local Loaded = false if game.PlaceId == 2961297129 then Loaded = true print("FLUX: Game Death Zone.") --not made by showerhead local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))() local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")() local Window = ShowerLib:CreateWindow("F"); --Clicking this will make it rotate. local HomePage = Window:Section("Aim") local SelfPage = Window:Section("Self") local VisualsPage = Window:Section("Visual") local MiscPage = Window:Section("Misc") ESP:SetESPColor(Color3.fromRGB(0, 166, 255)) --Configuration --Circle local FOVAmount = "" --Load settings local LightingModuleDeleted = false --Configuration HomePage:AddSlider("FOV", 100, 400, 10, function(Value) FOVAmount = Value -- Value is the value of the slider end) local SelectedBodyPart = "Random" HomePage:AddDrop( "Aimed Part", { "Head", "Body", "Random" }, function(value) SelectedBodyPart = value end ) HomePage:AddToggle("Silent Aim", function(state) if state == true then -- settings, if you want to change some settings just re-execute. _G.whitelist = { "ItsIofty" } _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends _G.targetPart = SelectedBodyPart _G.bindEnabled = false _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot _G.FOV = FOVAmount -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this. local RAYCAST_ENABLED = true -- -- This is rarely useful, however in some cases you might want it. local MOUSE_TARGET_ENABLED = false -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position. local MOUSE_HIT_ENABLED = false -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit. local MOUSE_POSITION_ENABLED = false -- I'm not sure what you're going to use this for, but it works I guess local MOUSE_ORIGIN_ENABLED = false _G.indexTable = { -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out. ["Mouse"] = { ["target"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart] end, Enabled = MOUSE_TARGET_ENABLED }, ["hit"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].CFrame end, Enabled = MOUSE_HIT_ENABLED }, ["origin"] = { Function = function(self, value) return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position) end, Enabled = MOUSE_ORIGIN_ENABLED }, ["x"] = { Function = function(self, value) return uis:GetMouseLocation().X end, Enabled = MOUSE_POSITION_ENABLED }, ["y"] = { Function = function(self, value) return uis:GetMouseLocation().Y end, Enabled = MOUSE_POSITION_ENABLED }, ["unitray"] = { Function = function(self, value) return Ray.new( self.Origin.Position, (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit ) end, Enabled = RAYCAST_ENABLED } }, ["Humanoid"] = { ["targetpoint"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].Position end, Enabled = MOUSE_HIT_ENABLED } } } _G.namecallTable = { ["getmouselocation"] = { Function = function(self, returns, args) local vector = workspace.CurrentCamera.WorldToViewportPoint( workspace.CurrentCamera, _G.closestCharacter[_G.targetPart].Position ) returns[1] = Vector2.new(vector.X, vector.Y) return returns end, Enabled = MOUSE_POSITION_ENABLED }, ["findpartonraywithignorelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonray"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not args[2] then args[2] = {} end if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonraywithwhitelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["raycast"] = { Function = function(self, returns, args) args[1], args[2] = mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 if not _G.wallbang then returns = table.pack(self.Raycast(self, unpack(args))) else local FilterDescendantsInstances = args[3].FilterDescendantsInstances local FilterType = Enum.RaycastFilterType.Whitelist local IgnoreWater = args[3].IgnoreWater local CollisionGroup = args[3].CollisionGroup args[3] = RaycastParams.new( { FilterDescendantsInstances = FilterDescendantsInstances, FilterType = FilterType, IgnoreWater = IgnoreWater, CollisionGroup = CollisionGroup } ) returns = table.pack(self.Raycast(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED } } -- the actual script local getnamecallmethod = getnamecallmethod or getnamecall_method local newcclosure = newcclosure or hide_me or function(func) return func end local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus uis = game:GetService("UserInputService") local player = game.Players.LocalPlayer mouse = player:GetMouse() local mt = getrawmetatable(game) local mt_index, mt_namecall = mt.__index, mt.__namecall if setreadonly then setreadonly(mt, false) elseif make_writeable then make_writeable(mt, true) end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end if not _G.MUTEX then _G.MUTEX = true local aimbot = true function mt:__index(index) local value = mt_index(self, index) if not checkcaller() then if aimbot then local table -- im pretty sure this works like rawget for properties for index, value in pairs(_G.indexTable) do if self:IsA(index) then table = value break end end if table then table = table[index:lower()] if table then if table.Enabled then if _G.closestCharacter then return table.Function(self, value) end end end end end end return value end function mt:__namecall(...) local args = { ... } local returns = table.pack(mt_namecall(self, unpack(args))) if aimbot then local table = _G.namecallTable[getnamecallmethod():lower()] if table then if table.Enabled then if _G.closestCharacter then returns = table.Function(self, returns, args) end end end end return unpack(returns) end uis.InputBegan:Connect( function(input, gameProcessed) if not gameProcessed and _G.bindEnabled then if input.KeyCode == _G.bind then aimbot = not aimbot end end end ) while wait() do pcall( function() -- because this shit breaks like 24/7 _G.closestCharacter, closestDistance = nil, math.huge for _, currentPlayer in ipairs(game.Players:GetPlayers()) do if not table.find(_G.whitelist, currentPlayer.Name) then if currentPlayer ~= game.Players.LocalPlayer then local character = currentPlayer.Character if character then local humanoid = character:FindFirstChildWhichIsA("Humanoid") if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then if not _G.friendsListIsWhitelisted or (_G.friendsListIsWhitelisted and not currentPlayer:IsFriendsWith(player.UserId)) then local vector, onScreen = workspace.CurrentCamera:WorldToScreenPoint( character[_G.targetPart].Position ) if onScreen then local magnitude = (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude if magnitude < closestDistance then if magnitude <= _G.FOV then _G.closestCharacter, closestDistance = character, magnitude end end end end end end end end end end ) end end else -- settings, if you want to change some settings just re-execute. _G.whitelist = { "ItsIofty" } _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends _G.targetPart = "Head" _G.bindEnabled = false _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot _G.FOV = 0 -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this. local RAYCAST_ENABLED = true -- -- This is rarely useful, however in some cases you might want it. local MOUSE_TARGET_ENABLED = false -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position. local MOUSE_HIT_ENABLED = false -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit. local MOUSE_POSITION_ENABLED = false -- I'm not sure what you're going to use this for, but it works I guess local MOUSE_ORIGIN_ENABLED = false _G.indexTable = { -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out. ["Mouse"] = { ["target"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart] end, Enabled = MOUSE_TARGET_ENABLED }, ["hit"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].CFrame end, Enabled = MOUSE_HIT_ENABLED }, ["origin"] = { Function = function(self, value) return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position) end, Enabled = MOUSE_ORIGIN_ENABLED }, ["x"] = { Function = function(self, value) return uis:GetMouseLocation().X end, Enabled = MOUSE_POSITION_ENABLED }, ["y"] = { Function = function(self, value) return uis:GetMouseLocation().Y end, Enabled = MOUSE_POSITION_ENABLED }, ["unitray"] = { Function = function(self, value) return Ray.new( self.Origin.Position, (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit ) end, Enabled = RAYCAST_ENABLED } }, ["Humanoid"] = { ["targetpoint"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].Position end, Enabled = MOUSE_HIT_ENABLED } } } _G.namecallTable = { ["getmouselocation"] = { Function = function(self, returns, args) local vector = workspace.CurrentCamera.WorldToViewportPoint( workspace.CurrentCamera, _G.closestCharacter[_G.targetPart].Position ) returns[1] = Vector2.new(vector.X, vector.Y) return returns end, Enabled = MOUSE_POSITION_ENABLED }, ["findpartonraywithignorelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonray"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not args[2] then args[2] = {} end if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonraywithwhitelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["raycast"] = { Function = function(self, returns, args) args[1], args[2] = mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 if not _G.wallbang then returns = table.pack(self.Raycast(self, unpack(args))) else local FilterDescendantsInstances = args[3].FilterDescendantsInstances local FilterType = Enum.RaycastFilterType.Whitelist local IgnoreWater = args[3].IgnoreWater local CollisionGroup = args[3].CollisionGroup args[3] = RaycastParams.new( { FilterDescendantsInstances = FilterDescendantsInstances, FilterType = FilterType, IgnoreWater = IgnoreWater, CollisionGroup = CollisionGroup } ) returns = table.pack(self.Raycast(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED } } -- the actual script local getnamecallmethod = getnamecallmethod or getnamecall_method local newcclosure = newcclosure or hide_me or function(func) return func end local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus uis = game:GetService("UserInputService") local player = game.Players.LocalPlayer mouse = player:GetMouse() local mt = getrawmetatable(game) local mt_index, mt_namecall = mt.__index, mt.