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Gerard_games

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Mar 30th, 2019
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  1. wait(5) -- let your character load
  2. _G.farm = true
  3. --variables
  4. local ReplicatedStorage = game:GetService("ReplicatedStorage")
  5. local Events = ReplicatedStorage:WaitForChild("Events")
  6. local PlaceBlueprint = Events.PlaceBlueprint
  7. local HitBuild = Events.HitBuild
  8. local Player = game.Players.LocalPlayer
  9.  
  10. --anti afk
  11. local VirtualUser=game:service'VirtualUser'
  12. game:service'Players'.LocalPlayer.Idled:connect(function()
  13. VirtualUser:CaptureController()
  14. VirtualUser:ClickButton2(Vector2.new())
  15. end)
  16.  
  17. while _G.farm do
  18. wait()
  19. game.ReplicatedStorage.Values.ClickCooldown.Value = 0 -- Set cooldown to 0 (spam click)
  20. game:GetService("ReplicatedStorage").Events.Rebirth:FireServer() -- Attempt to rebirth (DUH)
  21.  
  22. local unlocks = {"Table", "Whale", "Tank", "Roblox Sign", "Tower", "Gate", "Tower 2", "Complex", "Classic House", "Stronghold", "High Tower", "Doomspire Tower", "Roblox HQ", "Haunted Mansion", "Temple", "Ship", "Castle", "Church"}
  23. for i=1, #unlocks do
  24. local a = unlocks[i]
  25. game:GetService("ReplicatedStorage").Events.UnlockBlueprint:FireServer(game:GetService("ReplicatedStorage").Blueprints[a])
  26. end
  27.  
  28. local last
  29. for i,v in pairs(Player.PlayerGui.ScreenGui.BlueprintsWindowFrame.ScrollingFrame:GetChildren()) do
  30. if v.Button.HiddenFrame.Visible == false and v.Button.UnlockFrame.Visible == true then
  31. local Arguments = {
  32. [1] = ReplicatedStorage.Blueprints[last.Name],
  33. [2] = CFrame.new(-91.7295914,0.0500000007,79.6377182,1,0,0,0,1,0,0,0,1)
  34. }
  35. pcall(function()
  36. PlaceBlueprint:FireServer(unpack(Arguments))
  37. end)
  38. end
  39. last = v
  40. end
  41.  
  42.  
  43.  
  44. for _, Model in next, workspace.Builds:GetChildren() do
  45. if (Model.Owner and Model.Owner.Value == Player) then
  46. while Model.HitPoints.Value < Model.HitPointsMax.Value do
  47. HitBuild:FireServer(Model)
  48. wait()
  49. end
  50. end
  51. end
  52. end
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