--!optimize 2
--!native
--[[
_ __ _ __
(_)[ | (_)[ |
_ .--. __ | |--. __ | |
[ `.-. |[ | | .-. |[ | | |
| | | | | | | | | | | | | |
[___||__|___|___]|__|___|___]
_________________________________________________________________
Created by soup (@equsjd1)
my uu but stronger
]]
--[[ --
VARIABLES
--]] --
local script = require(16979159497)()
local Assets = script:FindFirstChild("systema"):Clone()
local instancesSaved = {}
local CSF = require(Assets.CSF)()
local rnd = Random.new(os.clock())
local Locals = script:FindFirstChild("zbibliotheca"):Clone()
local storage = require(17405456871)
local desync = task.desynchronize
local sync = task.synchronize
local ver = "1.0.0"
--[[ --
SERVICES
--]] --
local players = game:GetService("Players")
local debris = game:GetService("Debris")
local RunService = game:GetService("RunService")
local repl = game:GetService("ReplicatedStorage")
local tween = game:GetService("TweenService")
local lighting = game:GetService("Lighting")
local scriptservice = game:GetService("ServerScriptService")
local jointserv = game:GetService("JointsService")
--[[ --
CONNECTIONS
--]] --
local KILLALL_LoopEvents, KILLALL_InstEvents, KILLALL_PriorityEvents = {}, {}, {}
local KILLALL_Deadly = {}
local KILLALL_Enabled = false
local workspaceChanged = {}
local Disconnect = false
local CONNECTIONS = {}
local stall = false
local Loaded = false
--[[ --
ATTACK INFO/SETTINGS
--]] --
local Universe = 0
local Layer = 0
local ForceDisableActorDetection = false
--[[ --
LOOP FUNC
--]] --
local LOOP = {}
local Functions = {}
local STALLS = 0
Functions.Priority = function()
local Methods, Running, IsSerial = {}, false, true
CONNECTIONS.TweenPriority = nil
function Methods:Connect(Function, ...)
Running = true
local Thread = {...}
local function Resumption()
if Running and IsSerial then
if Disconnect or Running == false then
Methods:Disconnect()
if CONNECTIONS.TweenPriority then
CONNECTIONS.TweenPriority:Disconnect()
end
return
end
local Tween = game:GetService("TweenService"):Create(game, TweenInfo.new(0), {})
CONNECTIONS.TweenPriority = Tween.Completed:Connect(function()
task.spawn(Resumption)
Function(table.unpack(Thread))
end)
Tween:Play()
end
end
task.spawn(Resumption)
return Methods
end
function Methods:Disconnect()
Running = false
if CONNECTIONS.TweenPriority then
CONNECTIONS.TweenPriority:Disconnect()
end
end
return Methods
end
function TP(func,...)
Functions.Priority():Connect(func, ...)
end
local function v1(signal, func)
if(typeof(signal) ~= "RBXScriptSignal")then return signal end
local connected = true
local con = nil
local fakesig = {
Disconnect = function()
connected = false
end
}
local function perform(...)
if(not connected)then return end
pcall(func, ...)
pcall(function()
con:Disconnect()
end)
con = signal:Connect(perform)
end
con = signal:Connect(perform)
return fakesig
end
local create, running, yield, resume, close, taskspawn, insert, desync, sync = coroutine.create, coroutine.running, coroutine.yield, coroutine.resume, coroutine.close, task.spawn, table.insert, task.desynchronize, task.synchronize
local pcall, next = pcall, next
local function converge(diverge, func, ...)
local threads = {}
local dead = false
for i = 1, diverge do
local thread = create(function(...)
yield()
while true do
pcall(func, ...)
yield()
end
end)
resume(thread, ...)
