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NewMainScript.lua
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NewMainScript.lua
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--[[
The rewritten bedwars script :), still full of bad code. I've tried but some parts still look bad ;-;
lite edition!
]]
local run = function(func) func() end
local cloneref = cloneref or function(obj) return obj end
local vapelite
local playersService = cloneref(game:GetService('Players'))
local replicatedStorage = cloneref(game:GetService('ReplicatedStorage'))
local runService = cloneref(game:GetService('RunService'))
local inputService = cloneref(game:GetService('UserInputService'))
local teleportService = cloneref(game:GetService('TeleportService'))
local httpService = cloneref(game:GetService('HttpService'))
local guiService = cloneref(game:GetService('GuiService'))
local collectionService = cloneref(game:GetService('CollectionService'))
local contextAction = cloneref(game:GetService('ContextActionService'))
local coreGui = cloneref(game:GetService('CoreGui'))
local gameCamera = workspace.CurrentCamera
local lplr = playersService.LocalPlayer
local suc, web = pcall(function() return WebSocket.connect('ws://127.0.0.1:6892/') end)
if not suc or suc and type(web) == 'boolean' then
repeat
suc, web = pcall(function() return WebSocket.connect('ws://127.0.0.1:6892/') end)
if not suc or suc and type(web) == 'boolean' then
print('websocket error:', web)
else
break
end
task.wait(1)
until suc and type(web) ~= 'boolean'
end
--[[
Setup
Honestly it may come to 1 point to rewrite the garbage winforms ui at some point, dealing with the old naming structure isn't easy.
]]
run(function()
vapelite = {
Connections = {},
Loaded = false,
Modules = {}
}
local function getTableSize(tab)
local ind = 0
for _ in tab do ind += 1 end
return ind
end
function vapelite:UpdateTextGUI() end
function vapelite:CreateModule(modulesettings)
local moduleapi = {Enabled = false, Options = {}, Connections = {}, Name = modulesettings.Name, Tooltip = modulesettings.Tooltip}
function moduleapi:CreateToggle(optionsettings)
local optionapi = {Type = 'Toggle', Enabled = false, Index = getTableSize(moduleapi.Options)}
optionsettings.Function = optionsettings.Function or function() end
function optionapi:Toggle()
optionapi.Enabled = not optionapi.Enabled
optionsettings.Function(optionapi.Enabled)
end
if optionsettings.Default then
optionapi:Toggle()
end
moduleapi.Options[optionsettings.Name] = optionapi
return optionapi
end
function moduleapi:CreateSlider(optionsettings)
local optionapi = {Type = 'Slider', Value = optionsettings.Default or optionsettings.Min, Min = optionsettings.Min, Max = optionsettings.Max, Index = getTableSize(moduleapi.Options)}
optionsettings.Function = optionsettings.Function or function() end
function optionapi:SetValue(value)
if tonumber(value) == math.huge or value ~= value then return end
optionapi.Value = value
optionsettings.Function(value)
end
moduleapi.Options[optionsettings.Name] = optionapi
return optionapi
end
function moduleapi:Clean(obj) table.insert(moduleapi.Connections, obj) end
function moduleapi:Toggle()
moduleapi.Enabled = not moduleapi.Enabled
if not moduleapi.Enabled then
for _, v in moduleapi.Connections do
if typeof(v) == 'Instance' then
v:ClearAllChildren()
v:Destroy()
else
v:Disconnect()
end
end
table.clear(moduleapi.Connections)
end
task.spawn(modulesettings.Function, moduleapi.Enabled)
vapelite:UpdateTextGUI()
end
vapelite.Modules[modulesettings.Name] = moduleapi
return moduleapi
end
function vapelite:Save()
if not vapelite.Loaded then return end
vapelite:Send({
msg = 'writesettings',
id = (game.PlaceId == 6872265039 and 'bedwarslobbynew' or 'bedwarsmainnew'),
content = httpService:JSONEncode(vapelite.Modules)
})
end
function vapelite:Load()
vapelite.read = Instance.new('BindableEvent')
vapelite:Send({
msg = 'readsettings',
id = (game.PlaceId == 6872265039 and 'bedwarslobbynew' or 'bedwarsmainnew')
})
local got, data = pcall(function() return httpService:JSONDecode(vapelite.read.Event:Wait()) end)
if type(data) == 'table' then
for i, v in data do
local object = vapelite.Modules[i]
if object then
for i2, v2 in v.Options do
local optionobject = object.Options[i2]
if optionobject then
if v2.Type == 'Toggle' then
if v2.Enabled ~= optionobject.Enabled then optionobject:Toggle() end
else
optionobject:SetValue(v2.Value)
end
end
end
if v.Enabled then object:Toggle() end
end
end
end
local replicatedmodules = {}
for i, v in vapelite.Modules do
local newmodule = {name = i, desc = v.Tooltip, options = {}, toggled = v.Enabled}
for i2, v2 in v.Options do
if v2.Type == 'Slider' then
