100% found this document useful (1 vote)
312 views23 pages

Haikyuu Legends

The document outlines a script for a game interface called 'Haikyuu Legends' using Rayfield, which includes features like auto-spinning for styles and abilities, a serve button, and team selection automation. It provides options for users to customize their gameplay experience through dropdowns, toggles, and keybinds. Additionally, it includes functionality for notifications and automatic actions based on game events.

Uploaded by

rataratalol1
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
100% found this document useful (1 vote)
312 views23 pages

Haikyuu Legends

The document outlines a script for a game interface called 'Haikyuu Legends' using Rayfield, which includes features like auto-spinning for styles and abilities, a serve button, and team selection automation. It provides options for users to customize their gameplay experience through dropdowns, toggles, and keybinds. Additionally, it includes functionality for notifications and automatic actions based on game events.

Uploaded by

rataratalol1
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/ 23

local Rayfield = loadstring(game:HttpGet('https://sirius.

menu/rayfield'))()
local Window = Rayfield:CreateWindow({
Name = "Haikyuu Legends",
Icon = 0, -- Icon in Topbar. Can use Lucide Icons (string) or Roblox Image
(number). 0 to use no icon (default).
LoadingTitle = "SendoX Hub",
LoadingSubtitle = "by SendoX",
Theme = "Default", -- Check
https://docs.sirius.menu/rayfield/configuration/themes

DisableRayfieldPrompts = false,
DisableBuildWarnings = false, -- Prevents Rayfield from warning when the script
has a version mismatch with the interface

ConfigurationSaving = {
Enabled = true,
FolderName = nil, -- Create a custom folder for your hub/game
FileName = "Big Hub"
},

Discord = {
Enabled = true, -- Prompt the user to join your Discord server if their
executor supports it
Invite = "sendox", -- The Discord invite code, do not include discord.gg/.
E.g. discord.gg/ ABCD would be ABCD
RememberJoins = true -- Set this to false to make them join the discord every
time they load it up
},

KeySystem = false, -- Set this to true to use our key system


KeySettings = {
Title = "Untitled",
Subtitle = "Key System",
Note = "No method of obtaining the key is provided", -- Use this to tell the
user how to get a key
FileName = "Key", -- It is recommended to use something unique as other
scripts using Rayfield may overwrite your key file
SaveKey = true, -- The user's key will be saved, but if you change the key,
they will be unable to use your script
GrabKeyFromSite = false, -- If this is true, set Key below to the RAW site
you would like Rayfield to get the key from
Key = {"Hello"} -- List of keys that will be accepted by the system, can be
RAW file links (pastebin, github etc) or simple strings ("hello","key22")
}
})

local Tab = Window:CreateTab("Main", 4483362458) -- Title, Image


autoSpin = false

function showNotification(styleName)
Rayfield:Notify({
Title = "Style Obtained!",
Content = "You successfully obtained the style: " .. styleName,
Duration = 6.5,
Image = 4483362458,
})
end

local desiredStyles = {}
function startAutoSpin()
coroutine.wrap(function()
while autoSpin do
local currentStyle =
game:GetService("Players").LocalPlayer.PlayerGui.Interface.Lobby.Styles.TopPanel.Di
splayName.Text
if type(desiredStyles) == "table" and table.find(desiredStyles,
currentStyle) then
print("STOP! You got:", currentStyle)
autoSpin = false
showNotification(currentStyle)
break
else

game:GetService("ReplicatedStorage").Packages._Index["[email protected]"].knit.S
ervices.StylesService.RF.Roll:InvokeServer(false)
print("Spinning... Current result:", currentStyle)
wait(0.5)
end
end
end)()
end

local random = Tab:CreateDropdown({


Name = "Select Desired Style",
Options = {"Sanu", "Oigawa", "Bokuto", "Uchishima",
"Yabu", "Kuzee", "Azamena", "Kosumi", "Kagayomo",
"Iwaezeni", "Yomomute", "Sagafura",
"Haibo", "Tsuzichiwa", "Hinoto", "Tonoko", "Yamegushi",
"Ojiri", "Saguwuru", "Kito", "Nichinoya"},
CurrentOption = {},
MultipleOptions = true,
Flag = "DesiredStylesDropdown",
Callback = function(Options)
desiredStyles = Options or {}
print("Selected Styles:", table.concat(desiredStyles, ", "))
end,
})

