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  18. --Local local player = game:GetService("Players").LocalPlayer local char = player.Character local human = char:WaitForChild("HumanoidRootPart") local humanoid = char:FindFirstChild("Humanoid") local base = game:GetService("Workspace"):FindFirstChild(player.Name.."'s Base") local Raritys = local AscendMode = _G.sword = nil --Functions for _,v in pairs(game:GetService("ReplicatedStorage"):GetChildren()) do if v.Name == "Molds" then v.Name = "Mold" elseif v.Name == "Classes" then v.Name = "Class" elseif v.Name == "Qualities" then v.Name = "Quality" elseif v.Name == "Rarities" then v.Name = "Rarity" end end for _,v in pairs(game:GetService("ReplicatedStorage"):FindFirstChild("Rarity"):GetChildren()) do if v:FindFirstChild("RarityName") then table.insert(Raritys, tostring(v.RarityName.Value)) end end for _,v in pairs(base.Ascender.Screen.Gui:FindFirstChild("Menu"):GetChildren()) do if v:IsA("TextButton") and v.Name ~= "Release" then if v.Text:find("LOCKED") then v.Name = v.Name.." Higher Level Required" table.insert(AscendMode, v.Name) else table.insert(AscendMode, v.Name) end end end function selllowerSword() task.spawn(function() local pos = human.Position for _,v in pairs(player.Backpack:GetChildren()) do for _,b in pairs(game:GetService("ReplicatedStorage").Rarity:GetChildren()) do if b:FindFirstChild("RarityName").Value:find(_G.Item) then if tonumber(v:WaitForChild("Config").Rarity.Value) >= tonumber(b.Name) then if v ~= _G.sword and _G.sword == nil then _G.sword = char:FindFirstChildWhichIsA("Tool") or player.Backpack:GetChildren()[1] elseif _G.sword == nil then repeat task.wait(0.7) humanoid:EquipTool(v) until v.Parent == char if v.Parent == char and v ~= _G.sword then task.wait(0.7) human.CFrame = base.SellStation.Base.CFrame + Vector3.new(0,5,0) game:GetService("ReplicatedStorage").Framework.RemoteEvent:FireServer("BackpackServer","Drop",) if _G.sword then humanoid:EquipTool(_G.sword or player.Backpack:GetChildren()[1]) task.wait(0.7) human.CFrame = CFrame.new(pos) + Vector3.new(0,1,0) end end end end end end end end) end function sellhigherSword() task.spawn(function() local pos = human.Position for _,v in pairs(player.Backpack:GetChildren()) do for _,b in pairs(game:GetService("ReplicatedStorage").Rarity:GetChildren()) do if b:FindFirstChild("RarityName").Value:find(_G.Item) then if tonumber(v:WaitForChild("Config").Rarity.Value) if v ~= nil and _G.sword == nil then _G.sword = char:FindFirstChildWhichIsA("Tool") or player.Backpack:GetChildren()[1] elseif _G.sword == nil then repeat task.wait(0.7) humanoid:EquipTool(v) until v.Parent == char if v.Parent == char and v ~= _G.sword then task.wait(0.7) human.CFrame = base.SellStation.Base.CFrame + Vector3.new(0,5,0) game:GetService("ReplicatedStorage").Framework.RemoteEvent:FireServer("BackpackServer","Drop",) if _G.sword then humanoid:EquipTool(_G.sword or player.Backpack:GetChildren()[1]) task.wait(0.7) human.CFrame = CFrame.new(pos) + Vector3.new(0,1,0) end end end end end end end end) end function sellallSword() task.spawn(function() local pos = human.Position for _,v in pairs(player.Backpack:GetChildren()) do if v ~= _G.sword and _G.sword == nil then _G.sword = char:FindFirstChildWhichIsA("Tool") or player.Backpack:GetChildren()[1] elseif _G.sword == nil then repeat task.wait(0.7) humanoid:EquipTool(v) until v.Parent == char if v.Parent == char and v ~= _G.sword then human.CFrame = base.SellStation.Base.CFrame + Vector3.new(0,5,0) task.wait(0.7) game:GetService("ReplicatedStorage").Framework.RemoteEvent:FireServer("BackpackServer","Drop",) if _G.sword then