table.insert(newmodule.options, {name = i2, type = 'Slider', state = v2.Value, min = v2.Min, max = v2.Max, index = v2.Index})
else
table.insert(newmodule.options, {name = i2, type = 'Toggle', toggled = v2.Enabled, index = v2.Index})
end
end
table.sort(newmodule.options, function(a, b) return a.index < b.index end)
table.insert(replicatedmodules, newmodule)
end
table.sort(replicatedmodules, function(a, b) return a.name < b.name end)
vapelite.Loaded = true
vapelite:Send({
msg = 'connectrequest',
modules = replicatedmodules
})
end
function vapelite:Send(data)
if suc and web then web:Send(httpService:JSONEncode(data)) end
end
function vapelite.Receive(data)
data = httpService:JSONDecode(data)
local write = false
if data.msg == 'togglemodule' then
local module = vapelite.Modules[data.module]
if module and data.state ~= module.Enabled then module:Toggle() end
elseif data.msg == 'togglebuttontoggle' or data.msg == 'togglebuttonslider' then
local option = vapelite.Modules[data.module] and vapelite.Modules[data.module].Options[data.setting]
if option then
if option.Type == 'Toggle' then
option:Toggle(data.state)
else
option:SetValue(data.state)
end
end
elseif data.msg == 'readsettings' then
if vapelite.read then
vapelite.read:Fire(data.result)
vapelite.read:Destroy()
end
end
if data.msg ~= 'readsettings' then vapelite:Save() end
end
function vapelite.Uninject(tp)
if web then pcall(function() web:Disconnect() end) end
vapelite:Save()
vapelite.Loaded = nil
for _, v in vapelite.Modules do if v.Enabled then v:Toggle() end end
for _, v in vapelite.Connections do pcall(function() v:Disconnect() end) end
shared.vapelite = nil
if tp then return end
task.spawn(function()
repeat task.wait() until game:IsLoaded()
repeat task.wait(5) until isfile('vapelite.injectable.txt')
delfile('vapelite.injectable.txt')
loadstring(readfile('vapelite.lua'))()
end)
end
shared.vapelite = vapelite.Uninject
end)
--[[
Game stuff
]]
run(function()
if game.GameId == 2619619496 then
local KnitGotten, KnitClient
repeat
KnitGotten, KnitClient = pcall(function() return debug.getupvalue(require(lplr.PlayerScripts.TS.knit).setup, 6) end)
if KnitGotten then break end
task.wait()
until KnitGotten
if not debug.getupvalue(KnitClient.Start, 1) then
repeat task.wait() until debug.getupvalue(KnitClient.Start, 1)
end
local Flamework = require(replicatedStorage['rbxts_include']['node_modules']['@flamework'].core.out).Flamework
local Client = require(replicatedStorage.TS.remotes).default.Client
local bedwars = {}
if game.PlaceId == 6872265039 then
bedwars = {SprintController = KnitClient.Controllers.SprintController}
else
local store = {hand = {}, tools = {}}
local entitylib = {
isAlive = false,
character = {},
List = {},
Events = setmetatable({}, {
__index = function(self, index)
self[index] = {
Connections = {},
Connect = function(self, func)
table.insert(self.Connections, func)
return {Disconnect = function()
local ind = table.find(self.Connections, func)
if ind then table.remove(self.Connections, ind) end
end}
end,
Fire = function(self, ...)
for _, v in self.Connections do task.spawn(v, ...) end
end,
Destroy = function(self)
table.clear(self.Connections)
table.clear(self)
end
}
return self[index]
end
})
}
local swingEvent = Instance.new('BindableEvent')
local inventoryEvent = Instance.new('BindableEvent')
local clickEvent = Instance.new('BindableEvent')
local swingHook
local function getEntitiesNear(range)
if entitylib.isAlive then
local localpos, lteam = entitylib.character.RootPart.Position, lplr:GetAttribute('Team')
local returned, mag = nil, range
for _, v in entitylib.List do
if v.Player:GetAttribute('Team') ~= lteam and v.Health > 0 then
local newmag = (v.RootPart.Position - localpos).Magnitude
if newmag <= mag then
returned, mag = v, newmag
end
end
end
return returned
end
end
local function hotbarSwitch(slot)
if slot and store.inventory.hotbarSlot ~= slot then
bedwars.Store:dispatch({
type = 'InventorySelectHotbarSlot',
slot = slot
})
inventoryEvent.Event:Wait()
return true
end
return false
end
--init
run(function()
local function dumpRemote(tab)
local ind-- = table.find(tab, 'Client')
for i, v in tab do
if v == 'Client' then
ind = i
break
end
end
return ind and tab[ind + 1] or ''
end
local function getTool(breakType)
local bestTool, bestToolSlot, bestToolDamage = nil, nil, 0
for slot, item in store.inventory.inventory.items do
local toolMeta = bedwars.ItemTable[item.itemType].breakBlock
if toolMeta then
local toolDamage = toolMeta[breakType] or 0
if toolDamage > bestToolDamage then
bestTool, bestToolSlot, bestToolDamage = item, slot, toolDamage
end
end
end
return bestTool, bestToolSlot
end
bedwars = setmetatable({
