connections.GunConnections = {} end if not Script.Connections.GunConnections["GunActivated"] and Settings.Combat.Enabled and Settings.Combat.Silent and Script.Locals.AntiAimViewer.MouseRemoteFound then Script.Connections.GunConnections["GunActivated"] = Script.Functions.Connection(CurrentGun.Tool.Activated, function() if Script.Locals.IsTargetting and Script.Locals.Target then if Settings.Combat.AntiAimViewer then local Arguments = Script.Locals.AntiAimViewer.MouseRemoteArgs Arguments[Script.Locals.AntiAimViewer.MouseRemotePositionIndex] = Script.Functions.GetPredictedPosition() Script.Locals.AntiAimViewer.MouseRemote:FireServer(unpack(Arguments)) end end end) end if not Script.Connections.GunConnections["GunAmmoChanged"] then Script.Connections.GunConnections["GunAmmoChanged"] = Script.Functions.Connection(CurrentGun.Ammo:GetPropertyChangedSignal("Value") , function() local NewAmmo = CurrentGun.Ammo.Value if (NewAmmo < Script.Locals.Gun.PreviousAmmo or (game.GameId == 3985694250 and NewAmmo > Script.Locals.Gun.PreviousAmmo)) and Script.Locals.Gun.PreviousAmmo then local ChildAdded local ChildrenAdded = 0 ChildAdded = Script.Functions.Connection(Script.Locals.BulletPath[game.GameId].ChildAdded, function(Object) if Object.Name == "BULLET_RAYS" then ChildrenAdded += 1 if (table.find(Script.Locals.Gun.Shotguns, CurrentGun.Tool.Name) and ChildrenAdded <= 5) or (ChildrenAdded == 1) then local GunBeam = Object:WaitForChild("GunBeam") local StartPos, EndPos = Object.Position, GunBeam.Attachment1.WorldPosition if Settings.Visuals.BulletTracers.Enabled then GunBeam:Destroy() Script.Functions.Beam(StartPos, EndPos) end if Settings.Visuals.BulletImpacts.Enabled then Script.Functions.Impact(EndPos) end if Settings.Visuals.OnHit.Enabled then local Player = Script.Functions.GetClosestPlayerDamage(EndPos, 20) if Player then if Settings.Visuals.OnHit.Effect.Enabled then Script.Functions.Effect(Player.Character.HumanoidRootPart) end if Settings.Visuals.OnHit.Sound.Enabled then local Sound = string.format("hitsounds/%s", Settings.Visuals.OnHit.Sound.Value) Script.Functions.PlaySound(getcustomasset(Sound), Settings.Visuals.OnHit.Sound.Volume) end if Settings.Visuals.OnHit.Chams.Enabled then Script.Functions.Hitcham(Player, Settings.Visuals.OnHit.Chams.Color) end end end ChildAdded:Disconnect() end else ChildAdded:Disconnect() end end) end Script.Locals.Gun.PreviousAmmo = NewAmmo end) end end end Script.Functions.Air = function() if Settings.Combat.Enabled and Script.Locals.IsTargetting and Script.Locals.Target and Settings.Combat.Air.Enabled then local Humanoid = Script.Locals.Target.Character.Humanoid if Humanoid:GetState() == Enum.HumanoidStateType.Freefall then Script.Locals.JumpOffset = Settings.Combat.Air.JumpOffset.Offset else Script.Locals.JumpOffset = 0 end end end Script.Functions.UpdateHealth = function() if Settings.Visuals.OnHit.Enabled then for _, Player in pairs(Players:GetPlayers()) do if Player.Character and Player.Character.Humanoid then Script.Locals.PlayerHealth[Player.Name] = Player.Character.Humanoid.Health end end end end Script.Functions.UpdateAtmosphere = function() Lighting.FogColor = Settings.Visuals.World.Enabled and Settings.Visuals.World.Fog.Enabled and Settings.Visuals.World.Fog.Color or Script.Locals.World.FogColor Lighting.FogStart = Settings.Visuals.World.Enabled and Settings.Visuals.World.Fog.Enabled and Settings.Visuals.World.Fog.Start or Script.Locals.World.FogStart Lighting.FogEnd = Settings.Visuals.World.Enabled and Settings.Visuals.World.Fog.Enabled and Settings.Visuals.World.Fog.End or Script.Locals.World.FogEnd Lighting.Ambient = Settings.Visuals.World.Enabled and Settings.Visuals.World.Ambient.Enabled and Settings.Visuals.World.Ambient.Color or Script.Locals.World.Ambient Lighting.Brightness = Settings.Visuals.World.Enabled and Settings.Visuals.World.Brightness.Enabled and Settings.Visuals.World.Brightness.Value or Script.Locals.World.Brightness Lighting.ClockTime = Settings.Visuals.World.Enabled and Settings.Visuals.World.ClockTime.Enabled and Settings.Visuals.World.ClockTime.Value or Script.Locals.World.ClockTime Lighting.ExposureCompensation = Settings.Visuals.World.Enabled and Settings.Visuals.World.WorldExposure.Enabled and Settings.Visuals.World.WorldExposure.Value or Script.Locals.World.ExposureCompensation end Script.Functions.VelocitySpoof = function() local ShowVisualizerDot = Settings.AntiAim.VelocitySpoofer.Enabled and Settings.AntiAim.VelocitySpoofer.Visualize.Enabled Script.Utility.Drawings["VelocityDot"].Visible = ShowVisualizerDot if Settings.AntiAim.VelocitySpoofer.Enabled then --// Variables local Type = Settings.AntiAim.VelocitySpoofer.Type local HumanoidRootPart = LocalPlayer.Character.HumanoidRootPart local Velocity = HumanoidRootPart.Velocity --// Main if Type == "Underground" then HumanoidRootPart.Velocity = HumanoidRootPart.Velocity + Vector3.new(0, -Settings.AntiAim.VelocitySpoofer.Yaw, 0) elseif Type == "Sky" then HumanoidRootPart.Velocity = HumanoidRootPart.Velocity + Vector3.new(0, Settings.AntiAim.VelocitySpoofer.Yaw, 0) elseif Type == "Multiplier" then HumanoidRootPart.Velocity = HumanoidRootPart.Velocity + Vector3.new(Settings.AntiAim.VelocitySpoofer.Yaw, Settings.AntiAim.VelocitySpoofer.Pitch, Settings.AntiAim.VelocitySpoofer.Roll) elseif Type == "Custom" then HumanoidRootPart.Velocity = Vector3.new(Settings.AntiAim.VelocitySpoofer.Yaw, Settings.AntiAim.VelocitySpoofer.Pitch, Settings.AntiAim.VelocitySpoofer.Roll) elseif Type == "Prediction Breaker" then HumanoidRootPart.Velocity = Vector3.new(0, 0, 0) end if ShowVisualizerDot then local ScreenPosition = Script.Functions.WorldToScreen(LocalPlayer.Character.HumanoidRootPart.Position + LocalPlayer.Character.HumanoidRootPart.Velocity * Settings.AntiAim.VelocitySpoofer.Visualize.Prediction) Script.Utility.Drawings["VelocityDot"].Position = ScreenPosition.Position Script.Utility.Drawings["VelocityDot"].Color = Settings.AntiAim.VelocitySpoofer.Visualize.Color end RunService.RenderStepped:Wait() HumanoidRootPart.Velocity = Velocity end end Script.Functions.CSync = function() Script.Utility.Drawings["CFrameVisualize"].Parent = Settings.AntiAim.CSync.Visualize.Enabled and Settings.AntiAim.CSync.Enabled and Script.AzureIgnoreFolder or nil if Settings.AntiAim.CSync.Enabled then local Type = Settings.AntiAim.CSync.Type local FakeCFrame = LocalPlayer.Character.HumanoidRootPart.CFrame Script.Locals.SavedCFrame = LocalPlayer.Character.HumanoidRootPart.CFrame if Type == "Custom" then FakeCFrame = FakeCFrame * CFrame.new(Settings.AntiAim.CSync.Custom.X, Settings.AntiAim.CSync.Custom.Y, Settings.AntiAim.CSync.Custom.Z) elseif Type == "Target Strafe" and Script.Locals.IsTargetting and Script.Locals.Target and Settings.Combat.Enabled then local CurrentTime = tick() FakeCFrame = CFrame.new(Script.Locals.Target.Character.HumanoidRootPart.Position) * CFrame.Angles(0, 2 * math.pi * CurrentTime * Settings.AntiAim.CSync.TargetStrafe.Speed % (2 * math.pi), 0) * CFrame.new(0, Settings.AntiAim.CSync.TargetStrafe.Height, Settings.AntiAim.CSync.TargetStrafe.Distance) elseif Type == "Local Strafe" then local CurrentTime = tick() FakeCFrame = CFrame.new(LocalPlayer.Character.HumanoidRootPart.Position) * CFrame.Angles(0, 2 * math.pi * CurrentTime * Settings.AntiAim.CSync.TargetStrafe.Speed % (2 * math.pi), 0) * CFrame.new(0, Settings.AntiAim.CSync.TargetStrafe.Height, Settings.AntiAim.CSync.TargetStrafe.Distance) elseif Type == "Random" then FakeCFrame = CFrame.new(LocalPlayer.Character.HumanoidRootPart.Position + Vector3.new(math.random(-Settings.AntiAim.CSync.RandomDistance, Settings.AntiAim.CSync.RandomDistance), math.random(-Settings.AntiAim.CSync.RandomDistance, Settings.AntiAim.CSync.RandomDistance), math.random(-Settings.AntiAim.CSync.RandomDistance, Settings.AntiAim.CSync.RandomDistance))) * CFrame.Angles(math.rad(math.random(0, 