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Lol

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mitkopirona739
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0% found this document useful (0 votes)
54 views31 pages

Lol

Uploaded by

mitkopirona739
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 31

local repo = 'https://raw.githubusercontent.

com/violin-suzutsuki/LinoriaLib/main/'

local Library = loadstring(game:HttpGet(repo .. 'Library.lua'))()


local ThemeManager = loadstring(game:HttpGet(repo .. 'addons/ThemeManager.lua'))()
local SaveManager = loadstring(game:HttpGet(repo .. 'addons/SaveManager.lua'))()

local Window = Library:CreateWindow({


Title = 'pf.lol | Beta | Made https://discord.gg/Q62RtJcz',
Center = true,
AutoShow = true,
TabPadding = 8,
MenuFadeTime = 0.2
})

--// Defined

local Camera = workspace.CurrentCamera


local Players = workspace.Players
local Ignore = workspace.Ignore
local DeadBodies = workspace.Ignore.DeadBody
local Misc = Ignore.Misc

--// Roblox

local Vector3New = Vector3.new


local CFrameNew = CFrame.new

--// Services

local UserInputService = game:GetService("UserInputService")


local Lighting = game:GetService("Lighting")

--// Tables

local Tabs = {
AimbotTab = Window:AddTab('Aimbot'),
VisualsTab = Window:AddTab('Visuals'),
MiscTab = Window:AddTab('Misc'),
Settings = Window:AddTab('Settings'),
}

local Sections = {

--// Aimbot Tab

Aimbot = Tabs.AimbotTab:AddLeftGroupbox('Aimbot'),
AimbotSettings = Tabs.AimbotTab:AddRightGroupbox('Aimbot Settings'),

--// Visuals Tab

Visuals = Tabs.VisualsTab:AddLeftGroupbox('Visuals'),
VisualSettings = Tabs.VisualsTab:AddRightGroupbox('Configuration'),

Grenade = Tabs.VisualsTab:AddLeftGroupbox('Grenades'),
Misc = Tabs.MiscTab:AddLeftGroupbox('Misc'),
Player = Tabs.MiscTab:AddLeftGroupbox('Player'),
}

local FeatureTable = {
Combat = {
SilentAim = {Enabled = false, Hitchance = 100, DummyRange = 0, DynamicFOV =
false},
WallCheck = false,
TeamCheck = false,
Hitpart = "Head", --// 6 = Torso, 7 = Head
},
Visuals = {
--// Features \\--
Box = {Enabled = false, Color = Color3.fromRGB(255, 255, 255)},
Box3D = {Enabled = false, Color = Color3.fromRGB(255, 255, 255), Method =
"Flat"},
Tracers = {Enabled = false, Color = Color3.fromRGB(255, 255, 255), Origin =
"Middle", End = "Head"}, --// 7 = head, 6 = torso (index)
Chams = {Enabled = false, FillColor = Color3.fromRGB(255, 255, 255),
OutlineColor = Color3.fromRGB(255, 255, 255), VisibleOnly = false, FillTransparency
= 0, OutlineTransparency = 0},
Dynamic = true,
TeamCheck = false,
UseTeamColor = false, --// Team colors dont apply to chams btw
--// Other \\--
Lighting = {
OverrideAmbient = {Enabled = false, Color = Color3.fromRGB(255, 255,
255)},
},
Grenade = {
GrenadeESP = {Enabled = false, Color = Color3.fromRGB(255, 255, 255),
Transparency = 0},
TrailModifier = {Enabled = false, Color = Color3.fromRGB(255, 255,
255), TrailLifetime = 0.55},
},
ForceFieldArms = {Enabled = false, Color = Color3.fromRGB(255, 255, 255)},
ForceFieldWeapons = {Enabled = false, Color = Color3.fromRGB(255, 255,
255)},
},
Misc = {
Player = {
Fly = {Enabled = false, Speed = 0},
Bhop = false,
JumpPowerModifier = {Enabled = false, Power = 50},
HipHeight = 0,
},
Watermark = {
Enabled = false,
Color = Color3.fromRGB(255, 255, 255),
Theme = 'Galaxy Theme',
X = 0,
Y = 0
}
},
}

local Storage = {
Identifiers = {
Head = Vector3.new(1,1,1),
Torso = Vector3.new(2,2,1),
},
BoxIndex = {
{1, 2}, {2, 3}, {3, 4}, {4, 1},
{5, 6}, {6, 7}, {7, 8}, {8, 5},
{1, 5}, {2, 6}, {3, 7}, {4, 8}
},
ESP = {
Boxes = {},
Box3D = {},
Tracers = {},
Chams = {},
},
Other = {
ViewportSize = Camera.ViewportSize,
ClosestPlayer = nil,
},
}

local Functions = {
Normal = {},
ESP = {},
}

--// Objects

local FOVCircle = Drawing.new("Circle")


do --// Drawing object properties

do --// Circle

FOVCircle.Transparency = 1
FOVCircle.Visible = false
FOVCircle.Color = Color3.fromRGB(255, 255, 255)
FOVCircle.Radius = 0

end

end

-- def not in the do

local GalaxyTheme_2
local OneColorTheme
local pflolTheme
local RainbowTheme
local Main

-- Instance
local Watermark = Instance.new("ScreenGui",
game.Players.LocalPlayer:WaitForChild("PlayerGui"))

do -- Properties & Rest


Main = Instance.new("Frame", Watermark)
local TextLabel = Instance.new("TextLabel", Main)
local GalaxyTheme = Instance.new("UIStroke", Main)
RainbowTheme = Instance.new("UIGradient", GalaxyTheme)
GalaxyTheme_2 = Instance.new("UIGradient", GalaxyTheme)
OneColorTheme = Instance.new("UIGradient", GalaxyTheme)
pflolTheme = Instance.new("UIGradient", GalaxyTheme)

do -- Properties
-- Watermark properties
Watermark.Enabled = false
Watermark.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
Watermark.Name = "Watermark"