__namecall if setreadonly then setreadonly(mt, false) elseif make_writeable then make_writeable(mt, true) end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end if not _G.MUTEX then _G.MUTEX = true local aimbot = true function mt:__index(index) local value = mt_index(self, index) if not checkcaller() then if aimbot then local table -- im pretty sure this works like rawget for properties for index, value in pairs(_G.indexTable) do if self:IsA(index) then table = value break end end if table then table = table[index:lower()] if table then if table.Enabled then if _G.closestCharacter then return table.Function(self, value) end end end end end end return value end function mt:__namecall(...) local args = { ... } local returns = table.pack(mt_namecall(self, unpack(args))) if aimbot then local table = _G.namecallTable[getnamecallmethod():lower()] if table then if table.Enabled then if _G.closestCharacter then returns = table.Function(self, returns, args) end end end end return unpack(returns) end uis.InputBegan:Connect( function(input, gameProcessed) if not gameProcessed and _G.bindEnabled then if input.KeyCode == _G.bind then aimbot = not aimbot end end end ) while wait() do pcall( function() -- because this shit breaks like 24/7 _G.closestCharacter, closestDistance = nil, math.huge for _, currentPlayer in ipairs(game.Players:GetPlayers()) do if not table.find(_G.whitelist, currentPlayer.Name) then if currentPlayer ~= game.Players.LocalPlayer then local character = currentPlayer.Character if character then local humanoid = character:FindFirstChildWhichIsA("Humanoid") if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then if not _G.friendsListIsWhitelisted or (_G.friendsListIsWhitelisted and not currentPlayer:IsFriendsWith(player.UserId)) then local vector, onScreen = workspace.CurrentCamera:WorldToScreenPoint( character[_G.targetPart].Position ) if onScreen then local magnitude = (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude if magnitude < closestDistance then if magnitude <= _G.FOV then _G.closestCharacter, closestDistance = character, magnitude end end end end end end end end end end ) end end end end) HomePage:AddButton("No Recoil", function() game.Players.LocalPlayer.Backpack.WalkAnimation.recoil.antirecoil:Destroy() end) --Self SelfPage:AddToggle("Walkspeed", function(State) if state == true then while wait(1) do Speed = 1 -- 1 is pretty much good but you do you :D _G.Speed = true -- Toggle Speed You = game.Players.LocalPlayer.Name UIS = game:GetService("UserInputService") while _G.Speed do if UIS:IsKeyDown(Enum.KeyCode.W) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed) end; if UIS:IsKeyDown(Enum.KeyCode.A) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0) end; if UIS:IsKeyDown(Enum.KeyCode.S) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed) end; if UIS:IsKeyDown(Enum.KeyCode.D) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0) end; wait() end end else while wait(1) do Speed = 1 -- 1 is pretty much good but you do you :D _G.Speed = false -- Toggle Speed You = game.Players.LocalPlayer.Name UIS = game:GetService("UserInputService") while _G.Speed do if UIS:IsKeyDown(Enum.KeyCode.W) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed) end; if UIS:IsKeyDown(Enum.KeyCode.A) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0) end; if UIS:IsKeyDown(Enum.KeyCode.S) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed) end; if UIS:IsKeyDown(Enum.KeyCode.D) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0) end; wait() end end end end) SelfPage:AddButton("Fly", function() loadstring(game:HttpGet(('https://pastebin.com/raw/WxmvCLLH'),true))() end) SelfPage:AddButton("Low Gravity", function() local p = game.Players.LocalPlayer.Character.HumanoidRootPart local yeah_this_is_yeah = Instance.new("BodyForce") yeah_this_is_yeah.Parent = p yeah_this_is_yeah.Force = Vector3.new(0, 2000, 0) end) --Visual VisualsPage:AddToggle("Box", function(state) ESP:BoxESPToggle(state) end) VisualsPage:AddToggle("Tracers", function(state) ESP:TracersToggle(state) end) VisualsPage:AddToggle("Names", function(state) ESP:NameESPToggle(state) end) VisualsPage:AddToggle("Teamcheck", function(state) ESP:TeamcheckToggle(state) end) VisualsPage:AddToggle("Chams", function(state) if state == true then local color = BrickColor.new(255, 0, 50) local transparency = 0 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() else local color = BrickColor.new(255, 0, 50) local transparency = 1 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() end end) VisualsPage:AddLabel("Player") VisualsPage:AddToggle("Gun Chams", function(state) if state == true then for i,v in pairs(workspace:GetDescendants()) do if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then v.Material = "ForceField" end end for i,v in pairs(game:GetDescendants()) do if v:IsA("Light") or v:IsA("ParticleEmitter") or v:IsA("Trail") then v:Destroy() end end else for i,v in pairs(workspace:GetDescendants()) do if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then v.Material = "SmoothPlastic" end end end end) circle = Drawing.new("Circle") VisualsPage:AddToggle("View FOV", function(state) if state == true then circle = Drawing.new("Circle") circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 1.5 circle.NumSides = 100 circle.Radius = FOVAmount circle.Visible = true circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi=game:GetService('GuiService'):GetGuiInset(); RunService.Heartbeat:Connect(function() circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y) end) else circle = Drawing.new("Circle") circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 0 circle.NumSides = 100 circle.Radius = 0 circle.Visible = false circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi=game:GetService('GuiService'):GetGuiInset(); RunService.Heartbeat:Connect(function() circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y) end) end end) VisualsPage:AddLabel("Map") VisualsPage:AddButton("Fullbright", function() if not _G.FullBrightExecuted then _G.FullBrightEnabled = false _G.NormalLightingSettings = { Brightness = game:GetService("Lighting").Brightness, ClockTime = game:GetService("Lighting").ClockTime, FogEnd = game:GetService("Lighting").FogEnd, GlobalShadows = game:GetService("Lighting").GlobalShadows, Ambient = game:GetService("Lighting").Ambient } game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function() if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Brightness = 1 end end) game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function() if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").ClockTime = 12 end end) game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function() if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").FogEnd = 786543 end end) game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function() if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").GlobalShadows = false end end) game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function() if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end end) game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) local LatestValue = true spawn(function() repeat wait() until _G.FullBrightEnabled while wait() do if _G.FullBrightEnabled ~= LatestValue then if not _G.FullBrightEnabled then game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient else game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end LatestValue = not LatestValue end end end) end _G.FullBrightExecuted = true _G.FullBrightEnabled = not _G.FullBrightEnabled end) --Misc MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function() ShowerLib:OpenClose() -- opens or closes the UI end) MiscPage:AddButton("Destroy GUI", function() ShowerLib:Destroy() -- Kills the GUI end) end if game.PlaceId == 2961297129 then Loaded = true print("FLUX: Game Death Zone.") --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342 local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))() local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")() local Window = ShowerLib:CreateWindow("F"); --Clicking this will make it rotate. local HomePage = Window:Section("Aim") local SelfPage = Window:Section("Self") local VisualsPage = Window:Section("Visual") local MiscPage = Window:Section("Misc") ESP:SetESPColor(Color3.fromRGB(0, 166, 255)) --Configuration --Circle local FOVAmount = "" --Load settings local LightingModuleDeleted = false --Configuration HomePage:AddSlider("FOV", 100, 400, 10, function(Value) FOVAmount = Value -- Value is the value of the slider end) local SelectedBodyPart = "Random" HomePage:AddDrop( "Aimed Part", { "Head", "Body", "Random" }, function(value) SelectedBodyPart = value end ) HomePage:AddToggle("Silent Aim", function(state) if state == true then -- settings, if you want to change some settings just re-execute. _G.whitelist = { "ItsIofty" } _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends _G.targetPart = SelectedBodyPart _G.bindEnabled = false _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot _G.FOV = FOVAmount -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this. local RAYCAST_ENABLED = true -- -- This is rarely useful, however in some cases you might want it. local MOUSE_TARGET_ENABLED = false -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position. local MOUSE_HIT_ENABLED = false -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit. local MOUSE_POSITION_ENABLED = false -- I'm not sure what you're going to use this for, but it works I guess local MOUSE_ORIGIN_ENABLED = false _G.indexTable = { -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out. ["Mouse"] = { ["target"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart] end, Enabled = MOUSE_TARGET_ENABLED }, ["hit"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].CFrame end, Enabled = MOUSE_HIT_ENABLED }, ["origin"] = { Function = function(self, value) return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position) end, Enabled = MOUSE_ORIGIN_ENABLED }, ["x"] = { Function = function(self, value) return uis:GetMouseLocation().X end, Enabled = MOUSE_POSITION_ENABLED }, ["y"] = { Function = function(self, value) return uis:GetMouseLocation().Y end, Enabled = MOUSE_POSITION_ENABLED }, ["unitray"] = { Function = function(self, value) return Ray.new( self.Origin.Position, (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit ) end, Enabled = RAYCAST_ENABLED } }, ["Humanoid"] = { ["targetpoint"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].Position end, Enabled = MOUSE_HIT_ENABLED } } } _G.namecallTable = { ["getmouselocation"] = { Function = function(self, returns, args) local vector = workspace.CurrentCamera.WorldToViewportPoint( workspace.CurrentCamera, _G.closestCharacter[_G.targetPart].Position ) returns[1] = Vector2.new(vector.X, vector.Y) return returns end, Enabled = MOUSE_POSITION_ENABLED }, ["findpartonraywithignorelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonray"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not args[2] then args[2] = {} end if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonraywithwhitelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["raycast"] = { Function = function(self, returns, args) args[1], args[2] = mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 if not _G.wallbang then returns = table.pack(self.Raycast(self, unpack(args))) else local FilterDescendantsInstances = args[3].FilterDescendantsInstances local FilterType = Enum.RaycastFilterType.Whitelist local IgnoreWater = args[3].IgnoreWater local CollisionGroup = args[3].CollisionGroup args[3] = RaycastParams.new( { FilterDescendantsInstances = FilterDescendantsInstances, FilterType = FilterType, IgnoreWater = IgnoreWater, CollisionGroup = CollisionGroup } ) returns = table.pack(self.Raycast(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED } } -- the actual script local getnamecallmethod = getnamecallmethod or getnamecall_method local newcclosure = newcclosure or hide_me or function(func) return func end local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus uis = game:GetService("UserInputService") local player = game.Players.LocalPlayer mouse = player:GetMouse() local mt = getrawmetatable(game) local mt_index, mt_namecall = mt.__index, mt.__namecall if setreadonly then setreadonly(mt, false) elseif make_writeable then make_writeable(mt, true) end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end if not _G.MUTEX then _G.MUTEX = true local aimbot = true function mt:__index(index) local value = mt_index(self, index) if not checkcaller() then if aimbot then local table -- im pretty sure this works like rawget for properties for index, value in pairs(_G.indexTable) do if self:IsA(index) then table = value break end end if table then table = table[index:lower()] if table then if table.Enabled then if _G.closestCharacter then return table.Function(self, value) end end end end end end return value end function mt:__namecall(...) local args = { ... } local returns = table.pack(mt_namecall(self, unpack(args))) if aimbot then local table = _G.namecallTable[getnamecallmethod():lower()] if table then if table.Enabled then if _G.closestCharacter then returns = table.Function(self, returns, args) end end end end return unpack(returns) end uis.InputBegan:Connect( function(input, gameProcessed) if not gameProcessed and _G.bindEnabled then if input.KeyCode == _G.bind then aimbot = not aimbot end end end ) while wait() do pcall( function() -- because this shit breaks like 24/7 _G.closestCharacter, closestDistance = nil, math.huge for _, currentPlayer in ipairs(game.Players:GetPlayers()) do if not table.find(_G.whitelist, currentPlayer.Name) then if currentPlayer ~= game.Players.LocalPlayer then local character = currentPlayer.Character if character then local humanoid = character:FindFirstChildWhichIsA("Humanoid") if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then if not _G.friendsListIsWhitelisted or (_G.friendsListIsWhitelisted and not currentPlayer:IsFriendsWith(player.UserId)) then local vector, onScreen = workspace.CurrentCamera:WorldToScreenPoint( character[_G.targetPart].Position ) if onScreen then local magnitude = (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude if magnitude < closestDistance then if magnitude <= _G.FOV then _G.closestCharacter, closestDistance = character, magnitude end end end end end end end end end end ) end end else -- settings, if you want to change some settings just re-execute. _G.whitelist = { "ItsIofty" } _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends _G.targetPart = "Head" _G.bindEnabled = false _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot _G.FOV = 0 -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this. local RAYCAST_ENABLED = true -- -- This is rarely useful, however in some cases you might want it. local MOUSE_TARGET_ENABLED = false -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position. local MOUSE_HIT_ENABLED = false -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit. local MOUSE_POSITION_ENABLED = false -- I'm not sure what you're going to use this for, but it works I guess local MOUSE_ORIGIN_ENABLED = false _G.indexTable = { -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out. ["Mouse"] = { ["target"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart] end, Enabled = MOUSE_TARGET_ENABLED }, ["hit"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].CFrame end, Enabled = MOUSE_HIT_ENABLED }, ["origin"] = { Function = function(self, value) return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position) end, Enabled = MOUSE_ORIGIN_ENABLED }, ["x"] = { Function = function(self, value) return uis:GetMouseLocation().X end, Enabled = MOUSE_POSITION_ENABLED }, ["y"] = { Function = function(self, value) return uis:GetMouseLocation().Y end, Enabled = MOUSE_POSITION_ENABLED }, ["unitray"] = { Function = function(self, value) return Ray.new( self.Origin.Position, (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit ) end, Enabled = RAYCAST_ENABLED } }, ["Humanoid"] = { ["targetpoint"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].Position end, Enabled = MOUSE_HIT_ENABLED } } } _G.namecallTable = { ["getmouselocation"] = { Function = function(self, returns, args) local vector = workspace.CurrentCamera.WorldToViewportPoint( workspace.CurrentCamera, _G.closestCharacter[_G.targetPart].Position ) returns[1] = Vector2.new(vector.X, vector.Y) return returns end, Enabled = MOUSE_POSITION_ENABLED }, ["findpartonraywithignorelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonray"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not args[2] then args[2] = {} end if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonraywithwhitelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["raycast"] = { Function = function(self, returns, args) args[1], args[2] = mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 if not _G.wallbang then returns = table.pack(self.Raycast(self, unpack(args))) else local FilterDescendantsInstances = args[3].FilterDescendantsInstances local FilterType = Enum.RaycastFilterType.Whitelist local IgnoreWater = args[3].IgnoreWater local CollisionGroup = args[3].CollisionGroup args[3] = RaycastParams.new( { FilterDescendantsInstances = FilterDescendantsInstances, FilterType = FilterType, IgnoreWater = IgnoreWater, CollisionGroup = CollisionGroup } ) returns = table.pack(self.Raycast(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED } } -- the actual script local getnamecallmethod = getnamecallmethod or getnamecall_method local newcclosure = newcclosure or hide_me or function(func) return func end local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus uis = game:GetService("UserInputService") local player = game.Players.LocalPlayer mouse = player:GetMouse() local mt = getrawmetatable(game) local mt_index, mt_namecall = mt.__index, mt.__namecall if setreadonly then setreadonly(mt, false) elseif make_writeable then make_writeable(mt, true) end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end if not _G.MUTEX then _G.MUTEX = true local aimbot = true function mt:__index(index) local value = mt_index(self, index) if not checkcaller() then if aimbot then local table -- im pretty sure this works like rawget for properties for index, value in pairs(_G.indexTable) do if self:IsA(index) then table = value break end end if table then table = table[index:lower()] if table then if table.Enabled then if _G.closestCharacter then return table.Function(self, value) end end end end end end return value end function mt:__namecall(...) local args = { ... } local returns = table.pack(mt_namecall(self, unpack(args))) if aimbot then local table = _G.namecallTable[getnamecallmethod():lower()] if table then if table.Enabled then if _G.closestCharacter then returns = table.Function(self, returns, args) end end end end return unpack(returns) end uis.InputBegan:Connect( function(input, gameProcessed) if not gameProcessed and _G.bindEnabled then if input.KeyCode == _G.bind then aimbot = not aimbot end end end ) while wait() do pcall( function() -- because this shit breaks like 24/7 _G.closestCharacter, closestDistance = nil, math.huge for _, currentPlayer in ipairs(game.Players:GetPlayers()) do if not table.find(_G.whitelist, currentPlayer.Name) then if currentPlayer ~= game.Players.LocalPlayer then local character = currentPlayer.Character if character then local humanoid = character:FindFirstChildWhichIsA("Humanoid") if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then if not _G.friendsListIsWhitelisted or (_G.friendsListIsWhitelisted and not currentPlayer:IsFriendsWith(player.UserId)) then local vector, onScreen = workspace.CurrentCamera:WorldToScreenPoint( character[_G.targetPart].Position ) if onScreen then local magnitude = (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude if magnitude < closestDistance then if magnitude <= _G.FOV then _G.closestCharacter, closestDistance = character, magnitude end end end end end end end end end end ) end end end end) HomePage:AddButton("No Recoil", function() game.Players.LocalPlayer.Backpack.WalkAnimation.recoil.antirecoil:Destroy() end) --Self SelfPage:AddToggle("Walkspeed", function(State) if state == true then while wait(1) do Speed = 1 -- 1 is pretty much good but you do you :D _G.Speed = true -- Toggle Speed You = game.Players.LocalPlayer.Name UIS = game:GetService("UserInputService") while _G.Speed do if