local idkbro = Tab:CreateToggle({


Name = "Auto Spin Styles",
CurrentValue = false,
Flag = "AutoSpinToggle",
Callback = function(Value)
autoSpin = Value
if autoSpin then
startAutoSpin()
end
end,
})

spinActive = false

function notifyStyle(style)
Rayfield:Notify({
Title = "Ability Obtained!",
Content = "You successfully obtained the ability: " .. style,
Duration = 6.5,
Image = 4483362458,
})
end

local selectedStyles = {}

function initiateSpin()
coroutine.wrap(function()
while spinActive do
local current =
game:GetService("Players").LocalPlayer.PlayerGui.Interface.Lobby.Abilities.TopPanel
.DisplayName.Text
if type(selectedStyles) == "table" and table.find(selectedStyles,
current) then
print("STOP! You got:", current)
spinActive = false
notifyStyle(current)
break
else

game:GetService("ReplicatedStorage").Packages._Index["[email protected]"].knit.S
ervices.AbilityService.RF.Roll:InvokeServer(false)
print("Spinning... Current result:", current)
wait(0.5)
end
end
end)()
end

local des = Tab:CreateDropdown({


Name = "Select Desired Abilities",
Options = {"Zero Gravity Set", "Boom Jump", "Steel Block",
"Rolling Thunder", "Super Sprint", "Team Spirit", "Moonball", "Curved Spike",
"Redirection Jump", "Minus Tempo"},
CurrentOption = {},
MultipleOptions = true,
Flag = "LOl",
Callback = function(choices)
selectedStyles = choices or {}
print("Selected Ability:", table.concat(selectedStyles, ", "))
end,
})

local Ab = Tab:CreateToggle({
Name = "Auto Spin Abilities",
CurrentValue = false,
Flag = "Ab",
Callback = function(state)
spinActive = state
if spinActive then
initiateSpin()
end
end,
})
local user = game:GetService("UserInputService")
local players = game:GetService("Players")
local localPlayer = players.LocalPlayer
local type = "Normal Serve"
local key = Enum.KeyCode.Z

local button
local ScreenGui

local function createScreenGui()


if not ScreenGui or not ScreenGui.Parent then
ScreenGui = Instance.new("ScreenGui")
ScreenGui.Parent = localPlayer:WaitForChild("PlayerGui")
end
end

local function serveAction()


if type == "Normal Serve" then
local args = {
[1] = Vector3.new(-0.019746454432606697, 0, 0.00226312386803329),
[2] = 1
}

game:GetService("ReplicatedStorage"):WaitForChild("Packages"):WaitForChild("_Index"
):WaitForChild("[email protected]"):WaitForChild("knit"):WaitForChild("Services"
):WaitForChild("GameService"):WaitForChild("RF"):WaitForChild("Serve"):InvokeServer
(unpack(args))
elseif type == "Front Serve" then
local args = {
[1] = Vector3.new(0.00003866247061523609, 0, 0.8530396819114685),
[2] = 1
}

game:GetService("ReplicatedStorage"):WaitForChild("Packages"):WaitForChild("_Index"
):WaitForChild("[email protected]"):WaitForChild("knit"):WaitForChild("Services"
):WaitForChild("GameService"):WaitForChild("RF"):WaitForChild("Serve"):InvokeServer
(unpack(args))
elseif type == "Left Serve" then
local args = {
[1] = Vector3.new(-0.9667797088623047, 0, 0.0009722806280478835),
[2] = 1
}

game:GetService("ReplicatedStorage"):WaitForChild("Packages"):WaitForChild("_Index"
):WaitForChild("[email protected]"):WaitForChild("knit"):WaitForChild("Services"
):WaitForChild("GameService"):WaitForChild("RF"):WaitForChild("Serve"):InvokeServer
(unpack(args))
elseif type == "Right Serve" then
local args = {
[1] = Vector3.new(0.9940276145935059, 0, 0.08793618530035019),
[2] = 1
}