-- Main properties
Main.Name = "Main"
Main.BackgroundColor3 = Color3.fromRGB(27, 27, 27)
Main.BorderColor3 = Color3.fromRGB(0, 0, 0)
Main.BorderSizePixel = 0
Main.Position = UDim2.new(0, 0, 0.147642687, 0)
Main.Size = UDim2.new(0, 293, 0, 34)

-- TextLabel properties
TextLabel.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
TextLabel.BackgroundTransparency = 1.000
TextLabel.BorderColor3 = Color3.fromRGB(0, 0, 0)
TextLabel.BorderSizePixel = 0
TextLabel.Position = UDim2.new(0, 0, 0, 0)
TextLabel.Size = UDim2.new(0, 293, 0, 33)
TextLabel.Font = Enum.Font.RobotoMono
TextLabel.Text = "pf.lol | Beta"
TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
TextLabel.TextScaled = true
TextLabel.TextSize = 14.000
TextLabel.TextWrapped = true

-- GalaxyTheme properties
GalaxyTheme.Color = Color3.fromRGB(255, 255, 255)
GalaxyTheme.Thickness = 2.5
GalaxyTheme.Name = "GalaxyTheme"

-- RainbowTheme properties
RainbowTheme.Color = ColorSequence.new{
ColorSequenceKeypoint.new(0.00, Color3.fromRGB(255, 0, 0)),
ColorSequenceKeypoint.new(0.17, Color3.fromRGB(255, 165, 0)),
ColorSequenceKeypoint.new(0.33, Color3.fromRGB(255, 255, 0)),
ColorSequenceKeypoint.new(0.50, Color3.fromRGB(0, 128, 0)),
ColorSequenceKeypoint.new(0.67, Color3.fromRGB(0, 0, 255)),
ColorSequenceKeypoint.new(0.83, Color3.fromRGB(75, 0, 130)),
ColorSequenceKeypoint.new(1.00, Color3.fromRGB(238, 130, 238))}
RainbowTheme.Name = "RainbowTheme"

-- GalaxyTheme_2 properties
GalaxyTheme_2.Color = ColorSequence.new{
ColorSequenceKeypoint.new(0.00, Color3.fromRGB(16, 9, 112)),
ColorSequenceKeypoint.new(0.17, Color3.fromRGB(60, 24, 144)),
ColorSequenceKeypoint.new(0.63, Color3.fromRGB(125, 0, 209)),
ColorSequenceKeypoint.new(1.00, Color3.fromRGB(51, 24, 159))}
GalaxyTheme_2.Name = "GalaxyTheme_2"

-- OneColorTheme properties
OneColorTheme.Color = ColorSequence.new{
ColorSequenceKeypoint.new(0.00, Color3.fromRGB(255, 255, 255)),
ColorSequenceKeypoint.new(1.00, Color3.fromRGB(255, 255, 255))}
OneColorTheme.Name = "OneColorTheme"

-- pflolTheme properties
pflolTheme.Color = ColorSequence.new{
ColorSequenceKeypoint.new(0.00, Color3.fromRGB(43, 255, 114)),
ColorSequenceKeypoint.new(0.38, Color3.fromRGB(255, 112, 150)),
ColorSequenceKeypoint.new(0.51, Color3.fromRGB(85, 170, 255)),
ColorSequenceKeypoint.new(0.77, Color3.fromRGB(85, 0, 255)),
ColorSequenceKeypoint.new(1.00, Color3.fromRGB(255, 139, 44))}
pflolTheme.Name = "pflolTheme"

-- Disable non-default themes


GalaxyTheme_2.Enabled = true
RainbowTheme.Enabled = false
OneColorTheme.Enabled = false
pflolTheme.Enabled = false
end
end

-- Function to update the theme


local function updateTheme(themeName)
GalaxyTheme_2.Enabled = themeName == "GalaxyTheme_2"
RainbowTheme.Enabled = themeName == "RainbowTheme"
OneColorTheme.Enabled = themeName == "OneColorTheme"
pflolTheme.Enabled = themeName == "pflolTheme"
end

--// Rest

do --// Main
Library:Notify("I am aware of the optimization issues, they will be fixed in
the near future", 5)

do --// Elements

do --// Aimbot Tab

Sections.Aimbot:AddToggle('SilentAim', {
Text = 'Silent Aim',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Combat.SilentAim.Enabled = Value
end
})

Sections.Aimbot:AddToggle('VisualiseRange', {
Text = 'FOV',
Default = false,
Tooltip = nil,

Callback = function(Value)
FOVCircle.Visible = Value
end
}):AddColorPicker('VisualiseRangeColor', {
Default = Color3.fromRGB(255, 255, 255),
Title = 'Range Color',
Transparency = 0,

Callback = function(Value)
FOVCircle.Color = Value
end
})

Sections.Aimbot:AddSlider('AimbotRange', {
Text = 'Range',
Default = 0,
Min = 0,
Max = 1000,
Rounding = 1,
Compact = false,

Callback = function(Value)
FeatureTable.Combat.SilentAim.DummyRange = Value --// im not
gonna use flags, but feel free to switch to it :D
end
})

Sections.Aimbot:AddDropdown('Aimpart', {
Values = { 'Head', 'Torso', 'Random' },
Default = 1,
Multi = false,

Text = 'Aim Part',


Tooltip = nil,

Callback = function(Value)
FeatureTable.Combat.Hitpart = Value
end
})

--// Aimbot Settings

Sections.AimbotSettings:AddToggle('WallCheck', {
Text = 'Wall Check',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Combat.WallCheck = Value
end
})

Sections.AimbotSettings:AddToggle('TeamCheck', {
Text = 'Team Check',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Combat.TeamCheck = Value
end
})

Sections.AimbotSettings:AddSlider('Hitchance', {
Text = 'Hitchance',
Default = 100,
Min = 0,
Max = 100,
Rounding = 1,
Compact = false,
Callback = function(Value)
FeatureTable.Combat.SilentAim.Hitchance = Value
end
})

end

do --// Visuals Tab

Sections.Visuals:AddToggle('Box', {
Text = 'Box',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Visuals.Box.Enabled = Value
end
}):AddColorPicker('BoxColor', {
Default = Color3.fromRGB(255, 255, 255),
Title = 'Box Color',
Transparency = 0,