UIS:IsKeyDown(Enum.KeyCode.W) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed) end; if UIS:IsKeyDown(Enum.KeyCode.A) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0) end; if UIS:IsKeyDown(Enum.KeyCode.S) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed) end; if UIS:IsKeyDown(Enum.KeyCode.D) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0) end; wait() end end else while wait(1) do Speed = 1 -- 1 is pretty much good but you do you :D _G.Speed = false -- Toggle Speed You = game.Players.LocalPlayer.Name UIS = game:GetService("UserInputService") while _G.Speed do if UIS:IsKeyDown(Enum.KeyCode.W) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed) end; if UIS:IsKeyDown(Enum.KeyCode.A) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0) end; if UIS:IsKeyDown(Enum.KeyCode.S) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed) end; if UIS:IsKeyDown(Enum.KeyCode.D) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0) end; wait() end end end end) SelfPage:AddButton("Fly", function() loadstring(game:HttpGet(('https://pastebin.com/raw/WxmvCLLH'),true))() end) SelfPage:AddButton("Low Gravity", function() local p = game.Players.LocalPlayer.Character.HumanoidRootPart local yeah_this_is_yeah = Instance.new("BodyForce") yeah_this_is_yeah.Parent = p yeah_this_is_yeah.Force = Vector3.new(0, 2000, 0) end) --Visual VisualsPage:AddToggle("Box", function(state) ESP:BoxESPToggle(state) end) VisualsPage:AddToggle("Tracers", function(state) ESP:TracersToggle(state) end) VisualsPage:AddToggle("Names", function(state) ESP:NameESPToggle(state) end) VisualsPage:AddToggle("Teamcheck", function(state) ESP:TeamcheckToggle(state) end) VisualsPage:AddToggle("Chams", function(state) if state == true then local color = BrickColor.new(255, 0, 50) local transparency = 0 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() else local color = BrickColor.new(255, 0, 50) local transparency = 1 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() end end) VisualsPage:AddLabel("Player") VisualsPage:AddToggle("Gun Chams", function(state) if state == true then for i,v in pairs(workspace:GetDescendants()) do if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then v.Material = "ForceField" end end for i,v in pairs(game:GetDescendants()) do if v:IsA("Light") or v:IsA("ParticleEmitter") or v:IsA("Trail") then v:Destroy() end end else for i,v in pairs(workspace:GetDescendants()) do if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then v.Material = "SmoothPlastic" end end end end) circle = Drawing.new("Circle") VisualsPage:AddToggle("View FOV", function(state) if state == true then circle = Drawing.new("Circle") circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 1.5 circle.NumSides = 100 circle.Radius = FOVAmount circle.Visible = true circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi=game:GetService('GuiService'):GetGuiInset(); RunService.Heartbeat:Connect(function() circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y) end) else circle = Drawing.new("Circle") circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 0 circle.NumSides = 100 circle.Radius = 0 circle.Visible = false circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi=game:GetService('GuiService'):GetGuiInset(); RunService.Heartbeat:Connect(function() circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y) end) end end) VisualsPage:AddLabel("Map") VisualsPage:AddButton("Fullbright", function() if not _G.FullBrightExecuted then _G.FullBrightEnabled = false _G.NormalLightingSettings = { Brightness = game:GetService("Lighting").Brightness, ClockTime = game:GetService("Lighting").ClockTime, FogEnd = game:GetService("Lighting").FogEnd, GlobalShadows = game:GetService("Lighting").GlobalShadows, Ambient = game:GetService("Lighting").Ambient } game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function() if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Brightness = 1 end end) game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function() if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").ClockTime = 12 end end) game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function() if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").FogEnd = 786543 end end) game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function() if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").GlobalShadows = false end end) game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function() if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end end) game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) local LatestValue = true spawn(function() repeat wait() until _G.FullBrightEnabled while wait() do if _G.FullBrightEnabled ~= LatestValue then if not _G.FullBrightEnabled then game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient else game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end LatestValue = not LatestValue end end end) end _G.FullBrightExecuted = true _G.FullBrightEnabled = not _G.FullBrightEnabled end) --Misc MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function() ShowerLib:OpenClose() -- opens or closes the UI end) MiscPage:AddButton("Destroy GUI", function() ShowerLib:Destroy() -- Kills the GUI end) end if game.PlaceId == 6010982997 then Loaded = true print("FLUX: Game Death Zone.") --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342 local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))() local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")() local Window = ShowerLib:CreateWindow("F"); --Clicking this will make it rotate. local HomePage = Window:Section("Aim") local SelfPage = Window:Section("Self") local VisualsPage = Window:Section("Visual") local MiscPage = Window:Section("Misc") ESP:SetESPColor(Color3.fromRGB(0, 166, 255)) --Configuration --Circle local FOVAmount = "" --Load settings local LightingModuleDeleted = false --Configuration HomePage:AddSlider("FOV", 100, 400, 10, function(Value) FOVAmount = Value -- Value is the value of the slider end) local SelectedBodyPart = "Random" HomePage:AddDrop( "Aimed Part", { "Head", "Body", "Random" }, function(value) SelectedBodyPart = value end ) HomePage:AddToggle("Silent Aim", function(state) if state == true then -- settings, if you want to change some settings just re-execute. _G.whitelist = { "ItsIofty" } _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends _G.targetPart = SelectedBodyPart _G.bindEnabled = false _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot _G.FOV = FOVAmount -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this. local RAYCAST_ENABLED = true -- -- This is rarely useful, however in some cases you might want it. local MOUSE_TARGET_ENABLED = false -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position. local MOUSE_HIT_ENABLED = false -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit. local MOUSE_POSITION_ENABLED = false -- I'm not sure what you're going to use this for, but it works I guess local MOUSE_ORIGIN_ENABLED = false _G.indexTable = { -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out. ["Mouse"] = { ["target"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart] end, Enabled = MOUSE_TARGET_ENABLED }, ["hit"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].CFrame end, Enabled = MOUSE_HIT_ENABLED }, ["origin"] = { Function = function(self, value) return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position) end, Enabled = MOUSE_ORIGIN_ENABLED }, ["x"] = { Function = function(self, value) return uis:GetMouseLocation().X end, Enabled = MOUSE_POSITION_ENABLED }, ["y"] = { Function = function(self, value) return uis:GetMouseLocation().Y end, Enabled = MOUSE_POSITION_ENABLED }, ["unitray"] = { Function = function(self, value) return Ray.new( self.Origin.Position, (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit ) end, Enabled = RAYCAST_ENABLED } }, ["Humanoid"] = { ["targetpoint"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].Position end, Enabled = MOUSE_HIT_ENABLED } } } _G.namecallTable = { ["getmouselocation"] = { Function = function(self, returns, args) local vector = workspace.CurrentCamera.WorldToViewportPoint( workspace.CurrentCamera, _G.closestCharacter[_G.targetPart].Position ) returns[1] = Vector2.new(vector.X, vector.Y) return returns end, Enabled = MOUSE_POSITION_ENABLED }, ["findpartonraywithignorelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonray"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not args[2] then args[2] = {} end if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonraywithwhitelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["raycast"] = { Function = function(self, returns, args) args[1], args[2] = mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 if not _G.wallbang then returns = table.pack(self.Raycast(self, unpack(args))) else local FilterDescendantsInstances = args[3].FilterDescendantsInstances local FilterType = Enum.RaycastFilterType.Whitelist local IgnoreWater = args[3].IgnoreWater local CollisionGroup = args[3].CollisionGroup args[3] = RaycastParams.new( { FilterDescendantsInstances = FilterDescendantsInstances, FilterType = FilterType, IgnoreWater = IgnoreWater, CollisionGroup = CollisionGroup } ) returns = table.pack(self.Raycast(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED } } -- the actual script local getnamecallmethod = getnamecallmethod or getnamecall_method local newcclosure = newcclosure or hide_me or function(func) return func end local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus uis = game:GetService("UserInputService") local player = game.Players.LocalPlayer mouse = player:GetMouse() local mt = getrawmetatable(game) local mt_index, mt_namecall = mt.__index, mt.