Sigma Library for Roblox Scripting
Sigma Library for Roblox Scripting
_G.Sigma = true]]
local System = {
__properties = {
__autoparry_enabled = false,
__triggerbot_enabled = false,
__manual_spam_enabled = false,
__auto_spam_enabled = false,
__play_animation = false,
__curve_mode = 1,
__accuracy = 1,
__divisor_multiplier = 1.1,
__parried = false,
__training_parried = false,
__spam_threshold = 1.5,
__parries = 0,
__parry_key = nil,
__grab_animation = nil,
__tornado_time = tick(),
__first_parry_done = false,
__connections = {},
__reverted_remotes = {},
__spam_accumulator = 0,
__spam_rate = 240,
__infinity_active = false,
__deathslash_active = false,
__timehole_active = false,
__slashesoffury_active = false,
__slashesoffury_count = 0,
__is_mobile = [Link] and not
[Link],
__mobile_guis = {}
},
__config = {
__curve_names = {'Camera', 'Random', 'Accelerated', 'Backwards', 'Slow',
'High'},
__detections = {
__infinity = false,
__deathslash = false,
__timehole = false,
__slashesoffury = false,
__phantom = false
}
},
__triggerbot = {
__enabled = false,
__is_parrying = false,
__parries = 0,
__max_parries = 10000,
__parry_delay = 0.5
}
}
local revertedRemotes = {}
local originalMetatables = {}
local Parry_Key = nil
local PF = nil
local SC = nil
if ReplicatedStorage:FindFirstChild("Controllers") then
for _, child in ipairs([Link]:GetChildren()) do
if [Link]:match("^SwordsController%s*$") then
SC = child
end
end
end
if [Link]:FindFirstChild("Hotbar") and
[Link]:FindFirstChild("Block") then
for _, v in next, getconnections([Link])
do
if SC and getfenv([Link]).script == SC then
PF = [Link]
break
end
end
end
function isValidRemoteArgs(args)
return #args == 7 and
type(args[2]) == "string" and
type(args[3]) == "number" and
typeof(args[4]) == "CFrame" and
type(args[5]) == "table" and
type(args[6]) == "table" and
type(args[7]) == "boolean"
end
function hookRemote(remote)
if not revertedRemotes[remote] then
if not originalMetatables[getrawmetatable(remote)] then
originalMetatables[getrawmetatable(remote)] = true
local meta = getrawmetatable(remote)
setreadonly(meta, false)
[Link]:Connect(function(child)
if child:IsA("RemoteEvent") or child:IsA("RemoteFunction") then
hookRemote(child)
end
end)
[Link] = {}
function [Link].play_grab_parry()
if not System.__properties.__play_animation then
return
end
local sword_name
if getgenv().skinChangerEnabled then
sword_name = getgenv().swordAnimations
else
sword_name = character:GetAttribute('CurrentlyEquippedSword')
end
if not sword_name then return end
local sword_data =
[Link]:Invoke(sword_name)
if not sword_data or not sword_data['AnimationType'] then return end
if System.__properties.__grab_animation and
System.__properties.__grab_animation.IsPlaying then
System.__properties.__grab_animation:Stop()
end
System.__properties.__grab_animation = animator:LoadAnimation(parry_animation)
System.__properties.__grab_animation.Priority = [Link].Action4
System.__properties.__grab_animation:Play()
end
[Link] = {}
function [Link]()
local balls = workspace:FindFirstChild('Balls')
if not balls then return nil end
function [Link].get_all()
local balls_table = {}
local balls = workspace:FindFirstChild('Balls')
if not balls then return balls_table end
[Link] = {}
function [Link].get_closest()
local max_distance = [Link]
local closest_entity = nil
Closest_Entity = closest_entity
return closest_entity
end
function [Link].get_closest_to_cursor()
if not [Link] or not
[Link]:FindFirstChild('HumanoidRootPart') then
return nil
end
return closest_player
end
[Link] = {}
function [Link].get_cframe()
local camera = [Link]
local root = [Link] and
[Link]:FindFirstChild('HumanoidRootPart')
if not root then return [Link] end
local targetPart
local closest = [Link].get_closest_to_cursor()
if closest and closest:FindFirstChild('HumanoidRootPart') then
targetPart = [Link]
end
local curve_functions = {
function() return [Link] end,
function()
local direction = (target_pos - [Link]).Unit
local random_offset
local attempts = 0
repeat
random_offset = [Link](
[Link](-4000, 4000),
[Link](-4000, 4000),
[Link](-4000, 4000)
)
local curve_direction = (target_pos + random_offset -
[Link]).Unit
local dot = direction:Dot(curve_direction)
attempts = attempts + 1
until dot < 0.95 or attempts > 10
return [Link]([Link], target_pos + random_offset)
end,
function()
return [Link]([Link], target_pos + [Link](0, 5, 0))
end,
function()
local direction = ([Link] - target_pos).Unit
local backwards_pos = [Link] + direction * 10000 +
[Link](0, 1000, 0)
return [Link]([Link], backwards_pos)
end,
function()
return [Link]([Link], target_pos + [Link](0, -9e18, 0))
end,
function()
return [Link]([Link], target_pos + [Link](0, 9e18, 0))
end
}
return curve_functions[System.__properties.__curve_mode]()
end
[Link] = {}
function [Link]()
if System.__properties.__parries > 10000 or not [Link] then
return
end
local event_data = {}
if Alive then
for _, entity in pairs(Alive:GetChildren()) do
if [Link] then
local success2, screen_point = pcall(function()
return camera:WorldToScreenPoint([Link])
end)
if success2 then
event_data[[Link]] = screen_point
end
end
end
end
local final_aim_target
if is_mobile then
local viewport = [Link]
final_aim_target = {viewport.X / 2, viewport.Y / 2}
else
final_aim_target = vec2_mouse
end
pcall(function()
if remote:IsA('RemoteEvent') then
remote:FireServer(unpack(modified_args))
elseif remote:IsA('RemoteFunction') then
remote:InvokeServer(unpack(modified_args))
end
end)
end
System.__properties.__parries = System.__properties.__parries + 1
[Link](0.5, function()
if System.__properties.__parries > 0 then
System.__properties.__parries = System.__properties.__parries - 1
end
end)
end
function [Link]()
if System.__properties.__parries > 10000 or not [Link] then
return
end
PF()
System.__properties.__parries = System.__properties.__parries + 1
[Link](0.5, function()
if System.__properties.__parries > 0 then
System.__properties.__parries = System.__properties.__parries - 1
end
end)
end
-- // aqqqqq
function [Link].execute_action()
[Link].play_grab_parry()
[Link]()
end
[Link] = {
__ball_properties = {
__aerodynamic_time = tick(),
__last_warping = tick(),
__lerp_radians = 0,
__curving = tick()
}
}
function [Link].is_curved()
local ball_properties = [Link].__ball_properties
local ball = [Link]()
ball_properties.__lerp_radians = linear_predict(ball_properties.__lerp_radians,
radians, 0.8)
[Link]:Connect(function(c, d)
System.__properties.__deathslash_active = d or false
end)
[Link]:Connect(function(a, b)
System.__properties.__infinity_active = b or false
end)
[Link]._Index["sleitnick_net@0.1.0"].net["RE/
TimeHoleActivate"].OnClientEvent:Connect(function(...)
local args = {...}
local player = args[1]
[Link]._Index["sleitnick_net@0.1.0"].net["RE/
TimeHoleDeactivate"].OnClientEvent:Connect(function()
System.__properties.__timehole_active = false
end)
local maxParryCount = 36
local parryDelay = 0.05
[Link]._Index["sleitnick_net@0.1.0"].net["RE/
SlashesOfFuryActivate"].OnClientEvent:Connect(function(...)