game:GetService("ReplicatedStorage"):WaitForChild("Packages"):WaitForChild("_Index"
):WaitForChild("[email protected]"):WaitForChild("knit"):WaitForChild("Services"
):WaitForChild("GameService"):WaitForChild("RF"):WaitForChild("Serve"):InvokeServer
(unpack(args))
end
end

local function createButton()


createScreenGui() -- Ensure ScreenGui exists
button = Instance.new("TextButton")
button.Parent = ScreenGui
button.Size = UDim2.new(0, 200, 0, 50)
button.Position = UDim2.new(0.5, -100, 0.5, -25)
button.AnchorPoint = Vector2.new(0.5, 0.5)
button.Text = "SERVE"
button.TextColor3 = Color3.fromRGB(255, 255, 255)
button.TextScaled = true
button.Font = Enum.Font.GothamBold
button.BackgroundColor3 = Color3.fromRGB(0, 128, 255)
button.BackgroundTransparency = 0.2
button.BorderSizePixel = 0
button.ZIndex = 2
button.ClipsDescendants = true
button.Active = true
button.Draggable = true

local uiCorner = Instance.new("UICorner")


uiCorner.CornerRadius = UDim.new(0.5, 0)
uiCorner.Parent = button

button.MouseButton1Click:Connect(function()
serveAction()
end)
end

local function destroyButton()


if button then
button:Destroy()
button = nil
end
end

-- Listen for the player's respawn

-- Listen for the key press


user.InputBegan:Connect(function(input, gameProcessed)
if not gameProcessed then
if input.KeyCode == key then
serveAction()
end
end
end)

local Toggle = Tab:CreateToggle({


Name = "Toggle SERVE Button",
CurrentValue = false,
Flag = "ToggleServeButton",
Callback = function(Value)
if Value then
createButton()
else
destroyButton()
end
end,
})

local function handleRespawn()


destroyButton()
if Toggle.Value then -- Now Toggle exists
createButton()
end
end

localPlayer.CharacterAdded:Connect(function()
handleRespawn()
end)

local Dropdown = Tab:CreateDropdown({


Name = "What Type Of Serve",
Options = {"Normal Serve", "Front Serve", "Left Serve", "Right Serve"},
CurrentOption = {"Normal Serve"},
MultipleOptions = false,
Flag = "Serving",
Callback = function(Options)
type = Options[1]
end,
})

local Keybind = Tab:CreateKeybind({


Name = "Keybind For Serve",
CurrentKeybind = "Z",
HoldToInteract = false,
Flag = "Keybind1",
Callback = function(Keybind)
key = Enum.KeyCode[Keybind]
end,
})

local player = game.Players.LocalPlayer


local humanoid = player.Character:WaitForChild("Humanoid")
local humanoidRootPart = player.Character:WaitForChild("HumanoidRootPart")
local VirtualInputManager = game:GetService("VirtualInputManager")

local isRunning = false -- Tracks the toggle state

-- Functions
local function pressSpace()
VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.Space, false, game)
task.wait(0.1)
VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Space, false, game)
end

local function pressClick()


VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 1)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 1)
end
local function getRandomTargetPart()
local positionsFolder = workspace.Map.BallNoCollide.Positions["2"]
local parts = {}

for _, part in ipairs(positionsFolder:GetChildren()) do


if part:IsA("BasePart") then
table.insert(parts, part)
end
end

if #parts > 0 then


return parts[math.random(1, #parts)]
end
return nil
end

local function teamSelection()


if not isRunning then return end

local teamSelectionGui = player.PlayerGui.Interface.TeamSelection


local gameInterface = player.PlayerGui.Interface.Game

teamSelectionGui.Visible = true

local randomNum = math.random(1, 6)


local button = teamSelectionGui["2"][tostring(randomNum)]

if button and button:IsA("ImageButton") then


local absPos = button.AbsolutePosition
local absSize = button.AbsoluteSize
local clickPosition = absPos + (absSize / 2)

while not gameInterface.Visible and isRunning do


VirtualInputManager:SendMouseButtonEvent(clickPosition.X,
clickPosition.Y, 0, true, game, 1)
VirtualInputManager:SendMouseButtonEvent(clickPosition.X,
clickPosition.Y, 0, false, game, 1)
task.wait(0.1)
end
end