AppController = require(replicatedStorage['rbxts_include']['node_modules']['@easy-games']['game-core'].out.client.controllers['app-controller']).AppController,
AttackRemote = dumpRemote(debug.getconstants(KnitClient.Controllers.SwordController.sendServerRequest)),
BlockBreaker = KnitClient.Controllers.BlockBreakController.blockBreaker,
Client = Client,
ItemTable = debug.getupvalue(require(replicatedStorage.TS.item['item-meta']).getItemMeta, 1),
KnockbackUtil = require(replicatedStorage.TS.damage['knockback-util']).KnockbackUtil,
PickupRemote = dumpRemote(debug.getconstants(KnitClient.Controllers.ItemDropController.checkForPickup)),
QueryUtil = require(replicatedStorage['rbxts_include']['node_modules']['@easy-games']['game-core'].out).GameQueryUtil,
SoundList = require(replicatedStorage.TS.sound['game-sound']).GameSound,
SoundManager = require(replicatedStorage['rbxts_include']['node_modules']['@easy-games']['game-core'].out).SoundManager,
Store = require(lplr.PlayerScripts.TS.ui.store).ClientStore,
UILayers = require(replicatedStorage['rbxts_include']['node_modules']['@easy-games']['game-core'].out).UILayers
}, {
__index = function(self, ind)
rawset(self, ind, KnitClient.Controllers[ind])
return rawget(self, ind)
end
})
--I'm quite mixed on stores just because of all the calls you have to do, I'd wish they just made a massive table and indexed by the type called.
local function updateStore(newStore, oldStore)
if newStore.Inventory ~= oldStore.Inventory then
local newInventory = (newStore.Inventory and newStore.Inventory.observedInventory or {inventory = {}})
local oldInventory = (oldStore.Inventory and oldStore.Inventory.observedInventory or {inventory = {}})
store.inventory = newInventory
if newInventory ~= oldInventory then inventoryEvent:Fire() end
if newInventory.inventory.items ~= oldInventory.inventory.items then
--if this was a perfect world then I could check for the item added, but no ;-;
for _, v in {'stone', 'wood', 'wool'} do
store.tools[v] = getTool(v)
end
end
if newInventory.inventory.hand ~= oldInventory.inventory.hand then
local currentHand = newStore.Inventory.observedInventory.inventory.hand
local handType = ''
if currentHand then
local handData = bedwars.ItemTable[currentHand.itemType]
handType = handData.sword and 'sword' or handData.block and 'block' or currentHand.itemType:find('bow') and 'bow'
end
store.hand = {tool = currentHand and currentHand.tool, Type = handType, amount = currentHand and currentHand.amount or 0}
end
end
end
local storeChanged = bedwars.Store.changed:connect(updateStore)
updateStore(bedwars.Store:getState(), {})
local function addEntity(char)
repeat task.wait() until char.PrimaryPart
local humrootpart = char.PrimaryPart
local head = char:WaitForChild('Head')
local hum = char:WaitForChild('Humanoid', 5)
if vapelite.Loaded == nil or not hum or not head then return end
local plr = playersService:GetPlayerFromCharacter(char)
if plr then
local entity = {
Connections = {},
Character = char,
Health = hum.Health,
Head = head,
Humanoid = hum,
HumanoidRootPart = humrootpart,
HipHeight = hum.HipHeight + (humrootpart.Size.Y / 2) + (hum.RigType == Enum.HumanoidRigType.R6 and 2 or 0),
MaxHealth = hum.MaxHealth,
Player = plr,
RootPart = humrootpart,
Targetable = true
}
if plr == lplr then
entitylib.character = entity
entitylib.isAlive = true
entitylib.Events.LocalAdded:Fire(entity)
else
table.insert(entitylib.List, entity)
for _, v in {'Health', 'MaxHealth'} do
table.insert(entity.Connections, char:GetAttributeChangedSignal(v):Connect(function()
entity.Health = (char:GetAttribute('Health') or 100)
entity.MaxHealth = char:GetAttribute('MaxHealth') or 100
entitylib.Events.EntityUpdated:Fire(entity)
end))
end
entitylib.Events.EntityAdded:Fire(entity)
if not plr.Team then
task.spawn(function()
repeat task.wait() until plr.Team
entitylib.Events.EntityRemoved:Fire(entity)
entitylib.Events.EntityAdded:Fire(entity)
end)
end
end
end
end
table.insert(vapelite.Connections, collectionService:GetInstanceAddedSignal('inventory-entity'):Connect(addEntity))
table.insert(vapelite.Connections, collectionService:GetInstanceRemovedSignal('inventory-entity'):Connect(function(v)
local plr = playersService:GetPlayerFromCharacter(v)
if plr == lplr then
entitylib.isAlive = false
entitylib.Events.LocalRemoved:Fire()
else
for i, v in entitylib.List do
if v.Player == plr then
for _, v in v.Connections do v:Disconnect() end
table.clear(v.Connections)
table.remove(entitylib.List, i)
entitylib.Events.EntityRemoved:Fire(v)
break
end
end
end
end))
for _, v in collectionService:GetTagged('inventory-entity') do addEntity(v) end
swingHook = bedwars.SwordController.playSwordEffect
bedwars.SwordController.playSwordEffect = function(...)