local args = {...}
local player = args[1]
[Link]._Index["sleitnick_net@0.1.0"].net["RE/
SlashesOfFuryEnd"].OnClientEvent:Connect(function()
System.__properties.__slashesoffury_active = false
System.__properties.__slashesoffury_count = 0
end)
[Link]._Index["sleitnick_net@0.1.0"].net["RE/
SlashesOfFuryParry"].OnClientEvent:Connect(function()
System.__properties.__slashesoffury_count =
System.__properties.__slashesoffury_count + 1
end)
[Link]._Index["sleitnick_net@0.1.0"].net["RE/
SlashesOfFuryCatch"].OnClientEvent:Connect(function()
spawn(function()
while System.__properties.__slashesoffury_active and
System.__properties.__slashesoffury_count < maxParryCount do
if System.__config.__detections.__slashesoffury then
[Link]()
[Link](parryDelay)
else
break
end
end
end)
end)
[Link]:Connect(function(Object)
if System.__config.__detections.__phantom then
if [Link] == "maxTransmission" or [Link] == "transmissionpart"
then
local Weld = Object:FindFirstChildWhichIsA("WeldConstraint")
if Weld then
local Character = [Link] or
[Link]:Wait()
if Character and Weld.Part1 == [Link] then
local CurrentBall = [Link]()
Weld:Destroy()
if CurrentBall then
local FocusConnection
FocusConnection =
[Link]:Connect(function()
local Highlighted =
CurrentBall:GetAttribute("highlighted")
[Link](3, function()
if FocusConnection and [Link] then
FocusConnection:Disconnect()
end
end)
end
end
end
end
end
end)
[Link]:Connect(function(_, root)
if [Link] and [Link] ~= [Link] then
if not Alive or [Link] ~= Alive then
return
end
end
if target_distance < 15 and distance < 15 and dot > -0.25 then
if curve_detected then
[Link].execute_action()
end
end
if System.__properties.__grab_animation then
System.__properties.__grab_animation:Stop()
end
end)
[Link]:Connect(function()
if not Alive or [Link] ~= Alive then
return
end
if System.__properties.__grab_animation then
System.__properties.__grab_animation:Stop()
end
end)
[Link]:Connect(function(a, b)
local Primary_Part = [Link]
local Ball = [Link]()
[Link] = {}
function [Link](ball)
if System.__triggerbot.__is_parrying or System.__triggerbot.__parries >
System.__triggerbot.__max_parries then
return
end
System.__triggerbot.__is_parrying = true
System.__triggerbot.__parries = System.__triggerbot.__parries + 1
[Link].play_grab_parry()
[Link]()
[Link](System.__triggerbot.__parry_delay, function()
if System.__triggerbot.__parries > 0 then
System.__triggerbot.__parries = System.__triggerbot.__parries - 1
end
end)
local connection
connection = ball:GetAttributeChangedSignal('target'):Once(function()
System.__triggerbot.__is_parrying = false
if connection then
connection:Disconnect()
end
end)
[Link](function()
local start_time = tick()
repeat
[Link]:Wait()
until (tick() - start_time >= 1 or not System.__triggerbot.__is_parrying)
System.__triggerbot.__is_parrying = false
end)
end
function [Link]()
if not System.__triggerbot.__enabled then return end
function [Link](enabled)
System.__triggerbot.__enabled = enabled
if enabled then
if not System.__properties.__connections.__triggerbot then
System.__properties.__connections.__triggerbot =
[Link]:Connect([Link])
end
else
if System.__properties.__connections.__triggerbot then
System.__properties.__connections.__triggerbot:Disconnect()
System.__properties.__connections.__triggerbot = nil
end
System.__triggerbot.__is_parrying = false
System.__triggerbot.__parries = 0
end
end
System.manual_spam = {}
function System.manual_spam.loop(delta)
if not System.__properties.__manual_spam_enabled then return end
if not [Link] or [Link] ~= Alive then
return end
System.__properties.__spam_accumulator = System.__properties.__spam_accumulator
+ delta
local interval = 1 / System.__properties.__spam_rate
function System.manual_spam.start()
if System.__properties.__connections.__manual_spam then
System.__properties.__connections.__manual_spam:Disconnect()
end
System.__properties.__manual_spam_enabled = true
System.__properties.__connections.__manual_spam =
[Link]:Connect(System.manual_spam.loop)
end
function System.manual_spam.stop()
System.__properties.__manual_spam_enabled = false
if System.__properties.__connections.__manual_spam then
System.__properties.__connections.__manual_spam:Disconnect()
System.__properties.__connections.__manual_spam = nil
end
end
System.auto_spam = {}
function System.auto_spam:get_entity_properties()
[Link].get_closest()
if not Closest_Entity then return false end
return {
Velocity = entity_velocity,
Direction = entity_direction,
Distance = entity_distance
}
end
function System.auto_spam:get_ball_properties()
local ball = [Link]()
if not ball then return false end
return {
Velocity = ball_velocity,
Direction = ball_direction,
Distance = ball_distance,
Dot = ball_dot
}
end
function System.auto_spam.spam_service(self)
local ball = [Link]()
local entity = [Link].get_closest()
local spam_accuracy = 0
return spam_accuracy
end
function System.auto_spam.start()
if System.__properties.__connections.__auto_spam then
System.__properties.__connections.__auto_spam:Disconnect()
end
System.__properties.__auto_spam_enabled = true
System.__properties.__connections.__auto_spam =
[Link]:Connect(function()
local ball = [Link]()
[Link].get_closest()
function System.auto_spam.stop()
System.__properties.__auto_spam_enabled = false
if System.__properties.__connections.__auto_spam then
System.__properties.__connections.__auto_spam:Disconnect()
System.__properties.__connections.__auto_spam = nil
end
end
[Link] = {}
function [Link]()
if System.__properties.__connections.__autoparry then
System.__properties.__connections.__autoparry:Disconnect()
end
System.__properties.__connections.__autoparry =
[Link]:Connect(function()
if not System.__properties.__autoparry_enabled or not [Link]
or
not [Link] then
return
end
ball:GetAttributeChangedSignal('target'):Once(function()
System.__properties.__parried = false
end)
if ball:FindFirstChild('AeroDynamicSlashVFX') then
[Link]:Destroy()
System.__properties.__tornado_time = tick()
end
if Runtime:FindFirstChild('Tornado') then
if (tick() - System.__properties.__tornado_time) <
([Link]:GetAttribute('TornadoTime') or 1) + 0.314159
then
continue
end
end
if [Link]:FindFirstChild('SingularityCape')
then continue end
if System.__config.__detections.__infinity and
System.__properties.__infinity_active then continue end
if System.__config.__detections.__deathslash and
System.__properties.__deathslash_active then continue end
if System.__config.__detections.__timehole and
System.__properties.__timehole_active then continue end
if System.__config.__detections.__slashesoffury and
System.__properties.__slashesoffury_active then continue end
if getgenv().AutoAbility then
local AbilityCD =
[Link]
if [Link].Y == 0.5 then
if [Link]:FindFirstChild("Raging
Deflection") and [Link]["Raging Deflection"].Enabled or
[Link]:FindFirstChild("Rapture") and
[Link]["Rapture"].Enabled or
[Link]:FindFirstChild("Calming
Deflection") and [Link]["Calming Deflection"].Enabled or
[Link]:FindFirstChild("Fracture") and
[Link]["Fracture"].Enabled or
[Link]:FindFirstChild("Death
Slash") and [Link]["Death Slash"].Enabled then
System.__properties.__parried = true
[Link]:Fire()
[Link](2.432)
ReplicatedStorage:WaitForChild("Remotes"):WaitForChild("DeathSlashShootActivation")
:FireServer(true)
continue
end
end
end
end
if training_ball then
local zoomies = training_ball:FindFirstChild('zoomies')
if zoomies then
training_ball:GetAttributeChangedSignal('target'):Once(function()
System.__properties.__training_parried = false
end)
function [Link]()
if System.__properties.__connections.__autoparry then
System.__properties.__connections.__autoparry:Disconnect()
System.__properties.__connections.__autoparry = nil
end
end
local bg = [Link]('Frame')
[Link] = [Link](1, 0, 1, 0)
bg.BackgroundColor3 = [Link](40, 40, 40)
[Link] = button
[Link] = gui
[Link] = CoreGui
local bg = [Link]('Frame')
[Link] = [Link](1, 0, 1, 0)
bg.BackgroundColor3 = [Link](40, 40, 40)
[Link] = button
[Link] = gui
[Link] = CoreGui
autoparry_module:create_dropdown({
title = "Parry Mode",
flag = "autoparry_mode",
options = {"Remote", "Keypress"},
default = "Remote",
multi_dropdown = false,
maximum_options = 2,
callback = function(value)
getgenv().AutoParryMode = value
end
})
autoparry_module:create_slider({
title = 'Parry Accuracy',
flag = 'Parry_Accuracy',
maximum_value = 100,
minimum_value = 1,
value = 50,
round_number = true,