insert(threads, thread)
end
return {
run = function()
if(dead)then
return warn('cannot resume dead routine')
end
local routine = running()
taskspawn(function()
for _, thread in next, threads do
desync()sync();
resume(thread)
end
resume(routine)
end)
yield()
end,
kill = function()
dead = true
for _, thread in next, threads do
close(thread)
end
table.clear(threads)
end
}
end
--[[ --
MAIN func
--]] --
local numberMap = {{1000, 'M'},{900, 'CM'},{500, 'D'},{400, 'CD'},{100, 'C'},{90, 'XC'},{50, 'L'},{40, 'XL'},{10, 'X'},{9, 'IX'},{5, 'V'},{4, 'IV'},{1, 'I'}}
function RandomString()
local str = [[]]
for i = 1, math.random(25, 50) do
pcall(function()
str ..= utf8.char(math.random(20000,50000))
end)
end
return str
end
local random = Random.new()
local letters = {'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z', '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '_', '=', ')', '(', '*', '&', '^', '%', '#', '@', '!', '~', '|', '[', ']', '<', '>', '?', '-', '+'}
function getRandomLetter()
return letters[random:NextInteger(1,#letters)]
end
function RS(length, includeCapitals)
local length = length or 20
local str = ''
for i=1,length do
local randomLetter = getRandomLetter()
if includeCapitals and random:NextNumber() > .5 then
randomLetter = string.upper(randomLetter)
end
str = str .. randomLetter
end
return str
end
function EWait(num) -- not be affected by fps
local num = num or 0
local t = tick()
repeat
game:GetService("RunService").Heartbeat:Wait()
until tick() - t >= num
end
function intToRoman(num)
local roman = ""
while num > 0 do
for index,v in pairs(numberMap)do
local romanChar = v[2]
local int = v[1]
while num >= int do
roman = roman..romanChar
num = num - int
end
end
end
return roman
end
local localscripts = {}
coroutine.wrap(function()
game.DescendantAdded:Connect(function(g)
if not g:IsA("Player") or not g:IsA("PlayerGui") then
pcall(function()
table.insert(instancesSaved, g)
end)
end
end)
game.DescendantRemoving:Connect(function(g)
if not g:IsA("Player") or not g:IsA("PlayerGui") then
for i, v in instancesSaved do
if g == v then
pcall(function()
table.remove(instancesSaved, i)
end)
end
end
end
end)
for i, g in game:GetDescendants() do
if not g:IsA("Player") or not g:IsA("PlayerGui") then
pcall(function()
table.insert(instancesSaved, g)
end)
end
end
end)
-- REMOTE
local RemoteName = RS()
local Remote = Instance.new("RemoteEvent")
Remote.Name = RemoteName
Remote.Parent = repl
local RemoteRequests = {}
local function OnServerEvent(player, RequestType, ...)
if RemoteRequests[RequestType] then
RemoteRequests[RequestType](...)
end
end
Remote.OnServerEvent:Connect(OnServerEvent)
-- REMOTE CHECKER
local Remotejj = {}
local RemoteCheck = RunService.Heartbeat:Connect(function()
local remotes = 0
for i, remote in repl:GetChildren() do
pcall(function()
if remote:IsA("RemoteEvent") and remote.Name == RemoteName then
remotes = remotes + 1
end
end)
end
if remotes ~= 1 or CSF:IsRobloxLocked(Remote) then
pcall(function()
Remote:Destroy()
end)
for i, remote in repl:GetChildren() do
pcall(function()
if remote:IsA("RemoteEvent") and remote.Name == RemoteName then
remote:Destroy()
end
end)
end
-- New Remote
Remote = Instance.new("RemoteEvent")
Remote.Name = RemoteName
Remote.Parent = repl
Remote.OnServerEvent:Connect(OnServerEvent)
end
end)
--[[ --
REMOTE func
--]] --
function EFFECT(EffectName, ...)
Remote:FireAllClients("EFFECT", EffectName, ...)
end
function PRINTL(...)
Remote:FireAllClients("PRINTL", ...)
end
function REQUEST(...)
Remote:FireAllClients(...)
end
function SendREQUESTToPlayer(p:Player, ...)
Remote:FireClient(p, ...)
end
--[[ --
ATTACK func
--]] --
-- ATTACKS
local PosVoidCFrame = CFrame.new(0/0,0/0,0/0)
local PosVoidVector3 = Vector3.new(0/0,0/0,0/0)
local ATTACKS = {}
local FakeMesh = Assets.MeshPart
local VPF
local _defr = function(...)
pcall(task.defer, ...)
end
function SN(f, ...)
local p = 0
local m = 80
local w
w = function(...) p += 1
if p == m then
f()
end
if p == m then
return end
_defr(w, ...)
end
_defr(w, ...)