-- Hide the team selection GUI when the game GUI becomes visible
if gameInterface.Visible then
teamSelectionGui.Visible = false
end
end

local player = game.Players.LocalPlayer


local roundOverStats = player.PlayerGui.Interface.RoundOverStats
local backBtn = roundOverStats.BackBtn
local VirtualInputManager = game:GetService("VirtualInputManager")

local function clickBackButton()


while roundOverStats.Visible do
-- Check if the BackBtn exists, is visible, and is an ImageButton
if backBtn and backBtn.Visible and backBtn:IsA("ImageButton") then
-- Get the button's position and size
local absPos = backBtn.AbsolutePosition
local absSize = backBtn.AbsoluteSize
local clickPosition = absPos + (absSize / 2) -- Center of the button

-- Simulate mouse button down


VirtualInputManager:SendMouseButtonEvent(clickPosition.X,
clickPosition.Y, 0, true, game, 1)
-- Simulate mouse button up
VirtualInputManager:SendMouseButtonEvent(clickPosition.X,
clickPosition.Y, 0, false, game, 1)
end

-- Optional: Add a short delay between clicks to prevent too fast clicking
wait(0.1) -- Adjust the delay as needed
end
end

-- Toggle for all functionality


local Toggle = Tab:CreateToggle({
Name = "Auto Farm",
CurrentValue = false,
Flag = "Auto Farm", -- A flag is the identifier for the configuration file,
make sure every element has a different flag if you're using configuration saving
to ensure no overlaps
Callback = function(Value)
isRunning = Value
print("All functionality is now " .. (Value and "enabled" or "disabled"))
end,
})

task.spawn(function()
while task.wait(0.3) do
if not isRunning then
continue
end

-- Team selection
teamSelection()

-- Ball tracking logic


local ballPart = nil
for _, model in ipairs(workspace:GetChildren()) do
if model:IsA("Model") and model.Name:match("^CLIENT_BALL_") then
ballPart = model:FindFirstChild("Cube.001")
if ballPart then
break
end
end
end

if ballPart then
humanoid:MoveTo(ballPart.Position)
local distance = (ballPart.Position -
humanoidRootPart.Position).magnitude

if distance <= 20 then


local targetPart = getRandomTargetPart()
if targetPart then
local lookVector = (targetPart.Position -
humanoidRootPart.Position).Unit
humanoidRootPart.CFrame = CFrame.new(humanoidRootPart.Position,
humanoidRootPart.Position + lookVector)
end

if ballPart.Position.Y > humanoidRootPart.Position.Y + 5 then


pressSpace()
pressClick()
end
end
end

-- Trigger the Back button click if the RoundOverStats screen is visible


if roundOverStats.Visible then
clickBackButton()
end
continue
end
end)

local localPlayer = game.Players.LocalPlayer


local characterHumanoid = localPlayer.Character:WaitForChild("Humanoid")
local rootPart = localPlayer.Character:WaitForChild("HumanoidRootPart")
local virtualInput = game:GetService("VirtualInputManager")

local farmToggle = false -- Tracks the toggle state

-- Functions
local function jumpAction()
virtualInput:SendKeyEvent(true, Enum.KeyCode.Space, false, game)
task.wait(0.1)
virtualInput:SendKeyEvent(false, Enum.KeyCode.Space, false, game)
end

local function clickAction()


virtualInput:SendMouseButtonEvent(0, 0, 0, true, game, 1)
virtualInput:SendMouseButtonEvent(0, 0, 0, false, game, 1)
end

-- Toggle for the functionality


local SPikey = Tab:CreateToggle({
Name = "Auto Spike",
CurrentValue = false,
Flag = "Auto Spike",
Callback = function(Value)
farmToggle = Value
print("Auto Spike is now " .. (Value and "enabled" or "disabled"))
end,
})

task.spawn(function()
while task.wait(0.3) do
if not farmToggle then
continue
end