Callback = function(Value)
FeatureTable.Visuals.Box.Color = Value
end
})

Sections.Visuals:AddToggle('Tracers', {
Text = 'Tracers',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Visuals.Tracers.Enabled = Value
end
}):AddColorPicker('TracerColor', {
Default = Color3.fromRGB(255, 255, 255),
Title = 'Tracer Color',
Transparency = 0,

Callback = function(Value)
FeatureTable.Visuals.Tracers.Color = Value
end
})

--// lmao ahah

local saveFolder
local toggleStateArms = false
local toggleStateMain = false
local forceFieldColorArms = Color3.fromRGB(255, 255, 255)
local forceFieldColor = Color3.fromRGB(255, 255, 255)

local function moveArmsToSaveFolder()


saveFolder =
game:GetService("ServerStorage"):FindFirstChild("Save")
if not saveFolder then
saveFolder = Instance.new("Folder")
saveFolder.Name = "Save"
saveFolder.Parent = ServerStorage
end

local leftArm = game.Workspace.Camera:FindFirstChild("Left Arm")


local rightArm = game.Workspace.Camera:FindFirstChild("Right Arm")

if leftArm then
for _, part in ipairs(leftArm:GetChildren()) do
if part.ClassName == "Texture" then
part:Destroy()
elseif part.Name ~= "SkinTone" and part.Name ~= "Arm" then
part.Parent = saveFolder
end
end
leftArm.SkinTone.Material = Enum.Material.ForceField
leftArm.SkinTone.Color = forceFieldColorArms
end

if rightArm then
for _, part in ipairs(rightArm:GetChildren()) do
if part.ClassName == "Texture" then
part:Destroy()
elseif part.Name ~= "SkinTone" and part.Name ~= "Arm" then
part.Parent = saveFolder
end
end
rightArm.SkinTone.Material = Enum.Material.ForceField
rightArm.SkinTone.Color = forceFieldColorArms
end
end

local function restoreArmsFromSaveFolder()


if saveFolder then
local leftArm = game.Workspace.Camera:FindFirstChild("Left
Arm")
local rightArm = game.Workspace.Camera:FindFirstChild("Right
Arm")

if leftArm then
for _, part in ipairs(saveFolder:GetChildren()) do
if part:IsA("BasePart") and not
part:IsDescendantOf(leftArm) then
part.Parent = leftArm
end
end
leftArm.SkinTone.Material = Enum.Material.SmoothPlastic
leftArm.SkinTone.Color = Color3.fromRGB(255, 204, 153)
end

if rightArm then
for _, part in ipairs(saveFolder:GetChildren()) do
if part:IsA("BasePart") and not
part:IsDescendantOf(rightArm) then
part.Parent = rightArm
end
end
rightArm.SkinTone.Material = Enum.Material.SmoothPlastic
rightArm.SkinTone.Color = Color3.fromRGB(255, 204, 153)
end
saveFolder:Destroy()
end
end

local function changeMainModelsToForceField()


for _, model in ipairs(game.Workspace.Camera:GetChildren()) do
if model:IsA("Model") and model.Name:find("Main") then
for _, part in ipairs(model:GetDescendants()) do
if part.ClassName == "Texture" then
part:Destroy()
elseif part:IsA("BasePart") and part.Name ~= "Sucking"
then
part:SetAttribute("OriginalMaterial",
part.Material)
part:SetAttribute("OriginalColor", part.Color)
part.Material = Enum.Material.ForceField
part.Color = forceFieldColor
end
end
end
end
end

local function restoreMainModels()


for _, model in ipairs(game.Workspace.Camera:GetChildren()) do
if model:IsA("Model") and model.Name:find("Main") then
for _, part in ipairs(model:GetDescendants()) do
if part:IsA("BasePart") and part.Name ~= "Sucking" then
local originalMaterial =
part:GetAttribute("OriginalMaterial")
local originalColor =
part:GetAttribute("OriginalColor")
if originalMaterial and originalColor then
part.Material = originalMaterial
part.Color = originalColor
end
end
end
end
end
end

local function monitorArms()


game:GetService("RunService").Heartbeat:Connect(function()
if toggleStateArms then
local leftArm = game.Workspace.Camera:FindFirstChild("Left
Arm")
local rightArm =
game.Workspace.Camera:FindFirstChild("Right Arm")

if leftArm then
for _, part in ipairs(leftArm:GetChildren()) do
if part.ClassName == "Texture" then
part:Destroy()
end
end
if leftArm.SkinTone.Material ~=
Enum.Material.ForceField then
moveArmsToSaveFolder()
end
leftArm.SkinTone.Color = forceFieldColorArms
end

if rightArm then
for _, part in ipairs(rightArm:GetChildren()) do
if part.ClassName == "Texture" then
part:Destroy()
end
end
if rightArm.SkinTone.Material ~=
Enum.Material.ForceField then
moveArmsToSaveFolder()
end
rightArm.SkinTone.Color = forceFieldColorArms
end
end
end)
end

local function FoundMainName()


game:GetService("RunService").Heartbeat:Connect(function()
if toggleStateMain then
for _, model in ipairs(game.Workspace.Camera:GetChildren())
do
if model:IsA("Model") and model.Name:find("Main") then
for _, part in ipairs(model:GetDescendants()) do
if part.ClassName == "Texture" then
part:Destroy()
elseif part:IsA("BasePart") and part.Name ~=
"Sucking" and part.Material ~= Enum.Material.ForceField then
part.Material = Enum.Material.ForceField
part.Color = forceFieldColor
end
end
end
end
end
end)
end

Sections.Visuals:AddToggle('ForceFieldArms', {
Text = 'ForceField Arms',
Default = false,
Tooltip = nil,

Callback = function(state)
FeatureTable.Visuals.ForceFieldArms.Enabled = state
toggleStateArms = state
if state then
moveArmsToSaveFolder()
monitorArms()
else
restoreArmsFromSaveFolder()
end
end
}):AddColorPicker('ForceFieldArmsColor', {
Default = Color3.fromRGB(255, 255, 255),
Title = 'ForceField Color',
Transparency = 0,