360)), math.rad(math.random(0, 360)), math.rad(math.random(0, 360))) elseif Type == "Random Target" and Script.Locals.IsTargetting and Script.Locals.Target and Settings.Combat.Enabled then FakeCFrame = CFrame.new(Script.Locals.Target.Character.HumanoidRootPart.Position + Vector3.new(math.random(-Settings.AntiAim.CSync.RandomDistance, Settings.AntiAim.CSync.RandomDistance), math.random(-Settings.AntiAim.CSync.RandomDistance, Settings.AntiAim.CSync.RandomDistance), math.random(-Settings.AntiAim.CSync.RandomDistance, Settings.AntiAim.CSync.RandomDistance))) * CFrame.Angles(math.rad(math.random(0, 360)), math.rad(math.random(0, 360)), math.rad(math.random(0, 360))) end Script.Utility.Drawings["CFrameVisualize"]:SetPrimaryPartCFrame(FakeCFrame) for _, Part in pairs(Script.Utility.Drawings["CFrameVisualize"]:GetChildren()) do Part.Color = Settings.AntiAim.CSync.Visualize.Color end LocalPlayer.Character.HumanoidRootPart.CFrame = FakeCFrame RunService.RenderStepped:Wait() LocalPlayer.Character.HumanoidRootPart.CFrame = Script.Locals.SavedCFrame end end Script.Functions.Network = function() if Settings.AntiAim.Network.Enabled then if (tick() - Script.Locals.NetworkPreviousTick) >= ((Settings.AntiAim.Network.Amount / math.pi) / 10000) or (Settings.AntiAim.Network.WalkingCheck and LocalPlayer.Character.Humanoid.MoveDirection.Magnitude > 0) then Script.Locals.NetworkShouldSleep = not Script.Locals.NetworkShouldSleep Script.Locals.NetworkPreviousTick = tick() sethiddenproperty(LocalPlayer.Character.HumanoidRootPart, "NetworkIsSleeping", Script.Locals.NetworkShouldSleep) end end end Script.Functions.Speed = function() if Settings.Misc.Movement.Speed.Enabled then LocalPlayer.Character.HumanoidRootPart.CFrame = LocalPlayer.Character.HumanoidRootPart.CFrame + LocalPlayer.Character.Humanoid.MoveDirection * Settings.Misc.Movement.Speed.Amount end end Script.Functions.VelocityDesync = function() if Settings.AntiAim.VelocityDesync.Enabled then local HumanoidRootPart = LocalPlayer.Character.HumanoidRootPart local Velocity = HumanoidRootPart.Velocity local Amount = Settings.AntiAim.VelocityDesync.Range * 1000 HumanoidRootPart.Velocity = Vector3.new(math.random(-Amount, Amount), math.random(-Amount, Amount), math.random(-Amount, Amount)) RunService.RenderStepped:Wait() HumanoidRootPart.Velocity = Velocity end end Script.Functions.FFlagDesync = function() if Settings.AntiAim.FFlagDesync.Enabled then for FFlag, _ in pairs(Settings.AntiAim.FFlagDesync.FFlags) do local Value = Settings.AntiAim.FFlagDesync.Amount setfflag(FFlag, tostring(Value)) RunService.RenderStepped:Wait() if Settings.AntiAim.FFlagDesync.SetNew then setfflag(FFlag, Settings.AntiAim.FFlagDesync.SetNewAmount) end end end end --// Invisible Desync Script.Functions.NoSlowdown = function() if Settings.Misc.Exploits.NoSlowDown then for _, Slowdown in pairs(LocalPlayer.Character.BodyEffects.Movement:GetChildren()) do Slowdown:Destroy() end end end --// Horrid code Script.Functions.UpdateCrosshair = function() if Settings.Visuals.Crosshair.Enabled then local MouseX, MouseY local RotationAngle = Script.Locals.RotationAngle local RealSize = Settings.Visuals.Crosshair.Size * 2 if not MouseX or not MouseY then MouseX, MouseY = UserInputService:GetMouseLocation().X, UserInputService:GetMouseLocation().Y end local Gap = Settings.Visuals.Crosshair.Gap if Settings.Visuals.Crosshair.Rotation.Enabled then Script.Locals.RotationAngle = Script.Locals.RotationAngle + Settings.Visuals.Crosshair.Rotation.Speed else Script.Locals.RotationAngle = 0 end Script.Utility.Drawings["CrosshairLeft"].Visible = true Script.Utility.Drawings["CrosshairLeft"].Color = Settings.Visuals.Crosshair.Color Script.Utility.Drawings["CrosshairLeft"].Thickness = 1 Script.Utility.Drawings["CrosshairLeft"].Transparency = 1 Script.Utility.Drawings["CrosshairLeft"].From = Vector2.new(MouseX + Gap, MouseY) Script.Utility.Drawings["CrosshairLeft"].To = Vector2.new(MouseX + RealSize, MouseY) if Settings.Visuals.Crosshair.Rotation.Enabled then Script.Utility.Drawings["CrosshairLeft"].From = Script.Functions.Rotate(Script.Utility.Drawings["CrosshairLeft"].From, Vector2.new(MouseX, MouseY), math.rad(RotationAngle)) Script.Utility.Drawings["CrosshairLeft"].To = Script.Functions.Rotate(Script.Utility.Drawings["CrosshairLeft"].To, Vector2.new(MouseX, MouseY), math.rad(RotationAngle)) end Script.Utility.Drawings["CrosshairRight"].Visible = true Script.Utility.Drawings["CrosshairRight"].Color = Settings.Visuals.Crosshair.Color Script.Utility.Drawings["CrosshairRight"].Thickness = 1 Script.Utility.Drawings["CrosshairRight"].Transparency = 1 Script.Utility.Drawings["CrosshairRight"].From = Vector2.new(MouseX - Gap, MouseY) Script.Utility.Drawings["CrosshairRight"].To = Vector2.new(MouseX - RealSize, MouseY) if Settings.Visuals.Crosshair.Rotation.Enabled then Script.Utility.Drawings["CrosshairRight"].From = Script.Functions.Rotate(Script.Utility.Drawings["CrosshairRight"].From, Vector2.new(MouseX, MouseY), math.rad(RotationAngle)) Script.Utility.Drawings["CrosshairRight"].To = Script.Functions.Rotate(Script.Utility.Drawings["CrosshairRight"].To, Vector2.new(MouseX, MouseY), math.rad(RotationAngle)) end Script.Utility.Drawings["CrosshairTop"].Visible = true Script.Utility.Drawings["CrosshairTop"].Color = Settings.Visuals.Crosshair.Color Script.Utility.Drawings["CrosshairTop"].Thickness = 1 Script.Utility.Drawings["CrosshairTop"].Transparency = 1 Script.Utility.Drawings["CrosshairTop"].From = Vector2.new(MouseX, MouseY + Gap) Script.Utility.Drawings["CrosshairTop"].To = Vector2.new(MouseX, MouseY + RealSize) if Settings.Visuals.Crosshair.Rotation.Enabled then Script.Utility.Drawings["CrosshairTop"].From = Script.Functions.Rotate(Script.Utility.Drawings["CrosshairTop"].From, Vector2.new(MouseX, MouseY), math.rad(RotationAngle)) Script.Utility.Drawings["CrosshairTop"].To = Script.Functions.Rotate(Script.Utility.Drawings["CrosshairTop"].To, Vector2.new(MouseX, MouseY), math.rad(RotationAngle)) end Script.Utility.Drawings["CrosshairBottom"].Visible = true Script.Utility.Drawings["CrosshairBottom"].Color = Settings.Visuals.Crosshair.Color Script.Utility.Drawings["CrosshairBottom"].Thickness = 1 Script.Utility.Drawings["CrosshairBottom"].Transparency = 1 Script.Utility.Drawings["CrosshairBottom"].From = Vector2.new(MouseX, MouseY - Gap) Script.Utility.Drawings["CrosshairBottom"].To = Vector2.new(MouseX, MouseY - RealSize) if Settings.Visuals.Crosshair.Rotation.Enabled then Script.Utility.Drawings["CrosshairBottom"].From = Script.Functions.Rotate(Script.Utility.Drawings["CrosshairBottom"].From, Vector2.new(MouseX, MouseY), math.rad(RotationAngle)) Script.Utility.Drawings["CrosshairBottom"].To = Script.Functions.Rotate(Script.Utility.Drawings["CrosshairBottom"].To, Vector2.new(MouseX, MouseY), math.rad(RotationAngle)) end else Script.Utility.Drawings["CrosshairBottom"].Visible = false Script.Utility.Drawings["CrosshairTop"].Visible = false Script.Utility.Drawings["CrosshairRight"].Visible = false Script.Utility.Drawings["CrosshairLeft"].Visible = false end end Script.Functions.UpdateLookAt = function() if Settings.Combat.Enabled and Settings.Combat.LookAt and Script.Locals.IsTargetting and Script.Locals.Target then LocalPlayer.Character.Humanoid.AutoRotate = false LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(LocalPlayer.Character.HumanoidRootPart.CFrame.Position, Vector3.new(Script.Locals.Target.Character.HumanoidRootPart.CFrame.X, LocalPlayer.Character.HumanoidRootPart.CFrame.Position.Y, Script.Locals.Target.Character.HumanoidRootPart.CFrame.Z)) else LocalPlayer.Character.Humanoid.AutoRotate = true end end Script.Functions.UpdateSpectate = function() if Settings.Combat.Enabled and Settings.Combat.Spectate and Script.Locals.IsTargetting and Script.Locals.Target then Camera.CameraSubject = Script.Locals.Target.Character.Humanoid else Camera.CameraSubject = LocalPlayer.Character.Humanoid end end end --// Esp Function do end end --// Drawing objects do Script.Utility.Drawings["FieldOfViewVisualizer"] = Script.Functions.CreateDrawing("Circle", { Visible = Settings.Combat.Fov.Visualize.Enabled, Color = Settings.Combat.Fov.Visualize.Color, Radius = Settings.Combat.Fov.Radius }) Script.Utility.Drawings["TargetTracer"] = Script.Functions.CreateDrawing("Line",{ Visible = false, Color = Settings.Combat.Visuals.Tracer.Color, Thickness = Settings.Combat.Visuals.Tracer.Thickness }) Script.Utility.Drawings["TargetDot"] = Script.Functions.CreateDrawing("Circle", { Visible = false, Color = Settings.Combat.Visuals.Dot.Color, Radius = Settings.Combat.Visuals.Dot.Size }) Script.Utility.Drawings["VelocityDot"] = Script.Functions.CreateDrawing("Circle", { Visible = false, Color = Settings.AntiAim.VelocitySpoofer.Visualize.Color, Radius = 6, Filled = true }) Script.Utility.Drawings["TargetChams"] = Script.Functions.Create("Highlight", { Parent = nil, FillColor = Settings.Combat.Visuals.Chams.Fill.Color, FillTransparency = Settings.Combat.Visuals.Chams.Fill.Transparency, OutlineColor = Settings.Combat.Visuals.Chams.Fill.Color, OutlineTransparency = Settings.Combat.Visuals.Chams.Outline.Transparency }) Script.Utility.Drawings["CrosshairTop"] = Script.Functions.CreateDrawing("Line", { Color = Color3.fromRGB(255, 255, 255), Thickness = 1, Visible = false, ZIndex = 10000 }) Script.Utility.Drawings["CrosshairBottom"] = Script.Functions.CreateDrawing("Line", { Color = Color3.fromRGB(255, 255, 255), Thickness = 1, Visible = false, ZIndex = 10000 }) Script.Utility.Drawings["CrosshairLeft"] = Script.Functions.CreateDrawing("Line", { Color = Color3.fromRGB(255, 255, 255), Thickness = 1, Visible = false, ZIndex = 10000 }) Script.Utility.Drawings["CrosshairRight"] = Script.Functions.CreateDrawing("Line", { Color = Color3.fromRGB(255, 255, 255), Thickness = 1, Visible = false, ZIndex = 10000 }) Script.Utility.Drawings["CFrameVisualize"] = game:GetObjects("rbxassetid://9474737816")[1]; Script.Utility.Drawings["CFrameVisualize"].Head.Face:Destroy(); for _, v in pairs(Script.Utility.Drawings["CFrameVisualize"]:GetChildren()) do v.Transparency = v.Name == "HumanoidRootPart" and 1 or 0.70; v.Material = "Neon"; v.Color = Settings.AntiAim.CSync.Visualize.Color; v.CanCollide = false; v.Anchored = false end end --// Hitsounds do --// Hitsounds Hitsounds = { ["ginos bubbles.wav"] = "https://raw.githubusercontent.com/linemaster2/hitsounds/main/hitsound(3).wav", ["bell.wav"] = "https://github.com/nyulachan/nyula/blob/main/Sounds/bell.wav?raw=true", ["bepis.wav"] = "https://github.com/nyulachan/nyula/blob/main/Sounds/bepis.wav?raw=true", ["bubble.wav"] = "https://github.com/nyulachan/nyula/blob/main/Sounds/bubble.wav?raw=true", ["cock.wav"] = "https://github.com/nyulachan/nyula/blob/main/Sounds/cock.wav?raw=true", ["cod.wav"] = "https://github.com/nyulachan/nyula/blob/main/Sounds/cod.wav?raw=true", ["fatality.wav"] = "https://github.com/nyulachan/nyula/blob/main/Sounds/fatality.wav?raw=true", ["phonk.wav"] = "https://github.com/nyulachan/nyula/blob/main/Sounds/phonk.wav?raw=true", ["sparkle.wav"] = "https://github.com/nyulachan/nyula/blob/main/Sounds/sparkle.wav?raw=true", ["rust headshot.wav"] = "https://raw.githubusercontent.com/linemaster2/hitsounds/main/eaolwpzhgsba.wav" } if not isfolder("hitsounds") then makefolder("hitsounds") end for Name, Url in pairs(Hitsounds) do local Path = "hitsounds" .. "/" .. Name if not isfile(Path) then writefile(Path, game:HttpGet(Url)) end end end --// Hit Effects do --// Nova do local Part = Instance.new("Part") Part.Parent = ReplicatedStorage local Attachment = Instance.new("Attachment") Attachment.Name = "Attachment" Attachment.Parent = Part Script.Locals.HitEffect = Attachment local ParticleEmitter = Instance.new("ParticleEmitter") ParticleEmitter.Name = "ParticleEmitter" ParticleEmitter.Acceleration = Vector3.new(0, 0, 1) ParticleEmitter.Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(0, 0, 0)), ColorSequenceKeypoint.new(0.495, Color3.fromRGB(255, 0, 0)), ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 0)), }) ParticleEmitter.Lifetime = NumberRange.new(0.5, 0.5) ParticleEmitter.LightEmission = 1 ParticleEmitter.LockedToPart = true ParticleEmitter.Rate = 1 ParticleEmitter.Rotation = NumberRange.new(0, 360) ParticleEmitter.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(1, 10), NumberSequenceKeypoint.new(1, 1), }) ParticleEmitter.Speed = NumberRange.new(0, 0) ParticleEmitter.Texture = "rbxassetid://1084991215" ParticleEmitter.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0, 0.1), NumberSequenceKeypoint.new(0.534, 0.25), NumberSequenceKeypoint.new(1, 0.5), NumberSequenceKeypoint.new(1, 0), }) ParticleEmitter.ZOffset = 1 ParticleEmitter.Parent = Attachment local ParticleEmitter1 = Instance.new("ParticleEmitter") ParticleEmitter1.Name = "ParticleEmitter" ParticleEmitter1.Acceleration = Vector3.new(0, 1, -0.001) ParticleEmitter1.Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(0, 0, 0)), ColorSequenceKeypoint.new(0.495, Color3.fromRGB(255, 0, 0)), ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 0)), }) ParticleEmitter1.Lifetime = NumberRange.new(0.5, 0.5) ParticleEmitter1.LightEmission = 1 ParticleEmitter1.LockedToPart = true ParticleEmitter1.Orientation = Enum.ParticleOrientation.VelocityPerpendicular ParticleEmitter1.Rate = 1 ParticleEmitter1.Rotation = NumberRange.new(0, 360) ParticleEmitter1.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(1, 10), NumberSequenceKeypoint.new(1, 1), }) ParticleEmitter1.Speed = NumberRange.new(0, 0) ParticleEmitter1.Texture = "rbxassetid://1084991215" ParticleEmitter1.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0, 0.1), NumberSequenceKeypoint.new(0.534, 0.25), NumberSequenceKeypoint.new(1, 0.5), NumberSequenceKeypoint.new(1, 0), }) ParticleEmitter1.ZOffset = 1 ParticleEmitter1.Parent = Attachment end end --// Connections do --// Combat Connections do Script.Functions.Connection(RunService.Heartbeat, function() Script.Functions.MouseAim() Script.Functions.Resolve() Script.Functions.Air() Script.Functions.UpdateLookAt() end) Script.Functions.Connection(RunService.RenderStepped, function() Script.Functions.UpdateFieldOfView() Script.Functions.UpdateTargetVisuals() Script.Functions.AutoSelect() Script.Functions.UpdateSpectate() end) end --// Visual Connections do Script.Functions.Connection(RunService.RenderStepped, function() Script.Functions.GunEvents() Script.Functions.UpdateHealth() Script.Functions.UpdateAtmosphere() Script.Functions.UpdateCrosshair() end) end --// Anti Aim Connection do Script.Functions.Connection(RunService.Heartbeat, function() Script.Functions.VelocitySpoof() Script.Functions.CSync() Script.Functions.Network() Script.Functions.VelocityDesync() Script.Functions.FFlagDesync() end) end --// Movement Connections do Script.Functions.Connection(RunService.Heartbeat, function() Script.Functions.Speed() Script.Functions.NoSlowdown() end) end end --// Hooks do local __namecall local __newindex local __index __index = hookmetamethod(game, "__index", LPH_NO_VIRTUALIZE(function(Self, Index) if not checkcaller() and Settings.AntiAim.CSync.Enabled and Script.Locals.SavedCFrame and Index == "CFrame" and Self == LocalPlayer.Character.HumanoidRootPart then return Script.Locals.SavedCFrame end return __index(Self, Index) end)) __namecall = hookmetamethod(game, "__namecall", LPH_NO_VIRTUALIZE(function(Self, ...) local Arguments = {...