-- Ball detection logic


local detectedBall = nil
for _, model in ipairs(workspace:GetChildren()) do
if model:IsA("Model") and model.Name:match("^CLIENT_BALL_") then
detectedBall = model:FindFirstChild("Cube.001")
if detectedBall then
break
end
end
end

if detectedBall then
local proximityToBall = (detectedBall.Position -
rootPart.Position).magnitude
if proximityToBall <= 20 then
if detectedBall.Position.Y > rootPart.Position.Y + 5 then
jumpAction()
end
clickAction()
end
end
end
end)

local Button = Tab:CreateButton({


Name = "Break The Match",
Callback = function()
local ohNil1 = nil
local ohNumber2 = 0.95

game:GetService("ReplicatedStorage").Packages._Index["[email protected]"].knit.S
ervices.GameService.RF.Serve:InvokeServer(ohNil1, ohNumber2)
end,
})

local Tab = Window:CreateTab("Hitboxes", 4483362458) -- Title, Image

local run = game:GetService("RunService")


local con
local con2
local con3
local con4
local con5
local con6
local con7
local con8
local con9
local con10
local con11
local con12
local con13
local spikeHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes
local part = spikeHitbox.Spike:FindFirstChild("Part")
local part2 = spikeHitbox.Set:FindFirstChild("Part")
local part3 = spikeHitbox.Serve:FindFirstChild("Part")
local part4 = spikeHitbox.Bump:FindFirstChild("Part")
local part5 = spikeHitbox.JumpSet:FindFirstChild("Part")
local part6 = spikeHitbox.BumpServe:FindFirstChild("Part")
local part7 = spikeHitbox.Block:FindFirstChild("Part")
local part8 = spikeHitbox.Dive:FindFirstChild("Part")
local size = 10
local size2 = 30
local size3 = 30
local size4 = 30
local size5 = 30
local size6 = 10
local size7 = 10
local size8 = 10
local size9 = 10
local size10 = 10
local size11 = 10
local size12 = 10
local size13 = 10
local size14 = 10
local spike = game.Players.LocalPlayer:SetAttribute("GameSpikePowerMultiplier")
local set = game.Players.LocalPlayer:SetAttribute("GameSetPowerMultiplier")
local serve = game.Players.LocalPlayer:SetAttribute("GameServePowerMultiplier")
local bump = game.Players.LocalPlayer:SetAttribute("GameBumpPowerMultiplier")
local block = game.Players.LocalPlayer:SetAttribute("GameBlockPowerMultiplier")
local jump = game.Players.LocalPlayer:SetAttribute("GameJumpPowerMultiplier")
local speed = game.Players.LocalPlayer:SetAttribute("GameSpeedMultiplier")
local dive = game.Players.LocalPlayer:SetAttribute("GameDiveSpeedMultiplier")