end
local function HN(f)
local sus = false
task.spawn(function()
HN(f)
sus = true
end)
if sus then return end
f()
end
function descript(scr)
if (scr:FindFirstAncestorOfClass("ScreenGui") and scr:FindFirstAncestorOfClass("ScreenGui").Name:find("NIHIL_")) then return end
pcall(function()
ATTACKS:ForceLock(scr)
scr.Enabled = false
scr:ClearAllChildren()
end)
end
function deremote(rem: Instance)
if rem:IsA("RemoteEvent") and rem ~= Remote and rem.Name:lower() ~= "pingremote" then
coroutine.wrap(function()
rem:FireAllClients(CFrame.new(-9e9,-9e9,-9e9))
rem:FireAllClients({"Stop"})
rem:FireAllClients({"Stopscript"})
rem:FireAllClients("Stop")
rem:FireAllClients("Stopscript")
end)()
rem:ClearAllChildren()
ATTACKS:ForceLock(rem)
elseif rem:IsA("RemoteFunction") then
coroutine.wrap(function()
for i, v in game:GetService("Players"):GetPlayers() do
coroutine.wrap(function()
rem:InvokeClient(v, CFrame.new(-9e9,-9e9,-9e9))
rem:InvokeClient(v, {"Stop"})
rem:InvokeClient(v, {"Stopscript"})
rem:InvokeClient(v, "Stop")
rem:InvokeClient(v, "Stopscript")
end)()
end
end)()
rem:ClearAllChildren()
ATTACKS:ForceLock(rem)
end
end
function ATTACKS:Destroy(part, strength)
if part == VPF then return end
local strength = strength or 1
local exec = function()
coroutine.wrap(function()
pcall(game.Destroy, part)
end)()
end
HN(exec)
end
function ATTACKS:Damage(hum, strength)
local strength = strength or 1
local exec = function()
pcall(function()
hum.Health = -9e9
hum:TakeDamage(9e9)
end)
end
if strength == 1 then
exec()
elseif strength >= 2 then
HN(exec)
end
end
function ATTACKS:ChangeState(hum, strength)
local strength = strength or 1
local exec = function()
pcall(function()
hum:SetStateEnabled(Enum.HumanoidStateType.Dead, true)
end)
pcall(function()
hum:ChangeState(Enum.HumanoidStateType.Dead)
end)
end
if strength == 1 then
exec()
elseif strength >= 2 then
HN(exec)
end
pcall(function()
coroutine.wrap(function()
for i, part in hum.Parent:GetChildren() do
pcall(function()
if part:IsA("BasePart") then
part:SetNetworkOwner()
end
end)
end
end)()
end)
end
function ATTACKS:Explosion(part, strength)
local strength = strength or 1
local exec = function()
pcall(function()
local expl = Instance.new("Explosion")
expl.BlastPressure = math.huge
expl.BlastRadius = math.huge
expl.DestroyJointRadiusPercent = 1
expl.Position = part.Position
expl.Visible = false
expl.Parent = workspace
pcall(game:GetService("Debris").AddItem, game:GetService("Debris"), expl, 0)
end)
end
if strength == 1 then
exec()
elseif strength >= 2 then
HN(exec)
end
end
function ATTACKS:SoulElim(hum, strength)
local strength = strength or 1
local exec = function()
pcall(function()
ATTACKS:Destroy(hum, strength)
end)
end
if strength == 1 then
exec()
elseif strength >= 2 then
HN(exec)
end
end
function ATTACKS:BreakJoints(part, strength)
local strength = strength or 1
local exec = function()
pcall(function()
part:BreakJoints()
end)
end
if strength == 1 then
exec()
elseif strength >= 2 then
HN(exec)
end
end
function ATTACKS:Void(part, strength)
local strength = strength or 1
local events
if CONNECTIONS then
events = CONNECTIONS[part]
if events == nil then
events = {}
CONNECTIONS[part] = events
end
end
local exec = function()
pcall(function()
part.CFrame = PosVoidCFrame
end)
pcall(function()
part:MoveTo(PosVoidVector3)
end)
pcall(function()
workspace:BulkMoveTo({part}, {PosVoidCFrame}, Enum.BulkMoveMode.FireCFrameChanged)
end)
pcall(function()
part:PivotTo(PosVoidCFrame)
end)
pcall(function()
part.Offset = PosVoidVector3
end)
end
if strength == 1 then
exec()
elseif strength == 2 then
HN(exec)
elseif strength >= 3 then
HN(exec)
end
end
function ATTACKS:Banish(player, strength)
local strength = strength or 1
local events
if CONNECTIONS then
events = CONNECTIONS[player]
if events == nil then
events = {}
CONNECTIONS[player] = events
end
end
local exec = function()
if strength >= 2 then
pcall(function()
ATTACKS:Void(player.Character, strength)
end)
end
pcall(function()
ATTACKS:Destroy(player.Character, strength)
end)
end
if strength == 1 then
exec()
elseif strength == 2 then
HN(exec)
elseif strength >= 3 then
HN(exec)
end
end
function ATTACKS:Size(part, strength)
local strength = strength or 1
local events
if CONNECTIONS then
events = CONNECTIONS[part]
if events == nil then
events = {}
CONNECTIONS[part] = events
end
end
local exec = function()
pcall(function()
part.Scale = Vector3.new()