callback = function(value)
System.__properties.__accuracy = value
update_divisor()
end
})
autoparry_module:create_checkbox({
title = "Play Animation",
flag = "Play_Animation",
callback = function(value)
System.__properties.__play_animation = value
end
})
autoparry_module:create_divider({})
autoparry_module:create_checkbox({
title = "Notify",
flag = "Auto_Parry_Notify",
callback = function(value)
getgenv().AutoParryNotify = value
end
})
autoparry_module:create_checkbox({
title = "Cooldown Protection",
flag = "CooldownProtection",
callback = function(value)
getgenv().CooldownProtection = value
end
})
autoparry_module:create_checkbox({
title = "Auto Ability",
flag = "AutoAbility",
callback = function(value)
getgenv().AutoAbility = value
end
})
local touch_start = 0
local was_dragged = false
triggerbot_mobile.[Link]:Connect(function(input)
if [Link] == [Link] then
touch_start = tick()
was_dragged = false
end
end)
triggerbot_mobile.[Link]:Connect(function(input)
if [Link] == [Link] then
if (tick() - touch_start) > 0.1 then
was_dragged = true
end
end
end)
triggerbot_mobile.[Link]:Connect(function(input)
if [Link] == [Link] and not
was_dragged then
System.__properties.__triggerbot_enabled = not
System.__properties.__triggerbot_enabled
[Link](System.__properties.__triggerbot_enabled)
if System.__properties.__triggerbot_enabled then
triggerbot_mobile.[Link] = "ON"
triggerbot_mobile.text.TextColor3 =
[Link](255, 100, 0)
else
triggerbot_mobile.[Link] = "Trigger"
triggerbot_mobile.text.TextColor3 =
[Link](255, 255, 255)
end
if getgenv().TriggerbotNotify then
[Link]({
title = "Triggerbot",
text = System.__properties.__triggerbot_enabled
and "ON" or "OFF",
duration = 2
})
end
end
end)
end
else
System.__properties.__triggerbot_enabled = false
[Link](false)
destroy_mobile_gui(System.__properties.__mobile_guis.triggerbot)
System.__properties.__mobile_guis.triggerbot = nil
end
else
System.__properties.__triggerbot_enabled = value
[Link](value)
if getgenv().TriggerbotNotify then
[Link]({
title = "Triggerbot",
text = value and "ON" or "OFF",
duration = 2
})
end
end
end
})
triggerbot_module:create_checkbox({
title = "Notify",
flag = "TriggerbotNotify",
callback = function(value)
getgenv().TriggerbotNotify = value
end
})
local CURVE_TYPES = {
{name = "Camera"},
{name = "Random"},
{name = "Accelerated"},
{name = "Backwards"},
{name = "Slow"},
{name = "High"}
}
local buttons = {}
local current_selected = nil
buttons[i] = {
button = btn,
stroke = btn_stroke,
text = btn_text,
indicator = indicator,
container = btn_container
}
local touch_start = 0
local was_dragged = false
[Link]:Connect(function(input)
if [Link] == [Link] then
touch_start = tick()
was_dragged = false
end
end)
[Link]:Connect(function(input)
if [Link] == [Link] then
if (tick() - touch_start) > 0.1 then
was_dragged = true
end
end
end)
[Link]:Connect(function(input)
if [Link] == [Link] and not was_dragged
then
if current_selected then
game:GetService("TweenService"):Create(current_selected.button,
[Link](0.2, [Link]), {
BackgroundColor3 = [Link](20, 20, 20)
}):Play()
game:GetService("TweenService"):Create(current_selected.text,
[Link](0.2, [Link]), {
TextColor3 = [Link](150, 150, 150)
}):Play()
game:GetService("TweenService"):Create(current_selected.stroke,
[Link](0.2, [Link]), {
Color = [Link](45, 45, 45)
}):Play()
current_selected.[Link] = false
end
game:GetService("TweenService"):Create(btn, [Link](0.2,
[Link]), {
BackgroundColor3 = [Link](30, 30, 30)
}):Play()
game:GetService("TweenService"):Create(btn_text, [Link](0.2,
[Link]), {
TextColor3 = [Link](255, 255, 255)
}):Play()
game:GetService("TweenService"):Create(btn_stroke,
[Link](0.2, [Link]), {
Color = [Link](255, 255, 255)
}):Play()
[Link] = true
current_selected = buttons[i]
if getgenv().AutoCurveHotkeyNotify then
[Link]({
title = "AutoCurve",
text = curve_data.name,
duration = 2
})
end
end
end)
end
toggle_btn.MouseButton1Click:Connect(function()
is_expanded = not is_expanded
toggle_btn.Text = is_expanded and "−" or "+"
game:GetService("TweenService"):Create(main_frame, [Link](0.25,
[Link], [Link]), {
Size = [Link](0, 140, 0, is_expanded and expanded_height or
minimized_height)
}):Play()
game:GetService("TweenService"):Create(buttons_container,
[Link](0.25, [Link], [Link]), {
Size = [Link](1, -16, 0, is_expanded and (#CURVE_TYPES * 32) +
((#CURVE_TYPES - 1) * 4) or 0)
}):Play()
end)
[Link]:Connect(function(input)
if [Link] == [Link] or [Link]
== [Link].MouseButton1 then
drag_start = [Link]
start_pos = main_frame.Position
is_dragging = true
end
end)
[Link]:Connect(function(input)
if is_dragging and ([Link] == [Link] or
[Link] == [Link]) then
local delta = [Link] - drag_start
main_frame.Position = [Link](
start_pos.[Link],
start_pos.[Link] + delta.X,
start_pos.[Link],
start_pos.[Link] + delta.Y
)
end
end)
[Link]:Connect(function(input)
if [Link] == [Link] or [Link]
== [Link].MouseButton1 then
is_dragging = false
end
end)
[Link] = CoreGui
local CURVE_TYPES = {
{key = [Link], name = "Camera"},
{key = [Link], name = "Random"},
{key = [Link], name = "Accelerated"},
{key = [Link], name = "Backwards"},
{key = [Link], name = "Slow"},
{key = [Link], name = "High"}
}
local function updateCurveType(newType)
for i, name in ipairs(System.__config.__curve_names) do
if name == newType then
System.__properties.__curve_mode = i
AutoCurveDropdown:update(newType)
break
end
end
if getgenv().AutoCurveHotkeyNotify then
[Link]({
title = "AutoCurve",
text = newType,
duration = 2
})
end
end
if System.__properties.__is_mobile then
if state then
if not System.__properties.__mobile_guis.curve_selector then
local curve_selector = create_curve_selector_mobile()
System.__properties.__mobile_guis.curve_selector =
curve_selector
end
else
destroy_mobile_gui(System.__properties.__mobile_guis.curve_selector)
System.__properties.__mobile_guis.curve_selector = nil
end
end
end
})
hotkeyModule:create_checkbox({
title = "Notify",
flag = "AutoCurveHotkeyNotify",
callback = function(value)
getgenv().AutoCurveHotkeyNotify = value
end
})
[Link]:Connect(function(input, processed)
if processed or not getgenv().AutoCurveHotkeyEnabled or
System.__properties.__is_mobile then return end
--[[local AimPlayer = {}
local state = {
playerNames = {},
playerMap = {},
selectedTarget = nil,
isEnabled = false,
notificationsEnabled = false,
silentSelection = false,
dropdown = nil
}
local config = {
refreshDelay = 0.5,
notificationDuration = 3,
maxOptions = 20
}
[Link]({
title = title,
text = text,
duration = [Link]
})
end
function [Link]()
[Link]([Link])
[Link]([Link])
if #[Link] == 0 then
[Link]([Link], "No Players Available")
end
end
function [Link]()
[Link]()
if [Link] and typeof([Link].set_options) == "function" then
[Link]:set_options([Link])
if [Link] then
for display, name in pairs([Link]) do
if name == [Link] then
[Link] = true
[Link]:update(display)
[Link] = false
return
end
end
function [Link](displayString)
if displayString == "No Players Available" then
[Link]()
return
end
[Link] = targetName
getgenv().SelectedTarget = targetName
function [Link](message)
[Link] = nil
getgenv().SelectedTarget = nil
if message then
sendNotification("Target Player", message)
end
end
function [Link](enabled)
[Link] = enabled
[Link] = enabled
[Link] = [Link] or {}
[Link] = enabled
sendNotification(
"Player Aim Notification",
enabled and "Player Aim has been turned ON" or "Player Aim has been turned
OFF"
)
end
function [Link](enabled)
[Link] = enabled
getgenv().TargetPlayerNotify = enabled
end
[Link]()
end
[Link]()
targetModule:create_checkbox({
title = "Notify",
flag = "TargetPlayerNotify",
callback = [Link]
})
[Link] = targetModule:create_dropdown({
title = "Select Target",
flag = "TargetPlayerName",
options = [Link],
multi_dropdown = false,
maximum_options = [Link],
callback = [Link]
})
[Link]:Connect(onPlayerAdded)
[Link]:Connect(onPlayerRemoving)
function [Link]()
return [Link]
end
function [Link]()
return [Link]
end
function [Link]()
if not [Link] then return nil end
return Players:FindFirstChild([Link])
end]]
detectionstab:create_module({
title = 'Infinity Detection',
flag = 'Infinity',
description = '',
section = 'left',
callback = function(value)
System.__config.__detections.__infinity = value
end
})
detectionstab:create_module({
title = 'Death Slash Detection',
flag = 'Death_Slash',
description = '',
section = 'right',
callback = function(value)
System.__config.__detections.__deathslash = value