local Toggle = Tab:CreateToggle({


Name = "Spike Hitbox",
CurrentValue = false,
Flag = "Toggle1", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if part then
if Value then
con = run.Heartbeat:Connect(function()
part.Size = Vector3.new(size, size, size)
end)
else
if con then
con:Disconnect()
con = nil
end
part.Size = Vector3.new(7.5, 8.904999732971191, 6.4710001945495605)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Size",
Range = {0, 100},
Increment = 0.1,
Suffix = "Size",
CurrentValue = 10,
Flag = "Slider1", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Set Hitbox",
CurrentValue = false,
Flag = "Toggle2", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if part2 and part5 then
if Value then
con2 = run.Heartbeat:Connect(function()
part2.Size = Vector3.new(size2, size2, size2)
part5.Size = Vector3.new(size2, size2, size2)
end)
else
if con2 then
con2:Disconnect()
con2 = nil
end
part2.Size = Vector3.new(9, 8.905414581298828, 7.821842193603516)
part5.Size = Vector3.new(9, 8.905414581298828, 7.821842193603516)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Size",
Range = {0, 100},
Increment = 0.1,
Suffix = "Size",
CurrentValue = 10,
Flag = "Slider2", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size2 = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Serve Hitbox",
CurrentValue = false,
Flag = "Toggle3", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if part3 and part6 then
if Value then
con3 = run.Heartbeat:Connect(function()
part3.Size = Vector3.new(size3, size3, size3)
part6.Size = Vector3.new(size3, size3, size3)
end)
else
if con3 then
con3:Disconnect()
con3 = nil
end
part3.Size = Vector3.new(9, 7.90541410446167, 8.803236961364746)
part6.Size = Vector3.new(9, 4.91381311416626, 7.803236961364746)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Size",
Range = {0, 100},
Increment = 0.1,
Suffix = "Size",
CurrentValue = 10,
Flag = "Slider3", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size3 = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Bump Hitbox",
CurrentValue = false,
Flag = "Toggle4", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if part4 then
if Value then
con4 = run.Heartbeat:Connect(function()
part4.Size = Vector3.new(size4, size4, size4)
end)
else
if con4 then
con4:Disconnect()
con4 = nil
end
part4.Size = Vector3.new(9, 8.905414581298828, 7.803236961364746)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Size",
Range = {0, 100},
Increment = 0.1,
Suffix = "Size",
CurrentValue = 10,
Flag = "Slider4", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size4 = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Block Hitbox",
CurrentValue = false,
Flag = "Toggle5", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if part7 then
if Value then
con5 = run.Heartbeat:Connect(function()
part7.Size = Vector3.new(size5, size5, size5)
end)
else
if con5 then
con5:Disconnect()
con5 = nil
end
part7.Size = Vector3.new(7.5, 9.904999732971191, 6.052999973297119)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Size",
Range = {0, 100},
Increment = 0.1,
Suffix = "Size",
CurrentValue = 10,
Flag = "Slider4", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size5 = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Dive Hitbox",
CurrentValue = false,
Flag = "Toggle20", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if part8 then
if Value then
con11 = run.Heartbeat:Connect(function()
part8.Size = Vector3.new(size14, size14, size14)
end)
else
if con11 then
con11:Disconnect()
con11 = nil
end
part8.Size = Vector3.new(7, 7, 10)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Size",
Range = {0, 100},
Increment = 0.1,
Suffix = "Size",
CurrentValue = 10,
Flag = "Slider20", -- A flag is the identifier for the configuration file,
make sure every element has a different flag if you're using configuration saving
to ensure no overlaps
Callback = function(Value)
size14 = Value
end,
})

local Tab = Window:CreateTab("Power", 4483362458) -- Title, Image


local Toggle = Tab:CreateToggle({
Name = "Spike Power",
CurrentValue = false,
Flag = "Toggle6", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if spike then
if Value then
con6 = run.Heartbeat:Connect(function()
game.Players.LocalPlayer:SetAttribute("GameSpikePowerMultiplier",
size6)
end)
else
if con6 then
con6:Disconnect()
con6 = nil
end
game.Players.LocalPlayer:SetAttribute("GameSpikePowerMultiplier", 1.5)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Power",
Range = {0, 500},
Increment = 0.1,
Suffix = "Power",
CurrentValue = 0.1,
Flag = "Slider5", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size6 = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Set Power",
CurrentValue = false,
Flag = "Toggle7", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if set then
if Value then
con7 = run.Heartbeat:Connect(function()
game.Players.LocalPlayer:SetAttribute("GameSetPowerMultiplier", size7)
end)
else
if con7 then
con7:Disconnect()
con7 = nil
end
game.Players.LocalPlayer:SetAttribute("GameSetPowerMultiplier", 0.8)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Power",
Range = {0, 500},
Increment = 0.1,
Suffix = "Power",
CurrentValue = 0.1,
Flag = "Slider6", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size7 = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Serve Power",
CurrentValue = false,
Flag = "Toggle8", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if serve then
if Value then
con8 = run.Heartbeat:Connect(function()
game.Players.LocalPlayer:SetAttribute("GameServePowerMultiplier",
size8)
end)
else
if con8 then
con8:Disconnect()
con8 = nil
end
game.Players.LocalPlayer:SetAttribute("GameServePowerMultiplier", 1.2)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Power",
Range = {0, 500},
Increment = 0.1,
Suffix = "Power",
CurrentValue = 0.1,
Flag = "Slider7", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size8 = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Bump Power",
CurrentValue = false,
Flag = "Toggle9", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if bump then
if Value then
con9 = run.Heartbeat:Connect(function()
game.Players.LocalPlayer:SetAttribute("GameBumpPowerMultiplier", size9)
end)
else
if con9 then
con9:Disconnect()
con9 = nil
end
game.Players.LocalPlayer:SetAttribute("GameBumpPowerMultiplier", 1.2)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Power",
Range = {0, 500},
Increment = 0.1,
Suffix = "Power",
CurrentValue = 0.1,
Flag = "Slider8", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size9 = Value
end,
})