__namecall if setreadonly then setreadonly(mt, false) elseif make_writeable then make_writeable(mt, true) end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end if not _G.MUTEX then _G.MUTEX = true local aimbot = true function mt:__index(index) local value = mt_index(self, index) if not checkcaller() then if aimbot then local table -- im pretty sure this works like rawget for properties for index, value in pairs(_G.indexTable) do if self:IsA(index) then table = value break end end if table then table = table[index:lower()] if table then if table.Enabled then if _G.closestCharacter then return table.Function(self, value) end end end end end end return value end function mt:__namecall(...) local args = { ... } local returns = table.pack(mt_namecall(self, unpack(args))) if aimbot then local table = _G.namecallTable[getnamecallmethod():lower()] if table then if table.Enabled then if _G.closestCharacter then returns = table.Function(self, returns, args) end end end end return unpack(returns) end uis.InputBegan:Connect( function(input, gameProcessed) if not gameProcessed and _G.bindEnabled then if input.KeyCode == _G.bind then aimbot = not aimbot end end end ) while wait() do pcall( function() -- because this shit breaks like 24/7 _G.closestCharacter, closestDistance = nil, math.huge for _, currentPlayer in ipairs(game.Players:GetPlayers()) do if not table.find(_G.whitelist, currentPlayer.Name) then if currentPlayer ~= game.Players.LocalPlayer then local character = currentPlayer.Character if character then local humanoid = character:FindFirstChildWhichIsA("Humanoid") if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then if not _G.friendsListIsWhitelisted or (_G.friendsListIsWhitelisted and not currentPlayer:IsFriendsWith(player.UserId)) then local vector, onScreen = workspace.CurrentCamera:WorldToScreenPoint( character[_G.targetPart].Position ) if onScreen then local magnitude = (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude if magnitude < closestDistance then if magnitude <= _G.FOV then _G.closestCharacter, closestDistance = character, magnitude end end end end end end end end end end ) end end else -- settings, if you want to change some settings just re-execute. _G.whitelist = { "ItsIofty" } _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends _G.targetPart = "Head" _G.bindEnabled = false _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot _G.FOV = 0 -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this. local RAYCAST_ENABLED = true -- -- This is rarely useful, however in some cases you might want it. local MOUSE_TARGET_ENABLED = false -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position. local MOUSE_HIT_ENABLED = false -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit. local MOUSE_POSITION_ENABLED = false -- I'm not sure what you're going to use this for, but it works I guess local MOUSE_ORIGIN_ENABLED = false _G.indexTable = { -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out. ["Mouse"] = { ["target"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart] end, Enabled = MOUSE_TARGET_ENABLED }, ["hit"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].CFrame end, Enabled = MOUSE_HIT_ENABLED }, ["origin"] = { Function = function(self, value) return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position) end, Enabled = MOUSE_ORIGIN_ENABLED }, ["x"] = { Function = function(self, value) return uis:GetMouseLocation().X end, Enabled = MOUSE_POSITION_ENABLED }, ["y"] = { Function = function(self, value) return uis:GetMouseLocation().Y end, Enabled = MOUSE_POSITION_ENABLED }, ["unitray"] = { Function = function(self, value) return Ray.new( self.Origin.Position, (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit ) end, Enabled = RAYCAST_ENABLED } }, ["Humanoid"] = { ["targetpoint"] = { Function = function(self, value) return _G.closestCharacter[_G.targetPart].Position end, Enabled = MOUSE_HIT_ENABLED } } } _G.namecallTable = { ["getmouselocation"] = { Function = function(self, returns, args) local vector = workspace.CurrentCamera.WorldToViewportPoint( workspace.CurrentCamera, _G.closestCharacter[_G.targetPart].Position ) returns[1] = Vector2.new(vector.X, vector.Y) return returns end, Enabled = MOUSE_POSITION_ENABLED }, ["findpartonraywithignorelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonray"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not args[2] then args[2] = {} end if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else args[2] = {} for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["findpartonraywithwhitelist"] = { Function = function(self, returns, args) args[1] = Ray.new( mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 ) if not _G.wallbang then returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args))) else for _, player in ipairs(game.Players:GetPlayers()) do if player.Character then table.insert(args[2], player.Character) end end returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED }, ["raycast"] = { Function = function(self, returns, args) args[1], args[2] = mouse.Origin.Position, (_G.closestCharacter[_G.targetPart].Position + Vector3.new( 0, (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500, 0 ) - mouse.Origin.Position).unit * 500 if not _G.wallbang then returns = table.pack(self.Raycast(self, unpack(args))) else local FilterDescendantsInstances = args[3].FilterDescendantsInstances local FilterType = Enum.RaycastFilterType.Whitelist local IgnoreWater = args[3].IgnoreWater local CollisionGroup = args[3].CollisionGroup args[3] = RaycastParams.new( { FilterDescendantsInstances = FilterDescendantsInstances, FilterType = FilterType, IgnoreWater = IgnoreWater, CollisionGroup = CollisionGroup } ) returns = table.pack(self.Raycast(self, unpack(args))) end return returns end, Enabled = RAYCAST_ENABLED } } -- the actual script local getnamecallmethod = getnamecallmethod or getnamecall_method local newcclosure = newcclosure or hide_me or function(func) return func end local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus uis = game:GetService("UserInputService") local player = game.Players.LocalPlayer mouse = player:GetMouse() local mt = getrawmetatable(game) local mt_index, mt_namecall = mt.__index, mt.__namecall if setreadonly then setreadonly(mt, false) elseif make_writeable then make_writeable(mt, true) end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end if not _G.MUTEX then _G.MUTEX = true local aimbot = true function mt:__index(index) local value = mt_index(self, index) if not checkcaller() then if aimbot then local table -- im pretty sure this works like rawget for properties for index, value in pairs(_G.indexTable) do if self:IsA(index) then table = value break end end if table then table = table[index:lower()] if table then if table.Enabled then if _G.closestCharacter then return table.Function(self, value) end end end end end end return value end function mt:__namecall(...) local args = { ... } local returns = table.pack(mt_namecall(self, unpack(args))) if aimbot then local table = _G.namecallTable[getnamecallmethod():lower()] if table then if table.Enabled then if _G.closestCharacter then returns = table.Function(self, returns, args) end end end end return unpack(returns) end uis.InputBegan:Connect( function(input, gameProcessed) if not gameProcessed and _G.bindEnabled then if input.KeyCode == _G.bind then aimbot = not aimbot end end end ) while wait() do pcall( function() -- because this shit breaks like 24/7 _G.closestCharacter, closestDistance = nil, math.huge for _, currentPlayer in ipairs(game.Players:GetPlayers()) do if not table.find(_G.whitelist, currentPlayer.Name) then if currentPlayer ~= game.Players.LocalPlayer then local character = currentPlayer.Character if character then local humanoid = character:FindFirstChildWhichIsA("Humanoid") if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then if not _G.friendsListIsWhitelisted or (_G.friendsListIsWhitelisted and not currentPlayer:IsFriendsWith(player.UserId)) then local vector, onScreen = workspace.CurrentCamera:WorldToScreenPoint( character[_G.targetPart].Position ) if onScreen then local magnitude = (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude if magnitude < closestDistance then if magnitude <= _G.FOV then _G.closestCharacter, closestDistance = character, magnitude end end end end end end end end end end ) end end end end) HomePage:AddButton("No Recoil", function() game.Players.LocalPlayer.Backpack.WalkAnimation.recoil.antirecoil:Destroy() end) --Self SelfPage:AddToggle("Walkspeed", function(State) if state == true then while wait(1) do Speed = 1 -- 1 is pretty much good but you do you :D _G.Speed = true -- Toggle Speed You = game.Players.LocalPlayer.Name UIS = game:GetService("UserInputService") while _G.Speed do if UIS:IsKeyDown(Enum.KeyCode.W) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed) end; if UIS:IsKeyDown(Enum.KeyCode.A) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0) end; if UIS:IsKeyDown(Enum.KeyCode.S) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed) end; if UIS:IsKeyDown(Enum.KeyCode.D) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0) end; wait() end end else while wait(1) do Speed = 1 -- 1 is pretty much good but you do you :D _G.Speed = false -- Toggle Speed You = game.Players.LocalPlayer.Name UIS = game:GetService("UserInputService") while _G.Speed do if UIS:IsKeyDown(Enum.KeyCode.W) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed) end; if UIS:IsKeyDown(Enum.KeyCode.A) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0) end; if UIS:IsKeyDown(Enum.KeyCode.S) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed) end; if UIS:IsKeyDown(Enum.KeyCode.D) then game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0) end; wait() end end end end) SelfPage:AddButton("Fly", function() loadstring(game:HttpGet(('https://pastebin.com/raw/WxmvCLLH'),true))() end) SelfPage:AddButton("Low Gravity", function() local p = game.Players.LocalPlayer.Character.HumanoidRootPart local yeah_this_is_yeah = Instance.new("BodyForce") yeah_this_is_yeah.Parent = p yeah_this_is_yeah.Force = Vector3.new(0, 2000, 0) end) --Visual VisualsPage:AddToggle("Box", function(state) ESP:BoxESPToggle(state) end) VisualsPage:AddToggle("Tracers", function(state) ESP:TracersToggle(state) end) VisualsPage:AddToggle("Names", function(state) ESP:NameESPToggle(state) end) VisualsPage:AddToggle("Teamcheck", function(state) ESP:TeamcheckToggle(state) end) VisualsPage:AddToggle("Chams", function(state) if state == true then local color = BrickColor.new(255, 0, 50) local transparency = 0 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() else