Callback = function(color)
FeatureTable.Visuals.ForceFieldArms.Color = color
forceFieldColorArms = color
local leftArm = game.Workspace.Camera:FindFirstChild("Left
Arm")
local rightArm = game.Workspace.Camera:FindFirstChild("Right
Arm")

if leftArm then
leftArm.SkinTone.Color = forceFieldColorArms
end

if rightArm then
rightArm.SkinTone.Color = forceFieldColorArms
end
end
})

Sections.Visuals:AddToggle('ForceFieldWeapons', {
Text = 'ForceField Weapons',
Default = false,
Tooltip = nil,

Callback = function(state)
FeatureTable.Visuals.ForceFieldWeapons.Enabled = state
toggleStateMain = state
if state then
changeMainModelsToForceField()
FoundMainName()
else
restoreMainModels()
end
end
}):AddColorPicker('ForceFieldWeaponsColor', {
Default = Color3.fromRGB(255, 255, 255),
Title = 'ForceField Color Weapons',
Transparency = 0,

Callback = function(color)
FeatureTable.Visuals.ForceFieldWeapons.Color = color
forceFieldColor = color
for _, model in ipairs(game.Workspace.Camera:GetChildren()) do
if model:IsA("Model") and model.Name:find("Main") then
for _, part in ipairs(model:GetDescendants()) do
if part:IsA("BasePart") and part.Name ~= "Sucking"
then
part.Color = forceFieldColor
end
end
end
end
end
})
--// Settings

Sections.VisualSettings:AddToggle('TeamCheck', {
Text = 'Team Check',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Visuals.TeamCheck = Value
end
})

--// Lighting Section

--// Grenade Section

Sections.Grenade:AddToggle('Grenade', {
Text = 'Grenade ESP',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Visuals.Grenade.GrenadeESP.Enabled = Value
end
}):AddColorPicker('GrenadeColor', {
Default = Color3.fromRGB(255, 255, 255),
Title = 'Grenade Color',
Transparency = 0,

Callback = function(Value)
FeatureTable.Visuals.Grenade.GrenadeESP.Color = Value
end
})

end

do --// Misc Tab

-- Dropdown for Theme selection


Sections.Misc:AddToggle('Watermark', {
Text = 'Watermark',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Misc.Watermark.Enabled = Value
Watermark.Enabled = Value
end
}):AddColorPicker('OneColor', {
Default = Color3.fromRGB(255, 255, 255),
Title = 'One Color Theme Changer',
Transparency = 0,

Callback = function(Color)
FeatureTable.Misc.Watermark.Color = Color
if OneColorTheme then
OneColorTheme.Color = ColorSequence.new{
ColorSequenceKeypoint.new(0.00, Color),
ColorSequenceKeypoint.new(1.00, Color)
}
end
end
})

Sections.Misc:AddDropdown('ThemeWaterMark', {
Values = { 'Galaxy Theme', 'One Color Theme', 'pflol Theme',
'Rainbow Theme' },
Default = 1,
Multi = false,

Text = 'Theme WaterMark',


Tooltip = nil,

Callback = function(Value)
FeatureTable.Misc.Watermark.Theme = Value

-- Disable all themes initially


if GalaxyTheme_2 then
GalaxyTheme_2.Enabled = false
end
if OneColorTheme then
OneColorTheme.Enabled = false
end
if pflolTheme then
pflolTheme.Enabled = false
end
if RainbowTheme then
RainbowTheme.Enabled = false
end

if currentTween then
currentTween:Cancel()
currentTween = nil
end

-- Re-enable the selected theme


if Value == 'Galaxy Theme' then
if GalaxyTheme_2 then
GalaxyTheme_2.Enabled = true
end
elseif Value == 'One Color Theme' then
if OneColorTheme then
OneColorTheme.Enabled = true
end
elseif Value == 'pflolTheme Theme' then
if pflolTheme then
pflolTheme.Enabled = true
end
elseif Value == 'Rainbow Theme' then
if RainbowTheme then
RainbowTheme.Enabled = true
end
end
end
})
-- // Take XScreen and YScreen
local screenWidth =
game:GetService("Workspace").CurrentCamera.ViewportSize.X
local screenHeight =
game:GetService("Workspace").CurrentCamera.ViewportSize.Y

Main.Changed:Wait()

--// Take XMainUI and YMainUI


local mainWidth = Main.Size.X.Offset
local mainHeight = Main.Size.Y.Offset

Sections.Misc:AddSlider('ChangeXWatermark', {
Text = 'X',
Default = 0,
Min = 0,
Max = screenWidth,
Rounding = 1,
Compact = false,
Callback = function(value)
FeatureTable.Misc.Watermark.X = value
local newPositionX = UDim2.new(math.max((value - mainWidth) /
screenWidth, 0), 0, Main.Position.Y.Scale, Main.Position.Y.Offset)
Main.Position = newPositionX
end
})

Sections.Misc:AddSlider('ChangeYWatermark', {
Text = 'Y',
Default = 0,
Min = 0,
Max = screenHeight - mainHeight,
Rounding = 1,
Compact = false,
Callback = function(value)
FeatureTable.Misc.Watermark.Y = value
local newPositionY = UDim2.new(Main.Position.X.Scale,
Main.Position.X.Offset, (value - mainHeight) / (screenHeight - mainHeight), 0)
Main.Position = newPositionY
end
})

--// Player section

Sections.Player:AddToggle('Fly', {
Text = 'Fly',
Default = false,
Tooltip = nil,

Callback = function(Value)
FeatureTable.Misc.Player.Fly.Enabled = Value
end
})

Sections.Player:AddSlider('FlySpeed', {
Text = 'Fly Speed',
Default = 0,
Min = 0,
Max = 50,
Rounding = 1,
Compact = false,