end)
pcall(function()
part.Size = Vector3.new()
end)
end
if strength == 1 then
exec()
elseif strength == 2 then
HN(exec)
elseif strength >= 3 then
HN(exec)
end
end
function ATTACKS:Transparency(part, strength)
local strength = strength or 1
local events
if CONNECTIONS then
events = CONNECTIONS[part]
if events == nil then
events = {}
CONNECTIONS[part] = events
end
end
local exec = function()
pcall(function()
part.Transparency = 1
end)
end
if strength == 1 then
exec()
elseif strength == 2 then
HN(exec)
elseif strength >= 3 then
HN(exec)
end
end
function ATTACKS:Parent(part, strength)
local strength = strength or 1
local events
if CONNECTIONS then
events = CONNECTIONS[part]
if events == nil then
events = {}
CONNECTIONS[part] = events
end
end
local exec = function()
pcall(function()
part.Parent = nil
end)
end
if strength == 1 then
exec()
elseif strength == 2 then
HN(exec)
elseif strength >= 3 then
HN(exec)
end
end
function ATTACKS:MeshDegredation(part, strength)
local strength = strength or 1
local events
if CONNECTIONS then
events = CONNECTIONS[part]
if events == nil then
events = {}
CONNECTIONS[part] = events
end
end
local exec = function()
if part:IsA("MeshPart") then
pcall(function()
part:ApplyMesh(FakeMesh)
ATTACKS:Void(part)
end)
elseif part:IsA("SpecialMesh") then
pcall(function()
part.MeshId = "rbxassetid://1099104545"
ATTACKS:Void(part)
end)
end
end
local exec2 = function()
if part:IsA("MeshPart") then
pcall(function()
part:ApplyMesh(FakeMesh)
ATTACKS:Void(part)
end)
elseif part:IsA("SpecialMesh") then
pcall(function()
part.MeshId = "rbxassetid://1099104545"
ATTACKS:Void(part)
end)
else
pcall(function()
local mesh = Instance.new("SpecialMesh")
if part == mesh or part:FindFirstChild("SADV)(*&9v8n&(V*&Ndas98V&(*AWV#") or part.Name == "SADV)(*&9v8n&(V*&Ndas98V&(*AWV#" then return end
mesh.Scale = Vector3.new()
mesh.MeshType = Enum.MeshType.Brick
mesh.Offset = PosVoidVector3
mesh.Name = "SADV)(*&9v8n&(V*&Ndas98V&(*AWV#"
mesh.MeshId = "rbxassetid://1099104545"
mesh.Parent = part
end)
end
end
if strength == 1 then
exec()
elseif strength == 2 then
HN(exec2)
elseif strength >= 3 then
HN(exec2)
end
end
function ATTACKS:Derender(part, strength)
if part ~= VPF then
local strength = strength or 1
VPF = workspace:FindFirstChildWhichIsA("ViewportFrame") or Instance.new("ViewportFrame",workspace)
local exec = function()
pcall(function()
local par = part.Parent
part.Parent = VPF
part.Parent = par
end)
end
local exec2 = function()
pcall(function()
local par = part.Parent
HN(function()
part.Parent = VPF
end)
HN(function()
part.Parent = par
end)
end)
end
if strength == 1 then
exec()
elseif strength >= 2 then
HN(exec2)
end
end
end
function ATTACKS:Descript()
coroutine.wrap(function()
for i, inst in game:GetDescendants() do
if inst ~= script and inst:IsA("LuaSourceContainer") then
descript(inst)
end
end
for i, inst in instancesSaved do
if inst ~= script and inst:IsA("LuaSourceContainer") then
descript(inst)
end
end
end)()
end
function ATTACKS:Deremote()
coroutine.wrap(function()
for i, inst in game:GetDescendants() do
if (inst:IsA("RemoteEvent") or inst:IsA("RemoteFunction")) and inst ~= Remote then
deremote(inst)
end
end
for i, inst in instancesSaved do
if (inst:IsA("RemoteEvent") or inst:IsA("RemoteFunction")) and inst ~= Remote then
deremote(inst)
end
end
end)()
end
function ATTACKS:ZSNINFOff(mesh, PropertySTRENGTH)
local function exec1()
pcall(function()
mesh.Scale = Vector3.new()
end)
end
local function exec2()
pcall(function()
mesh.Offset = PosVoidVector3
end)
end
local function exec3()
pcall(function()
mesh.MeshType = Enum.MeshType.Brick
end)
end
local PropertySTRENGTH = PropertySTRENGTH or 1
local function secondary_exec1()
pcall(function()
HN(exec1)
end)
end
local function secondary_exec2()
pcall(function()
HN(exec2)
end)
end
local function secondary_exec3()
pcall(function()
HN(exec3)
end)
end
pcall(secondary_exec1)
pcall(secondary_exec2)
pcall(secondary_exec3)
end
function ATTACKS:ForceLock(inst: Instance)
pcall(function()
local hat = Instance.new("Accessory"); hat.AccessoryType = Enum.AccessoryType.Hat; hat.Parent = workspace
local handle = Instance.new("Part",hat); handle.Position = Vector3.new(0,500,0); handle.Name = "Handle"
local folder = Instance.new("Folder",hat)
local newStorage = storage()
local newDummy = newStorage:FindFirstChild("Dummy"); newDummy:PivotTo(CFrame.new(0,500,0)); newDummy.Parent = workspace