local color = BrickColor.new(255, 0, 50) local transparency = 1 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() end end) VisualsPage:AddLabel("Player") VisualsPage:AddToggle("Gun Chams", function(state) if state == true then for i,v in pairs(workspace:GetDescendants()) do if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then v.Material = "ForceField" end end for i,v in pairs(game:GetDescendants()) do if v:IsA("Light") or v:IsA("ParticleEmitter") or v:IsA("Trail") then v:Destroy() end end else for i,v in pairs(workspace:GetDescendants()) do if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then v.Material = "SmoothPlastic" end end end end) circle = Drawing.new("Circle") VisualsPage:AddToggle("View FOV", function(state) if state == true then circle = Drawing.new("Circle") circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 1.5 circle.NumSides = 100 circle.Radius = FOVAmount circle.Visible = true circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi=game:GetService('GuiService'):GetGuiInset(); RunService.Heartbeat:Connect(function() circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y) end) else circle = Drawing.new("Circle") circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 0 circle.NumSides = 100 circle.Radius = 0 circle.Visible = false circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi=game:GetService('GuiService'):GetGuiInset(); RunService.Heartbeat:Connect(function() circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y) end) end end) VisualsPage:AddLabel("Map") VisualsPage:AddButton("Fullbright", function() if not _G.FullBrightExecuted then _G.FullBrightEnabled = false _G.NormalLightingSettings = { Brightness = game:GetService("Lighting").Brightness, ClockTime = game:GetService("Lighting").ClockTime, FogEnd = game:GetService("Lighting").FogEnd, GlobalShadows = game:GetService("Lighting").GlobalShadows, Ambient = game:GetService("Lighting").Ambient } game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function() if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Brightness = 1 end end) game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function() if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").ClockTime = 12 end end) game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function() if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").FogEnd = 786543 end end) game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function() if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").GlobalShadows = false end end) game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function() if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end end) game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) local LatestValue = true spawn(function() repeat wait() until _G.FullBrightEnabled while wait() do if _G.FullBrightEnabled ~= LatestValue then if not _G.FullBrightEnabled then game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient else game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end LatestValue = not LatestValue end end end) end _G.FullBrightExecuted = true _G.FullBrightEnabled = not _G.FullBrightEnabled end) --Misc MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function() ShowerLib:OpenClose() -- opens or closes the UI end) MiscPage:AddButton("Destroy GUI", function() ShowerLib:Destroy() -- Kills the GUI end) end --seperator new game if game.PlaceId == 2512643572 then -- Bubble gum simulator --Func local cccc = require(game:GetService("ReplicatedStorage").Assets.Modules.EggService) repeat wait() cccc = require(game:GetService("ReplicatedStorage").Assets.Modules.EggService) until cccc ~= nil local hat1 = cccc.HatchEgg local hat3 = cccc.MultiHatchEgg Loaded = true --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342 local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))() local ESP = loadstring(game:HttpGet "https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")( ) local Window = ShowerLib:CreateWindow("F") --Clicking this will make it rotate. local HomePage = Window:Section("Auto-Farm") local SelfPage = Window:Section("Self") local VisualsPage = Window:Section("Visual") local MiscPage = Window:Section("Misc") ESP:SetESPColor(Color3.fromRGB(0, 166, 255)) --Configuration local EggName = "" --Circle local FOVAmount = "" --Configuration HomePage:AddDrop( "Egg Name", { "Common Egg", "Nightmare Egg", "Jelly Egg", "Dominus Egg", "Water Egg", "Coral Egg", "Ancient Egg", "Colorful Egg", "Fancy Egg", "Sparkly Egg", "Holly Egg", "Gingerbread Egg", "Blizzard Egg", "Christmasy Egg", "2020 Egg", "1B Egg" }, function(value) EggName = value end ) HomePage:AddToggle( "Enabled", function(state) if state == true then _G.OpAutoFarm = true while wait() and _G.OpAutoFarm do local args = { [1] = "PurchaseEgg", [2] = EggName, [3] = "Multi" } game:GetService("ReplicatedStorage").NetworkRemoteEvent:FireServer(unpack(args)) local args = { [1] = "BlowBubble" } game:GetService("ReplicatedStorage").NetworkRemoteEvent:FireServer(unpack(args)) end else _G.OpAutoFarm = false while wait() and _G.OpAutoFarm do local args = { [1] = "PurchaseEgg", [2] = EggName, [3] = "Multi" } game:GetService("ReplicatedStorage").NetworkRemoteEvent:FireServer(unpack(args)) local args = { [1] = "BlowBubble" } game:GetService("ReplicatedStorage").NetworkRemoteEvent:FireServer(unpack(args)) end end end ) HomePage:AddToggle( "Skip Animation", function(state) cccc.HatchEgg = (state == true and function()end or hat1) cccc.MultiHatchEgg = (state == true and function()end or hat3) end ) HomePage:AddButton( "Anti-Afk", function() local VirtualUser = game:service "VirtualUser" game:service "Players".LocalPlayer.Idled:connect( function() VirtualUser:CaptureController() VirtualUser:ClickButton2(Vector2.new()) end ) end ) --Self SelfPage:AddSlider( "Walkspeed", 16, 180, 10, function(Value) game:GetService("Players").LocalPlayer.Character.Humanoid.WalkSpeed = Value -- Value is the value of the slider end ) SelfPage:AddButton( "Fly", function() loadstring(game:HttpGet(("https://pastebin.com/raw/WxmvCLLH"), true))() end ) --Visual VisualsPage:AddToggle( "Box", function(state) ESP:BoxESPToggle(state) end ) VisualsPage:AddToggle( "Tracers", function(state) ESP:TracersToggle(state) end ) VisualsPage:AddToggle( "Names", function(state) ESP:NameESPToggle(state) end ) VisualsPage:AddToggle( "Teamcheck", function(state) ESP:TeamcheckToggle(state) end ) VisualsPage:AddToggle( "Chams", function(state) if state == true then local color = BrickColor.new(255, 0, 50) local transparency = 0 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i, p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment", p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i, v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect( function(chr) _ESP(chr) end ) end end Players.PlayerAdded:Connect( function(player) player.CharacterAdded:Connect( function(chr) _ESP(chr) end ) end ) end ESP() else local color = BrickColor.new(255, 0, 50) local transparency = 1 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i, p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment", p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i, v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect( function(chr) _ESP(chr) end ) end end Players.PlayerAdded:Connect( function(player) player.CharacterAdded:Connect( function(chr) _ESP(chr) end ) end ) end ESP() end end ) VisualsPage:AddSlider( "Radius", 100, 400, 10, function(Value) FOVAmount = Value -- Value is the value of the slider end ) circle = Drawing.new("Circle") VisualsPage:AddToggle( "View FOV", function(state) if state == true then circle = Drawing.new("Circle") circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 1.5 circle.NumSides = 100 circle.Radius = FOVAmount circle.Visible = true circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi = game:GetService("GuiService"):GetGuiInset() RunService.Heartbeat:Connect( function() circle.Position = Vector2.new(mouse.X, mouse.Y + gi.Y) end ) else circle = Drawing.new("Circle") circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 0 circle.NumSides = 12 circle.Radius = 0 circle.Visible = false circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi = game:GetService("GuiService"):GetGuiInset() RunService.Heartbeat:Connect( function() circle.Position = Vector2.new(mouse.X, mouse.Y + gi.Y) end ) end end ) VisualsPage:AddLabel("Map") VisualsPage:AddButton( "Fullbright", function() if not _G.FullBrightExecuted then _G.FullBrightEnabled = false _G.NormalLightingSettings = { Brightness = game:GetService("Lighting").Brightness, ClockTime = game:GetService("Lighting").ClockTime, FogEnd = game:GetService("Lighting").FogEnd, GlobalShadows = game:GetService("Lighting").GlobalShadows, Ambient = game:GetService("Lighting").Ambient } game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect( function() if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Brightness = 1 end end ) game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect( function() if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").ClockTime = 12 end end ) game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect( function() if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").FogEnd = 786543 end end ) game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect( function() if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").GlobalShadows = false end end ) game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect( function() if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end end ) game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) local LatestValue = true spawn( function() repeat wait() until _G.FullBrightEnabled while wait() do if _G.FullBrightEnabled ~= LatestValue then if not _G.FullBrightEnabled then game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient else game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end LatestValue = not LatestValue end end end ) end _G.FullBrightExecuted = true _G.FullBrightEnabled = not _G.FullBrightEnabled end ) --Misc MiscPage:AddBind( "Toggle GUI", Enum.KeyCode.F8, function() ShowerLib:OpenClose() -- opens or closes the UI end ) MiscPage:AddButton( "Destroy GUI", function() ShowerLib:Destroy() -- Kills the GUI end ) end if game.PlaceId == 286090429 then --Arsenal Loaded = true --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342 local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))() local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")() local Window = ShowerLib:CreateWindow("B"); --Clicking this will make it rotate. local HomePage = Window:Section("Aim") local SelfPage = Window:Section("Self") local VisualsPage = Window:Section("Visual") local MiscPage = Window:Section("Misc") ESP:SetESPColor(Color3.fromRGB(0, 166, 255)) --Configuration local EggName = "" --Circle local FOVAmount = "" local CSides = "" --Configuration HomePage:AddToggle("Kill All [E]", function(State) loadstring(game:HttpGet("https://raw.githubusercontent.com/prestigedwinning/arsenalcool/main/ewf", State))() end) HomePage:AddToggle("Anti-Aim", function(State) game.RunService.Stepped:Connect(function() Game:GetService("ReplicatedStorage").Events.ControlTurn:FireServer(math.random(-1000,1000)) end) end) HomePage:AddButton("Rapid fire", function() --// Don't bully i made this thing 1.2 years ago local Functions = {} for i,v in pairs(getreg()) do if type(v) == "function" then for i2,v2 in pairs(getfenv(v)) do if type(v2) == "function" then Functions[tostring(i2)] = v2 end end end end function GetLocalWeapon() return getfenv(Functions.usethatgun).gun end game:GetService("RunService"):BindToRenderStep("gunmodsarecool", 1, function() getfenv(Functions.usethatgun).currentspread = 0 -- NoSpread getfenv(Functions.usethatgun).recoil = 0 -- NoRecoil if GetLocalWeapon() ~= "none" and GetLocalWeapon():FindFirstChild("Ammo") then -- Inf Ammo debug.setupvalue(Functions["updateInventory"], 3, GetLocalWeapon():FindFirstChild("Ammo").Value) end if game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Spawned") and game:GetService("UserInputService"):IsMouseButtonPressed(Enum.UserInputType.MouseButton1) then -- RapidFire if game.Players.LocalPlayer.Character:FindFirstChild("Humanoid").Health ~= 0 and game.Players.LocalPlayer.Character:FindFirstChild("Spawned") then pcall(function() Functions.firebullet(true) end) end end end) end) --Self SelfPage:AddSlider("Walkspeed", 16, 200, 10, function(Value) game:GetService("Players").LocalPlayer.Character:WaitForChild("Humanoid"):GetPropertyChangedSignal("WalkSpeed"):Connect(function() setpropvalue(game:GetService("Players").LocalPlayer.Character:WaitForChild("Humanoid"), "WalkSpeed", Value) end) end) SelfPage:AddSlider("Jumpheight", 20, 200, 10, function(Value) game:GetService("Players").LocalPlayer.Character:WaitForChild("Humanoid"):GetPropertyChangedSignal("JumpPower"):Connect(function() setpropvalue(game:GetService("Players").LocalPlayer.Character:WaitForChild("Humanoid"), "JumpPower", Value) end) end) --Visual VisualsPage:AddToggle("Box", function(state) ESP:BoxESPToggle(state) end) VisualsPage:AddToggle("Tracers", function(state) ESP:TracersToggle(state) end) VisualsPage:AddToggle("Names", function(state) ESP:NameESPToggle(state) end) VisualsPage:AddToggle("Teamcheck", function(state) ESP:TeamcheckToggle(state) end) VisualsPage:AddToggle("Chams", function(state) if state == true then local color = BrickColor.new(255, 0, 50) local transparency = 0 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() else local color = BrickColor.new(255, 0, 50) local transparency = 1 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() end end) VisualsPage:AddSlider("Radius", 100, 400, 10, function(Value) FOVAmount = Value -- Value is the value of the slider end) VisualsPage:AddSlider("Sides", 12, 100, 3, function(Value) CSides = Value -- Value is the value of the slider end) circle = Drawing.new("Circle") VisualsPage:AddToggle("View FOV", function(state) if state == true then circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 1.5 circle.NumSides = 100 circle.Radius = FOVAmount circle.Visible = true circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi=game:GetService('GuiService'):GetGuiInset(); RunService.Heartbeat:Connect(function() circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y) end) else circle.Destroy() end end) VisualsPage:AddLabel("Map") VisualsPage:AddButton("Fullbright", function() if not _G.FullBrightExecuted then _G.FullBrightEnabled = false _G.NormalLightingSettings = { Brightness = game:GetService("Lighting").Brightness, ClockTime = game:GetService("Lighting").ClockTime, FogEnd = game:GetService("Lighting").FogEnd, GlobalShadows = game:GetService("Lighting").GlobalShadows, Ambient = game:GetService("Lighting").Ambient } game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function() if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Brightness = 1 end end) game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function() if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").ClockTime = 12 end end) game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function() if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").FogEnd = 786543 end end) game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function() if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").GlobalShadows = false end end) game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function() if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end end) game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) local LatestValue = true spawn(function() repeat wait() until _G.FullBrightEnabled while wait() do if _G.FullBrightEnabled ~= LatestValue then if not _G.FullBrightEnabled then game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient else game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end LatestValue = not LatestValue end end end) end _G.FullBrightExecuted = true _G.FullBrightEnabled = not _G.FullBrightEnabled end) VisualsPage:AddButton("Rainbow Gun", function() local c = 1 function zigzag(X) return math.acos(math.cos(X * math.pi)) / math.pi end game:GetService("RunService").RenderStepped:Connect(function() if game.Workspace.Camera:FindFirstChild('Arms') then for i,v in pairs(game.Workspace.Camera.Arms:GetDescendants()) do if v.ClassName == 'MeshPart' then v.Color = Color3.fromHSV(zigzag(c),1,1) c = c + .0001 end end end end) end) --Misc MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function() ShowerLib:OpenClose() -- opens or closes the UI end) MiscPage:AddButton("Destroy GUI", function() ShowerLib:Destroy() -- Kills the GUI end) end if game.PlaceId == 5081773298 then Loaded = true --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342 local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))() local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")() local Window = ShowerLib:CreateWindow("F"); --Clicking this will make it rotate. local HomePage = Window:Section("Auto-Farm") local SelfPage = Window:Section("Self") local VisualsPage = Window:Section("Visual") local MiscPage = Window:Section("Misc") ESP:SetESPColor(Color3.fromRGB(0, 166, 255)) --Configuration local EggName = "" --Circle local FOVAmount = "" local CSides = "" --Configuration HomePage:AddToggle("Silent Aim", function(State) if State == true then local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local Network = require(LocalPlayer.PlayerScripts.GunFramework.InternalModules.network) function GetPlayer() local MaxDist, Player = math.huge for I,V in pairs(Players:GetPlayers()) do if V == LocalPlayer then continue end if V.Team == LocalPlayer then continue end if not V.Character then continue end local Head = V.Character:FindFirstChild("Head") if not Head then continue end local Pos, Vis = workspace.CurrentCamera:WorldToScreenPoint(Head.Position) if not Vis then continue end local MyPos, TheirPos = Vector2.new(Mouse.X, Mouse.Y), Vector2.new(Pos.X, Pos.Y) local Dist = (TheirPos - MyPos).Magnitude if Dist < MaxDist then MaxDist = Dist Player = V end end return Player end Old = hookfunction(Network.send, function(self, ...) local Args = {...} if Args[1] == "bullet" then local P = GetPlayer() if P and P.Character and P.Character:FindFirstChild("Head") then Args[2] = P.Character Args[3] = P.Character.Head Args[4] = P.Character.Head.Position return Old(self, unpack(Args)) end end return Old(self, ...) end) for I,V in pairs(game:GetService("ReplicatedStorage").GunModules:GetChildren()) do pcall(function() local a = require(V) a.ReloadTime = 0 a.ClipSize = math.huge a.FireRate = 0 a.Automatic = true end) end hookfunction(require(LocalPlayer.PlayerScripts.GunFramework.Recoil).ShootRecoil, function() end) local F = getconnections(game:GetService("LogService").MessageOut)[2].Function debug.setupvalue(F, 1, {}) hookfunction(F, function() end) else local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local Network = require(LocalPlayer.PlayerScripts.GunFramework.InternalModules.network) function GetPlayer() local MaxDist, Player = math.huge for I,V in pairs(Players:GetPlayers()) do if V == LocalPlayer then continue end if V.Team == LocalPlayer then continue end if not V.Character then continue end local Head = V.Character:FindFirstChild("Head") if not Head then continue end local Pos, Vis = workspace.CurrentCamera:WorldToScreenPoint(Head.Position) if not Vis then continue end local MyPos, TheirPos = Vector2.new(Mouse.X, Mouse.Y), Vector2.new(Pos.X, Pos.Y) local Dist = (TheirPos - MyPos).Magnitude if Dist < MaxDist then MaxDist = Dist Player = V end end return Player end Old = hookfunction(Network.send, function(self, ...) local Args = {...