local Toggle = Tab:CreateToggle({


Name = "Block Power",
CurrentValue = false,
Flag = "Toggle10", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
if block then
if Value then
con10 = run.Heartbeat:Connect(function()
game.Players.LocalPlayer:SetAttribute("GameBlockPowerMultiplier",
size10)
end)
else
if con10 then
con10:Disconnect()
con10 = nil
end
game.Players.LocalPlayer:SetAttribute("GameBlockPowerMultiplier", 1.3)
end
end
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Power",
Range = {0, 500},
Increment = 0.1,
Suffix = "Power",
CurrentValue = 0.1,
Flag = "Slider9", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
size10 = Value
end,
})

local Button = Tab:CreateButton({


Name = "Jump Power",
Callback = function()
Rayfield:Notify({
Title = "Notification",
Content = "Jump to Update Your Jump",
Duration = 3.5,
Image = 4483362458,
})
game.Players.LocalPlayer:SetAttribute("GameJumpPowerMultiplier", size11)
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Power",
Range = {0, 10},
Increment = 0.1,
Suffix = "Power",
CurrentValue = 0.1,
Flag = "Slider10", -- A flag is the identifier for the configuration file,
make sure every element has a different flag if you're using configuration saving
to ensure no overlaps
Callback = function(Value)
size11 = Value
end,
})

local Button = Tab:CreateButton({


Name = "Dive Power",
Callback = function()
Rayfield:Notify({
Title = "Notification",
Content = "Jump to Update Your Dive",
Duration = 3.5,
Image = 4483362458,
})
game.Players.LocalPlayer:SetAttribute("GameDiveSpeedMultiplier", size12)
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Power",
Range = {0, 10},
Increment = 0.1,
Suffix = "Power",
CurrentValue = 0.1,
Flag = "Slider11", -- A flag is the identifier for the configuration file,
make sure every element has a different flag if you're using configuration saving
to ensure no overlaps
Callback = function(Value)
size12 = Value
end,
})

local Button = Tab:CreateButton({


Name = "Speed Power",
Callback = function()
Rayfield:Notify({
Title = "Notification",
Content = "Jump to Update Your Speed",
Duration = 3.5,
Image = 4483362458,
})
game.Players.LocalPlayer:SetAttribute("GameSpeedMultiplier", size13)
end,
})

local Slider = Tab:CreateSlider({


Name = "How Much Power",
Range = {0, 10},
Increment = 0.1,
Suffix = "Speed",
CurrentValue = 0.1,
Flag = "Slider12", -- A flag is the identifier for the configuration file,
make sure every element has a different flag if you're using configuration saving
to ensure no overlaps
Callback = function(Value)
size13 = Value
end,
})

local Tab = Window:CreateTab("FE", 4483362458)


local Mn = Tab:CreateToggle({
Name = "Infinite Money",
CurrentValue = false,
Flag = "Money", -- A flag is the identifier for the configuration file, make
sure every element has a different flag if you're using configuration saving to
ensure no overlaps
Callback = function(Value)
getgenv(). lol = Value

while getgenv(). lol do


for i = 1, 3 do

game:GetService("ReplicatedStorage").Packages._Index["[email protected]"].knit.S
ervices.RewardService.RF.RequestPlayWithDeveloperAward:InvokeServer()
end
end
end,
})
local Tab = Window:CreateTab("Visual", 4483362458) -- Title, Image

local players = game:GetService("Players")


local lp = players.LocalPlayer

local storedAccessories = {}
local storedNametag

-- Function to save and remove originals


local function enableAnonymousMode()
local character = lp.Character or lp.CharacterAdded:Wait()

-- Store and remove accessories


for _, accessory in ipairs(character:GetChildren()) do
if accessory:IsA("Accessory") then
local clone = accessory:Clone()
clone.Parent = nil
table.insert(storedAccessories, clone)
accessory:Destroy()
end
end
-- Store and remove Nametag
local nametag = character:FindFirstChild("Nametag")
if nametag then
storedNametag = nametag:Clone()
storedNametag.Parent = nil
nametag:Destroy()
end
end

