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- local Fluent = loadstring(game:HttpGet("https://github.com/dawid-scripts/Fluent/releases/latest/download/main.lua"))()
- local SaveManager = loadstring(game:HttpGet("https://raw.githubusercontent.com/dawid-scripts/Fluent/master/Addons/SaveManager.lua"))()
- local InterfaceManager = loadstring(game:HttpGet("https://raw.githubusercontent.com/dawid-scripts/Fluent/master/Addons/InterfaceManager.lua"))()
- local Window = Fluent:CreateWindow({
- Title = "Depth hub",
- SubTitle = "make by Depth and hell#3640",
- TabWidth = 160,
- Size = UDim2.fromOffset(580, 460),
- Acrylic = true, -- The blur may be detectable, setting this to false disables blur entirely
- Theme = "Dark",
- MinimizeKey = Enum.KeyCode.LeftControl -- Used when theres no MinimizeKeybind
- })
- --Fluent provides Lucide Icons https://lucide.dev/icons/ for the tabs, icons are optional
- local Tabs = {
- Main = Window:AddTab({ Title = "Main", Icon = "" }),
- Settings = Window:AddTab({ Title = "Settings", Icon = "settings" })
- }
- local Options = Fluent.Options
- do
- Fluent:Notify({
- Title = "Execute",
- Content = "Use now",
- SubContent = "SubContent", -- Optional
- Duration = 5 -- Set to nil to make the notification not disappear
- })
- Tabs.Main:AddParagraph({
- Title = "Paragraph",
- Content = "This is a paragraph.\nSecond line!"
- })
- Tabs.Main:AddButton({
- Title = "Auto Parry Not for Spam",
- Description = "Very important button",
- Callback = function()
- Window:Dialog({
- Title = "Title",
- Content = "This is a dialog",
- Buttons = {
- {
- Title = "Start Auto Parry",
- Callback = function()
- loadstring(game:HttpGet("https://raw.githubusercontent.com/sirapobsriumang/Auto-Parry/main/Real"))()
- end
- },
- {
- Title = "Cancel",
- Callback = function()
- print("Cancelled the dialog.")
- end
- }
- }
- })
- end
- })
- Tabs.Main:AddButton({
- Title = "Auto Parry 100%",
- Description = "Very important button",
- Callback = function()
- Window:Dialog({
- Title = "Title",
- Content = "This is a dialog",
- Buttons = {
- {
- Title = "Start Auto Parry 100%",
- Callback = function()
- loadstring(game:HttpGet("https://raw.githubusercontent.com/sirapobsriumang/Auto-Parry/main/Real"))()
- loadstring(game:HttpGet("https://raw.githubusercontent.com/sirapobsriumang/Auto-Spam-Parry/main/Bladeballnew"))()
- end
- },
- {
- Title = "Cancel",
- Callback = function()
- print("Cancelled the dialog.")
- end
- }
- }
- })
- end
- })
- Tabs.Main:AddButton({
- Title = "Boost Fps",
- Description = "Very important button",
- Callback = function()
- Window:Dialog({
- Title = "Title",
- Content = "This is a dialog",
- Buttons = {
- {
- Title = "Confirm",
- Callback = function()
- -- MADE BY RIP#6666
- -- send issues or suggestions to my discord: discord.gg/rips
- if not _G.Ignore then
- _G.Ignore = {} -- Add Instances to this table to ignore them (e.g. _G.Ignore = {workspace.Map, workspace.Map2})
- end
- if not _G.WaitPerAmount then
- _G.WaitPerAmount = 500 -- Set Higher or Lower depending on your computer's performance
- end
- if _G.SendNotifications == nil then
- _G.SendNotifications = true -- Set to false if you don't want notifications
- end
- if _G.ConsoleLogs == nil then
- _G.ConsoleLogs = false -- Set to true if you want console logs (mainly for debugging)
- end
- if not game:IsLoaded() then
- repeat
- task.wait()
- until game:IsLoaded()
- end
- if not _G.Settings then
- _G.Settings = {
- Players = {
- ["Ignore Me"] = true,
- ["Ignore Others"] = true,
- ["Ignore Tools"] = true
- },
- Meshes = {
- NoMesh = false,
- NoTexture = false,
- Destroy = false