swingEvent:Fire()
return swingHook(...)
end
table.insert(vapelite.Connections, clickEvent.Event:Connect(function()
contextAction:CallFunction('block-break', Enum.UserInputState.Begin, newproxy(true))
end))
table.insert(vapelite.Connections, {Disconnect = function()
table.clear(bedwars)
table.clear(store)
for _, v in entitylib.List do
for _, v in v.Connections do v:Disconnect() end
table.clear(v.Connections)
end
table.clear(entitylib.List)
table.clear(entitylib.character)
table.clear(entitylib)
bedwars.SwordController.playSwordEffect = swingHook
swingEvent:Destroy()
inventoryEvent:Destroy()
clickEvent:Destroy()
--ts after the store uses lowercase Disconnect so I have to seperate it :skull:
storeChanged:disconnect()
storeChanged = nil
end})
end)
--[[
Combat
]]
run(function()
local AimAssist = {Enabled = false}
local AimAssistRange = {Value = 30}
local AimAssistSmoothness = {Value = 1}
local AimAssistActive = {Enabled = false}
local AimAssistVertical = {Enabled = true}
AimAssist = vapelite:CreateModule({
Name = 'AimAssist',
Function = function(callback)
if callback then
table.insert(AimAssist.Connections, runService.RenderStepped:Connect(function(delta)
if store.hand.Type == 'sword' and (AimAssistActive.Enabled or (tick() - bedwars.SwordController.lastSwing) < 0.2) then
local plr = getEntitiesNear(AimAssistRange.Value)
if plr and not bedwars.AppController:isLayerOpen(bedwars.UILayers.MAIN) then
local pos, vis = gameCamera:WorldToViewportPoint(plr.RootPart.Position)
if vis and isrbxactive() then
pos = (Vector2.new(pos.X, pos.Y) - inputService:GetMouseLocation()) * ((100 - AimAssistSmoothness.Value) * delta / 3)
mousemoverel(pos.X, AimAssistVertical.Enabled and pos.Y or 0)
end
end
end
end))
end
end,
Tooltip = 'Helps you aim at the enemy'
})
AimAssistRange = AimAssist:CreateSlider({
Name = 'Range',
Min = 1,
Max = 30,
Default = 30
})
AimAssistSmoothness = AimAssist:CreateSlider({
Name = 'Smoothness',
Min = 1,
Max = 100,
Default = 70
})
AimAssistActive = AimAssist:CreateToggle({Name = 'Always active'})
AimAssistVertical = AimAssist:CreateToggle({Name = 'Vertical aim'})
end)
run(function()
local AutoClicker = {Enabled = false}
local AutoClickerCPS = {GetRandomValue = function() return 1 end}
local AutoClickerBlocks = {Enabled = false}
local AutoClickerThread
local function isNotHoveringOverGui()
local mousepos = inputService:GetMouseLocation() - Vector2.new(0, 36)
for _, v in lplr.PlayerGui:GetGuiObjectsAtPosition(mousepos.X, mousepos.Y) do
if v.Active then return false end
end
for _, v in coreGui:GetGuiObjectsAtPosition(mousepos.X, mousepos.Y) do
if v.Parent:IsA('ScreenGui') and v.Parent.Enabled and v.Active then return false end
end
return true
end
local function AutoClick()
if AutoClickerThread then task.cancel(AutoClickerThread) end
AutoClickerThread = task.spawn(function()
local first = true
repeat
task.wait(1 / ((first or store.hand.Type == 'sword') and 7 or AutoClickerCPS.Value))
first = false
if not AutoClicker.Enabled then break end
if not isNotHoveringOverGui() then continue end
if bedwars.AppController:isLayerOpen(bedwars.UILayers.MAIN) then continue end
if store.hand.Type == 'block' and AutoClickerBlocks.Enabled and bedwars.BlockPlacementController.blockPlacer then
if (workspace:GetServerTimeNow() - bedwars.BlockCpsController.lastPlaceTimestamp) >= ((1 / 12) * 0.5) then
local mouseinfo = bedwars.BlockPlacementController.blockPlacer.clientManager:getBlockSelector():getMouseInfo(0)
if mouseinfo then
task.spawn(function()
if mouseinfo.placementPosition == mouseinfo.placementPosition then
bedwars.BlockPlacementController.blockPlacer:placeBlock(mouseinfo.placementPosition)
end
end)
end
end