end
})
detectionstab:create_module({
title = 'Time Hole Detection',
flag = 'Time_Hole',
description = '',
section = 'left',
callback = function(value)
System.__config.__detections.__timehole = value
end
})
slashes_module:create_slider({
title = "Parry Delay",
minimum_value = 0.05,
maximum_value = 0.250,
value = 0.05,
round_number = true,
flag = "parry_delay",
callback = function(value)
parryDelay = value
end
})
slashes_module:create_slider({
title = "Max Parry Count",
minimum_value = 1,
maximum_value = 36,
value = 36,
round_number = true,
flag = "max_parry_count",
callback = function(value)
maxParryCount = value
end
})
detectionstab:create_module({
title = 'Anti-Phantom [BETA]',
flag = 'Anti_Phantom',
description = '',
section = 'left',
callback = function(value)
System.__config.__detections.__phantom = value
end
})
local manual_touch_start = 0
local manual_was_dragged = false
manual_spam_mobile.[Link]:Connect(function(input)
if [Link] == [Link] then
manual_touch_start = tick()
manual_was_dragged = false
end
end)
manual_spam_mobile.[Link]:Connect(function(input)
if [Link] == [Link] then
if (tick() - manual_touch_start) > 0.1 then
manual_was_dragged = true
end
end
end)
manual_spam_mobile.[Link]:Connect(function(input)
if [Link] == [Link] and not
manual_was_dragged then
System.__properties.__manual_spam_enabled = not
System.__properties.__manual_spam_enabled
if System.__properties.__manual_spam_enabled then
System.manual_spam.start()
manual_spam_mobile.[Link] = "ON"
manual_spam_mobile.text.TextColor3 =
[Link](0, 255, 100)
else
System.manual_spam.stop()
manual_spam_mobile.[Link] = "Spam"
manual_spam_mobile.text.TextColor3 =
[Link](255, 255, 255)
end
if getgenv().ManualSpamNotify then
[Link]({
title = "ManualSpam",
text =
System.__properties.__manual_spam_enabled and "ON" or "OFF",
duration = 2
})
end
end
end)
end
else
System.__properties.__manual_spam_enabled = false
System.manual_spam.stop()
destroy_mobile_gui(System.__properties.__mobile_guis.manual_spam)
System.__properties.__mobile_guis.manual_spam = nil
end
else
System.__properties.__manual_spam_enabled = state
if state then
System.manual_spam.start()
else
System.manual_spam.stop()
end
if getgenv().ManualSpamNotify then
[Link]({
title = "Manual Spam",
text = state and "ON" or "OFF",
duration = 2
})
end
end
end
})
manual_spam_module:create_checkbox({
title = "Notify",
flag = "ManualSpamNotify",
callback = function(value)
getgenv().ManualSpamNotify = value
end
})
manual_spam_module:create_dropdown({
title = "Mode",
flag = "manualspam_mode",
options = {"Remote", "Keypress"},
default = "Remote",
multi_dropdown = false,
maximum_options = 2,
callback = function(value)
getgenv().ManualSpamMode = value
end
})
manual_spam_module:create_checkbox({
title = "Animation Fix",
flag = "ManualSpamAnimationFix",
callback = function(value)
getgenv().ManualSpamAnimationFix = value
end
})
manual_spam_module:create_slider({
title = 'Spam Rate',
flag = 'Spam_Rate',
maximum_value = 5000,
minimum_value = 60,
value = 240,
round_number = true,
callback = function(value)
System.__properties.__spam_rate = value
end
})
auto_spam_module:create_checkbox({
title = "Notify",
flag = "Auto_Spam_Notify",
callback = function(value)
getgenv().AutoSpamNotify = value
end
})
auto_spam_module:create_dropdown({
title = "Mode",
flag = "autospam_mode",
options = {"Remote", "Keypress"},
default = "Remote",
multi_dropdown = false,
maximum_options = 2,
callback = function(value)
getgenv().AutoSpamMode = value
end
})
auto_spam_module:create_checkbox({
title = "Animation Fix",
flag = "AutoSpamAnimationFix",
callback = function(value)
getgenv().AutoSpamAnimationFix = value
end
})
auto_spam_module:create_slider({
title = "Parry Threshold",
flag = "Parry_Threshold",
maximum_value = 5,
minimum_value = 1,
value = 2.5,
round_number = false,
callback = function(value)
System.__properties.__spam_threshold = value
end
})
local __flags = {}
local __currentDesc = nil
local __targetUserId = nil
local __persistent_tasks = {} -- index por Character para coroutines/threads de
reaplicação
for _ = 1, 20 do
pcall(function()
hum:ApplyDescriptionClientServer(desc)
end)
[Link](0.05)
local applied = nil
pcall(function() applied = hum:GetAppliedDescription() end)
if applied and __descriptions_match(applied, desc) then
return true
end
end
return false
end
if not s then
return nil, nil
end
spawn(function()
-- procura humanoid (pode demorar)
local hum = character:FindFirstChildOfClass("Humanoid") or
character:WaitForChild("Humanoid", 5)
if not hum then
__persistent_tasks[charKey] = nil
return
end
-- cleanup
if conn then pcall(function() conn:Disconnect() end) end
__persistent_tasks[charKey] = nil
end)
end
[Link](0.05)
if val then
local __char = __localplayer.Character
if __char then
-- Restaura a aparência original do próprio jogador
pcall(function()
__localplayer:ClearCharacterAppearance()
-- tenta reaplicar descrição padrão do usuário
local ok, desc = pcall(function()
return
__players:GetHumanoidDescriptionFromUserId(__localplayer.UserId)
end)
if ok and desc then
local hum = __char:FindFirstChildOfClass("Humanoid") or
__char:WaitForChild("Humanoid", 3)
if hum then
hum:ApplyDescriptionClientServer(desc)
end
end
end)
end
end
end
end
})
module:create_textbox({
title = "Target Username",
placeholder = "Enter Username...",
flag = "AvatarChangerTextbox",
callback = function(val: string)
__flags['name'] = val
local animation_system = {
storage = {},
current = nil,
track = nil
}
function animation_system.load_animations()
local emotes_folder = game:GetService("ReplicatedStorage").[Link]
function animation_system.get_emotes_list()
local emotes_list = {}
[Link](emotes_list)
return emotes_list
end
function animation_system.play(emote_name)
local animation_data = animation_system.storage[emote_name]
if animation_system.track then
animation_system.track:Stop()
animation_system.track:Destroy()
end
animation_system.track = animator:LoadAnimation(animation_data)
animation_system.track:Play()
animation_system.current = emote_name
return true
end
function animation_system.stop()
if animation_system.track then
animation_system.track:Stop()
animation_system.track:Destroy()
animation_system.track = nil
end
animation_system.current = nil
end
function animation_system.start()
if not System.__properties.__connections.animations then
System.__properties.__connections.animations =
[Link]:Connect(function()
if not [Link] or not [Link]
then
return
end
local speed =
[Link]
function animation_system.cleanup()
animation_system.stop()
if System.__properties.__connections.animations then
System.__properties.__connections.animations:Disconnect()
System.__properties.__connections.animations = nil
end
end
animation_system.load_animations()
local emotes_data = animation_system.get_emotes_list()
local selected_animation = emotes_data[1]
if value then
animation_system.start()
if selected_animation then
animation_system.play(selected_animation)
end
else
animation_system.cleanup()
end
end
})
animations_module:create_checkbox({
title = "Auto Stop",
flag = "AutoStop",
callback = function(value)
getgenv().AutoStop = value
end
})
if getgenv().Animations then
animation_system.play(value)
end
end
})
animation_dropdown:update(selected_animation)
callback = function(value)
getgenv().CameraEnabled = value
local Camera = game:GetService("Workspace").CurrentCamera
if value then
getgenv().CameraFOV = getgenv().CameraFOV or 70
[Link] = getgenv().CameraFOV
if getgenv().FOVLoop then
getgenv().FOVLoop:Disconnect()
getgenv().FOVLoop = nil
end
end
end
})
CameraToggle:create_slider({
title = 'Camera FOV',
flag = 'Camera_FOV',
maximum_value = 120,
minimum_value = 50,
value = 70,
round_number = true,
callback = function(value)
getgenv().CameraFOV = value
if getgenv().CameraEnabled then
game:GetService("Workspace").[Link] = value
end
end
})
callback = function(value)
getgenv().CharacterModifierEnabled = value
if value then
if not getgenv().CharacterConnection then
getgenv().OriginalValues = {}
getgenv().spinAngle = 0
getgenv().CharacterConnection =
[Link]:Connect(function()
local char = [Link]
if not char then return end
if humanoid then
if not getgenv().[Link] then
getgenv().[Link] = [Link]
getgenv().[Link] = [Link]
getgenv().[Link] =
[Link]
getgenv().[Link] = [Link]
getgenv().[Link] =
[Link]
end
if getgenv().WalkspeedCheckboxEnabled then
[Link] = getgenv().CustomWalkSpeed or 36