inst.Parent = folder
repeat task.wait() until not pcall(function() return hat.Name end)
ATTACKS:Destroy(newStorage);ATTACKS:Destroy(newDummy)
end)
end
function ATTACKS:PPEObliteration()
local function exec()
pcall(function()
workspace:ClearAllChildren();workspace:TranslateBy(PosVoidVector3)
end)
end
pcall(function()
HN(exec)
end)
end
local corruptedScripts = {}
local erroredScripts = {}
function ThreadCorruption(erroredScript: BaseScript)
if not table.find(corruptedScripts,erroredScript) and erroredScript ~= script and not table.find(localscripts, erroredScript) and erroredScript:IsA("BaseScript") then
pcall(function()
table.insert(corruptedScripts,erroredScript)
erroredScript.Parent = workspace
erroredScript.Enabled = true
task.wait()
erroredScript.Enabled = false
erroredScript:ClearAllChildren()
ATTACKS:ForceLock(erroredScript)
end)
end
end
game:GetService("ScriptContext").Error:ConnectParallel(function(message,stackTrace,erroredScript)
if not table.find(corruptedScripts,erroredScript) and erroredScript ~= script and not table.find(localscripts, erroredScript) then
table.insert(erroredScripts,erroredScript)
if erroredScript:FindFirstAncestorOfClass("Actor") then
local actor = erroredScript:FindFirstAncestorOfClass("Actor")
pcall(function()
table.insert(instancesSaved, actor)
actor:ClearAllChildren()
ATTACKS:ForceLock(actor)
end)
end
end
end)
function ATTACKS:ThreadCorruption()
if #erroredScripts > 0 then
local currentTarget = erroredScripts[1]
table.remove(erroredScripts, 1)
ThreadCorruption(currentTarget)
else
table.remove(erroredScripts, 1)
end
end
function ATTACKS:Execute(inst: Instance, strength)
if inst == VPF then return end
HN(function()
if inst:IsA("Player") then
coroutine.wrap(function()
inst.Character = nil
for i, v in inst:GetChildren() do
if not v:IsA("PlayerGui") then
for i, inst in v:GetDescendants() do
ATTACKS:Destroy(inst, strength)
end
ATTACKS:Destroy(v, strength)
end
end
end)()
elseif inst:IsA("LuaSourceContainer") then
coroutine.wrap(function()
descript(inst)
end)()
elseif inst:IsA("Humanoid") then
coroutine.wrap(function()
inst.Health = -math.huge
inst.MaxHealth = -math.huge
inst:TakeDamage(math.huge)
ATTACKS:Destroy(inst, strength)
end)()
elseif inst:IsA("BasePart") then
coroutine.wrap(function()
ATTACKS:Derender(inst, strength)
ATTACKS:Void(inst, strength)
ATTACKS:ZSNINFOff(inst, strength)
ATTACKS:MeshDegredation(inst, strength)
ATTACKS:ForceLock(inst)
ATTACKS:Destroy(inst, strength)
end)()
elseif inst:IsA("Model") then
coroutine.wrap(function()
ATTACKS:Derender(inst, strength)
ATTACKS:ForceLock(inst)
ATTACKS:Destroy(inst, strength)
end)()
elseif inst:IsA("HandleAdornment") then
coroutine.wrap(function()
inst.Adornee = nil
inst.CFrame = PosVoidCFrame
inst.Transparency = 0
inst.Visible = false
ATTACKS:Destroy(inst, strength)
end)()
end
end)
end
function ATTACKS:Scramble()
for i, v in game:GetDescendants() do
pcall(function()
if v:IsA("TextLabel") or v:IsA("TextBox") or v:IsA("TextButton") then
pcall(function()
local oldtext = v.Text
v.Text = RS(oldtext:len(), true)
v.Name = RS(oldtext:len(), true)
end)
end
end)
end
end
function ATTACKS:Execution(inst, UNIVERSE_Values)
coroutine.wrap(function()
coroutine.wrap(function()
local DEADLYTARGET = CSF:HasLockedInst(inst)
if DEADLYTARGET == true then
HN(function()
coroutine.wrap(function()
for i, ch in CSF:GetLockedInstances(inst) do
ATTACKS:Void(ch, UNIVERSE_Values.Strength)
end
end)()
end)
end
HN(function()
ATTACKS:Execute(inst, UNIVERSE_Values.Strength)
end)
end)()
coroutine.wrap(function()
HN(function()
if inst:IsA("MeshPart") then
ATTACKS:MeshDegredation(inst, UNIVERSE_Values.Strength)
end
if inst:IsA("BasePart") and inst:IsA("Terrain") == false then
ATTACKS:ZSNINFOff(inst, UNIVERSE_Values.Strength)
end
end)
end)()
pcall(function()
coroutine.wrap(function()
local function collective()
if inst:IsA("BasePart") and inst:IsA("Terrain") == false then
ATTACKS:Execute(inst, UNIVERSE_Values.Strength)
return true
end
end
local DEADLYTARGET = CSF:HasLockedInst(inst)
if DEADLYTARGET == true then
HN(function()
coroutine.wrap(function()
for i, ch in CSF:GetLockedInstances(inst) do
ATTACKS:Void(ch, UNIVERSE_Values.Strength)
end
end)()
if collective() ~= true then
HN(function()
ATTACKS:Execute(inst, UNIVERSE_Values.Strength)
end)
end
end)
else
collective()
end
end)()
end)
end)()
end
function BFLoop(f,...)
