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Funky friday autoplayer script

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Nov 11th, 2024
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  9. wally-rblx/funky-friday-autoplay
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  29. You can open up an issue on the GitHub (although I don't check it very much) or you may message me on v3rmillion / Discord. https://wally.cool/discord :)
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  40. Funky-Friday-autoplayer-Modded / script
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  47. --[[ Change logs: 8/20/21 ! This update was provided by Sezei (https://github.com/greasemonkey123/ff-bot-new) * I renamed some stuff and changed their default 'Autoplayer bind' + Added 'Miss chance' + Added 'Release delay' (note: higher values means a higher chance to miss) + Added 'Autoplayer bind' * Added new credits * Made folder names more clear 8/2/21 ! KRNL has since been fixed, enjoy! + Added 'Manual' mode which allows you to force the notes to hit a specific type by holding down a keybind. * Switched fastWait and fastSpawn to Roblox's task libraries * Attempted to fix 'invalid key to next' errors 5/12/21 * Attempted to fix the autoplayer missing as much. 5/16/21 * Attempt to fix invisible notes. * Added hit chances & an autoplayer toggle ! Hit chances are a bit rough but should work. Information: Officially supported: Synapse X, Script-Ware, KRNL, Fluxus Needed functions: setthreadcontext, getconnections, getgc, getloaodedmodules You can find contact information on the GitHub repository (https://github.com/wally-rblx/funky-friday-autoplay) --]] local library = loadstring(game:HttpGet("https://raw.githubusercontent.com/wally-rblx/uwuware-ui/main/main.lua"))() local framework, scrollHandler while true do for _, obj in next, getgc(true) do if type(obj) == 'table' and rawget(obj, 'GameUI') then framework = obj; break end end for _, module in next, getloadedmodules() do if module.Name == 'ScrollHandler' then scrollHandler = module; break; end end if (type(framework) == 'table') and (typeof(scrollHandler) == 'Instance') then break end wait(1) end local runService = game:GetService('RunService') local userInputService = game:GetService('UserInputService') local client = game:GetService('Players').LocalPlayer; local random = Random.new() local task = task or getrenv().task; local fastWait, fastSpawn = task.wait, task.spawn; local fireSignal, rollChance do -- updated for script-ware or whatever -- attempted to update for krnl local set_identity = (type(syn) == 'table' and syn.set_thread_identity) or setidentity or setthreadcontext function fireSignal(target, signal, . ) -- getconnections with InputBegan / InputEnded does not work without setting Synapse to the game's context level set_identity(2) for _, signal in next, getconnections(signal) do if type(signal.Function) == 'function' and islclosure(signal.Function) then local scr = rawget(getfenv(signal.Function), 'script') if scr == target then pcall(signal.Function, . ) end end end set_identity(7) end -- uses a weighted random system -- its a bit scuffed rn but it works good enough function rollChance() if (library.flags.autoPlayerMode == 'Manual') then if (library.flags.sickHeld) then return 'Sick' end if (library.flags.goodHeld) then return 'Good' end if (library.flags.okayHeld) then return 'Ok' end if (library.flags.missHeld) then return 'Bad' end return 'Bad' -- incase if it cant find one end local chances = , , , , , > table.sort(chances, function(a, b) return a.value > b.value end) local sum = 0; for i = 1, #chances do sum += chances[i].value end if sum == 0 then -- forgot to change this before? -- fixed 6/5/21 return chances[random:NextInteger(1, #chances)].type end local initialWeight = random:NextInteger(0, sum) local weight = 0; for i = 1, #chances do weight = weight + chances[i].value if weight > initialWeight then return chances[i].type end end return 'Sick' -- just incase it fails? end end local map = local keys = -- they are "weird" because they are in the middle of their Upper & Lower ranges -- should hopefully make them more precise! local chanceValues = Sick = 96, Good = 92, Ok = 87, Bad = 75, Miss = 0 > local hitChances = if shared._id then pcall(runService.UnbindFromRenderStep, runService, shared._id) end shared._id = game:GetService('HttpService'):GenerateGUID(false) runService:BindToRenderStep(shared._id, 1, function() if (not library.flags.autoPlayer) then return end local arrows = for _, obj in next, framework.UI.ActiveSections do arrows[#arrows + 1] = obj; end for idx = 1, #arrows do local arrow = arrows[idx] if type(arrow) ~= 'table' then continue end if (arrow.Side == framework.UI.CurrentSide) and (not arrow.Marked) then local indice = (arrow.Data.Position % 4) local position = map[indice] if (position) then local currentTime = framework.SongPlayer.CurrentlyPlaying.TimePosition local distance = (1 - math.abs(arrow.Data.Time - currentTime)) * 100 if (arrow.Data.Time == 0) then continue end local result = rollChance() arrow._hitChance = arrow._hitChance or result; local hitChance = (library.flags.autoPlayerMode == 'Manual' and result or arrow._hitChance) if distance >= chanceValues[hitChance] then fastSpawn(function() arrow.Marked = true; fireSignal(scrollHandler, userInputService.InputBegan, , false) if arrow.Data.Length > 0 then -- wait depending on the arrows length so the animation can play fastWait(arrow.Data.Length + (random:NextInteger(0, library.flags.autoDelay) / 1000)) else -- 0.1 seems to make it miss more, this should be fine enough? -- nah forget it. get this; u now have to choose ur own release delay lmao fastWait(library.flags.autoDelay / 1000) end fireSignal(scrollHandler, userInputService.InputEnded, , false) arrow.Marked = nil; end) end end end end end) local window = library:CreateWindow('Funky Friday') do local folder = window:AddFolder('Autoplayer') do local toggle = folder:AddToggle() -- Fixed to use toggle:SetState folder:AddBind( toggle:SetState(not toggle.state) end >) folder:AddList( >) folder:AddSlider() folder:AddSlider() folder:AddSlider() folder:AddSlider() folder:AddSlider() folder:AddSlider() end local folder = window:AddFolder('Manual keybinds') do folder:AddBind() folder:AddBind() folder:AddBind() folder:AddBind() end local folder = window:AddFolder('Credits') do folder:AddLabel() folder:AddLabel() folder:AddLabel() end window:AddLabel() window:AddLabel() window:AddBind() end library:Init()
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