Callback = function(Value)
FeatureTable.Misc.Player.Fly.Speed = Value
end
})

end

end

do --// Logic

do --// Functions

do --// Regular

do --// Lighting

function Functions.Normal:SetAmbient(Property, Value)


if FeatureTable.Visuals.Lighting.OverrideAmbient.Enabled
then
Lighting[Property] = Value
end
end

end

do --// Players

function Functions.Normal:GetTeam(Player)
if Player ~= nil and Player.Parent ~= nil and
Player:FindFirstChildOfClass("Folder") then
local Helmet =
Player:FindFirstChildWhichIsA("Folder"):FindFirstChildOfClass("MeshPart")
if Helmet then
if Helmet.BrickColor == BrickColor.new("Black")
then
return game.Teams.Phantoms
end
return game.Teams.Ghosts
end
end
end
function Functions.Normal:GetPlayerBodyparts(Player)
local Head
local Torso
local Children = Player:GetChildren()
local HeadSize = Storage.Identifiers.Head
local TorsoSize = Storage.Identifiers.Torso

for i = 1, #Children do
local Child = Children[i]
if Child:IsA("BasePart") then
if Child.Size == HeadSize then
Head = Child
elseif Child.Size == TorsoSize then
Torso = Child
end
end
end

return { Head = Head, Torso = Torso }


end

function Functions.Normal:GetPlayers()
local PlayerList = {}
for i,Teams in Players:GetChildren() do
for i,Players in Teams:GetChildren() do
table.insert(PlayerList, Players)
end
end
return PlayerList
end

end

do --// LocalPlayer
function Functions.Normal:GetGun()
for i,Viewmodel in Camera:GetChildren() do
if Viewmodel:IsA("Model") and not
Viewmodel.Name:find("Arm") then
return Viewmodel
end
end
return nil
end
end

do --// Math

function Functions.Normal:Measure(Origin, End)


return (Origin - End).Magnitude
end

function Functions.Normal:GetLength(Table) --// This isnt even


math btw, but its not related to any of the other sections so whatever lol
local Int = 0
for WhatTheSigma in Table do
Int += 1
end
return Int
end

end

end

do --// Aimbot

function Functions.Normal:getClosestPlayer()
local Player = nil
local Hitpart = nil
local Distance = math.huge

for i, Players in Functions.Normal:GetPlayers() do


if Players ~= nil then
local Bodyparts =
Functions.Normal:GetPlayerBodyparts(Players)

local Screen =
Camera:WorldToViewportPoint(Bodyparts.Torso.Position)
local MeasureDistance =
(Vector2.new(Storage.Other.ViewportSize.X / 2, Storage.Other.ViewportSize.Y / 2) -
Vector2.new(Screen.X, Screen.Y)).Magnitude

local PlayerIsVisible = (not


FeatureTable.Combat.WallCheck) or Functions.Normal:PlayerVisible(Players,
Camera.CFrame.Position, Bodyparts.Torso.Position, {Misc, Ignore,
Players:FindFirstChildOfClass("Folder")})

if MeasureDistance < Distance and MeasureDistance <=


FOVCircle.Radius * 1.25 and PlayerIsVisible then
Player = Players
Distance = MeasureDistance

if
tostring(FeatureTable.Combat.Hitpart):find("Random") then
print("Random")
local Keys = {}

do --// WhatTheSigma
for WhatTheSigma in Storage.Identifiers do
table.insert(Keys, WhatTheSigma)
end
end

local Index = math.random(1,


Functions.Normal:GetLength(Keys))
local Rndm = Keys[Index]
if Rndm ~= "Random" then
Hitpart = Bodyparts[Rndm]
end
else
Hitpart =
Bodyparts[FeatureTable.Combat.Hitpart]
end
end
end
end

return {Closest = Player, Hitpart = Hitpart}


end

function Functions.Normal:PlayerVisible(Player, Origin, End,


Ignorelist)

local Params = RaycastParams.new()


do --// Param Properties

Params.FilterDescendantsInstances = Ignorelist
Params.FilterType = Enum.RaycastFilterType.Exclude
Params.IgnoreWater = true

end
local CastRay = workspace:Raycast(Origin, End - Origin, Params)
if CastRay and CastRay.Instance then
if CastRay.Instance:IsDescendantOf(Player) then
return true
end
end
return false

end

end

do --// ESP
function Functions.ESP:Create(Player)

if FeatureTable.Visuals.Box.Enabled then

if not table.find(Storage.ESP.Boxes, Player) then

local Box = Drawing.new("Square")


Box.Color = Color3.fromRGB(255,255,255)
Box.Transparency = 1
Box.Visible = true
Box.Thickness = 1
Box.ZIndex = 2

do --// Table insert

table.insert(Storage.ESP.Boxes, Box)
table.insert(Storage.ESP.Boxes, Player)

end

end

end
if FeatureTable.Visuals.Tracers.Enabled then

if not table.find(Storage.ESP.Tracers, Player) then

local Tracer = Drawing.new("Line")


Tracer.Transparency = 1
Tracer.Visible = true
Tracer.Color = Color3.fromRGB(255,255,255)

do --// Table insert

table.insert(Storage.ESP.Tracers, Tracer)
table.insert(Storage.ESP.Tracers, Player)

end

end

end
if FeatureTable.Visuals.Box3D.Enabled then
if not table.find(Storage.ESP.Box3D, Player) then
local Lines = {}
for i = 1, 12 do
local Line = Drawing.new("Line")
Line.Transparency = 1
Line.Color = Color3.fromRGB(255, 255, 255)
Line.Visible = false
table.insert(Lines, Line)
end

do --// Table insert


table.insert(Storage.ESP.Box3D, Lines)
table.insert(Storage.ESP.Box3D, Player)
end
end
end

end

function Functions.ESP:ClearTable(esps, esptable, index)


for i = 1, #esps do
esps[i]:Destroy()
end
do --// Table clear
table.remove(esptable, index)
table.remove(esptable, index-1)
end
end

end

end

do --// Loops

task.spawn(function()
while task.wait() do --// gl working with the dogshit code,
skids :D

do --// Combat

do --// Aimbot

if FeatureTable.Combat.SilentAim.Enabled then

local Enemy = Storage.Other.ClosestPlayer


local Target = Enemy.Closest
if Target ~= nil and (FeatureTable.Combat.TeamCheck
and Functions.Normal:GetTeam(Target) ~= game.Players.LocalPlayer.Team or not
FeatureTable.Combat.TeamCheck) then