elseif store.hand.Type == 'sword' and bedwars.DaoController.chargingMaid == nil then
bedwars.SwordController:swingSwordAtMouse()
end
until false
end)
end
AutoClicker = vapelite:CreateModule({
Name = 'AutoClicker',
Function = function(callback)
if callback then
table.insert(AutoClicker.Connections, inputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseButton1 then AutoClick() end
end))
table.insert(AutoClicker.Connections, inputService.InputEnded:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 and AutoClickerThread then
task.cancel(AutoClickerThread)
AutoClickerThread = nil
end
end))
end
end,
Tooltip = 'Hold attack button to automatically click'
})
AutoClickerCPS = AutoClicker:CreateSlider({
Name = 'CPS',
Min = 1,
Max = 12,
Default = 12
})
AutoClickerBlocks = AutoClicker:CreateToggle({
Name = 'Place Blocks',
Default = true
})
end)
run(function()
local Reach = {Enabled = false}
local ReachValue = {Value = 1}
local ReachMoving = {Enabled = false}
local mouse = lplr:GetMouse()
local rayparams = RaycastParams.new()
rayparams.FilterType = Enum.RaycastFilterType.Exclude
Reach = vapelite:CreateModule({
Name = 'Reach',
Function = function(callback)
if callback then
table.insert(Reach.Connections, swingEvent.Event:Connect(function()
rayparams.FilterDescendantsInstances = {lplr.Character}
local ray = bedwars.QueryUtil:raycast(mouse.UnitRay.Origin, mouse.UnitRay.Direction * 200, rayparams)
if ray and ray.Instance and (ray.Instance.Position - entitylib.character.RootPart.Position).Magnitude <= ReachValue.Value + 2 then
local plr
for _, v in entitylib.List do
if ray.Instance:IsDescendantOf(v.Character) then plr = v break end
end
if plr then
if not bedwars.SwordController:canSee({getInstance = function() return plr.Character end}) then return end
local selfrootpos = entitylib.character.RootPart.Position
local delta = (plr.RootPart.Position - selfrootpos)
if ReachMoving.Enabled and entitylib.character.RootPart.Velocity.Magnitude < 3 then return end
bedwars.Client:Get(bedwars.AttackRemote):SendToServer({
weapon = store.hand.tool,
chargedAttack = {chargeRatio = 0},
entityInstance = plr.Character,
validate = {
raycast = {
cameraPosition = {value = gameCamera.CFrame.Position},
cursorDirection = {value = Ray.new(gameCamera.CFrame.p, plr.RootPart.Position).Unit.Direction}
},
targetPosition = {value = plr.RootPart.Position},
selfPosition = {value = selfrootpos + CFrame.lookAt(selfrootpos, plr.RootPart.Position).LookVector * math.max(delta.Magnitude - 14.399, 0)}
}
})
end
end
end))
end
end,
Tooltip = 'Extends attack reach'
})
ReachValue = Reach:CreateSlider({
Name = 'Range',
Min = 0,
Max = 18,
Default = 18
})
ReachMoving = Reach:CreateToggle({Name = 'Only while moving'})
end)
run(function()
local Velocity = {Enabled = false}
local VelocityHorizontal = {Value = 100}
local VelocityVertical = {Value = 100}
local VelocityChance = {Value = 100}
local VelocityDelayValue = {Value = 0}
local VelocityDelay = {Enabled = false}
local VelocityTargeting = {Enabled = false}
local velorand = Random.new()
local applyKnockback
Velocity = vapelite:CreateModule({
Name = 'Velocity',
Function = function(callback)
if callback then
applyKnockback = bedwars.KnockbackUtil.applyKnockback
bedwars.KnockbackUtil.applyKnockback = function(root, mass, dir, knockback, ...)
if velorand:NextNumber(0, 100) > VelocityChance.Value then return end
knockback = knockback or {}
if VelocityHorizontal.Value == 0 and VelocityVertical.Value == 0 then return end
knockback.horizontal = (knockback.horizontal or 1) * (VelocityHorizontal.Value / 100)
knockback.vertical = (knockback.vertical or 1) * (VelocityVertical.Value / 100)
return applyKnockback(root, mass, dir, knockback, ...)