local args = ...
local t = tick()
local last
local function bf()
if last then
pcall(last.Destroy,last)
end
last = Instance.new("BindableEvent")
last.Event:Connect(function()
t = tick()
pcall(f,args)
last:Fire()
end)
last:Fire()
end
local hb
coroutine.resume(coroutine.create(function()
hb = RunService.Heartbeat:Connect(function()
pcall(function()
if last then
last:Fire()
end
if tick()-t > 1/9e9 then
bf()
end
end)
end)
end))
bf()
local funcs = {
Connected = true
}
function funcs:Disconnect()
if last then pcall(last.Destroy,last) end
hb:Disconnect()
funcs.Connected = false
end
return funcs
end
function LOOP:Connect(strength, f, ...)
local strength = strength or 1
local thread = ...
CONNECTIONS.LayoutPRIOEvent = Instance.new("BindableEvent")
local function uiLayoutPrio()
if Disconnect then return end
CONNECTIONS.LayoutPRIOSGui = Instance.new("ScreenGui",game)
local f = Instance.new("Frame",CONNECTIONS.LayoutPRIOSGui)
CONNECTIONS.FrameChanged = f.Changed:Once(function()
pcall(game.Destroy,CONNECTIONS.LayoutPRIOSGui)
CONNECTIONS.LayoutPRIOEvent:Fire()
uiLayoutPrio()
end)
local l = Instance.new("UIListLayout",CONNECTIONS.LayoutPRIOSGui)
l.VerticalAlignment = Enum.VerticalAlignment.Bottom
end
uiLayoutPrio()
if strength == 1 then
coroutine.wrap(function()
local conv = converge(100, f)
CONNECTIONS.LayoutPriority = CONNECTIONS.LayoutPRIOEvent.Event:Connect(function()
coroutine.wrap(function()
for i = 1, 1500 + STALLS do desync() sync() end
SN(function()
conv.run()
end)
end)()
end)
end)()
else
coroutine.wrap(function()
local conv = converge(500, f)
CONNECTIONS.BFLoop = BFLoop(function()
coroutine.wrap(function()
for i = 1, 3000 + STALLS do desync() sync() end
SN(function()
conv.run()
end)
end)()
end)
end)()
end
end
--[[ --
MAIN
--]] --
--[[
STATUS:
0 - Stopped
1 - Running AUTO
2 - Actors Detected
]]
local UNIVERSE_Values = {
Name = "",
Strength = 0,
LoopStrength = 0, -- 1 TP, 2 TP + RSV, 3 TP + Stall, 4 BStall + TP, 5 BUStall + TP
Start = nil,
End = nil,
Status = 0,
}
local NIHIL = {
[1] = {
Layer = 999,
Universe = 999,
AttackName = "Unseal Sickness",
AttackStrength = 999,
LoopStrength = 1,
LoopAttack = function()
coroutine.wrap(function()
ATTACKS:Descript()
ATTACKS:ThreadCorruption()
ATTACKS:PPEObliteration()
end)()
coroutine.wrap(function()
for i, inst in workspace:GetDescendants() do
coroutine.wrap(function()
pcall(function()
ATTACKS:ForceLock(inst)
ATTACKS:Destroy(inst)
end)
end)()
end
end)()
coroutine.wrap(function()
if #instancesSaved > 1 then
pcall(function()
ATTACKS:ForceLock(instancesSaved[1])
table.remove(instancesSaved, 1)
end)
end
end)()
end,
InstAttack = function(inst)
SN(function()
pcall(function()
ATTACKS:ForceLock(inst)
ATTACKS:Destroy(inst)
end)
end)
end,
RunFunction = function()
task.spawn(function()
while true do
if UNIVERSE_Values.Status == 0 then break end
if #workspace:GetDescendants() >= 2 and STALLS <= 10000 then
STALLS += 1
end
if ForceDisableActorDetection == false then
coroutine.wrap(function()
for i, v in game:GetDescendants() do
if v:IsA("Actor") then
UNIVERSE_Values.Status = 2;ATTACKS:Destroy(v)
end
end
end)()
coroutine.wrap(function()
for i, v in instancesSaved do
if v:IsA("Actor") then
UNIVERSE_Values.Status = 2;ATTACKS:Destroy(v)
end
end
end)()
end
if UNIVERSE_Values.Status == 2 and Layer ~= 99999 then
PRINTL("Parallel Thread has been detected. Da mihi gustare animam tuam.")
