Lol
Lol
com/violin-suzutsuki/LinoriaLib/main/'
--// Defined
--// Roblox
--// Services
--// Tables
local Tabs = {
AimbotTab = Window:AddTab('Aimbot'),
VisualsTab = Window:AddTab('Visuals'),
MiscTab = Window:AddTab('Misc'),
Settings = Window:AddTab('Settings'),
}
local Sections = {
Aimbot = Tabs.AimbotTab:AddLeftGroupbox('Aimbot'),
AimbotSettings = Tabs.AimbotTab:AddRightGroupbox('Aimbot Settings'),
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
do --// Circle
FOVCircle.Transparency = 1
FOVCircle.Visible = false
FOVCircle.Color = Color3.fromRGB(255, 255, 255)
FOVCircle.Radius = 0
end
end
local GalaxyTheme_2
local OneColorTheme
local pflolTheme
local RainbowTheme
local Main
-- Instance
local Watermark = Instance.new("ScreenGui",
game.Players.LocalPlayer:WaitForChild("PlayerGui"))
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"
--// Rest
do --// Main
Library:Notify("I am aware of the optimization issues, they will be fixed in
the near future", 5)
do --// Elements
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,
Callback = function(Value)
FeatureTable.Combat.Hitpart = Value
end
})
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
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
})
local saveFolder
local toggleStateArms = false
local toggleStateMain = false
local forceFieldColorArms = Color3.fromRGB(255, 255, 255)
local forceFieldColor = Color3.fromRGB(255, 255, 255)
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
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
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
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
})
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
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,
Callback = function(Value)
FeatureTable.Misc.Watermark.Theme = Value
if currentTween then
currentTween:Cancel()
currentTween = nil
end
Main.Changed:Wait()
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
})
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
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
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
end
end
do --// Aimbot
function Functions.Normal:getClosestPlayer()
local Player = nil
local Hitpart = nil
local Distance = math.huge
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
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
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
table.insert(Storage.ESP.Boxes, Box)
table.insert(Storage.ESP.Boxes, Player)
end
end
end
if FeatureTable.Visuals.Tracers.Enabled then
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
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
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
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
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 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
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
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
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
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
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
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)
}
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()
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)
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
end
end
Library:OnUnload(function()
Library.Unloaded = true
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 WatermarkConnection =
game:GetService('RunService').RenderStepped:Connect(function()
FrameCounter += 1;