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()