humanoid:EquipTool(_G.sword or player.Backpack:GetChildren()[1]) task.wait(0.7) human.CFrame = CFrame.new(pos) + Vector3.new(0,1,0) end end end end end) end player.Backpack.ChildAdded:Connect(function(item) if _G.sellhigherSword and item ~= _G.sword then sellhigherSword() elseif _G.selllowerSword and item ~= _G.sword then selllowerSword() elseif _G.sellallSword and item ~= _G.sword then sellallSword() end end) char.ChildAdded:Connect(function(item) if _G.sellhigherSword and item ~= _G.sword then sellhigherSword() elseif _G.selllowerSword and item ~= _G.sword then selllowerSword() elseif _G.sellallSword and item ~= _G.sword then sellallSword() end end) player.CharacterAdded:Connect(function(plr) if _G.sword == nil or _G.sword.Parent == nil and _G.sellhigherSword or _G.selllowerSword or _G.sellallSword then _G.sword = plr:FindFirstChildWhichIsA("Tool") or player.Backpack:GetChildren()[1] or plr:WaitForChild("Tool") end if _G.sellhigherSword then sellhigherSword() elseif _G.selllowerSword then selllowerSword() elseif _G.sellallSword then sellallSword() end end) function upgradeButton(Name) for i,v in pairs(getconnections(Name.Purchase.MouseButton1Up)) do v.Function(Name) end end --UI local Mercury = loadstring(game:HttpGet("https://raw.githubusercontent.com/bostonstrong567/MercuryEdited/main/MercuryNew.lua"))() local GUI = Mercury:Create Name = "Mercury", Size = UDim2.fromOffset(600, 400), Theme = Mercury.Themes.Dark, Link = "https://discord.com/Boston's-Scripts/" > local Character_Enchancements = GUI:Tab Name = "Character Enchancements", Icon = "rbxthumb://type=AvatarHeadShot&id="..player.UserId.."&w=100&h=100" > local Game_Enchancements = GUI:Tab Name = "Game Enchancements", Icon = "rbxassetid://9523639753" > local Game_Upgrade_Enchancements = GUI:Tab Name = "Upgrade Enchancements", Icon = "rbxassetid://9537486558" > local Game_Ascender_Enchancements = GUI:Tab Name = "Ascender Enchancements", Icon = "rbxassetid://9561960334" > for _,v in pairs(player.PlayerGui.MainGui.Upgrades:GetChildren()) do if v:IsA("Frame") then Game_Upgrade_Enchancements:Toggle Name = "Auto upgrade "..v.Name, StartingState = false, Description = "Auto upgrades "..v.Name, Callback = function(toggle) _G.autoUpgrade = toggle while _G.autoUpgrade == true do upgradeButton(v) GUI:set_status("Status | Upgrading "..v.Name) task.wait(0.3) end GUI:set_status("Status | Idle") end > end end Game_Ascender_Enchancements:Dropdown Name = "Auto Ascend", StartingText = "Ascender Mode. ", Description = "Select the ascender mode", Items = AscendMode, Callback = function(item) _G.AscendMode = item game:GetService("ReplicatedStorage").Events.Ascender_Event:FireServer("Upgrade",_G.AscendMode) if _G.AscendMode ~= "Relese" then GUI:set_status("Status | Upgrading ".._G.AscendMode) end GUI:set_status("Status | Idle") end > Game_Ascender_Enchancements:Button Name = "Stop Ascender", Description = "Realese from ascender", Callback = function() game:GetService("ReplicatedStorage").Events.Ascender_Event:FireServer("Cancel","Release") end > Character_Enchancements:Slider Name = "Speed", Default = 16, Min = 16, Max = 23, Callback = function(toggle) local humanoid = player.Character:WaitForChild("Humanoid") humanoid.WalkSpeed = toggle GUI:set_status("Status | Speed Set: "..toggle) end > Character_Enchancements:Slider Name = "Jump", Default = 50, Min = 50, Max = 100, Callback = function(toggle) local humanoid = player.Character:WaitForChild("Humanoid") humanoid.JumpPower = toggle GUI:set_status("Status | Jump Set: "..toggle) end > Game_Enchancements:Dropdown Name = "Rarity", StartingText = "Rarity. ", Description = "Selected Rarity", Items = Raritys, Callback = function(item) _G.Item = item end > Game_Enchancements:Toggle Name = "Toggle Sell Swords Above Selected Rarity", StartingState = false, Description = "Collects and sells Selected Rarity and above", Callback = function(toggle) _G.sellhigherSword = toggle if _G.sellhigherSword and _G.Item ~= nil then GUI:set_status("Status | Selling Swords Above ".._G.Item.." Rarity") sellhigherSword() else GUI:set_status("Status | Idle") end end > Game_Enchancements:Toggle Name = "Toggle Sell Swords Below Selected Rarity", StartingState = false, Description = "Collects and sells Selected Rarity and below", Callback = function(toggle) _G.selllowerSword = toggle if _G.selllowerSword and _G.Item ~= nil then GUI:set_status("Status | Selling Swords Below ".._G.Item.." Rarity") selllowerSword() else GUI:set_status("Status | Idle") end end > Game_Enchancements:Toggle Name = "Toggle Sell all Swords", StartingState = false, Description = "Collects and sells all swords", Callback = function(toggle) _G.sellallSword = toggle if _G.sellallSword then GUI:set_status("Status | Selling all rarity Swords") sellallSword() else GUI:set_status("Status | Idle") end end >
  19. Sword Factory X AntiCheat Bypass Put in Auto Execute Folder Roblox Scripts
  20. Sword Factory X AntiCheat Bypass Put in Auto Execute Folder Roblox Scripts Download Free Roblox Exploits Hacks And Cheats For Roblox Games Best Roblox Codes And Scripts.
  21. About Sword Factory X:
  22. I’ve been a longtime fan of the Sword and Fairy franchise, going back to the first game that started it all on DOS. I wouldn’t call myself a diehard fan or anything like that, but I’ve kept my interest in the franchise going over the years as games and dramas come out one after another. Let’s get the good out of the way. The series in terms of graphical presentation has come a long way. This game is absolutely gorgeous in every area with RTX enabled and DLSS does maintain the framerate quite well. The soundtrack, while a bit light on tracks is decent. Instrumentation is excellent and the music does add to the overall presentation and give you a sense of belonging. Character models are very well animated and the in-game cutscenes are also well made. And…here comes the not-so-good. The game is 100% linear, you don’t have any influence on anything and invisible walls are present everywhere.
  23. The plot is very, very cliche and you pretty much knew exactly what was going to happen the first few hours into the game. It is also quite short, I’ve done all but one sidequest and only clocked in less than 30 hours. There is virtually no customization, equipment progression is very clear and you don’t really have to put in any thought as it’s more or less just hit them and dodge their attacks, and the AI isn’t really that difficult in combat to go against. The puzzles are pretty well designed, there is one mini (card) game that you can play and it just feels like Sword & Fairy 7 basically took AAA graphical quality and mashed other proven JRPG ideas together into a very short, cliche and crunched game. Performance can be absolutely awful with RTX enabled in parts, you experience massive drops and every now and then unforgiveable bugs happen, like the boss won’t die after fully depleting its HP, hitting Quit instead saves and so on.
  24. How to run Sword Factory X roblox script / Exploit /Code / Hack and cheat
  25.  
  26. Download The Exploit (How To Download Guide)
  27. Make Sure You Don’t Download Any Advertisements
  28. Run The Script Via Your Favorite Executor App (Zeus, Delta, Furk Ultra etc)
  29. Enjoy
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