- },
- Images = {
- Invisible = true,
- Destroy = false
- },
- Explosions = {
- Smaller = true,
- Invisible = false, -- Not recommended for PVP games
- Destroy = false -- Not recommended for PVP games
- },
- Particles = {
- Invisible = true,
- Destroy = false
- },
- TextLabels = {
- LowerQuality = false,
- Invisible = false,
- Destroy = false
- },
- MeshParts = {
- LowerQuality = true,
- Invisible = false,
- NoTexture = false,
- NoMesh = false,
- Destroy = false
- },
- Other = {
- ["FPS Cap"] = 240, -- Set this true to uncap FPS
- ["No Camera Effects"] = true,
- ["No Clothes"] = true,
- ["Low Water Graphics"] = true,
- ["No Shadows"] = true,
- ["Low Rendering"] = true,
- ["Low Quality Parts"] = true,
- ["Low Quality Models"] = true,
- ["Reset Materials"] = true,
- ["Lower Quality MeshParts"] = true
- }
- }
- end
- local Players, Lighting, StarterGui, MaterialService = game:GetService("Players"), game:GetService("Lighting"), game:GetService("StarterGui"), game:GetService("MaterialService")
- local ME, CanBeEnabled = Players.LocalPlayer, {"ParticleEmitter", "Trail", "Smoke", "Fire", "Sparkles"}
- local function PartOfCharacter(Instance)
- for i, v in pairs(Players:GetPlayers()) do
- if v ~= ME and v.Character and Instance:IsDescendantOf(v.Character) then
- return true
- end
- end
- return false
- end
- local function DescendantOfIgnore(Instance)
- for i, v in pairs(_G.Ignore) do
- if Instance:IsDescendantOf(v) then
- return true
- end
- end
- return false
- end
- local function CheckIfBad(Instance)
- if not Instance:IsDescendantOf(Players) and (_G.Settings.Players["Ignore Others"] and not PartOfCharacter(Instance) or not _G.Settings.Players["Ignore Others"]) and (_G.Settings.Players["Ignore Me"] and ME.Character and not Instance:IsDescendantOf(ME.Character) or not _G.Settings.Players["Ignore Me"]) and (_G.Settings.Players["Ignore Tools"] and not Instance:IsA("BackpackItem") and not Instance:FindFirstAncestorWhichIsA("BackpackItem") or not _G.Settings.Players["Ignore Tools"])--[[not PartOfCharacter(Instance)]] and (_G.Ignore and not table.find(_G.Ignore, Instance) and not DescendantOfIgnore(Instance) or (not _G.Ignore or type(_G.Ignore) ~= "table" or #_G.Ignore <= 0)) then
- if Instance:IsA("DataModelMesh") then
- if _G.Settings.Meshes.NoMesh and Instance:IsA("SpecialMesh") then
- Instance.MeshId = ""
- end
- if _G.Settings.Meshes.NoTexture and Instance:IsA("SpecialMesh") then
- Instance.TextureId = ""
- end
- if _G.Settings.Meshes.Destroy or _G.Settings["No Meshes"] then
- Instance:Destroy()
- end
- elseif Instance:IsA("FaceInstance") then
- if _G.Settings.Images.Invisible then
- Instance.Transparency = 1
- Instance.Shiny = 1
- end
- if _G.Settings.Images.LowDetail then
- Instance.Shiny = 1
- end
- if _G.Settings.Images.Destroy then
- Instance:Destroy()
- end
- elseif Instance:IsA("ShirtGraphic") then
- if _G.Settings.Images.Invisible then
- Instance.Graphic = ""
- end
- if _G.Settings.Images.Destroy then
- Instance:Destroy()
- end
- elseif table.find(CanBeEnabled, Instance.ClassName) then
- if _G.Settings["Invisible Particles"] or _G.Settings["No Particles"] or (_G.Settings.Other and _G.Settings.Other["Invisible Particles"]) or (_G.Settings.Particles and _G.Settings.Particles.Invisible) then
- Instance.Enabled = false
- end
- if (_G.Settings.Other and _G.Settings.Other["No Particles"]) or (_G.Settings.Particles and _G.Settings.Particles.Destroy) then
- Instance:Destroy()
- end
- elseif Instance:IsA("PostEffect") and (_G.Settings["No Camera Effects"] or (_G.Settings.Other and _G.Settings.Other["No Camera Effects"])) then
- Instance.Enabled = false