end
else
bedwars.KnockbackUtil.applyKnockback = applyKnockback
end
end,
Tooltip = 'Reduces knockback taken'
})
VelocityHorizontal = Velocity:CreateSlider({
Name = 'Horizontal',
Min = 0,
Max = 100,
Default = 80
})
VelocityVertical = Velocity:CreateSlider({
Name = 'Vertical',
Min = 0,
Max = 100,
Default = 100
})
VelocityChance = Velocity:CreateSlider({
Name = 'Chance',
Min = 0,
Max = 100,
Default = 100
})
end)
run(function()
vapelite:CreateModule({
Name = 'HitFix',
Function = function(callback)
debug.setconstant(bedwars.SwordController.swingSwordAtMouse, 23, callback and 'raycast' or 'Raycast')
debug.setupvalue(bedwars.SwordController.swingSwordAtMouse, 4, callback and bedwars.QueryUtil or workspace)
end,
Tooltip = 'Changes the raycast function to the correct one'
})
end)
--[[
Blatant
]]
run(function()
local Killaura = {Enabled = false}
local KillauraAttackRange = {Value = 18}
local KillauraAngle = {Value = 90}
local KillauraMoving = {Enabled = false}
Killaura = vapelite:CreateModule({
Name = 'Killaura',
Function = function(callback)
if callback then
table.insert(Killaura.Connections, swingEvent.Event:Connect(function()
local plr = getEntitiesNear(KillauraAttackRange.Value)
if plr and store.hand.Type == 'sword' then
if not bedwars.SwordController:canSee({getInstance = function() return plr.Character end}) then return end
local selfrootpos = entitylib.character.RootPart.Position
local localfacing = entitylib.character.RootPart.CFrame.LookVector
local delta = (plr.RootPart.Position - selfrootpos)
local angle = math.acos(localfacing:Dot((delta * Vector3.new(1, 0, 1)).Unit))
if angle > (math.rad(KillauraAngle.Value) / 2) then return end
if KillauraMoving.Enabled and entitylib.character.RootPart.Velocity.Magnitude < 3 then return end
bedwars.Client:Get(bedwars.AttackRemote):SendToServer({
weapon = store.hand.tool,
chargedAttack = {chargeRatio = 0},
entityInstance = plr.Character,
validate = {
raycast = {
cameraPosition = {value = gameCamera.CFrame.Position},
cursorDirection = {value = Ray.new(gameCamera.CFrame.p, plr.RootPart.Position).Unit.Direction}
},
targetPosition = {value = plr.RootPart.Position},
selfPosition = {value = selfrootpos + CFrame.lookAt(selfrootpos, plr.RootPart.Position).LookVector * math.max(delta.Magnitude - 14.399, 0)}
}
})
end
end))
end
end,
Tooltip = 'Attack players around you without aiming at them.'
})
KillauraAttackRange = Killaura:CreateSlider({
Name = 'Attack range',
Min = 1,
Max = 22,
Default = 22
})
KillauraAngle = Killaura:CreateSlider({
Name = 'Max angle',
Min = 1,
Max = 360,
Default = 100
})
KillauraMoving = Killaura:CreateToggle({Name = 'Only while moving'})
end)
--[[
Render
]]
run(function()
local ESP = {Enabled = false}
local ESPMethod = {Value = 1}
local ESPBoundingBox = {Enabled = true}
local ESPHealthBar = {Enabled = false}
local ESPName = {Enabled = true}
local ESPDisplay = {Enabled = true}
local ESPBackground = {Enabled = false}
local ESPFilled = {Enabled = false}
local ESPTeammates = {Enabled = true}
local ESPModes = {'2D', '3D', 'Skeleton'}
local ESPFolder = {}
local methodused
local function floorESPPosition(pos)
return pos // 1
end
local function ESPWorldToViewport(pos)
local newpos = gameCamera:WorldToViewportPoint(gameCamera.CFrame:pointToWorldSpace(gameCamera.CFrame:pointToObjectSpace(pos)))
return Vector2.new(newpos.X, newpos.Y)
end
local ESPAdded = {
Drawing2D = function(ent)
if ESPTeammates.Enabled and (not ent.Targetable) and (not ent.Friend) then return end
local EntityESP = {}
EntityESP.Main = Drawing.new('Square')
EntityESP.Main.Transparency = ESPBoundingBox.Enabled and 1 or 0
EntityESP.Main.ZIndex = 2
EntityESP.Main.Filled = false
EntityESP.Main.Thickness = 1
EntityESP.Main.Color = ent.Player.TeamColor.Color
EntityESP.Border = Drawing.new('Square')
EntityESP.Border.Transparency = ESPBoundingBox.Enabled and 0.35 or 0
EntityESP.Border.ZIndex = 1