end
if getgenv().JumpPowerCheckboxEnabled then
if [Link] then
[Link] = getgenv().CustomJumpPower or
50
else
[Link] = getgenv().CustomJumpHeight or
7.2
end
end
if getgenv().HipHeightCheckboxEnabled then
[Link] = getgenv().CustomHipHeight or 0
end
[Link] = 196.2
if getgenv().InfiniteJumpConnection then
getgenv().InfiniteJumpConnection:Disconnect()
getgenv().InfiniteJumpConnection = nil
end
getgenv().OriginalValues = nil
getgenv().spinAngle = nil
end
end
end
})
CharacterModifier:create_checkbox({
title = "Infinite Jump",
flag = "InfiniteJumpCheckbox",
callback = function(value)
getgenv().InfiniteJumpCheckboxEnabled = value
[Link]:ChangeState([Link])
end
end
end)
end
else
if getgenv().InfiniteJumpConnection then
getgenv().InfiniteJumpConnection:Disconnect()
getgenv().InfiniteJumpConnection = nil
end
end
end
})
CharacterModifier:create_divider({})
CharacterModifier:create_checkbox({
title = "Spin",
flag = "SpinbotCheckbox",
callback = function(value)
getgenv().SpinbotCheckboxEnabled = value
CharacterModifier:create_slider({
title = 'Spin Speed',
flag = 'CustomSpinSpeed',
maximum_value = 50,
minimum_value = 1,
value = 5,
round_number = true,
callback = function(value)
getgenv().CustomSpinSpeed = value
end
})
CharacterModifier:create_divider({})
CharacterModifier:create_checkbox({
title = "Walk Speed",
flag = "WalkspeedCheckbox",
callback = function(value)
getgenv().WalkspeedCheckboxEnabled = value
CharacterModifier:create_slider({
title = 'Walk Speed Value',
flag = 'CustomWalkSpeed',
maximum_value = 500,
minimum_value = 16,
value = 36,
round_number = true,
callback = function(value)
getgenv().CustomWalkSpeed = value
if getgenv().CharacterModifierEnabled and
getgenv().WalkspeedCheckboxEnabled then
local char = [Link]
if char and char:FindFirstChild("Humanoid") then
[Link] = value
end
end
end
})
CharacterModifier:create_divider({})
CharacterModifier:create_checkbox({
title = "Jump Power",
flag = "JumpPowerCheckbox",
callback = function(value)
getgenv().JumpPowerCheckboxEnabled = value
CharacterModifier:create_slider({
title = 'Jump Power Value',
flag = 'CustomJumpPower',
maximum_value = 200,
minimum_value = 50,
value = 50,
round_number = true,
callback = function(value)
getgenv().CustomJumpPower = value
getgenv().CustomJumpHeight = value * 0.144
if getgenv().CharacterModifierEnabled and
getgenv().JumpPowerCheckboxEnabled then
local char = [Link]
if char and char:FindFirstChild("Humanoid") then
local humanoid = [Link]
if [Link] then
[Link] = value
else
[Link] = value * 0.144
end
end
end
end
})
CharacterModifier:create_divider({})
CharacterModifier:create_checkbox({
title = "Gravity",
flag = "GravityCheckbox",
callback = function(value)
getgenv().GravityCheckboxEnabled = value
CharacterModifier:create_slider({
title = 'Gravity Value',
flag = 'CustomGravity',
maximum_value = 400.0,
minimum_value = 0,
value = 196.2,
round_number = true,
callback = function(value)
getgenv().CustomGravity = value
CharacterModifier:create_divider({})
CharacterModifier:create_checkbox({
title = "Hip Height",
flag = "HipHeightCheckbox",
callback = function(value)
getgenv().HipHeightCheckboxEnabled = value
CharacterModifier:create_slider({
title = 'Hip Height Value',
flag = 'CustomHipHeight',
maximum_value = 20,
minimum_value = -5,
value = 0,
round_number = true,
callback = function(value)
getgenv().CustomHipHeight = value
if getgenv().CharacterModifierEnabled and
getgenv().HipHeightCheckboxEnabled then
local char = [Link]
if char and char:FindFirstChild("Humanoid") then
[Link] = value
end
end
end
})
local ability_esp = {
__config = {
gui_name = "AbilityESPGui",
gui_size = [Link](0, 200, 0, 40),
studs_offset = [Link](0, 3.2, 0),
text_color = [Link](255, 255, 255),
stroke_color = [Link](0, 0, 0),
font = [Link],
text_size = 14,
update_rate = 1/30
},
__state = {
active = false,
players = {},
update_task = nil
}
}
function ability_esp.create_billboard(player)
local character = [Link]
if not character or not [Link] then
return nil
end
[Link] = [Link]
if ability_esp.__state.active then
[Link] = true
local ability_name = player:GetAttribute("EquippedAbility")
[Link] = ability_name and
([Link] .. " [" .. ability_name .. "]") or
[Link]
else
[Link] = false
end
return true
end
function ability_esp.setup_character(player)
if not ability_esp.__state.active then
return
end
[Link](0.1)
ability_esp.__state.players[player].label = label
ability_esp.__state.players[player].billboard = billboard
ability_esp.__state.players[player].character = character
local char_connection = [Link]:Connect(function()
if not [Link] then
if ability_esp.__state.players[player] then
if ability_esp.__state.players[player].billboard then
ability_esp.__state.players[player].billboard:Destroy()
end
ability_esp.__state.players[player].label = nil
ability_esp.__state.players[player].billboard = nil
ability_esp.__state.players[player].character = nil
end
end
end)
System.__properties.__connections.ability_esp[player].char_removing =
char_connection
end
function ability_esp.add_player(player)
if player == LocalPlayer then
return
end
if ability_esp.__state.players[player] then
ability_esp.remove_player(player)
end
System.__properties.__connections.ability_esp[player].char_added =
char_added_connection
if [Link] then
[Link](function()
ability_esp.setup_character(player)
end)
end
end
function ability_esp.remove_player(player)
if System.__properties.__connections.ability_esp and
System.__properties.__connections.ability_esp[player] then
for _, connection in
pairs(System.__properties.__connections.ability_esp[player]) do
if connection and [Link] then
connection:Disconnect()
end
end
System.__properties.__connections.ability_esp[player] = nil
end
function ability_esp.update_loop()
while ability_esp.__state.active do
[Link](ability_esp.__config.update_rate)
local players_to_remove = {}
if player_data.label then
local success = ability_esp.update_label(player, player_data.label)
if not success then
local label, billboard = ability_esp.create_billboard(player)
if label then
player_data.label = label
player_data.billboard = billboard
player_data.character = character
end
end
end
end
function ability_esp.start()
if ability_esp.__state.active then
return
end
ability_esp.__state.active = true
getgenv().AbilityESP = true
System.__properties.__connections.ability_esp.player_added =
[Link]:Connect(function(player)
if ability_esp.__state.active and player ~= LocalPlayer then
[Link](1)
ability_esp.add_player(player)
end
end)
ability_esp.__state.update_task = [Link](function()
ability_esp.update_loop()
end)
end
function ability_esp.stop()
if not ability_esp.__state.active then
return
end
ability_esp.__state.active = false
getgenv().AbilityESP = false
if ability_esp.__state.update_task then
[Link](ability_esp.__state.update_task)
ability_esp.__state.update_task = nil
end
if System.__properties.__connections.ability_esp then
for player, connections in
pairs(System.__properties.__connections.ability_esp) do
if type(connections) == "table" then
for _, connection in pairs(connections) do
if connection and [Link] then
connection:Disconnect()
end
end
elseif connections and [Link] then
connections:Disconnect()
end
end
System.__properties.__connections.ability_esp = nil
end
function ability_esp.toggle(value)
if value then
ability_esp.start()
else
ability_esp.stop()
end
end
visuals:create_module({
title = 'Ability ESP',
flag = 'AbilityESP',
description = 'Displays Player Abilities',
section = 'left',
callback = function(value)
ability_esp.toggle(value)
end
})
local ball_velocity = {
__config = {
gui_name = "BallStatsGui",
colors = {
background = [Link](18, 18, 18),
container = [Link](28, 28, 28),
header = [Link](12, 12, 12),
text_primary = [Link](255, 255, 255),
text_secondary = [Link](170, 170, 170),
accent_green = [Link](34, 197, 94),
accent_orange = [Link](249, 115, 22),
border = [Link](40, 40, 40)
}
},
__state = {
active = false,
gui = nil,
ball_data = {},
is_dragging = false
}
}
function ball_velocity.create_corner(radius)
local corner = [Link]("UICorner")
[Link] = [Link](0, radius or 8)
return corner
end
function ball_velocity.create_gui()
local gui = [Link]("ScreenGui")
[Link] = ball_velocity.__config.gui_name
[Link] = false
[Link] = [Link]
[Link] = LocalPlayer:WaitForChild("PlayerGui")
ball_velocity.create_corner(10).Parent = main_frame
ball_velocity.create_stroke(1, ball_velocity.__config.[Link]).Parent =