local Hitpart = Enemy.Hitpart


local Gun = Functions.Normal:GetGun()

if Hitpart and Gun then


for i, GunParts in Gun:GetChildren() do
pcall(function()
local Joints = GunParts:GetJoints()
if GunParts.Name:find("SightMark")
or GunParts.Name:find("FlameSUP") or GunParts.Name:find("Flame") then
local Vector = Vector3New()

do --// Hitchance

local Chance =
FeatureTable.Combat.SilentAim.Hitchance
if Chance < 100 then --//
Pretty awful but it works
local MissChance = (100
- Chance) / 100
local x = math.random()
* 3 - 1
local y = math.random()
* 3 - 1
local z = math.random()
* 3 - 1
Vector = Vector3New(x,
y, z) * MissChance
end

end

Joints[1].C0 =
Joints[1].Part0.CFrame:ToObjectSpace(CFrame.lookAt(Joints[1].Part1.Position,
(Hitpart.Position + Vector)))
end
end)
end
end

end

end

end

end

do --// Visuals

for i,Players in Functions.Normal:GetPlayers() do --//


bro... so p1000
Functions.ESP:Create(Players)
end

do --// Box ESP

for i,Player in Storage.ESP.Boxes do --// Box logic


(obviously)
if typeof(Player) == "Instance" then

local Box = Storage.ESP.Boxes[i-1]

if FeatureTable.Visuals.Box.Enabled and
Player:IsDescendantOf(workspace) and not
tostring(Player:GetFullName()):find(tostring(DeadBodies)) then
local Bodyparts =
Functions.Normal:GetPlayerBodyparts(Player)
local Torso = Bodyparts.Torso
if Torso ~= nil then
local Position, OnScreen =
Camera:WorldToViewportPoint(Torso.Position) --// Convert to screen pos since we're
rendering the boxes on the screen (duh)

local Team =
Functions.Normal:GetTeam(Player)
local TeamColor = Team.TeamColor

if OnScreen and
FeatureTable.Visuals.TeamCheck and tostring(Team) ~=
game.Players.LocalPlayer.Team.Name or not FeatureTable.Visuals.TeamCheck then

local PosX = Position.X -


(Box.Size.X / 2)
local PosY = Position.Y -
(Box.Size.Y / 2)
local Scale =
1000/(Camera.CFrame.Position - Torso.Position).Magnitude*80/Camera.FieldOfView --//
Very simple box distance scale

Box.Position = Vector2.new(PosX,
PosY)
Box.Size = Vector2.new(2 * Scale, 3
* Scale)
Box.Visible = true

if
FeatureTable.Visuals.UseTeamColor then --// 😭
if tostring(TeamColor) ==
"Bright blue" then
Box.Color =
Color3.fromRGB(0, 162, 255)
elseif tostring(TeamColor) ==
"Bright orange" then
Box.Color =
Color3.fromRGB(255, 162, 0)
end
else
Box.Color =
FeatureTable.Visuals.Box.Color
end

else

Functions.ESP:ClearTable({Box},
Storage.ESP.Boxes, i)

end

else

Functions.ESP:ClearTable({Box},
Storage.ESP.Boxes, i)

end
else
Functions.ESP:ClearTable({Box},
Storage.ESP.Boxes, i)

end
end
end

end

do --// 3D Box
for i, Player in Storage.ESP.Box3D do
if typeof(Player) == "Instance" then
local Objects = Storage.ESP.Box3D[i-1]

if Objects then
if FeatureTable.Visuals.Box3D.Enabled then
local Bodyparts =
Functions.Normal:GetPlayerBodyparts(Player)
local Torso = Bodyparts.Torso
local Team =
Functions.Normal:GetTeam(Player)

if Player and Torso and not


tostring(Player:GetFullName()):find(tostring(DeadBodies)) and Team and
Team.TeamColor then
local a, Visible =
Camera:WorldToViewportPoint(Torso.Position)
local TeamColor = Team.TeamColor
local Size = Vector3.new(2, 3, 1.5)
local Corners = {
Torso.CFrame * CFrameNew(-
Size.X, Size.Y, -Size.Z),
Torso.CFrame *
CFrameNew(Size.X, Size.Y, -Size.Z),
Torso.CFrame *
CFrameNew(Size.X, -Size.Y, -Size.Z),
Torso.CFrame * CFrameNew(-
Size.X, -Size.Y, -Size.Z),
Torso.CFrame * CFrameNew(-
Size.X, Size.Y, Size.Z),
Torso.CFrame *
CFrameNew(Size.X, Size.Y, Size.Z),
Torso.CFrame *
CFrameNew(Size.X, -Size.Y, Size.Z),
Torso.CFrame * CFrameNew(-
Size.X, -Size.Y, Size.Z)
}

if FeatureTable.Visuals.TeamCheck
and tostring(Team) ~= game.Players.LocalPlayer.Team.Name or not
FeatureTable.Visuals.TeamCheck then
if
FeatureTable.Visuals.Box3D.Method == "Flat" then
for iA = 1, 4 do
local Line =
Objects[iA]
Line.Visible = Visible
if Visible then
local Next = (iA %
4) + 1
local ScreenPos1 =
Camera:WorldToViewportPoint(Corners[iA].Position)
local ScreenPos2 =
Camera:WorldToViewportPoint(Corners[Next].Position)

Line.From =
Vector2.new(ScreenPos1.X, ScreenPos1.Y)
Line.To =
Vector2.new(ScreenPos2.X, ScreenPos2.Y)

if
FeatureTable.Visuals.UseTeamColor then
if
tostring(TeamColor) == "Bright blue" then
Line.Color
= Color3.fromRGB(0, 162, 255)
elseif
tostring(TeamColor) == "Bright orange" then
Line.Color
= Color3.fromRGB(255, 162, 0)
end
else
Line.Color =
FeatureTable.Visuals.Box3D.Color
end
end
end
else
for iB = 1, 12 do
local Line =
Objects[iB]
Line.Visible = Visible

if Visible then
local b =
Storage.BoxIndex[iB]
local c =
Camera:WorldToViewportPoint(Corners[b[1]].Position)
local d =
Camera:WorldToViewportPoint(Corners[b[2]].Position)