EntityESP.Border.Thickness = 1
EntityESP.Border.Filled = false
EntityESP.Border.Color = Color3.new()
EntityESP.Border2 = Drawing.new('Square')
EntityESP.Border2.Transparency = ESPBoundingBox.Enabled and 0.35 or 0
EntityESP.Border2.ZIndex = 1
EntityESP.Border2.Thickness = 1
EntityESP.Border2.Filled = ESPFilled.Enabled
EntityESP.Border2.Color = Color3.new()
if ESPHealthBar.Enabled then
EntityESP.HealthLine = Drawing.new('Line')
EntityESP.HealthLine.Thickness = 1
EntityESP.HealthLine.ZIndex = 2
EntityESP.HealthLine.Color = Color3.fromHSV(math.clamp(ent.Health / ent.MaxHealth, 0, 1) / 2.5, 0.89, 0.75)
EntityESP.HealthBorder = Drawing.new('Line')
EntityESP.HealthBorder.Thickness = 3
EntityESP.HealthBorder.Transparency = 0.35
EntityESP.HealthBorder.ZIndex = 1
EntityESP.HealthBorder.Color = Color3.new()
end
if ESPName.Enabled then
if ESPBackground.Enabled then
EntityESP.TextBKG = Drawing.new('Square')
EntityESP.TextBKG.Transparency = 0.35
EntityESP.TextBKG.ZIndex = 0
EntityESP.TextBKG.Thickness = 1
EntityESP.TextBKG.Filled = true
EntityESP.TextBKG.Color = Color3.new()
end
EntityESP.Drop = Drawing.new('Text')
EntityESP.Drop.Color = Color3.new()
EntityESP.Drop.Text = ent.Player and (ESPDisplay.Enabled and ent.Player.DisplayName or ent.Player.Name) or ent.Character.Name
EntityESP.Drop.ZIndex = 1
EntityESP.Drop.Center = true
EntityESP.Drop.Size = 20
EntityESP.Text = Drawing.new('Text')
EntityESP.Text.Text = EntityESP.Drop.Text
EntityESP.Text.ZIndex = 2
EntityESP.Text.Color = EntityESP.Main.Color
EntityESP.Text.Center = true
EntityESP.Text.Size = 20
end
ESPFolder[ent] = EntityESP
end,
Drawing3D = function(ent)
if ESPTeammates.Enabled and (not ent.Targetable) and (not ent.Friend) then return end
local EntityESP = {}
EntityESP.Line1 = Drawing.new('Line')
EntityESP.Line2 = Drawing.new('Line')
EntityESP.Line3 = Drawing.new('Line')
EntityESP.Line4 = Drawing.new('Line')
EntityESP.Line5 = Drawing.new('Line')
EntityESP.Line6 = Drawing.new('Line')
EntityESP.Line7 = Drawing.new('Line')
EntityESP.Line8 = Drawing.new('Line')
EntityESP.Line9 = Drawing.new('Line')
EntityESP.Line10 = Drawing.new('Line')
EntityESP.Line11 = Drawing.new('Line')
EntityESP.Line12 = Drawing.new('Line')
local color = ent.Player.TeamColor.Color
for _, v in EntityESP do v.Thickness = 1 v.Color = color end
ESPFolder[ent] = EntityESP
end,
DrawingSkeleton = function(ent)
if ESPTeammates.Enabled and (not ent.Targetable) and (not ent.Friend) then return end
local EntityESP = {}
EntityESP.Head = Drawing.new('Line')
EntityESP.HeadFacing = Drawing.new('Line')
EntityESP.Torso = Drawing.new('Line')
EntityESP.UpperTorso = Drawing.new('Line')
EntityESP.LowerTorso = Drawing.new('Line')
EntityESP.LeftArm = Drawing.new('Line')
EntityESP.RightArm = Drawing.new('Line')
EntityESP.LeftLeg = Drawing.new('Line')
EntityESP.RightLeg = Drawing.new('Line')
local color = ent.Player.TeamColor.Color
for _, v in EntityESP do v.Thickness = 2 v.Color = color end
ESPFolder[ent] = EntityESP
end
}
local ESPRemoved = {
Drawing2D = function(ent)
local EntityESP = ESPFolder[ent]
if EntityESP then
ESPFolder[ent] = nil
for _, v in EntityESP do
pcall(function()
v.Visible = false
v:Remove()
end)
end
end
end
}
ESPRemoved.Drawing3D = ESPRemoved.Drawing2D
ESPRemoved.DrawingSkeleton = ESPRemoved.Drawing2D
local ESPUpdated = {
Drawing2D = function(ent)
local EntityESP = ESPFolder[ent]
if EntityESP then
if EntityESP.HealthLine then
EntityESP.HealthLine.Color = Color3.fromHSV(math.clamp(ent.Health / ent.MaxHealth, 0, 1) / 2.5, 0.89, 0.75)
end
if EntityESP.Text then
EntityESP.Text.Text = ent.Player and (ESPDisplay.Enabled and ent.Player.DisplayName or ent.Player.Name) or ent.Character.Name
EntityESP.Drop.Text = EntityESP.Text.Text
end
end
end
}
local ESPLoop = {
Drawing2D = function()
for ent, EntityESP in ESPFolder do
local rootPos, rootVis = gameCamera:WorldToViewportPoint(ent.RootPart.Position)