main_frame
ball_velocity.create_corner(10).Parent = header
[Link]:Connect(function(input)
if [Link] == [Link].MouseButton1
or [Link] == [Link] then
ball_velocity.__state.is_dragging = true
drag_start = [Link]
start_pos = main_frame.Position
end
end)
[Link]:Connect(function(input)
if ball_velocity.__state.is_dragging and
([Link] == [Link]
or [Link] == [Link]) then
main_frame.Position = newpos
end
end)
[Link]:Connect(function(input)
if [Link] == [Link].MouseButton1
or [Link] == [Link] then
ball_velocity.__state.is_dragging = false
save_pos(main_frame.Position)
end
end)
function ball_velocity.start()
if ball_velocity.__state.active then return end
ball_velocity.__state.active = true
ball_velocity.__state.ball_data = {}
System.__properties.__connections.ball_velocity =
[Link]:Connect(function()
ball_velocity.__state.ball_data[ball] =
ball_velocity.__state.ball_data[ball] or 0
function ball_velocity.stop()
if not ball_velocity.__state.active then return end
ball_velocity.__state.active = false
if System.__properties.__connections.ball_velocity then
System.__properties.__connections.ball_velocity:Disconnect()
System.__properties.__connections.ball_velocity = nil
end
if ball_velocity.__state.gui then
ball_velocity.__state.gui:Destroy()
ball_velocity.__state.gui = nil
end
ball_velocity.__state.ball_data = {}
end
visuals:create_module({
title = "Show Ball Velocity",
description = "",
flag = "ballvelocity",
section = "right",
callback = function(state)
if state then
ball_velocity.start()
else
ball_velocity.stop()
end
end
})
local Connections_Manager = {}
callback = function(state)
[Link] = state
if state then
Connections_Manager['No Render'] =
[Link]:Connect(function(Value)
Debris:AddItem(Value, 0)
end)
else
if Connections_Manager['No Render'] then
Connections_Manager['No Render']:Disconnect()
Connections_Manager['No Render'] = nil
end
end
end
})
No_Render:change_state(false)
--[[local ParticleSystem = {
Particles = {},
MaxParticles = 5000,
SpawnArea = 500,
FallSpeed = 25,
SpawnHeight = 100,
SpawnRate = 3,
ParticleColor = [Link](100, 200, 255),
Enabled = false
}
local Particles = {}
function [Link]()
local particle = [Link]("Part")
[Link] = "MagicalParticle"
[Link] = [Link](0.9, 0.9, 0.9)
[Link] = [Link]
[Link] = [Link]
[Link] = [Link]
[Link] = false
[Link] = true
[Link] = 0
[Link] = false
[Link] = ParticleFolder
trail.Attachment0 = attachment0
trail.Attachment1 = attachment1
[Link] = particle
return particle
end
function Particles.get_player_position()
local character = [Link]
if character and character:FindFirstChild("HumanoidRootPart") then
return [Link]
end
return [Link]
end
function [Link]()
if not [Link] then return end
if #[Link] >= [Link] then return end
local particle_data = {
Part = particle,
Velocity = [Link](
[Link](-2, 2),
-[Link],
[Link](-2, 2)
),
RotationSpeed = [Link](
[Link](-3, 3),
[Link](-3, 3),
[Link](-3, 3)
),
FloatAmplitude = [Link](2, 5),
FloatFrequency = [Link](2, 4),
TimeAlive = 0
}
[Link]([Link], particle_data)
end
function [Link](delta_time)
local player_pos = Particles.get_player_position()
for i = #[Link], 1, -1 do
local particle_data = [Link][i]
local particle = particle_data.Part
[Link] = new_position
[Link] = [Link] + particle_data.RotationSpeed
function Particles.clear_all()
for i = #[Link], 1, -1 do
local particle_data = [Link][i]
if particle_data.Part then
particle_data.Part:Destroy()
end
[Link]([Link], i)
end
end
function Particles.update_colors()
for _, particle_data in ipairs([Link]) do
local particle = particle_data.Part
if particle and [Link] then
[Link] = [Link]
local light = particle:FindFirstChildOfClass("PointLight")
if light then
[Link] = [Link]
end
local trail = particle:FindFirstChildOfClass("Trail")
if trail then
[Link] = [Link]([Link])
end
end
end
end
local BallSystem = {}
function BallSystem.get_ball()
local balls = Workspace:FindFirstChild('Balls')
if not balls then return nil end
for _, ball in pairs(balls:GetChildren()) do
if not ball:GetAttribute('realBall') then
[Link] = false
return ball
end
end
return nil
end
local PlasmaTrails = {
Active = false,
Enabled = false,
TrailAttachments = {},
NumTrails = 8,
TrailColor = [Link](0, 255, 255)
}
local Plasma = {}
function Plasma.create_trails(ball)
if [Link] then return end
[Link] = true
[Link] = {}
for i = 1, [Link] do
local angle = (i / [Link]) * [Link] * 2
local radius = [Link](150, 250) / 100
local height = [Link](-150, 150) / 100
[Link] = [Link]({
[Link](0, 0.2),
[Link](0.3, 0),
[Link](0.7, 0.3),
[Link](1, 1)
})
[Link] = [Link]({
[Link](0, 0.1),
[Link](0.3, 0.25),
[Link](0.7, 0.15),
[Link](1, 0.02)
})
[Link] = ball
[Link]([Link], {
attachment0 = attachment0,
attachment1 = attachment1,
trail = trail,
baseAngle = angle,
angle = 0,
speed = [Link](15, 30) / 10,
spiralSpeed = [Link](25, 45) / 10,
radiusMultiplier = [Link](80, 130) / 100,
pulseOffset = [Link]() * [Link] * 2,
baseRadius = radius,
baseHeight = height,
chaosSpeed = [Link](10, 20) / 10
})
end
end
trail_data.[Link] = [Link](
[Link](trail_data.baseAngle + trail_data.angle) * radius1,
trail_data.baseHeight + [Link]((trail_data.baseAngle +
trail_data.angle) * 3) * 0.8 + twist + chaos,
[Link](trail_data.baseAngle + trail_data.angle) * radius1
) + spiral_offset1
trail_data.[Link] = [Link](
[Link](trail_data.baseAngle + trail_data.angle + [Link] * 0.7) *
radius2,
-trail_data.baseHeight + [Link]((trail_data.baseAngle +
trail_data.angle) * 2.5) * 0.8 - twist - chaos,
[Link](trail_data.baseAngle + trail_data.angle + [Link] * 0.7) *
radius2
) + spiral_offset2
function Plasma.cleanup_trails(ball)
if not ball then return end
[Link] = false
[Link] = {}
end
function Plasma.update_trail_colors(ball)
if not ball then return end
[Link]:Connect(function(delta_time)
if [Link] then
spawn_timer = spawn_timer + delta_time
[Link](delta_time)
if [Link] then
local ball = BallSystem.get_ball()
particle_module:create_slider({
title = 'Max Particles',
flag = 'max_particles',
maximum_value = 20000,
minimum_value = 100,
value = 5000,
round_number = true,
callback = function(value)
[Link] = value
end,
})
particle_module:create_slider({
title = 'Spawn Rate',
flag = 'spawn_rate',
maximum_value = 25,
minimum_value = 1,
value = 3,
round_number = true,
callback = function(value)
[Link] = value
end,
})
particle_module:create_slider({
title = 'Fall Speed',
flag = 'fall_speed',
maximum_value = 150,
minimum_value = 5,
value = 25,
round_number = true,
callback = function(value)
[Link] = value
for _, particle_data in ipairs([Link]) do
particle_data.Velocity = [Link](
particle_data.Velocity.X,
-value,
particle_data.Velocity.Z
)
end
end,
})
particle_module:create_colorpicker({
title = 'Particle Color',
flag = 'particle_color',
callback = function(color)
[Link] = color
Particles.update_colors()
end,
})
plasma_module:create_slider({
title = 'Number of Trails',
flag = 'num_trails',
maximum_value = 16,
minimum_value = 2,
value = 8,
round_number = true,
callback = function(value)
[Link] = value
if last_ball then
Plasma.cleanup_trails(last_ball)
if [Link] then
Plasma.create_trails(last_ball)
end
end
end,
})
plasma_module:create_colorpicker({
title = 'Trail Color',
flag = 'trail_color',
callback = function(color)
[Link] = color
if last_ball then
Plasma.update_trail_colors(last_ball)
end
end,
})]]
local swordInstancesInstance =
ReplicatedStorage:WaitForChild("Shared",9e9):WaitForChild("ReplicatedInstances",9e9
):WaitForChild("Swords",9e9)
local swordInstances = require(swordInstancesInstance)
local swordsController
function getSlashName(swordName)
local slashName = swordInstances:GetSword(swordName)
return (slashName and [Link]) or "SlashEffect"
end
function setSword()
if not getgenv().skinChangerEnabled then return end
setupvalue(rawget(swordInstances,"EquipSwordTo"),3,false)
if getgenv().changeSwordModel then
swordInstances:EquipSwordTo([Link], getgenv().swordModel)
end
if getgenv().changeSwordAnimation then
swordsController:SetSword(getgenv().swordAnimations)
end
end
local playParryFunc
local parrySuccessAllConnection
local parrySuccessClientConnection
while [Link]() and not parrySuccessClientConnection do
for i,v in getconnections([Link])
do
if [Link] and getinfo([Link]).name == "parrySuccessAll" then
parrySuccessClientConnection = v
v:Disable()
end
end
end
getgenv().slashName = getSlashName(getgenv().swordFX)
local lastOtherParryTimestamp = 0
local clashConnections = {}
[Link]:Connect(function(...)