} if Args[1] == "bullet" then local P = GetPlayer() if P and P.Character and P.Character:FindFirstChild("Head") then Args[2] = P.Character Args[3] = P.Character.Head Args[4] = P.Character.Head.Position return Old(self, unpack(Args)) end end return Old(self, ...) end) for I,V in pairs(game:GetService("ReplicatedStorage").GunModules:GetChildren()) do pcall(function() local a = require(V) a.ReloadTime = 0 a.ClipSize = math.huge a.FireRate = 0 a.Automatic = true end) end hookfunction(require(LocalPlayer.PlayerScripts.GunFramework.Recoil).ShootRecoil, function() end) local F = getconnections(game:GetService("LogService").MessageOut)[2].Function debug.setupvalue(F, 1, {}) hookfunction(F, function() end) end end) --Self SelfPage:AddSlider("Walkspeed", 16, 180, 10, function(Value) game:GetService("Players").LocalPlayer.Character.Humanoid.WalkSpeed = Value -- Value is the value of the slider end) SelfPage:AddButton("Fly", function() loadstring(game:HttpGet(('https://pastebin.com/raw/WxmvCLLH'),true))() end) --Visual VisualsPage:AddToggle("Box", function(state) ESP:BoxESPToggle(state) end) VisualsPage:AddToggle("Tracers", function(state) ESP:TracersToggle(state) end) VisualsPage:AddToggle("Names", function(state) ESP:NameESPToggle(state) end) VisualsPage:AddToggle("Teamcheck", function(state) ESP:TeamcheckToggle(state) end) VisualsPage:AddToggle("Chams", function(state) if state == true then local color = BrickColor.new(255, 0, 50) local transparency = 0 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() else local color = BrickColor.new(255, 0, 50) local transparency = 1 local Players = game:GetService("Players") local function _ESP(c) repeat wait() until c.PrimaryPart ~= nil for i,p in pairs(c:GetChildren()) do if p.ClassName == "Part" or p.ClassName == "MeshPart" then if p:FindFirstChild("4329138913") then p.shit:Destroy() end local a = Instance.new("BoxHandleAdornment",p) a.Name = "4329138913" a.Size = p.Size a.Color = color a.Transparency = transparency a.AlwaysOnTop = true a.Visible = true a.Adornee = p a.ZIndex = true end end end local function ESP() for i,v in pairs(Players:GetChildren()) do if v ~= game.Players.LocalPlayer then if v.Character then _ESP(v.Character) end v.CharacterAdded:Connect(function(chr) _ESP(chr) end) end end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(chr) _ESP(chr) end) end) end ESP() end end) VisualsPage:AddSlider("Radius", 100, 400, 10, function(Value) FOVAmount = Value -- Value is the value of the slider end) circle = Drawing.new("Circle") VisualsPage:AddToggle("View FOV", function(state) if state == true then circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) circle.Color = Color3.fromRGB(143, 59, 87) circle.Thickness = 1.5 circle.NumSides = 100 circle.Radius = FOVAmount circle.Visible = true circle.Filled = false local RunService = game:GetService("RunService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local gi=game:GetService('GuiService'):GetGuiInset(); RunService.Heartbeat:Connect(function() circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y) end) else circle.Destroy() end end) VisualsPage:AddLabel("Map") VisualsPage:AddButton("Fullbright", function() if not _G.FullBrightExecuted then _G.FullBrightEnabled = false _G.NormalLightingSettings = { Brightness = game:GetService("Lighting").Brightness, ClockTime = game:GetService("Lighting").ClockTime, FogEnd = game:GetService("Lighting").FogEnd, GlobalShadows = game:GetService("Lighting").GlobalShadows, Ambient = game:GetService("Lighting").Ambient } game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function() if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Brightness = 1 end end) game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function() if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").ClockTime = 12 end end) game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function() if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").FogEnd = 786543 end end) game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function() if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").GlobalShadows = false end end) game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function() if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient if not _G.FullBrightEnabled then repeat wait() until _G.FullBrightEnabled end game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end end) game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) local LatestValue = true spawn(function() repeat wait() until _G.FullBrightEnabled while wait() do if _G.FullBrightEnabled ~= LatestValue then if not _G.FullBrightEnabled then game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient else game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 12 game:GetService("Lighting").FogEnd = 786543 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178) end LatestValue = not LatestValue end end end) end _G.FullBrightExecuted = true _G.FullBrightEnabled = not _G.FullBrightEnabled end) --Misc MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function() ShowerLib:OpenClose() -- opens or closes the UI end) MiscPage:AddButton("Destroy GUI", function() ShowerLib:Destroy() -- Kills the GUI end) else if Loaded == true then else local FLUXFALSEGAME = Instance.new("ScreenGui") local MainFrame = Instance.new("ImageLabel") local DropShadow = Instance.new("ImageLabel") local LoadScript = Instance.new("TextButton") local ButtonImage = Instance.new("ImageLabel") local DropShadow_2 = Instance.new("ImageLabel") local DuckLogo = Instance.new("ImageLabel") local DuckText = Instance.new("TextLabel") local HubText = Instance.new("TextLabel") local GameName = Instance.new("TextLabel") FLUXFALSEGAME.Name = "FLUX" FLUXFALSEGAME.Parent = game.CoreGui FLUXFALSEGAME.ResetOnSpawn = false MainFrame.Name = "MainFrame" MainFrame.Parent = FLUXFALSEGAME MainFrame.AnchorPoint = Vector2.new(0.5, 0.5) MainFrame.BackgroundColor3 = Color3.fromRGB(255, 255, 255) MainFrame.BackgroundTransparency = 1.000 MainFrame.Position = UDim2.new(0.5,0,-1.2,0) MainFrame.Size = UDim2.new(0, 320, 0, 208) MainFrame.Image = "rbxassetid://3570695787" MainFrame.ImageColor3 = Color3.fromRGB(22, 22, 22) MainFrame.ScaleType = Enum.ScaleType.Slice MainFrame.SliceCenter = Rect.new(100, 100, 100, 100) MainFrame.SliceScale = 0.040 DropShadow.Name = "DropShadow" DropShadow.Parent = MainFrame DropShadow.AnchorPoint = Vector2.new(0.5, 0.5) DropShadow.BackgroundTransparency = 1.000 DropShadow.BorderSizePixel = 0 DropShadow.Position = UDim2.new(0.5, 0, 0.5, 1) DropShadow.Size = UDim2.new(1, 18, 1, 18) DropShadow.ZIndex = 0 DropShadow.Image = "rbxassetid://1316045217" DropShadow.ImageColor3 = Color3.fromRGB(0, 0, 0) DropShadow.ImageTransparency = 0.600 DropShadow.ScaleType = Enum.ScaleType.Slice DropShadow.SliceCenter = Rect.new(10, 10, 118, 118) LoadScript.Name = "LoadScript" LoadScript.Parent = MainFrame LoadScript.BackgroundColor3 = Color3.fromRGB(0, 174, 255) LoadScript.BackgroundTransparency = 1.000 LoadScript.BorderSizePixel = 0 LoadScript.Position = UDim2.new(0.078125, 0, 0.809807718, 0) LoadScript.Size = UDim2.new(0, 270, 0, 30) LoadScript.ZIndex = 4 LoadScript.Font = Enum.Font.Gotham LoadScript.Text = "Load Script" LoadScript.TextColor3 = Color3.fromRGB(255, 255, 255) LoadScript.TextSize = 14.000 ButtonImage.Name = "ButtonImage" ButtonImage.Parent = LoadScript ButtonImage.Active = true ButtonImage.AnchorPoint = Vector2.new(0.5, 0.5) ButtonImage.BackgroundColor3 = Color3.fromRGB(255, 255, 255) ButtonImage.BackgroundTransparency = 1.000 ButtonImage.Position = UDim2.new(0.5, 0, 0.5, 0) ButtonImage.Selectable = true ButtonImage.Size = UDim2.new(1, 0, 1, 0) ButtonImage.ZIndex = 3 ButtonImage.Image = "rbxassetid://3570695787" ButtonImage.ImageColor3 = Color3.fromRGB(0, 174, 255) ButtonImage.ScaleType = Enum.ScaleType.Slice ButtonImage.SliceCenter = Rect.new(100, 100, 100, 100) ButtonImage.SliceScale = 0.040 DropShadow_2.Name = "DropShadow" DropShadow_2.Parent = LoadScript DropShadow_2.AnchorPoint = Vector2.new(0.5, 0.5) DropShadow_2.BackgroundTransparency = 1.000 DropShadow_2.BorderSizePixel = 0 DropShadow_2.Position = UDim2.new(0.5, 0, 0.5, 1) DropShadow_2.Size = UDim2.new(1, 18, 1, 18) DropShadow_2.ZIndex = 2 DropShadow_2.Image = "rbxassetid://1316045217" DropShadow_2.ImageColor3 = Color3.fromRGB(0, 0, 0) DropShadow_2.ImageTransparency = 0.700 DropShadow_2.ScaleType = Enum.ScaleType.Slice DropShadow_2.SliceCenter = Rect.new(10, 10, 118, 118) DuckLogo.Name = "DuckLogo" DuckLogo.Parent = MainFrame DuckLogo.BackgroundColor3 = Color3.fromRGB(255, 255, 255) DuckLogo.BackgroundTransparency = 1.000 DuckLogo.Position = UDim2.new(0.359375, 0, 0.0249999985, 0) DuckLogo.Size = UDim2.new(0, 90, 0, 90) DuckLogo.Image = "rbxassetid://6170947320" DuckText.Name = "DuckText" DuckText.Parent = DuckLogo DuckText.BackgroundColor3 = Color3.fromRGB(255, 255, 255) DuckText.BackgroundTransparency = 1.000 DuckText.Position = UDim2.new(0.0274305344, 0, 0.99444443, 0) DuckText.Size = UDim2.new(0, 48, 0, 30) DuckText.Font = Enum.Font.Gotham DuckText.Text = "FLUX" DuckText.TextColor3 = Color3.fromRGB(255, 255, 255) DuckText.TextSize = 20.000 HubText.Name = "HubText" HubText.Parent = DuckLogo HubText.BackgroundColor3 = Color3.fromRGB(255, 255, 255) HubText.BackgroundTransparency = 1.000 HubText.Position = UDim2.new(0.560763836, 0, 0.99444443, 0) HubText.Size = UDim2.new(0, 36, 0, 30) HubText.Font = Enum.Font.Gotham HubText.Text = "V1" HubText.TextColor3 = Color3.fromRGB(37, 212, 94) HubText.TextSize = 20.000 GameName.Name = "GameName" GameName.Parent = MainFrame GameName.BackgroundColor3 = Color3.fromRGB(255, 255, 255) GameName.BackgroundTransparency = 1.000 GameName.Position = UDim2.new(0.14618054, 0, 0.658482909, 0) GameName.Size = UDim2.new(0, 226, 0, 23) GameName.Font = Enum.Font.Gotham GameName.Text = "[Game Detected] Loading..." GameName.TextColor3 = Color3.fromRGB(255, 255, 255) GameName.TextSize = 15.000 GameName.TextWrapped = true LoadScript.MouseEnter:Connect(function() game:GetService("TweenService"):Create(ButtonImage, TweenInfo.new(0.25), {ImageColor3 = Color3.fromRGB(0, 204, 255)}):Play() end) LoadScript.MouseLeave:Connect(function() game:GetService("TweenService"):Create(ButtonImage, TweenInfo.new(0.25), {ImageColor3 = Color3.fromRGB(0, 174, 255)}):Play() end) MainFrame:TweenPosition(UDim2.new(0.5,0,0.5,0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 1, false) GameName.Text = "[No Game Detected]..." LoadScript.Text = "Quit" LoadScript.MouseButton1Down:Connect(function() MainFrame:TweenPosition(UDim2.new(0.5,0,-1.2,0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 1, false) wait(1) FLUXFALSEGAME:Destroy() end) return LoadScript.MouseButton1Down:Connect(function() MainFrame:TweenPosition(UDim2.new(0.5,0,-1.2,0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 1, false) loadstring(Script)() wait(1) FLUXFALSEGAME:Destroy() end) end end