Line.From =
Vector2.new(c.X, c.Y)
Line.To =
Vector2.new(d.X, d.Y)

if
FeatureTable.Visuals.UseTeamColor then
if
tostring(TeamColor) == "Bright blue" then
Line.Color
= Color3.fromRGB(0, 162, 255)
elseif
tostring(TeamColor) == "Bright orange" then
Line.Color
= Color3.fromRGB(255, 162, 0)
end
else
Line.Color =
FeatureTable.Visuals.Box3D.Color
end
end
end
end
else

Functions.ESP:ClearTable(Objects, Storage.ESP.Box3D, i)
end
else
Functions.ESP:ClearTable(Objects,
Storage.ESP.Box3D, i)
end
else
Functions.ESP:ClearTable(Objects,
Storage.ESP.Box3D, i)
end
end
end
end
end
do --// Tracer ESP

for i,Player in Storage.ESP.Tracers do --// Tracer


logic (obviously once again)
if typeof(Player) == "Instance" then

local Tracer = Storage.ESP.Tracers[i-1]

if FeatureTable.Visuals.Tracers.Enabled and
Player:IsDescendantOf(workspace) then
local Bodyparts =
Functions.Normal:GetPlayerBodyparts(Player)
local Target =
Bodyparts[FeatureTable.Visuals.Tracers.End]
if Target ~= nil and not
tostring(Player:GetFullName()):find(tostring(DeadBodies)) then
local Position, OnScreen =
Camera:WorldToViewportPoint(Target.Position) --// Convert to screen pos since we're
rendering the boxes on the screen (duh)

local Team =
Functions.Normal:GetTeam(Player)
local TeamColor = Team.TeamColor

if OnScreen and
FeatureTable.Visuals.TeamCheck and tostring(Team) ~=
game.Players.LocalPlayer.Team.Name or not FeatureTable.Visuals.TeamCheck then

local Origin =
FeatureTable.Visuals.Tracers.Origin
local Value
if Origin ~= "Gun" then

if Origin == "Top" then


Value = 0
elseif Origin == "Middle" then
Value =
Storage.Other.ViewportSize.Y / 2
elseif Origin == "Bottom" then
Value =
Storage.Other.ViewportSize.Y
end

Tracer.From =
Vector2.new(Storage.Other.ViewportSize.X / 2, Value)
Tracer.To =
Vector2.new(Position.X, Position.Y)

else

local Gun =
Functions.Normal:GetGun()
if Gun ~= nil and
Gun:FindFirstChild("Flame") then
local TipPosition =
Camera:WorldToViewportPoint(Gun["Flame"].Position) or
Camera:WorldToViewportPoint(Gun["FlameSUP"].Position)
Tracer.From =
Vector2.new(TipPosition.X, TipPosition.Y)
Tracer.To =
Vector2.new(Position.X, Position.Y)
else

Functions.ESP:ClearTable({Tracer}, Storage.ESP.Tracers, i)
end

end

if
FeatureTable.Visuals.UseTeamColor then
if tostring(TeamColor) ==
"Bright blue" then
Tracer.Color =
Color3.fromRGB(0, 162, 255)
elseif tostring(TeamColor) ==
"Bright orange" then
Tracer.Color =
Color3.fromRGB(255, 162, 0)
end
else
Tracer.Color =
FeatureTable.Visuals.Tracers.Color
end

else

Functions.ESP:ClearTable({Tracer},
Storage.ESP.Tracers, i)

end

else

Functions.ESP:ClearTable({Tracer},
Storage.ESP.Tracers, i)
end
else

Functions.ESP:ClearTable({Tracer},
Storage.ESP.Tracers, i)

end
end
end

end

do --// Cham ESP

for i, Player in Functions.Normal:GetPlayers() do


if Player ~= nil then

local Highlight =
Player:FindFirstChildOfClass("Highlight")
local Team = Functions.Normal:GetTeam(Player)
local TeamColor = Team.TeamColor

if not
tostring(Player:GetFullName()):find(tostring(DeadBodies)) and
FeatureTable.Visuals.Chams.Enabled and (FeatureTable.Visuals.TeamCheck and
tostring(Team) ~= game.Players.LocalPlayer.Team.Name or not
FeatureTable.Visuals.TeamCheck) then

if not Highlight then


Highlight = Instance.new("Highlight",
Player)
end

Highlight.Enabled = true
Highlight.Adornee = Player
Highlight.FillColor =
FeatureTable.Visuals.Chams.FillColor
Highlight.OutlineColor =
FeatureTable.Visuals.Chams.OutlineColor
Highlight.FillTransparency =
FeatureTable.Visuals.Chams.FillTransparency
Highlight.OutlineTransparency =
FeatureTable.Visuals.Chams.OutlineTransparency
Highlight.DepthMode =
FeatureTable.Visuals.Chams.VisibleOnly and Enum.HighlightDepthMode.Occluded or
Enum.HighlightDepthMode.AlwaysOnTop

if FeatureTable.Visuals.UseTeamColor then
--// 😭
if tostring(TeamColor) == "Bright blue"
then
Highlight.FillColor =
Color3.fromRGB(0, 162, 255)
Highlight.OutlineColor =
Color3.fromRGB(0, 162, 255)
elseif tostring(TeamColor) == "Bright
orange" then
Highlight.FillColor =
Color3.fromRGB(255, 162, 0)
Highlight.OutlineColor =
Color3.fromRGB(255, 162, 0)
end
else
Highlight.FillColor =
FeatureTable.Visuals.Chams.FillColor
Highlight.OutlineColor =
FeatureTable.Visuals.Chams.OutlineColor
end

else

if Highlight then
Highlight:Destroy()
end

end

end
end

end

end

do --// Misc

do --// Player

local LocalPlayer = Ignore:FindFirstChild("RefPlayer")


if LocalPlayer then
local Humanoid =
LocalPlayer:FindFirstChildOfClass("Humanoid")