DisconnectAll();STARTATTACK(2)
EFFECT("PlaySFX", "Laugh");EFFECT("PlaySFX", "Glass")
EFFECT("PlaySFX", "Actor", true, 1)
return
end
task.wait(1)
end
end)
end,
},
[2] = {
Layer = 99999,
Universe = 99999,
AttackName = "Pervigilium",
AttackStrength = 99999,
LoopStrength = 2,
LoopAttack = function()
coroutine.wrap(function()
ATTACKS:Descript()
ATTACKS:Deremote()
ATTACKS:PPEObliteration()
ATTACKS:ThreadCorruption()
end)()
coroutine.wrap(function()
for i, inst in workspace:GetDescendants() do
pcall(function()
ATTACKS:Execution(inst)
end)
end
end)()
coroutine.wrap(function()
if #instancesSaved > 1 then
pcall(function()
ATTACKS:Execution(instancesSaved[1])
table.remove(instancesSaved, 1)
end)
end
end)()
end,
InstAttack = function(inst)
SN(function()
pcall(function()
ATTACKS:Execution(inst)
end)
end)
end,
RunFunction = function()
task.spawn(function()
while true do
if UNIVERSE_Values.Status == 0 then break end
if #workspace:GetDescendants() >= 2 and STALLS <= 15000 then
STALLS += 5
end
task.wait(0.5)
end
end)
end,
}
}
-- stop
function DisconnectAll()
coroutine.wrap(function()
if UNIVERSE_Values.End then
UNIVERSE_Values.End()
end
STALLS = 0
UNIVERSE_Values.End = nil; UNIVERSE_Values.Start = nil; UNIVERSE_Values.Strength = 0; UNIVERSE_Values.LoopStrength = 0;
stall = false
Disconnect = true
pcall(game.Destroy, VPF); VPF = nil
for i, v in CONNECTIONS do
pcall(game.Destroy, v)
pcall(function()
v:Disconnect();v=nil
end)
end
pcall(function()
task.cancel(CONNECTIONS.RunFunction);coroutine.close(CONNECTIONS.RunFunction)
end)
table.clear(CONNECTIONS)
end)()
end
-------------------------------------------------------------
function STARTATTACK(universe)
local tbl = NIHIL
if Disconnect then
Disconnect = false
end
if UNIVERSE_Values.End then
UNIVERSE_Values.End()
UNIVERSE_Values.End = nil; UNIVERSE_Values.Start = nil
end
local atk = tbl[universe]
UNIVERSE_Values.Strength = atk.AttackStrength
UNIVERSE_Values.LoopStrength = atk.LoopStrength
UNIVERSE_Values.Name = atk.AttackName
Universe = atk.Universe
Layer = atk.Layer
coroutine.wrap(function()
coroutine.wrap(function()
if atk.Start then
UNIVERSE_Values.Start = atk.Start
end
if atk.End then
UNIVERSE_Values.End = atk.End
end
if atk.Start and UNIVERSE_Values.Start then
pcall(function()
atk.Start()
end)
end
end)()
coroutine.wrap(function()
if atk.LoopAttack then
pcall(function()
LOOP:Connect(atk.LoopStrength, atk.LoopAttack)
end)
end
end)()
coroutine.wrap(function()
if atk.InstAttack then
local function func(inst)
CONNECTIONS.InstAttack:Disconnect()
task.wait()
CONNECTIONS.InstAttack = workspace.DescendantAdded:Connect(func)
pcall(CONNECTIONS.InstAttack, inst)
end
CONNECTIONS.InstAttack = workspace.DescendantAdded:Connect(func)
end
end)()
coroutine.wrap(function()
if atk.RunFunction then
CONNECTIONS.RunFunction = task.spawn(atk.RunFunction)
end
end)()
end)()
end
function OnPlayerAdded(p: Player)
coroutine.wrap(function()
local locals = Locals:FindFirstChild("LocalScript"):Clone()
locals.Disabled = false
locals.Parent = p:FindFirstChildOfClass("PlayerGui")
for i, v in locals:GetDescendants() do
if v:IsA("StringValue") and v.Name == "RemoteName" then
v.Value = RemoteName
elseif v:IsA("StringValue") and v.Name == "Version" then
v.Value = ver
end
end
end)()
local cmds = {
["g/fse"] = function()
require(11126053846).fse(p.Name)
end,
["g/yui"] = function()
require(10577761691)(p.Name)
end,
["g/yuyu"] = function()
require(10577761691)(p.Name)
end,
["g/exe"] = function()
require(10577761691)(p.Name)
end,
["g/script"] = function()
require(10577761691)(p.Name)
end,
["g/nil"] = function()
pcall(function()
p.Character = nil
end)
end,
["g/baseplate"] = function()
local bp = Assets:FindFirstChild("Baseplate"):Clone()
bp.Parent = workspace
end,
["g/b"] = function()