} local Method = tostring(getnamecallmethod()) if not checkcaller() and Method == "FireServer" then for _, Argument in pairs(Arguments) do if typeof(Argument) == "Vector3" then Script.Locals.AntiAimViewer.MouseRemote = Self Script.Locals.AntiAimViewer.MouseRemoteFound = true Script.Locals.AntiAimViewer.MouseRemoteArgs = Arguments Script.Locals.AntiAimViewer.MouseRemotePositionIndex = _ if Settings.Combat.Enabled and Settings.Combat.Silent and not Settings.Combat.AntiAimViewer and Script.Locals.IsTargetting and Script.Locals.Target then Arguments[_] = Script.Functions.GetPredictedPosition() end return __namecall(Self, unpack(Arguments)) end end end return __namecall(Self, ...) end)) __newindex = hookmetamethod(game, "__newindex", LPH_NO_VIRTUALIZE(function(Self, Property, Value) local CallingScript = getcallingscript() --// Atmosphere caching if not checkcaller() and Self == Lighting and Script.Locals.World[Property] ~= Value then Script.Locals.World[Property] = Value end --// No Recoil if CallingScript.Name == "Framework" and Self == Camera and Property == "CFrame" and Settings.Misc.Exploits.Enabled and Settings.Misc.Exploits.NoRecoil then return end --// No Jump Cooldown if CallingScript.Name == "Framework" and Self == LocalPlayer.Character.Humanoid and Property == "JumpPower" and Settings.Misc.Exploits.Enabled and Settings.Misc.Exploits.NoJumpCooldown then return end return __newindex(Self, Property, Value) end)) end do --// UI local Library = loadstring(game:HttpGet("https://rentry.co/oytemtig/raw"))() local SaveManager = loadstring(game:HttpGet("https://raw.githubusercontent.com/violin-suzutsuki/LinoriaLib/main/addons/SaveManager.lua"))() local ThemeManager = loadstring(game:HttpGet("https://raw.githubusercontent.com/caIIed/Linoria-Rewrite/main/Theme%20Manager.lua"))() --// Main Window local Window = Library:CreateWindow({ Title = "Ratz V99 NiggersK -- farzad, Credits : LineMaster", Center = true, AutoShow = true, TabPadding = 8, MenuFadeTime = 0.2 }) local Tabs = { Combat = Window:AddTab("Combat"), Visuals = Window:AddTab("Visuals"), AntiAim = Window:AddTab("Anti Aim"), Misc = Window:AddTab("Misc"), Settings = Window:AddTab("Settings") } local Sections = { Combat = { Main = Tabs.Combat:AddLeftGroupbox("Main"), Checks = Tabs.Combat:AddRightGroupbox("Checks"), AutoSelect = Tabs.Combat:AddRightGroupbox("Auto Select"), Visuals = Tabs.Combat:AddRightGroupbox("Visuals"), Smoothing = Tabs.Combat:AddLeftGroupbox("Smoothing"), Resolver = Tabs.Combat:AddLeftGroupbox("Resolver"), FieldOfView = Tabs.Combat:AddLeftGroupbox("Field Of View"), Air = Tabs.Combat:AddRightGroupbox("Air") }, Visuals = { --// Esp = Tabs.Visuals:AddLeftGroupbox("Esp"), Atmosphere = Tabs.Visuals:AddLeftGroupbox("Atmosphere"), Crosshair = Tabs.Visuals:AddLeftGroupbox("Crosshair"), BulletTracers = Tabs.Visuals:AddRightGroupbox("Bullet Tracers"), BulletImpacts = Tabs.Visuals:AddRightGroupbox("Bullet Impacts"), OnHit = Tabs.Visuals:AddRightGroupbox("On Hit") }, AntiAim = { CSync = Tabs.AntiAim:AddLeftGroupbox("C-Sync"), Network = Tabs.AntiAim:AddLeftGroupbox("Network"), VelocitySpoofer = Tabs.AntiAim:AddRightGroupbox("Velocity Spoofer"), VelocityDesync = Tabs.AntiAim:AddRightGroupbox("Velocity Desync"), FFlag = Tabs.AntiAim:AddRightGroupbox("FFlag Desync"), }, Misc = { Speed = Tabs.Misc:AddLeftGroupbox("CFrame Speed"), Exploits = Tabs.Misc:AddRightGroupbox("Exploits") } } --// Combat Tab do --// Main do Sections.Combat.Main:AddToggle("CombatMainEnabled", { Text = "Enabled", Default = false, Tooltip = nil }):AddKeyPicker("CombatMainToggle", { Default = "Q", SyncToggleState = false, Mode = "Toggle", Text = "Targetting", NoUI = false, }) Toggles.CombatMainEnabled:OnChanged(function() Settings.Combat.Enabled = Toggles.CombatMainEnabled.Value end) Options.CombatMainToggle:OnClick(function() if Settings.Combat.Enabled then Script.Locals.IsTargetting = not Script.Locals.IsTargetting local NewTarget = Script.Functions.GetClosestPlayer() Script.Locals.Target = Script.Locals.IsTargetting and NewTarget.Character and NewTarget or nil if Settings.Combat.Alerts then Library:Notify(string.format("Targetting: %s", Script.Locals.Target.Character.Humanoid.DisplayName)) end end end) Sections.Combat.Main:AddToggle("CombatSilentEnabled", { Text = "Silent", Default = false, Tooltip = nil }) Toggles.CombatSilentEnabled:OnChanged(function() Settings.Combat.Silent = Toggles.CombatSilentEnabled.Value end) Sections.Combat.Main:AddToggle("CombatMouseEnabled", { Text = "Mouse", Default = false, Tooltip = nil }) Toggles.CombatMouseEnabled:OnChanged(function() Settings.Combat.Mouse = Toggles.CombatMouseEnabled.Value end) Sections.Combat.Main:AddToggle("CombatAlertsEnabled", { Text = "Alerts", Default = false, Tooltip = nil }) Toggles.CombatAlertsEnabled:OnChanged(function() Settings.Combat.Alerts = Toggles.CombatAlertsEnabled.Value end) Sections.Combat.Main:AddToggle("CombatLookAtEnabled", { Text = "Look At", Default = false, Tooltip = nil }) Toggles.CombatLookAtEnabled:OnChanged(function() Settings.Combat.LookAt = Toggles.CombatLookAtEnabled.Value end) Sections.Combat.Main:AddToggle("CombatSpectatEnabled", { Text = "Spectate", Default = false, Tooltip = nil }) Toggles.CombatSpectatEnabled:OnChanged(function() Settings.Combat.Spectate = Toggles.CombatSpectatEnabled.Value end) Sections.Combat.Main:AddToggle("CombatAntiAimViewerEnabled", { Text = "Anti AimViewer", Default = false, Tooltip = nil }) Toggles.CombatAntiAimViewerEnabled:OnChanged(function() Settings.Combat.AntiAimViewer = Toggles.CombatAntiAimViewerEnabled.Value end) Sections.Combat.Main:AddDropdown("CombatHitPartDropdown", { Values = {"Head","HumanoidRootPart","LeftHand","RightHand","LeftLowerArm","RightLowerArm","LeftUpperArm","RightUpperArm","LeftFoot","LeftLowerLeg","UpperTorso","LeftUpperLeg","RightFoot","RightLowerLeg","LowerTorso","RightUpperLeg"}, Default = 2, Multi = false, Text = "Aim Part", Tooltip = nil }) Options.CombatHitPartDropdown:OnChanged(function() Settings.Combat.AimPart = Options.CombatHitPartDropdown.Value end) Sections.Combat.Main:AddInput("CombatVerticalPrediction", { Default = nil, Numeric = false, Finished = false, Text = "Vertical Prediction", Tooltip = nil, Placeholder = "Vertical Prediction Amount" }) Options.CombatVerticalPrediction:OnChanged(function() Settings.Combat.Prediction.Vertical = tonumber(Options.CombatVerticalPrediction.Value) end) Sections.Combat.Main:AddInput("CombatHorizontalPrediction", { Default = nil, Numeric = false, Finished = false, Text = "Horizontal Prediction", Tooltip = nil, Placeholder = "Horizontal Prediction Amount" }) Options.CombatHorizontalPrediction:OnChanged(function() Settings.Combat.Prediction.Horizontal = tonumber(Options.CombatHorizontalPrediction.Value) end) end --// Checks do Sections.Combat.Checks:AddToggle("CombatChecksEnabled", { Text = "Enabled", Default = false, Tooltip = nil }) Toggles.CombatChecksEnabled:OnChanged(function() Settings.Combat.Checks.Enabled = Toggles.CombatChecksEnabled.Value end) Sections.Combat.Checks:AddToggle("CombatChecksKnockedEnabled", { Text = "Knocked", Default = false, Tooltip = nil }) Toggles.CombatChecksKnockedEnabled:OnChanged(function() Settings.Combat.Checks.Knocked = Toggles.CombatChecksKnockedEnabled.Value end) Sections.Combat.Checks:AddToggle("CombatChecksGrabbedEnabled", { Text = "Grabbed", Default = false, Tooltip = nil }) Toggles.CombatChecksGrabbedEnabled:OnChanged(function() Settings.Combat.Checks.Grabbed = Toggles.CombatChecksGrabbedEnabled.Value end) Sections.Combat.Checks:AddToggle("CombatChecksCrewEnabled", { Text = "Crew", Default = false, Tooltip = nil }) Toggles.CombatChecksCrewEnabled:OnChanged(function() Settings.Combat.Checks.Crew = Toggles.CombatChecksCrewEnabled.Value end) Sections.Combat.Checks:AddToggle("CombatChecksVehicleEnabled", { Text = "Vehicle", Default = false, Tooltip = nil }) Toggles.CombatChecksVehicleEnabled:OnChanged(function() Settings.Combat.Checks.Vehicle = Toggles.CombatChecksVehicleEnabled.Value end) Sections.Combat.Checks:AddToggle("CombatChecksWallEnabled", { Text = "Wall", Default = false, Tooltip = nil }) Toggles.CombatChecksWallEnabled:OnChanged(function() Settings.Combat.Checks.Wall = Toggles.CombatChecksWallEnabled.Value end) end --// Auto Select do Sections.Combat.AutoSelect:AddToggle("CombatAutoSelectEnabled", { Text = "Enabled", Default = false, Tooltip = nil }) Toggles.CombatAutoSelectEnabled:OnChanged(function() Settings.Combat.AutoSelect.Enabled = Toggles.CombatAutoSelectEnabled.Value end) Sections.Combat.AutoSelect:AddToggle("CombatAutoSelectCooldownEnabled", { Text = "Cooldown", Default = false, Tooltip = nil }) Toggles.CombatAutoSelectCooldownEnabled:OnChanged(function() Settings.Combat.AutoSelect.Cooldown.Enabled = Toggles.CombatAutoSelectCooldownEnabled.Value end) Sections.Combat.AutoSelect:AddSlider("CombatAutoSelectCooldownAmount", { Text = "Cooldown Amount (MS)", Default = 0.1, Min = 0, Max = 1, Rounding = 3, Compact = false }) Options.CombatAutoSelectCooldownAmount:OnChanged(function() Settings.Combat.AutoSelect.Cooldown.Amount = Options.CombatAutoSelectCooldownAmount.Value end) end --// Smoothing do Sections.Combat.Smoothing:AddSlider("CombatSmoothingVertical", { Text = "Vertical Smoothing", Default = 10, Min = 1, Max = 50, Rounding = 2, Compact = false }) Options.CombatSmoothingVertical:OnChanged(function() Settings.Combat.Smoothing.Vertical = Options.CombatSmoothingVertical.Value end) Sections.Combat.Smoothing:AddSlider("CombatSmoothingHorizontal", { Text = "Horizontal Smoothing", Default = 10, Min = 1, Max = 50, Rounding = 2, Compact = false }) Options.CombatSmoothingHorizontal:OnChanged(function() Settings.Combat.Smoothing.Horizontal = Options.CombatSmoothingHorizontal.Value end) end --// Resolver do Sections.Combat.Resolver:AddToggle("CombatResolverEnabled", { Text = "Enabled", Default = false, Tooltip = nil }) Toggles.CombatResolverEnabled:OnChanged(function() Settings.Combat.Resolver.Enabled = Toggles.CombatResolverEnabled.Value end) Sections.Combat.Resolver:AddSlider("CombatResolverRefreshRate", { Text = "Refresh Rate", Default = 200, Min = 1, Max = 200, Rounding = 1, Compact = false }) Options.CombatResolverRefreshRate:OnChanged(function() Settings.Combat.Resolver.RefreshRate = Options.CombatResolverRefreshRate.Value end) end --// Field Of View do Sections.Combat.FieldOfView:AddToggle("CombatFovEnabled", { Text = "Enabled", Default = false, Tooltip = nil }) Toggles.CombatFovEnabled:OnChanged(function() Settings.Combat.Fov.Enabled = Toggles.CombatFovEnabled.Value end) Sections.Combat.FieldOfView:AddToggle("CombatFovVisualizeEnabled", { Text = "Visualize", Default = false, Tooltip = nil }):AddColorPicker("CombatFovVisualizeColor", { Default = Color3.new(1, 1, 1), Title = "Fov Visualize Color", Transparency = nil }) Toggles.CombatFovVisualizeEnabled:OnChanged(function() Settings.Combat.Fov.Visualize.Enabled = Toggles.CombatFovVisualizeEnabled.Value end) Options.CombatFovVisualizeColor:OnChanged(function() Settings.Combat.Fov.Visualize.Color = Options.CombatFovVisualizeColor.Value end) Sections.Combat.FieldOfView:AddSlider("CombatFieldOfViewRadius", { Text = "Radius", Default = 80, Min = 1, Max = 800, Rounding = 2, Compact = false }) Options.CombatFieldOfViewRadius:OnChanged(function() Settings.Combat.Fov.Radius = Options.CombatFieldOfViewRadius.Value end) end --// Visuals do Sections.Combat.Visuals:AddToggle("CombatVisualsEnabled", { Text = "Enabled", Default = false, Tooltip = nil }) Toggles.CombatVisualsEnabled:OnChanged(function() Settings.Combat.Visuals.Enabled = Toggles.CombatVisualsEnabled.Value end) Sections.Combat.Visuals:AddToggle("CombatVisualsTracerEnabled", { Text = "Tracer", Default = false, Tooltip = nil }):AddColorPicker("CombatVisualsTracerColor", { Default = Color3.new(1, 1, 1), Title = "Tracer Color", Transparency = nil }) Toggles.CombatVisualsTracerEnabled:OnChanged(function() Settings.Combat.Visuals.Tracer.Enabled = Toggles.CombatVisualsTracerEnabled.Value end) Options.CombatVisualsTracerColor:OnChanged(function() Settings.Combat.Visuals.Tracer.Color = Options.CombatVisualsTracerColor.Value end) Sections.Combat.Visuals:AddSlider("CombatVisualsTracerThickness", { Text = "Thickness", Default = 2, Min = 1, Max = 10, Rounding = 2, Compact = false }) Options.CombatVisualsTracerThickness:OnChanged(function() Settings.Combat.Visuals.Tracer.Thickness = Options.CombatVisualsTracerThickness.Value end) Sections.Combat.Visuals:AddToggle("CombatVisualsDotEnabled", { Text = "Dot", Default = false, Tooltip = nil }):AddColorPicker("CombatVisualsDotColor", { Default = Color3.new(1, 1, 1), Title = "Dot Color", Transparency = nil }) Toggles.CombatVisualsDotEnabled:OnChanged(function() Settings.Combat.Visuals.Dot.Enabled = Toggles.CombatVisualsDotEnabled.Value end) Options.CombatVisualsDotColor:OnChanged(function() Settings.Combat.Visuals.Dot.Color = Options.CombatVisualsDotColor.Value end) Sections.Combat.Visuals:AddToggle("CombatVisualsDotFilled", { Text = "Dot Filled", Default = false, Tooltip = nil }) Toggles.CombatVisualsDotFilled:OnChanged(function() Settings.Combat.Visuals.Dot.Filled = Toggles.CombatVisualsDotFilled.Value end) Sections.Combat.Visuals:AddSlider("CombatVisualsDotSize", { Text = "Size", Default = 6, Min = 1, Max = 20, Rounding = 2, Compact = false }) Options.CombatVisualsDotSize:OnChanged(function() Settings.Combat.Visuals.Dot.Size = Options.CombatVisualsDotSize.Value end) local TargetChamsToggle = Sections.Combat.Visuals:AddToggle("CombatVisualsChamsEnabled", { Text = "Chams", Default = false, Tooltip = nil }) TargetChamsToggle:AddColorPicker("CombatVisualsChamsFillColor", { Default = Color3.new(1, 1, 1), Title = "Fill Color", Transparency = 0.5 }) TargetChamsToggle:AddColorPicker("CombatVisualsChamsOutlineColor", { Default = Color3.new(1, 1, 1), Title = "Outline Color", Transparency = 0.5 }) Toggles.CombatVisualsChamsEnabled:OnChanged(function() Settings.Combat.Visuals.Chams.Enabled = Toggles.CombatVisualsChamsEnabled.Value end) Options.CombatVisualsChamsFillColor:OnChanged(function() Settings.Combat.Visuals.Chams.Fill.Color = Options.CombatVisualsChamsFillColor.Value Settings.Combat.Visuals.Chams.Fill.Transparency = Options.CombatVisualsChamsFillColor.Transparency end) Options.CombatVisualsChamsOutlineColor:OnChanged(function() Settings.Combat.Visuals.Chams.Outline.Color = Options.CombatVisualsChamsOutlineColor.Value Settings.Combat.Visuals.Chams.Outline.Transparency = Options.CombatVisualsChamsOutlineColor.Transparency end) end --// Air do Sections.Combat.Air:AddToggle("CombatAirEnabled", { Text = "Enabled", Default = false, Tooltip = nil }) Toggles.CombatAirEnabled:OnChanged(function() Settings.Combat.Air.Enabled = Toggles.CombatAirEnabled.Value end) Sections.Combat.Air:AddToggle("CombatJumpOffsetEnabled", { Text = "Jump Offset", Default = false, Tooltip = nil }) Toggles.CombatJumpOffsetEnabled:OnChanged(function() Settings.Combat.Air.JumpOffset.Enabled = Toggles.CombatJumpOffsetEnabled.Value end) Sections.Combat.Air:AddSlider("CombatJumpOffSet", { Text = "Offset", Default = 0.09, Min = -10, Max = 10, Rounding = 3, Compact = false }) Options.CombatJumpOffSet:OnChanged(function() Settings.Combat.Air.JumpOffset.Offset = Options.CombatJumpOffSet.Value end) end end --// Visuals tab do --// Bullet Tracers do local BulletTracersToggle = Sections.Visuals.BulletTracers:AddToggle("VisualsBulletTracersEnabled", { Text = "Enabled", Default = false, Tooltip = nil }) BulletTracersToggle:AddColorPicker("VisualsBulletTracersColor1", { Default = Color3.new(1, 1, 1), Title = "Bullet Tracers Color Gradient 1", Transparency = nil }) BulletTracersToggle:AddColorPicker("VisualsBulletTracersColor2", { Default = Color3.new(0, 0, 0), Title = "Bullet Tracers Color Gradient 2", Transparency = nil }) Sections.Visuals.BulletTracers:AddToggle("VisualsBulletTracersFadeEnabled", { Text = "Fade", Default = false, Tooltip = nil }) Toggles.VisualsBulletTracersEnabled:OnChanged(function() Settings.Visuals.BulletTracers.Enabled = Toggles.VisualsBulletTracersEnabled.Value end) Toggles.VisualsBulletTracersFadeEnabled:OnChanged(function() Settings.Visuals.BulletTracers.Fade.Enabled = Toggles.VisualsBulletTracersFadeEnabled.Value end) Options.VisualsBulletTracersColor1:OnChanged(function() Settings.Visuals.BulletTracers.Color.Gradient1 = Options.VisualsBulletTracersColor1.Value end) Options.VisualsBulletTracersColor2:OnChanged(function() Settings.Visuals.BulletTracers.Color.Gradient2 = Options.VisualsBulletTracersColor2.Value end) Sections.Visuals.BulletTracers:AddSlider("VisualsBulletTracersDuration", { Text = "Duration", Default = 1, Min = 0.1, Max = 10, Rounding = 1, Compact = false }) Sections.Visuals.BulletTracers:AddSlider("VisualsBulletTracersFadeDuration", { Text = "Fade Duration", Default = 0.5, Min = 0.1, Max = 10, Rounding = 1, Compact = false }) Options.VisualsBulletTracersDuration:OnChanged(function() Settings.Visuals.BulletTracers.Duration = Options.VisualsBulletTracersDuration.Value end) Options.VisualsBulletTracersFadeDuration:OnChanged(function() Settings.Visuals.BulletTracers.Fade.Duration = Options.VisualsBulletTracersFadeDuration.Value end) end --// Bullet Impacts do Sections.Visuals.BulletImpacts:AddToggle("VisualsBulletImpactsEnabled", { Text = "Enabled", Default = false, Tooltip = nil }):AddColorPicker("VisualsBulletImpactsColor", { Default = Color3.new(1, 1, 1), Title = "Bullet Impact Color", Transparency = nil }) Sections.Visuals.BulletImpacts:AddToggle("VisualsBulletImpactsFadeEnabled", { Text = "Fade", Default = false, Tooltip = nil }) Sections.Visuals.BulletImpacts:AddDropdown("VisualsBulletImpactsMaterial", { Values = {"SmoothPlastic", "ForceField", "Neon"}, Default = 1, Multi = false, Text = "Material", Tooltip = nil }) Options.VisualsBulletImpactsMaterial:OnChanged(function() Settings.Visuals.BulletImpacts.Material = Options.VisualsBulletImpactsMaterial.Value end) Sections.Visuals.BulletImpacts:AddSlider("VisualsBulletImpactsSize", { Text = "Size", Default = 1, Min = 0.1, Max = 10, Rounding = 2, Compact = false }) Sections.Visuals.BulletImpacts:AddSlider("VisualsBulletImpactsDuration", { Text = "Duration", Default = 1, Min = 0.1, Max = 10, Rounding = 1, Compact = false }) Sections.Visuals.BulletImpacts:AddSlider("VisualsBulletImpactsFadeDuration", { Text = "Fade Duration", Default = 0.5, Min = 0.1, Max = 10, Rounding = 1, Compact = false }) Options.VisualsBulletImpactsDuration:OnChanged(function() Settings.Visuals.BulletImpacts.Duration = Options.VisualsBulletImpactsDuration.Value end) Options.VisualsBulletImpactsSize:OnChanged(function() Settings.Visuals.BulletImpacts.Size = Options.VisualsBulletImpactsSize.Value end) Options.VisualsBulletImpactsFadeDuration:OnChanged(function() Settings.Visuals.BulletImpacts.Fade.Duration = Options.VisualsBulletImpactsFadeDuration.Value end) Toggles.VisualsBulletImpactsEnabled:OnChanged(function() Settings.Visuals.BulletImpacts.Enabled = Toggles.VisualsBulletImpactsEnabled.Value end) Toggles.VisualsBulletImpactsFadeEnabled:OnChanged(function() Settings.Visuals.BulletImpacts.Fade.Enabled = Toggles.VisualsBulletImpactsFadeEnabled.Value end) Options.VisualsBulletImpactsColor:OnChanged(function() Settings.Visuals.BulletImpacts.Color = Options.VisualsBulletImpactsColor.Value end) end --// On Hit do Sections.Visuals.OnHit:AddToggle("VisualsOnHitEnabled", { Text = "Enabled", Default = false, Tooltip = nil }) Sections.Visuals.OnHit:AddToggle("VisualsOnHitEffectEnabled", { Text = "Effect", Default = false, Tooltip = nil }):AddColorPicker("VisualsOnHitEffectColor", { Default = Color3.new(1, 1, 1), Title = "Bullet Impact Color", Transparency = nil }) Sections.Visuals.OnHit:AddToggle("VisualsOnHiSoundEnabled", { Text = "Sound", Default = false, Tooltip = nil }) Sections.Visuals.OnHit:AddSlider("VisualsOnHitSoundVolume", { Text = "Sound Volume", Default = 5, Min = 0.1, Max = 10, Rounding = 2, Compact = false }) local Sounds = {} for Sound, _ in pairs(Hitsounds) do table.insert(Sounds, Sound) end Sections.Visuals.OnHit:AddDropdown("VisualsOnHitSound", { Values = Sounds, Default = 1, Multi = false, Text = "Sound To Play", Tooltip = nil }) Sections.Visuals.OnHit:AddToggle("VisualsOnHitChamsEnabled", { Text = "Chams", Default = false, Tooltip = nil }):AddColorPicker("VisualsOnHitChamsColor", { Default = Color3.new(1, 1, 1), Title = "Hit Chams Color", Transparency = nil }) Sections.Visuals.OnHit:AddSlider("VisualsOnHitChamsDuration", { Text = "Duration", Default = 1, Min = 0.1, Max = 10, Rounding = 2, Compact = false }) Sections.Visuals.OnHit:AddDropdown("VisualsOnHitChamsMaterial", { Values = {"ForceField", "Neon"}, Default = 1, Multi = false, Text = "Material", Tooltip = nil }) Options.VisualsOnHitChamsDuration:OnChanged(function() Settings.Visuals.OnHit.Chams.Duration = Options.VisualsOnHitChamsDuration.Value end) Options.VisualsOnHitChamsMaterial:OnChanged(function() Settings.Visuals.OnHit.Chams.Material = Options.VisualsOnHitChamsMaterial.Value end) Options.VisualsBulletImpactsMaterial:OnChanged(function() Settings.Visuals.BulletImpacts.Material = Options.VisualsBulletImpactsMaterial.Value end) Toggles.VisualsOnHitEnabled:OnChanged(function() Settings.Visuals.OnHit.Enabled = Toggles.VisualsOnHitEnabled.Value end) Toggles.VisualsOnHitChamsEnabled:OnChanged(function() Settings.Visuals.OnHit.Chams.Enabled = Toggles.VisualsOnHitChamsEnabled.Value end) Options.VisualsOnHitChamsColor:OnChanged(function() Settings.Visuals.OnHit.Chams.Color = Options.VisualsOnHitChamsColor.Value end) Toggles.VisualsOnHitEffectEnabled:OnChanged(function() Settings.Visuals.OnHit.Effect.Enabled = Toggles.VisualsOnHitEffectEnabled.Value end) Options.VisualsOnHitEffectColor:OnChanged(function() Settings.Visuals.OnHit.Effect.Color = Options.VisualsOnHitEffectColor.Value end) Toggles.VisualsOnHiSoundEnabled:OnChanged(function() Settings.Visuals.OnHit.Sound.Enabled = Toggles.VisualsOnHiSoundEnabled.Value end) Options.VisualsOnHitSoundVolume:OnChanged(function() Settings.Visuals.OnHit.Sound.Volume = Options.VisualsOnHitSoundVolume.Value end) Options.VisualsOnHitSound:OnChanged(function() Settings.Visuals.OnHit.Sound.Value = Options.VisualsOnHitSound.Value end) end --// Atmosphere do Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }) Toggles.VisualsAtmosphereEnabled:OnChanged(function() Settings.Visuals.World.Enabled = Toggles.VisualsAtmosphereEnabled.Value end) Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereFogEnabled", { Text = "Fog", Default = false, Tooltip = nil, }):AddColorPicker("VisualsAtmosphereFogColor", { Default = Color3.new(1, 1, 1), Title = "Fog Color", Transparency = nil, }) Toggles.VisualsAtmosphereFogEnabled:OnChanged(function() Settings.Visuals.World.Fog.Enabled = Toggles.VisualsAtmosphereFogEnabled.Value end) Options.VisualsAtmosphereFogColor:OnChanged(function() Settings.Visuals.World.Fog.Color = Options.VisualsAtmosphereFogColor.Value end) Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereFogStart", { Text = "Fog Start", Default = 1000, Min = 1, Max = 10000, Rounding = 0, Compact = false, }) Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereFogEnd", { Text = "Fog End", Default = 1000, Min = 1, Max = 10000, Rounding = 0, Compact = false, }) Options.VisualsAtmosphereFogStart:OnChanged(function() Settings.Visuals.World.Fog.Start = Options.VisualsAtmosphereFogStart.Value end) Options.VisualsAtmosphereFogEnd:OnChanged(function() Settings.Visuals.World.Fog.End = Options.VisualsAtmosphereFogEnd.Value end) Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereAmbientEnabled", { Text = "Ambient", Default = false, Tooltip = nil, }):AddColorPicker("VisualsAtmosphereAmbientColor", { Default = Color3.new(1, 1, 1), Title = "Ambient Color", Transparency = nil, }) Toggles.VisualsAtmosphereAmbientEnabled:OnChanged(function() Settings.Visuals.World.Ambient.Enabled = Toggles.VisualsAtmosphereAmbientEnabled.Value end) Options.VisualsAtmosphereAmbientColor:OnChanged(function() Settings.Visuals.World.Ambient.Color = Options.VisualsAtmosphereAmbientColor.Value end) Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereBrightnessChangerEnabled", { Text = "Brightness Changer", Default = false, Tooltip = nil, }) Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereBrightnessChangerValue", { Text = "Brightness Value", Default = 0, Min = 0, Max = 10, Rounding = 2, Compact = false, }) Toggles.VisualsAtmosphereBrightnessChangerEnabled:OnChanged(function() Settings.Visuals.World.Brightness.Enabled = Toggles.VisualsAtmosphereBrightnessChangerEnabled.Value end) Options.VisualsAtmosphereBrightnessChangerValue:OnChanged(function() Settings.Visuals.World.Brightness.Value = Options.VisualsAtmosphereBrightnessChangerValue.Value end) Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereTimeChangerEnabled", { Text = "Clock Time", Default = false, Tooltip = nil, }) Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereTimeChangerValue", { Text = "Time", Default = 1, Min = 0.1, Max = 24, Rounding = 1, Compact = false, }) Toggles.VisualsAtmosphereTimeChangerEnabled:OnChanged(function() Settings.Visuals.World.ClockTime.Enabled = Toggles.VisualsAtmosphereTimeChangerEnabled.Value end) Options.VisualsAtmosphereTimeChangerValue:OnChanged(function() Settings.Visuals.World.ClockTime.Value = Options.VisualsAtmosphereTimeChangerValue.Value end) Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereExposureChangerEnabled", { Text = "Exposure Changer", Default = false, Tooltip = nil, }) Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereExposureChangerValue", { Text = "Exposure", Default = 1, Min = -3, Max = 3, Rounding = 1, Compact = false, }) Toggles.VisualsAtmosphereExposureChangerEnabled:OnChanged(function() Settings.Visuals.World.WorldExposure.Enabled = Toggles.VisualsAtmosphereExposureChangerEnabled.Value end) Options.VisualsAtmosphereExposureChangerValue:OnChanged(function() Settings.Visuals.World.WorldExposure.Value = Options.VisualsAtmosphereExposureChangerValue.Value end) end --// Crosshair do Sections.Visuals.Crosshair:AddToggle("VisualsCrosshairEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }):AddColorPicker("VisualsCrossahairColor", { Default = Color3.new(1, 1, 1), Title = "Crosshair Color", Transparency = nil, }) Toggles.VisualsCrosshairEnabled:OnChanged(function() Settings.Visuals.Crosshair.Enabled = Toggles.VisualsCrosshairEnabled.Value end) Options.VisualsCrossahairColor:OnChanged(function() Settings.Visuals.Crosshair.Color = Options.VisualsCrossahairColor.Value end) Sections.Visuals.Crosshair:AddSlider("VisualsCrosshairSize", { Text = "Size", Default = 1, Min = 0.1, Max = 30, Rounding = 3, Compact = false, }) Options.VisualsCrosshairSize:OnChanged(function() Settings.Visuals.Crosshair.Size = Options.VisualsCrosshairSize.Value end) Sections.Visuals.Crosshair:AddSlider("VisualsCrosshairGap", { Text = "Gap", Default = 2, Min = 0.1, Max = 10, Rounding = 3, Compact = false, }) Options.VisualsCrosshairGap:OnChanged(function() Settings.Visuals.Crosshair.Gap = Options.VisualsCrosshairGap.Value end) Sections.Visuals.Crosshair:AddToggle("VisualsCrosshairRotateEnabled", { Text = "Rotate", Default = false, Tooltip = nil, }) Sections.Visuals.Crosshair:AddSlider("VisualsCrosshairRotateAmount", { Text = "Rotation Speed", Default = 1, Min = 0.1, Max = 10, Rounding = 3, Compact = false, }) Toggles.VisualsCrosshairRotateEnabled:OnChanged(function() Settings.Visuals.Crosshair.Rotation.Enabled = Toggles.VisualsCrosshairRotateEnabled.Value end) Options.VisualsCrosshairRotateAmount:OnChanged(function() Settings.Visuals.Crosshair.Rotation.Speed = Options.VisualsCrosshairRotateAmount.Value end) end end --// Anti Aim do --// Velocity Spoofer do Sections.AntiAim.VelocitySpoofer:AddToggle("AntiAimVelocitySpooferEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }) Toggles.AntiAimVelocitySpooferEnabled:OnChanged(function() Settings.AntiAim.VelocitySpoofer.Enabled = Toggles.AntiAimVelocitySpooferEnabled.Value end) Sections.AntiAim.VelocitySpoofer:AddDropdown("AntiAimVelocitySpooferType", { Values = {"Underground", "Sky", "Multiplier", "Prediction Breaker", "Custom"}, Default = 1, Multi = false, Text = "Type", Tooltip = nil }) Options.AntiAimVelocitySpooferType:OnChanged(function() Settings.AntiAim.VelocitySpoofer.Type = Options.AntiAimVelocitySpooferType.Value end) Sections.AntiAim.VelocitySpoofer:AddToggle("AntiAimVelocitySpooferVisualizeEnabled", { Text = "Visualize", Default = false, Tooltip = nil, }):AddColorPicker("AntiAimVelocitySpooferVisualizeColor", { Default = Color3.new(1, 1, 1), Title = "Velocity Visualize Color", Transparency = nil, }) Sections.AntiAim.VelocitySpoofer:AddInput("AntiAimVelocitySpooferVisualizePrediction", { Default = nil, Numeric = false, Finished = false, Text = "Visualize Prediction", Tooltip = nil, Placeholder = "Visualize Prediction Amount" }) Options.AntiAimVelocitySpooferVisualizePrediction:OnChanged(function() Settings.AntiAim.VelocitySpoofer.Visualize.Prediction = tonumber(Options.AntiAimVelocitySpooferVisualizePrediction.Value) end) Toggles.AntiAimVelocitySpooferVisualizeEnabled:OnChanged(function() Settings.AntiAim.VelocitySpoofer.Visualize.Enabled = Toggles.AntiAimVelocitySpooferVisualizeEnabled.Value end) Options.AntiAimVelocitySpooferVisualizeColor:OnChanged(function() Settings.AntiAim.VelocitySpoofer.Visualize.Color = Options.AntiAimVelocitySpooferVisualizeColor.Value end) Sections.AntiAim.VelocitySpoofer:AddSlider("AntiAimVelocitySpooferYaw", { Text = "Yaw", Default = 0, Min = 0, Max = 100, Rounding = 3, Compact = false }) Options.AntiAimVelocitySpooferYaw:OnChanged(function() Settings.AntiAim.VelocitySpoofer.Yaw = Options.AntiAimVelocitySpooferYaw.Value end) Sections.AntiAim.VelocitySpoofer:AddSlider("AntiAimVelocitySpooferPitch", { Text = "Pitch", Default = 0, Min = 0, Max = 100, Rounding = 3, Compact = false }) Options.AntiAimVelocitySpooferPitch:OnChanged(function() Settings.AntiAim.VelocitySpoofer.Pitch = Options.AntiAimVelocitySpooferPitch.Value end) Sections.AntiAim.VelocitySpoofer:AddSlider("AntiAimVelocitySpooferRoll", { Text = "Roll", Default = 0, Min = 0, Max = 100, Rounding = 3, Compact = false }) Options.AntiAimVelocitySpooferRoll:OnChanged(function() Settings.AntiAim.VelocitySpoofer.Roll = Options.AntiAimVelocitySpooferRoll.Value end) end --// C-Sync do Sections.AntiAim.CSync:AddToggle("CSyncAntiAimEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }):AddKeyPicker("CSyncAntiAimKeyPicker", { Default = "b", SyncToggleState = true, Mode = "Toggle", Text = "C-Sync", NoUI = false, }) Toggles.CSyncAntiAimEnabled:OnChanged(function() Settings.AntiAim.CSync.Enabled = Toggles.CSyncAntiAimEnabled.Value end) Sections.AntiAim.CSync:AddToggle("CSyncAntiAimVisualizeEnabled", { Text = "Visualize", Default = false, Tooltip = nil, }):AddColorPicker("CSyncAntiAimVisualizeColor", { Default = Color3.new(1, 1, 1), Title = "CFrame Visualize Color", Transparency = nil, }) Sections.AntiAim.CSync:AddDropdown("CSyncAntiAimType", { Values = {"Custom", "Random", "Random Target", "Target Strafe", "Local Strafe"}, Default = 1, Multi = false, Text = "Type", Tooltip = nil, }) Toggles.CSyncAntiAimVisualizeEnabled:OnChanged(function() Settings.AntiAim.CSync.Visualize.Enabled = Toggles.CSyncAntiAimVisualizeEnabled.Value end) Options.CSyncAntiAimVisualizeColor:OnChanged(function() Settings.AntiAim.CSync.Visualize.Color = Options.CSyncAntiAimVisualizeColor.Value end) Options.CSyncAntiAimType:OnChanged(function() Settings.AntiAim.CSync.Type = Options.CSyncAntiAimType.Value end) Sections.AntiAim.CSync:AddSlider("CSyncAntiAimRandomRange", { Text = "Random Range", Default = 0.1, Min = 0, Max = 20, Rounding = 1, Compact = false, }) Options.CSyncAntiAimRandomRange:OnChanged(function() Settings.AntiAim.CSync.RandomDistance = Options.CSyncAntiAimRandomRange.Value end) Sections.AntiAim.CSync:AddSlider("CSyncAntiAimCustomX", { Text = "Custom X", Default = 0.1, Min = 0, Max = 500, Rounding = 1, Compact = false, }) Options.CSyncAntiAimCustomX:OnChanged(function() Settings.AntiAim.CSync.Custom.X = Options.CSyncAntiAimCustomX.Value end) Sections.AntiAim.CSync:AddSlider("CSyncAntiAimCustomY", { Text = "Custom Y", Default = 0.1, Min = 0, Max = 500, Rounding = 1, Compact = false, }) Options.CSyncAntiAimCustomY:OnChanged(function() Settings.AntiAim.CSync.Custom.Y = Options.CSyncAntiAimCustomY.Value end) Sections.AntiAim.CSync:AddSlider("CSyncAntiAimCustomZ", { Text = "Custom Z", Default = 0.1, Min = 0, Max = 500, Rounding = 1, Compact = false, }) Options.CSyncAntiAimCustomZ:OnChanged(function() Settings.AntiAim.CSync.Custom.Z = Options.CSyncAntiAimCustomZ.Value end) Sections.AntiAim.CSync:AddSlider("CSyncAntiAimTargetStrafeSpeed", { Text = "Target Strafe Speed", Default = 1, Min = 0, Max = 20, Rounding = 1, Compact = false, }) Options.CSyncAntiAimTargetStrafeSpeed:OnChanged(function() Settings.AntiAim.CSync.TargetStrafe.Speed = Options.CSyncAntiAimTargetStrafeSpeed.Value end) Sections.AntiAim.CSync:AddSlider("CSyncAntiAimTargetStrafeDistance", { Text = "Target Strafe Distance", Default = 1, Min = 0, Max = 20, Rounding = 1, Compact = false, }) Options.CSyncAntiAimTargetStrafeDistance:OnChanged(function() Settings.AntiAim.CSync.TargetStrafe.Distance = Options.CSyncAntiAimTargetStrafeDistance.Value end) Sections.AntiAim.CSync:AddSlider("CSyncAntiAimTargetStrafeHeight", { Text = "Target Strafe Height", Default = 1, Min = 0, Max = 20, Rounding = 1, Compact = false, }) Options.CSyncAntiAimTargetStrafeHeight:OnChanged(function() Settings.AntiAim.CSync.TargetStrafe.Height = Options.CSyncAntiAimTargetStrafeHeight.Value end) end --// Fake Lag do Sections.AntiAim.Network:AddToggle("AntiAimNetworkEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }):AddKeyPicker("AntiAimNetworkKeyPicker", { Default = "b", SyncToggleState = true, Mode = "Toggle", Text = "Network", NoUI = false, }) Toggles.AntiAimNetworkEnabled:OnChanged(function() Settings.AntiAim.Network.Enabled = Toggles.AntiAimNetworkEnabled.Value end) Sections.AntiAim.Network:AddToggle("AntiAimNetworkWalkingCheck", { Text = "Walking Check", Default = false, Tooltip = nil, }) Toggles.AntiAimNetworkWalkingCheck:OnChanged(function() Settings.AntiAim.Network.WalkingCheck = Toggles.AntiAimNetworkWalkingCheck.Value end) Sections.AntiAim.Network:AddSlider("AntiAimNetworkAmount", { Text = "Amount", Default = 0.1, Min = 0, Max = 30, Rounding = 3, Compact = false, }) Options.AntiAimNetworkAmount:OnChanged(function() Settings.AntiAim.Network.Amount = Options.AntiAimNetworkAmount.Value end) end --// Velocity Desync do Sections.AntiAim.VelocityDesync:AddToggle("AntiAimVelocityDesyncEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }):AddKeyPicker("AntiAimVelocityDesyncKeyPicker", { Default = "b", SyncToggleState = true, Mode = "Toggle", Text = "Velocity Desync", NoUI = false, }) Toggles.AntiAimVelocityDesyncEnabled:OnChanged(function() Settings.AntiAim.VelocityDesync.Enabled = Toggles.AntiAimVelocityDesyncEnabled.Value end) Sections.AntiAim.VelocityDesync:AddSlider("AntiAimVelocityDesyncRange", { Text = "Range", Default = 1, Min = 0.1, Max = 10, Rounding = 3, Compact = false, }) Options.AntiAimVelocityDesyncRange:OnChanged(function() Settings.AntiAim.VelocityDesync.Range = Options.AntiAimVelocityDesyncRange.Value end) end --// FFlag Desync do Sections.AntiAim.FFlag:AddToggle("AntiAimFFlagDesyncEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }):AddKeyPicker("AntiAimFFlagDesyncKeyPicker", { Default = "b", SyncToggleState = true, Mode = "Toggle", Text = "FFlag Desync", NoUI = false, }) Toggles.AntiAimFFlagDesyncEnabled:OnChanged(function() Settings.AntiAim.FFlagDesync.Enabled = Toggles.AntiAimFFlagDesyncEnabled.Value if not Settings.AntiAim.FFlagDesync.Enabled then for FFlag, Value in pairs(Script.Locals.FFlags) do setfflag(FFlag, Value) end end end) Sections.AntiAim.FFlag:AddToggle("AntiAimFFlagDesyncSetNew", { Text = "Set New", Default = false, Tooltip = nil, }) Toggles.AntiAimFFlagDesyncSetNew:OnChanged(function() Settings.AntiAim.FFlagDesync.SetNew = Toggles.AntiAimFFlagDesyncSetNew.Value end) Sections.AntiAim.FFlag:AddDropdown("AntiAimFFlagDesyncFFlags", { Values = {"S2PhysicsSenderRate", "PhysicsSenderMaxBandwidthBps", "DataSenderMaxJoinBandwidthBps"}, Default = {"S2PhysicsSenderRate"}, Multi = true, Text = "FFlags", Tooltip = nil, }) Options.AntiAimFFlagDesyncFFlags:OnChanged(function() Settings.AntiAim.FFlagDesync.FFlags = Options.AntiAimFFlagDesyncFFlags.Value end) Sections.AntiAim.FFlag:AddSlider("AntiAimFFlagDesyncAmount", { Text = "Amount", Default = 2, Min = 0.1, Max = 10, Rounding = 3, Compact = false, }) Options.AntiAimFFlagDesyncAmount:OnChanged(function() Settings.AntiAim.FFlagDesync.Amount = Options.AntiAimFFlagDesyncAmount.Value end) Sections.AntiAim.FFlag:AddSlider("AntiAimFFlagDesyncSetnewAmount", { Text = "Set New Amount", Default = 15, Min = 0.1, Max = 20, Rounding = 3, Compact = false, }) Options.AntiAimFFlagDesyncSetnewAmount:OnChanged(function() Settings.AntiAim.FFlagDesync.SetNewAmount = Options.AntiAimFFlagDesyncSetnewAmount.Value end) end --// Invisible Desync end --// Misc do --// Speed do Sections.Misc.Speed:AddToggle("MiscCFrameSpeedEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }):AddKeyPicker("MiscCFrameSpeedKeybind", { Default = "b", SyncToggleState = true, Mode = "Toggle", Text = "Speed", NoUI = false, }) Toggles.MiscCFrameSpeedEnabled:OnChanged(function() Settings.Misc.Movement.Speed.Enabled = Toggles.MiscCFrameSpeedEnabled.Value end) Sections.Misc.Speed:AddSlider("MiscCFrameSpeedAmount", { Text = "Amount", Default = 0.1, Min = 0, Max = 10, Rounding = 3, Compact = false, }) Options.MiscCFrameSpeedAmount:OnChanged(function() Settings.Misc.Movement.Speed.Amount = Options.MiscCFrameSpeedAmount.Value end) end --// Exploits do Sections.Misc.Exploits:AddToggle("MiscExploitsEnabled", { Text = "Enabled", Default = false, Tooltip = nil, }) Toggles.MiscExploitsEnabled:OnChanged(function() Settings.Misc.Exploits.Enabled = Toggles.MiscExploitsEnabled.Value end) Sections.Misc.Exploits:AddToggle("MiscExploitsNoRecoil", { Text = "No Recoil", Default = false, Tooltip = nil, }) Toggles.MiscExploitsNoRecoil:OnChanged(function() Settings.Misc.Exploits.NoRecoil = Toggles.MiscExploitsNoRecoil.Value end) Sections.Misc.Exploits:AddToggle("MiscExploitsNoJumpCooldown", { Text = "No Jumpcooldown", Default = false, Tooltip = nil, }) Toggles.MiscExploitsNoJumpCooldown:OnChanged(function() Settings.Misc.Exploits.NoJumpCooldown = Toggles.MiscExploitsNoJumpCooldown.Value end) Sections.Misc.Exploits:AddToggle("MiscExploitsNoSlowdown", { Text = "No Slowdown", Default = false, Tooltip = nil, }) Toggles.MiscExploitsNoSlowdown:OnChanged(function() Settings.Misc.Exploits.NoSlowDown = Toggles.MiscExploitsNoSlowdown.Value end) end end --// Settings Tab do local MenuGroup = Tabs.Settings:AddLeftGroupbox("Menu") Library.KeybindFrame.Visible = true MenuGroup:AddToggle("KeybindsListEnabled", { Text = "Keybinds List", Default = true, Tooltip = nil, }) Toggles.KeybindsListEnabled:OnChanged(function() Library.KeybindFrame.Visible = Toggles.KeybindsListEnabled.Value end) MenuGroup:AddButton("Unload", function() Library:Unload() end) MenuGroup:AddLabel("Menu bind"):AddKeyPicker("MenuKeybind", { Default = "End", NoUI = true, Text = "Menu keybind" }) Library.ToggleKeybind = Options.MenuKeybind ThemeManager:SetLibrary(Library) SaveManager:SetLibrary(Library) ThemeManager:SetFolder("Azure") SaveManager:SetFolder("Azure/Hood") SaveManager:BuildConfigSection(Tabs.Settings) ThemeManager:ApplyToTab(Tabs.Settings) end end end load()