do --// Player Modifications

if Humanoid then

if
FeatureTable.Misc.Player.JumpPowerModifier.Enabled then
Humanoid.JumpPower =
FeatureTable.Misc.Player.JumpPowerModifier.Power
end
if FeatureTable.Misc.Player.Fly.Enabled
then

local Direction = Vector3New()

if LocalPlayer then

local LookVector =
Camera.CFrame.LookVector * Vector3New(1, 0, 1)
local Directions = { --// Very
optimized real!
[Enum.KeyCode.W] = LookVector,
[Enum.KeyCode.S] = -LookVector,
[Enum.KeyCode.D] = Vector3New(-
LookVector.Z, 0, LookVector.X),
[Enum.KeyCode.A] =
Vector3New(LookVector.Z, 0, -LookVector.X),
[Enum.KeyCode.Space] =
Vector3New(0, 5 * 5, 0),
[Enum.KeyCode.LeftControl] =
Vector3New(0, -5 * 5, 0)
}

for Key, Dir in Directions do


if
UserInputService:IsKeyDown(Key) then
Direction = Direction + Dir
end
end

if Direction.Magnitude > 0 then


Direction = Direction.Unit

LocalPlayer.HumanoidRootPart.Velocity = Direction *
FeatureTable.Misc.Player.Fly.Speed

LocalPlayer.HumanoidRootPart.Anchored = false
else

LocalPlayer.HumanoidRootPart.Velocity = Vector3New()

LocalPlayer.HumanoidRootPart.Anchored = true
end

end

end
if
UserInputService:IsKeyDown(Enum.KeyCode.Space) and FeatureTable.Misc.Player.Bhop
then
Humanoid.Jump = true
end
Humanoid.HipHeight =
FeatureTable.Misc.Player.HipHeight

end

end

end

end

end

do --// Extra

Storage.Other.ClosestPlayer =
Functions.Normal:getClosestPlayer()

do --// FOV Circle

local Dynamic =
FeatureTable.Combat.SilentAim.DummyRange / math.tan(math.rad(Camera.FieldOfView /
2))
FOVCircle.Position =
Vector2.new(Storage.Other.ViewportSize.X/2, Storage.Other.ViewportSize.Y/2)

if FeatureTable.Combat.SilentAim.DynamicFOV then
FOVCircle.Radius = Dynamic
else
FOVCircle.Radius =
FeatureTable.Combat.SilentAim.DummyRange
end

end

end

end
end)

end

do --// Connections

Camera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
Storage.Other.ViewportSize = Camera.ViewportSize
end)

do --// Lighting (I love this part)

Lighting:GetPropertyChangedSignal("Ambient"):Connect(function()
Functions.Normal:SetAmbient("Ambient",
FeatureTable.Visuals.Lighting.OverrideAmbient.Color)
end)

Lighting:GetPropertyChangedSignal("OutdoorAmbient"):Connect(function()
Functions.Normal:SetAmbient("OutdoorAmbient",
FeatureTable.Visuals.Lighting.OverrideAmbient.Color)
end)

Lighting:GetPropertyChangedSignal("ColorShift_Top"):Connect(function()
Functions.Normal:SetAmbient("ColorShift_Top",
FeatureTable.Visuals.Lighting.OverrideAmbient.Color)
end)

Lighting:GetPropertyChangedSignal("ColorShift_Bottom"):Connect(function()
Functions.Normal:SetAmbient("ColorShift_Bottom",
FeatureTable.Visuals.Lighting.OverrideAmbient.Color)
end)

end

Misc.ChildAdded:Connect(function(Child)
if tostring(Child.Name):find("Trigger") then
if FeatureTable.Visuals.Grenade.GrenadeESP.Enabled then
local Billboard = Instance.new("BillboardGui", Child)
local Frame = Instance.new("Frame", Billboard)
local UICorner = Instance.new("UICorner", Frame)
do --// Properties
do --// BillboardGui
Billboard.Enabled = true
Billboard.AlwaysOnTop = true
Billboard.Size = UDim2.new(1, 0, 1, 0)
Billboard.Adornee = Child
end
do --// Frame
Frame.Size = UDim2.new(1, 0, 1, 0)
Frame.BackgroundTransparency =
FeatureTable.Visuals.Grenade.GrenadeESP.Transparency
Frame.BackgroundColor3 =
FeatureTable.Visuals.Grenade.GrenadeESP.Color
end
do --// UICorner
UICorner.CornerRadius = UDim.new(0, 50)
end
end
end
if FeatureTable.Visuals.Grenade.TrailModifier.Enabled then
local Trail = Child:WaitForChild("Trail")
Trail.Lifetime =
FeatureTable.Visuals.Grenade.TrailModifier.TrailLifetime
Trail.Color =
ColorSequence.new(FeatureTable.Visuals.Grenade.TrailModifier.Color)
end
end
end)

end

--// Made by @dementia enjoyer 😁

end

end

Library:OnUnload(function()
Library.Unloaded = true
end)

local MenuGroup = Tabs['Settings']:AddLeftGroupbox('Menu')


MenuGroup:AddButton('Unload', function() Library:Unload() end)

ThemeManager:SetLibrary(Library)
SaveManager:SetLibrary(Library)
SaveManager:IgnoreThemeSettings()
SaveManager:SetIgnoreIndexes({ 'MenuKeybind' })
ThemeManager:SetFolder('pflol')
SaveManager:SetFolder('pflol/PhantomForces')

SaveManager:BuildConfigSection(Tabs['Settings'])
ThemeManager:ApplyToTab(Tabs['Settings'])
SaveManager:LoadAutoloadConfig()

Library:SetWatermarkVisibility(true)

local FrameTimer = tick()


local FrameCounter = 0;
local FPS = 60;

local WatermarkConnection =
game:GetService('RunService').RenderStepped:Connect(function()
FrameCounter += 1;

if (tick() - FrameTimer) >= 1 then


FPS = FrameCounter;
FrameTimer = tick();
FrameCounter = 0;
end;

Library:SetWatermark(('pf.lol | %s fps | %s ms'):format(


math.floor(FPS),
math.floor(game:GetService('Stats').Network.ServerStatsItem['Data
Ping']:GetValue())
));
end);

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