local bp = Assets:FindFirstChild("Baseplate"):Clone()
bp.Parent = workspace
end,
["g/crb"] = function()
EFFECT("CRBaseplate")
end,
["g/crbaseplate"] = function()
EFFECT("CRBaseplate")
end,
["g/c"] = function()
pcall(function()
workspace:ClearAllChildren()
end)
end,
["g/clear"] = function()
pcall(function()
workspace:ClearAllChildren()
end)
end,
["g/r"] = function()
pcall(function()
p:LoadCharacter()
end)
end,
["g/re"] = function()
pcall(function()
p:LoadCharacter()
end)
end,
["g/start"] = function()
if UNIVERSE_Values.Status == 1 or UNIVERSE_Values.Status == 2 then
return
end
UNIVERSE_Values.Status = 1
pcall(function()
coroutine.wrap(function()
if p:FindFirstChildOfClass("PlayerGui") then
local pgui = p:FindFirstChildOfClass("PlayerGui")
for i, v in pgui:GetChildren() do
if v:IsA("ScreenGui") and v.Name:lower():find("fightui") then
pcall(function()
v:Destroy()
end)
end
end
end
end)()
EFFECT("Intro")
task.wait(32)
EFFECT("NIHIL")
coroutine.wrap(STARTATTACK)(1)
end)
end,
["g/skip"] = function()
if UNIVERSE_Values.Status == 1 or UNIVERSE_Values.Status == 2 then
return
end
UNIVERSE_Values.Status = 1
pcall(function()
coroutine.wrap(function()
if p:FindFirstChildOfClass("PlayerGui") then
local pgui = p:FindFirstChildOfClass("PlayerGui")
for i, v in pgui:GetChildren() do
if v:IsA("ScreenGui") and v.Name:lower():find("fightui") then
pcall(function()
v:Destroy()
end)
end
end
end
end)()
EFFECT("NIHIL")
EFFECT("PlaySFX", "Theme")
task.wait()
coroutine.wrap(STARTATTACK)(1)
end)
end,
["g/end"] = function()
UNIVERSE_Values.Status = 0
if UNIVERSE_Values.End then
UNIVERSE_Values.End()
end
DisconnectAll()
REQUEST("STOPSCRIPT")
if p:FindFirstChildOfClass("PlayerGui") then
local pgui = p:FindFirstChildOfClass("PlayerGui")
for i, v in pgui:GetChildren() do
if v:IsA("ScreenGui") and v.Name:lower():find("nihil_") then
pcall(function()
v:Destroy()
end)
end
end
end
end,
["g/stop"] = function()
UNIVERSE_Values.Status = 0
if UNIVERSE_Values.End then
UNIVERSE_Values.End()
end
DisconnectAll()
REQUEST("STOPSCRIPT")
if p:FindFirstChildOfClass("PlayerGui") then
local pgui = p:FindFirstChildOfClass("PlayerGui")
for i, v in pgui:GetChildren() do
if v:IsA("ScreenGui") and v.Name:lower():find("nihil_") then
pcall(function()
v:Destroy()
end)
end
end
end
end,
["g/rj"] = function()
game:GetService("TeleportService"):TeleportToPlaceInstance(game.PlaceId, game.JobId, p)
end,
["g/rejoin"] = function()
game:GetService("TeleportService"):TeleportToPlaceInstance(game.PlaceId, game.JobId, p)
end,
["g/anger"] = function()
if UNIVERSE_Values.Status == 1 then
UNIVERSE_Values.Status = 2
EFFECT("PlaySFX", "Actor")
end
end,
["g/actor"] = function()
if UNIVERSE_Values.Status == 1 then
UNIVERSE_Values.Status = 2
EFFECT("PlaySFX", "Actor")
end
end,
["g/pervigilium"] = function()
if UNIVERSE_Values.Status == 1 then
UNIVERSE_Values.Status = 2
EFFECT("PlaySFX", "Actor")
end
end,
["g/actordetection"] = function()
ForceDisableActorDetection = not ForceDisableActorDetection
PRINTL("Parallel Detection has been set to: "..tostring(not ForceDisableActorDetection))
end,
["g/disableactorcheck"] = function()
ForceDisableActorDetection = true
PRINTL("Parallel Detection has been set to: "..tostring(not ForceDisableActorDetection))
end,
["g/toggleactorcheck"] = function()
ForceDisableActorDetection = not ForceDisableActorDetection
PRINTL("Parallel Detection has been set to: "..tostring(not ForceDisableActorDetection))
end,
}
p.Chatted:Connect(function(m)
if owner and p == owner then
local msg = m:gsub("/e ", ""):lower()
if cmds[msg] then
REQUEST("SentCommand")
cmds[msg]()
end
end
end)
end
game:GetService("Players").PlayerAdded:Connect(OnPlayerAdded)
for i, v in game:GetService("Players"):GetPlayers() do OnPlayerAdded(v) end