for _, obj in EntityESP do obj.Visible = rootVis end
if not rootVis then continue end
local topPos, topVis = gameCamera:WorldToViewportPoint((CFrame.new(ent.RootPart.Position, ent.RootPart.Position + gameCamera.CFrame.LookVector) * CFrame.new(2, ent.HipHeight, 0)).p)
local bottomPos, bottomVis = gameCamera:WorldToViewportPoint((CFrame.new(ent.RootPart.Position, ent.RootPart.Position + gameCamera.CFrame.LookVector) * CFrame.new(-2, -ent.HipHeight - 1, 0)).p)
local sizex, sizey = topPos.X - bottomPos.X, topPos.Y - bottomPos.Y
local posx, posy = (rootPos.X - sizex / 2), ((rootPos.Y - sizey / 2))
EntityESP.Main.Position = floorESPPosition(Vector2.new(posx, posy))
EntityESP.Main.Size = floorESPPosition(Vector2.new(sizex, sizey))
EntityESP.Border.Position = floorESPPosition(Vector2.new(posx - 1, posy + 1))
EntityESP.Border.Size = floorESPPosition(Vector2.new(sizex + 2, sizey - 2))
EntityESP.Border2.Position = floorESPPosition(Vector2.new(posx + 1, posy - 1))
EntityESP.Border2.Size = floorESPPosition(Vector2.new(sizex - 2, sizey + 2))
if EntityESP.HealthLine then
local healthposy = sizey * math.clamp(ent.Health / ent.MaxHealth, 0, 1)
EntityESP.HealthLine.Visible = ent.Health > 0
EntityESP.HealthLine.From = floorESPPosition(Vector2.new(posx - 6, posy + (sizey - (sizey - healthposy))))
EntityESP.HealthLine.To = floorESPPosition(Vector2.new(posx - 6, posy))
EntityESP.HealthBorder.From = floorESPPosition(Vector2.new(posx - 6, posy + 1))
EntityESP.HealthBorder.To = floorESPPosition(Vector2.new(posx - 6, (posy + sizey) - 1))
end
if EntityESP.Text then
EntityESP.Text.Position = floorESPPosition(Vector2.new(posx + (sizex / 2), posy + (sizey - 28)))
EntityESP.Drop.Position = EntityESP.Text.Position + Vector2.new(1, 1)
if EntityESP.TextBKG then
EntityESP.TextBKG.Size = EntityESP.Text.TextBounds + Vector2.new(8, 4)
EntityESP.TextBKG.Position = EntityESP.Text.Position - Vector2.new(4 + (EntityESP.Text.TextBounds.X / 2), 0)
end
end
end
end,
Drawing3D = function()
for ent, EntityESP in ESPFolder do
local rootPos, rootVis = gameCamera:WorldToViewportPoint(ent.RootPart.Position)
for _, obj in EntityESP do obj.Visible = rootVis end
if not rootVis then continue end
local point1 = ESPWorldToViewport(ent.RootPart.Position + Vector3.new(1.5, ent.HipHeight, 1.5))
local point2 = ESPWorldToViewport(ent.RootPart.Position + Vector3.new(1.5, -ent.HipHeight, 1.5))
local point3 = ESPWorldToViewport(ent.RootPart.Position + Vector3.new(-1.5, ent.HipHeight, 1.5))
local point4 = ESPWorldToViewport(ent.RootPart.Position + Vector3.new(-1.5, -ent.HipHeight, 1.5))
local point5 = ESPWorldToViewport(ent.RootPart.Position + Vector3.new(1.5, ent.HipHeight, -1.5))
local point6 = ESPWorldToViewport(ent.RootPart.Position + Vector3.new(1.5, -ent.HipHeight, -1.5))
local point7 = ESPWorldToViewport(ent.RootPart.Position + Vector3.new(-1.5, ent.HipHeight, -1.5))
local point8 = ESPWorldToViewport(ent.RootPart.Position + Vector3.new(-1.5, -ent.HipHeight, -1.5))
EntityESP.Line1.From = point1
EntityESP.Line1.To = point2
EntityESP.Line2.From = point3
EntityESP.Line2.To = point4
EntityESP.Line3.From = point5
EntityESP.Line3.To = point6
EntityESP.Line4.From = point7
EntityESP.Line4.To = point8
EntityESP.Line5.From = point1
EntityESP.Line5.To = point3
EntityESP.Line6.From = point1
EntityESP.Line6.To = point5
EntityESP.Line7.From = point5
EntityESP.Line7.To = point7
EntityESP.Line8.From = point7
EntityESP.Line8.To = point3
EntityESP.Line9.From = point2
EntityESP.Line9.To = point4
EntityESP.Line10.From = point2
EntityESP.Line10.To = point6
EntityESP.Line11.From = point6
EntityESP.Line11.To = point8
EntityESP.Line12.From = point8
EntityESP.Line12.To = point4
end
end,
DrawingSkeleton = function()
for ent, EntityESP in ESPFolder do
local rootPos, rootVis = gameCamera:WorldToViewportPoint(ent.RootPart.Position)
for _, obj in EntityESP do obj.Visible = rootVis end