setthreadidentity(2)
local args = {...}
if tostring(args[4]) ~= [Link] then
lastOtherParryTimestamp = tick()
elseif getgenv().skinChangerEnabled and getgenv().changeSwordFX then
args[1] = getgenv().slashName
args[3] = getgenv().swordFX
end
return playParryFunc(unpack(args))
end)
[Link](clashConnections,
getconnections([Link])[1])
getgenv().updateSword = function()
if getgenv().changeSwordFX then
getgenv().slashName = getSlashName(getgenv().swordFX)
end
setSword()
end
[Link](function()
while [Link](1) do
if getgenv().skinChangerEnabled and getgenv().changeSwordModel then
local char = [Link] or [Link]:Wait()
if LocalPlayer:GetAttribute("CurrentlyEquippedSword") ~=
getgenv().swordModel then
setSword()
end
if char and (not char:FindFirstChild(getgenv().swordModel)) then
setSword()
end
for _,v in (char and char:GetChildren()) or {} do
if v:IsA("Model") and [Link] ~= getgenv().swordModel then
v:Destroy()
end
[Link]()
end
end
end
end)
SkinChanger:create_divider({})
SkinChanger:change_state(false)
local changeSwordModelCheckbox = SkinChanger:create_checkbox({
title = "Change Sword Model",
flag = "ChangeSwordModel",
callback = function(value: boolean)
getgenv().changeSwordModel = value
if getgenv().skinChangerEnabled then
getgenv().updateSword()
end
end
})
changeSwordModelCheckbox:change_state(true)
SkinChanger:create_divider({})
changeSwordAnimationCheckbox:change_state(true)
SkinChanger:create_divider({})
changeSwordFXCheckbox:change_state(true)
SkinChanger:create_divider({})
local AutoPlayModule = {}
[Link] = {
DEFAULT_DISTANCE = 30,
MULTIPLIER_THRESHOLD = 70,
TRAVERSING = 25,
DIRECTION = 1,
JUMP_PERCENTAGE = 50,
DOUBLE_JUMP_PERCENTAGE = 50,
JUMPING_ENABLED = false,
MOVEMENT_DURATION = 0.8,
OFFSET_FACTOR = 0.7,
GENERATION_THRESHOLD = 0.25,
PLAYER_DISTANCE_ENABLED = false,
MINIMUM_PLAYER_DISTANCE = 15,
UPDATE_FREQUENCY = 6,
POSITION_UPDATE_RATE = 0.1,
BALL_CHECK_RATE = 0.2,
PLAYER_CHECK_RATE = 0.5
}
[Link] = nil
[Link] = nil
[Link] = nil
[Link] = false
[Link] = 0
AutoPlayModule.CONTROL_POINT = nil
AutoPlayModule.LAST_GENERATION = 0
[Link] = {}
AutoPlayModule.Closest_Entity = nil
[Link] = 0
local timeCache = {
lastPositionUpdate = 0,
lastBallCheck = 0,
lastPlayerCheck = 0,
lastFloorCheck = 0
}
local resultCache = {
floor = nil,
lastBallDirection = nil,
lastPlayerPosition = nil,
lastRandomPosition = nil,
ballSpeed = 0
}
local serviceCache = {}
local function getService(name)
if not serviceCache[name] then
serviceCache[name] = cloneref and cloneref(game:GetService(name)) or
game:GetService(name)
end
return serviceCache[name]
end
do
local getServiceFunction = [Link]
[Link] = getClonerefPermission()
if cachedService then
return cachedService
end
if [Link] then
service = cloneref(service)
end
[Link](self, service)
return service
end
[Link] = setmetatable({}, {
__index = [Link]
})
end
[Link] = {
isAlive = function(player)
if not player or not player:IsA("Player") then
return false
end
inLobby = function(character)
return character and [Link] ==
[Link]
end,
onGround = function(character)
return character and [Link] ~= [Link]
end
}
[Link] = {
findClosestPlayer = function()
local currentTime = tick()
if currentTime - [Link] <
[Link].PLAYER_CHECK_RATE then
return AutoPlayModule.Closest_Entity
end
[Link] = currentTime
local aliveFolder =
[Link]:FindFirstChild("Alive")
local searchFolders = aliveFolder and {aliveFolder} or {}
if primaryPart then
local distance = (localPosition -
[Link]).Magnitude
AutoPlayModule.Closest_Entity = foundEntity
return foundEntity
end,
getEntityProperties = function()
local closestPlayer = [Link]()
local localPlayer = [Link]
return {
Velocity = [Link],
Direction = entityDirection,
Distance = entityDistance,
Position = entityPosition
}
end,
isPlayerTooClose = function()
if not [Link].PLAYER_DISTANCE_ENABLED then
return false
end
getAvoidancePosition = function()
local entityProps = [Link]()
local localPlayer = [Link]
return avoidancePosition
end
}
function [Link]()
local passedTime = tick() - AutoPlayModule.LAST_GENERATION
return passedTime < [Link].GENERATION_THRESHOLD
end
function [Link](limit)
if [Link]() then
return false
end
[Link] = {
getBall = function()
local currentTime = tick()
if currentTime - [Link] <
[Link].BALL_CHECK_RATE then
return
end
[Link] = currentTime
local ballsFolder =
[Link]:FindFirstChild("Balls")
if not ballsFolder then
[Link] = nil
return
end
[Link] = nil
end,
getDirection = function()
if not [Link] then
return [Link]
end
getVelocity = function()
if not [Link] then
return
end
getSpeed = function()
if not [Link] then
return [Link]
end
return [Link]
end,
isExisting = function()
return [Link] ~= nil
end
}
AutoPlayModule.CONTROL_POINT = nil
return finish
end
[Link] = {
getFloor = function()
local currentTime = tick()
if [Link] and currentTime - [Link] < 5 then
return [Link]
end
[Link] = currentTime
local floor =
[Link]:FindFirstChild("FLOOR")
if floor then
[Link] = floor
return floor
end
return [Link]
end
}
[Link] = function()
local currentTime = tick()
if currentTime - [Link] <
[Link].POSITION_UPDATE_RATE then
return [Link]
end
[Link] = currentTime
if [Link]() then
local avoidancePosition =
[Link]()
if avoidancePosition then
[Link] = avoidancePosition
return avoidancePosition
end
end
if [Link].PLAYER_DISTANCE_ENABLED then
local entityProps = [Link]()
if entityProps and [Link] <
[Link].MINIMUM_PLAYER_DISTANCE * 2 then
local avoidanceOffset = [Link] *
[Link].MINIMUM_PLAYER_DISTANCE
finalPosition = finalPosition + avoidanceOffset
end
end
[Link] = finalPosition
return finalPosition
end
[Link] = {
isChooserAvailable = function()
local spawn =
[Link]:FindFirstChild("Spawn")
return spawn and [Link] and [Link] and
[Link] and
[Link] and
[Link] and
[Link]
end,
updateChoice = function(choice)
[Link] = choice
end,
getMapChoice = function()
local choice = [Link] or [Link](1, 3)
local spawn =
[Link]:FindFirstChild("Spawn")
if not spawn or not [Link] or not
[Link] then
return nil
end
return [Link]:FindFirstChild(tostring(choice))
end,
getPadPosition = function()
if not [Link]() then
[Link] = nil
return
end
[Link] = {
removeCache = function()
[Link] = nil
end,
createJumpVelocity = function(player)
local rootPart = [Link] and
[Link]:FindFirstChild("HumanoidRootPart")
if not rootPart then return end
[Link]:AddItem(velocity, 0.001)
playJumpAnimation = function(player)
if not [Link] then
local replicatedStorage =
[Link]
local assets = replicatedStorage:FindFirstChild("Assets")
local tutorial = assets and assets:FindFirstChild("Tutorial")
local animations = tutorial and tutorial:FindFirstChild("Animations")
local doubleJumpAnim = animations and
animations:FindFirstChild("DoubleJump")
if doubleJumpAnim and [Link] and [Link]
and [Link] then
[Link] =
[Link]:LoadAnimation(doubleJumpAnim)
end
end
if [Link] then
[Link]:Play()
end
end,
doubleJump = function(player)
if [Link] or not [Link] then
return
end
if not
[Link]([Link].DOUBLE_JUMP_PERCENTAGE) then
return
end
[Link] = true
[Link](player)
[Link](player)
end,
jump = function(player)
if not [Link].JUMPING_ENABLED or not [Link] then
return
end
if not
[Link]([Link].JUMP_PERCENTAGE) then
return
end
[Link] = false
[Link]:ChangeState([Link])
end,
stop = function(player)
if [Link] and [Link] and
[Link] then
[Link]:MoveTo([Link])
end
end
}
[Link] = {
connect = function(name, connection, callback)
if not name then
name = [Link]:GenerateGUID()
end
[Link][name] = connection:Connect(callback)
return [Link][name]
end,
disconnect = function(name)
if not name or not [Link][name] then
return
end
[Link][name]:Disconnect()
[Link][name] = nil
end,
stop = function()
for name, connection in pairs([Link]) do
if typeof(connection) == "RBXScriptConnection" then
connection:Disconnect()
[Link][name] = nil
end
end
end
}
if inLobby then
local padPosition, padNumber = [Link]()
local choice = tonumber(padNumber)
if choice then