-- Function to restore originals


local function disableAnonymousMode()
local character = lp.Character or lp.CharacterAdded:Wait()

-- Restore accessories
for _, accessory in ipairs(storedAccessories) do
if accessory.Parent == nil then
accessory.Parent = character
end
end
storedAccessories = {}

-- Restore Nametag
if storedNametag and storedNametag.Parent == nil then
storedNametag.Parent = character
storedNametag = nil
end
end

-- Toggle functionality
local Toggle = Tab:CreateToggle({
Name = "Anonymous Mode",
CurrentValue = false,
Flag = "ToggleAnonymous",
Callback = function(Value)
if Value then
enableAnonymousMode()
else
disableAnonymousMode()
end
end,
})

-- Reapply anonymous mode or restore on respawn


lp.CharacterAdded:Connect(function()
if Toggle.CurrentValue then
enableAnonymousMode()
else
disableAnonymousMode()
end
end)

local pl = game:GetService("Players")
local path = pl.LocalPlayer.Character
local path2 = path:FindFirstChild("Nametag") and
path.Nametag:FindFirstChild("PlayerName")
local path3 = path:FindFirstChild("JerseyBack") and
path.JerseyBack:FindFirstChild("PlayerNumber")
local path4 = path:FindFirstChild("JerseyFront") and
path.JerseyFront:FindFirstChild("PlayerNumber")
local path5 = path:FindFirstChild("Nametag") and
path.Nametag:FindFirstChild("LvlStyle") -- Corrected lookup for LvlStyle
local orig = path2 and path2.Text or ""
local orig2 = path3 and path3.Text or ""
local orig3 = path4 and path4.Text or ""
local orig4 = path5 and path5.Text or "" -- Ensure path5 is valid
local curr = ""
local curr2 = ""
local curr3 = ""

local function onChanged(toggleState)


if path2 then
if toggleState then
path2.Text = curr
else
path2.Text = orig
end
end
end

local function onJerChanged(JerState)


if path3 and path4 then
if JerState then
path3.Text = curr2
path4.Text = curr2
else
path3.Text = orig2
path4.Text = orig3
end
end
end

local function onLevChanged(LevState)


if path5 then -- Ensure path5 exists before modifying
if LevState then
path5.Text = curr3
else
path5.Text = orig4
end
end
end

local nameToggle = Tab:CreateToggle({


Name = "Change NameTag",
CurrentValue = false,
Flag = "NameTag",
Callback = function(Value)
onChanged(Value)
end,
})

local jerseyToggle = Tab:CreateToggle({


Name = "Change Jersey",
CurrentValue = false,
Flag = "JerseyTag",
Callback = function(Value)
onJerChanged(Value)
end,
})

local LevelToggle = Tab:CreateToggle({


Name = "Change Level",
CurrentValue = false,
Flag = "LevelTag",
Callback = function(Value)
onLevChanged(Value)
end,
})

local nameInput = Tab:CreateInput({


Name = "Change Your Nametag Here",
CurrentValue = "",
PlaceholderText = "",
RemoveTextAfterFocusLost = false,
Flag = "NametagIn",
Callback = function(Text)
curr = Text
if nameToggle.CurrentValue then
path2.Text = curr
end
end,
})

local jerseyInput = Tab:CreateInput({


Name = "Change Your Jersey Here",
CurrentValue = "",
PlaceholderText = "",
RemoveTextAfterFocusLost = false,
Flag = "JerseyIn",
Callback = function(Text)
curr2 = Text
if jerseyToggle.CurrentValue then
path3.Text = curr2
path4.Text = curr2
end
end,
})

local LevelInput = Tab:CreateInput({


Name = "Change Your Level Here",
CurrentValue = "",
PlaceholderText = "",
RemoveTextAfterFocusLost = false,
Flag = "LevelIn",
Callback = function(Text)
curr3 = Text
if LevelToggle.CurrentValue then
path5.Text = curr3
end
end,
})

Rayfield:LoadConfiguration()

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