[Link](choice)
if getgenv().AutoVote then
local replicatedStorage =
[Link]
local packages = replicatedStorage:FindFirstChild("Packages")
local index = packages and packages:FindFirstChild("_Index")
local net = index and index:FindFirstChild("sleitnick_net@0.1.0")
local netFolder = net and net:FindFirstChild("net")
local updateVotes = netFolder and
netFolder:FindFirstChild("RE/UpdateVotes")
if updateVotes then
updateVotes:FireServer("FFA")
end
end
end
if not padPosition then
return nil
end
[Link] = function(delta)
[Link] = [Link] + 1
if [Link] % [Link].UPDATE_FREQUENCY ~= 0
then
return
end
[Link](localPlayer, path)
[Link](localPlayer)
end
[Link] = function()
[Link]("auto-play")
[Link]("synchronize")
[Link] = function()
[Link]("auto-play",
[Link], [Link])
[Link]("synchronize",
[Link],
[Link])
end
AutoPlay:create_checkbox({
title = "AI Enable Jumping",
flag = "jumping_enabled",
callback = function(value)
[Link].JUMPING_ENABLED = value
end
})
AutoPlay:create_checkbox({
title = "AI Auto Vote",
flag = "AutoVote",
callback = function(value)
getgenv().AutoVote = value
end
})
AutoPlay:create_checkbox({
title = "AI Avoid Players",
flag = "avoid_players",
callback = function(value)
[Link].PLAYER_DISTANCE_ENABLED = value
end
})
AutoPlay:create_divider({})
AutoPlay:create_slider({
title = 'AI Update Frequency',
flag = 'update_frequency',
maximum_value = 20,
minimum_value = 3,
value = [Link].UPDATE_FREQUENCY,
round_number = true,
callback = function(value)
[Link].UPDATE_FREQUENCY = value
end
})
AutoPlay:create_slider({
title = 'AI Distance From Ball',
flag = 'default_distance',
maximum_value = 100,
minimum_value = 5,
value = [Link].DEFAULT_DISTANCE,
round_number = true,
callback = function(value)
[Link].DEFAULT_DISTANCE = value
end
})
AutoPlay:create_slider({
title = 'AI Distance From Players',
flag = 'player_distance',
maximum_value = 150,
minimum_value = 10,
value = [Link].MINIMUM_PLAYER_DISTANCE,
round_number = true,
callback = function(value)
[Link].MINIMUM_PLAYER_DISTANCE = value
end
})
AutoPlay:create_slider({
title = 'AI Speed Multiplier',
flag = 'multiplier_threshold',
maximum_value = 200,
minimum_value = 10,
value = [Link].MULTIPLIER_THRESHOLD,
round_number = true,
callback = function(value)
[Link].MULTIPLIER_THRESHOLD = value
end
})
AutoPlay:create_slider({
title = 'AI Transversing',
flag = 'traversing',
maximum_value = 100,
minimum_value = 0,
value = [Link],
round_number = true,
callback = function(value)
[Link] = value
end
})
AutoPlay:create_slider({
title = 'AI Direction',
flag = 'Direction',
maximum_value = 1,
minimum_value = -1,
value = [Link],
round_number = true,
callback = function(value)
[Link] = value
end
})
AutoPlay:create_slider({
title = 'AI Offset Factor',
flag = 'OffsetFactor',
maximum_value = 1,
minimum_value = 0.1,
value = [Link].OFFSET_FACTOR,
round_number = true,
callback = function(value)
[Link].OFFSET_FACTOR = value
end
})
AutoPlay:create_slider({
title = 'AI Movement Duration',
flag = 'MovementDuration',
maximum_value = 1,
minimum_value = 0.1,
value = [Link].MOVEMENT_DURATION,
round_number = true,
callback = function(value)
[Link].MOVEMENT_DURATION = value
end
})
AutoPlay:create_slider({
title = 'AI Generation Threshold',
flag = 'GenerationThreshold',
maximum_value = 0.5,
minimum_value = 0.1,
value = [Link].GENERATION_THRESHOLD,
round_number = true,
callback = function(value)
[Link].GENERATION_THRESHOLD = value
end
})
AutoPlay:create_slider({
title = 'AI Jump Chance',
flag = 'jump_percentage',
maximum_value = 100,
minimum_value = 0,
value = [Link].JUMP_PERCENTAGE,
round_number = true,
callback = function(value)
[Link].JUMP_PERCENTAGE = value
end
})
AutoPlay:create_slider({
title = 'AI Double Jump Chance',
flag = 'double_jump_percentage',
maximum_value = 100,
minimum_value = 0,
value = [Link].DOUBLE_JUMP_PERCENTAGE,
round_number = true,
callback = function(value)
[Link].DOUBLE_JUMP_PERCENTAGE = value
end
})
local WalkableSemiImmortal = {}
local state = {
enabled = false,
notify = false,
heartbeatConnection = nil
}
local desyncData = {
originalCFrame = nil,
originalVelocity = nil
}
local cache = {
character = nil,
hrp = nil,
head = nil,
headOffset = [Link](0, 0, 0),
aliveFolder = nil
}
local hooks = {
oldIndex = nil
}
local constants = {
emptyCFrame = [Link](),
radius = 25,
baseHeight = 5,
riseHeight = 30,
cycleSpeed = 11.9,
velocity = [Link](1, 1, 1)
}
return [Link](
pos.X + [Link](angle) * [Link],
yBase,
pos.Z + [Link](angle) * [Link]
)
end
[Link] = calculateOrbitPosition(hrp)
[Link] = [Link]
[Link]:Wait()
[Link] = [Link]
[Link] = [Link]
end
function [Link](enabled)
if [Link] == enabled then return end
[Link] = enabled
getgenv().Walkablesemiimortal = enabled
if enabled then
if not [Link] then
[Link] = [Link]:Connect(performDesync)
end
else
if [Link] then
[Link]:Disconnect()
[Link] = nil
end
[Link] = nil
[Link] = nil
end
function [Link](enabled)
[Link] = enabled
getgenv().WalkablesemiimortalNotify = enabled
end
function [Link](value)
[Link] = value
end
function [Link](value)
[Link] = value
end
[Link]:Connect(function()
[Link] = nil
[Link] = nil
[Link] = nil
[Link] = nil
end)
module:create_checkbox({
title = "Notify",
flag = "WalkableSemi_Imortal_Notify",
callback = [Link]
})
module:create_slider({
title = 'Immortal Radius',
flag = 'Immortal_Radius',
maximum_value = 100,
minimum_value = 0,
value = 25,
round_number = true,
callback = [Link]
})
module:create_slider({
title = 'Immortal Height',
flag = 'Walkable_Immortal_Radius',
maximum_value = 60,
minimum_value = 0,
value = 30,
round_number = true,
callback = [Link]
})
--[[local Invisibilidade = {}
local state = {
enabled = false,
notify = false,
heartbeatConnection = nil,
ballTrackingConnection = nil
}
local desyncData = {
originalCFrame = nil,
originalVelocity = nil
}
local cache = {
character = nil,
hrp = nil,
head = nil,
headOffset = [Link](0, 0, 0),
aliveFolder = nil
}
local hooks = {
oldIndex = nil
}
local constants = {
emptyCFrame = [Link](),
invisibleY = -200000,
velocityThreshold = 800
}
local ballData = {
peakVelocity = 0,
currentBall = nil
}
getgenv().BallPeakVelocity = [Link]
getgenv().BallVelocityAbove800 = [Link] >=
[Link]
end
local function shouldApplyDesync()
return [Link] and getgenv().BallVelocityAbove800 == true
end
[Link] = [Link](
[Link]([Link].X, [Link], [Link].Z),
[Link]
)
[Link] = [Link](0, 0, 0)
[Link]:Wait()
[Link] = [Link]
[Link] = [Link]
end
function [Link](enabled)
if [Link] == enabled then return end
[Link] = enabled
getgenv().IDKEnabled = enabled
if enabled then
if not [Link] then
[Link] =
[Link]:Connect(trackBallVelocity)
end
updateCache()
if [Link] and [Link] then
[Link] = [Link]
if [Link] then
[Link] = [Link]
end
end
[Link] = nil
[Link] = nil
[Link] = 0
[Link] = nil
getgenv().BallPeakVelocity = 0
getgenv().BallVelocityAbove800 = false
end
function [Link](enabled)
[Link] = enabled
getgenv().IDKNotify = enabled
end
[Link]:Connect(function()
[Link] = nil
[Link] = nil
[Link] = nil
[Link] = nil
end)
module:create_checkbox({
title = "Notify",
flag = "IDK_Notify",
callback = [Link]
})
module:create_slider({
title = 'Velocity Threshold',
flag = 'dasdada',
maximum_value = 1500,
minimum_value = 800,
value = 800,
round_number = true,
callback = function(value)
[Link] = value
end
})]]
guiset:create_module({
title = "GUI Library Visible",
description = "visibility of GUI library",
flag = "guilibraryvisible",
section = "left",
callback = function(state)
getgenv().guilibraryVisible = state
end
})
end
[Link]:Connect(function(child)
if [Link] == 'Balls' then
System.__properties.__cached_balls = nil
end
end)
[Link]:Connect(function()
System.__properties.__parries = 0
System.__properties.__parried = false
end)
end
main:load()
StarterGui:SetCore('SendNotification', {
Title = 'BETA',
Text = 'This Version is on BETA',
Icon = 'rbxassetid://123456789',
Duration = 10,
})