- elseif Instance:IsA("Explosion") then
- if _G.Settings["Smaller Explosions"] or (_G.Settings.Other and _G.Settings.Other["Smaller Explosions"]) or (_G.Settings.Explosions and _G.Settings.Explosions.Smaller) then
- Instance.BlastPressure = 1
- Instance.BlastRadius = 1
- end
- if _G.Settings["Invisible Explosions"] or (_G.Settings.Other and _G.Settings.Other["Invisible Explosions"]) or (_G.Settings.Explosions and _G.Settings.Explosions.Invisible) then
- Instance.BlastPressure = 1
- Instance.BlastRadius = 1
- Instance.Visible = false
- end
- if _G.Settings["No Explosions"] or (_G.Settings.Other and _G.Settings.Other["No Explosions"]) or (_G.Settings.Explosions and _G.Settings.Explosions.Destroy) then
- Instance:Destroy()
- end
- elseif Instance:IsA("Clothing") or Instance:IsA("SurfaceAppearance") or Instance:IsA("BaseWrap") then
- if _G.Settings["No Clothes"] or (_G.Settings.Other and _G.Settings.Other["No Clothes"]) then
- Instance:Destroy()
- end
- elseif Instance:IsA("BasePart") and not Instance:IsA("MeshPart") then
- if _G.Settings["Low Quality Parts"] or (_G.Settings.Other and _G.Settings.Other["Low Quality Parts"]) then
- Instance.Material = Enum.Material.Plastic
- Instance.Reflectance = 0
- end
- elseif Instance:IsA("TextLabel") and Instance:IsDescendantOf(workspace) then
- if _G.Settings["Lower Quality TextLabels"] or (_G.Settings.Other and _G.Settings.Other["Lower Quality TextLabels"]) or (_G.Settings.TextLabels and _G.Settings.TextLabels.LowerQuality) then
- Instance.Font = Enum.Font.SourceSans
- Instance.TextScaled = false
- Instance.RichText = false
- Instance.TextSize = 14
- end
- if _G.Settings["Invisible TextLabels"] or (_G.Settings.Other and _G.Settings.Other["Invisible TextLabels"]) or (_G.Settings.TextLabels and _G.Settings.TextLabels.Invisible) then
- Instance.Visible = false
- end
- if _G.Settings["No TextLabels"] or (_G.Settings.Other and _G.Settings.Other["No TextLabels"]) or (_G.Settings.TextLabels and _G.Settings.TextLabels.Destroy) then
- Instance:Destroy()
- end
- elseif Instance:IsA("Model") then
- if _G.Settings["Low Quality Models"] or (_G.Settings.Other and _G.Settings.Other["Low Quality Models"]) then
- Instance.LevelOfDetail = 1
- end
- elseif Instance:IsA("MeshPart") then
- if _G.Settings["Low Quality MeshParts"] or (_G.Settings.Other and _G.Settings.Other["Low Quality MeshParts"]) or (_G.Settings.MeshParts and _G.Settings.MeshParts.LowerQuality) then
- Instance.RenderFidelity = 2
- Instance.Reflectance = 0
- Instance.Material = Enum.Material.Plastic
- end
- if _G.Settings["Invisible MeshParts"] or (_G.Settings.Other and _G.Settings.Other["Invisible MeshParts"]) or (_G.Settings.MeshParts and _G.Settings.MeshParts.Invisible) then
- Instance.Transparency = 1
- Instance.RenderFidelity = 2
- Instance.Reflectance = 0
- Instance.Material = Enum.Material.Plastic
- end
- if _G.Settings.MeshParts and _G.Settings.MeshParts.NoTexture then
- Instance.TextureID = ""
- end
- if _G.Settings.MeshParts and _G.Settings.MeshParts.NoMesh then
- Instance.MeshId = ""
- end
- if _G.Settings["No MeshParts"] or (_G.Settings.Other and _G.Settings.Other["No MeshParts"]) or (_G.Settings.MeshParts and _G.Settings.MeshParts.Destroy) then
- Instance:Destroy()
- end
- end
- end
- end
- coroutine.wrap(pcall)(function()
- if (_G.Settings["Low Water Graphics"] or (_G.Settings.Other and _G.Settings.Other["Low Water Graphics"])) then
- if not workspace:FindFirstChildOfClass("Terrain") then
- repeat
- task.wait()
- until workspace:FindFirstChildOfClass("Terrain")
- end
- workspace:FindFirstChildOfClass("Terrain").WaterWaveSize = 0
- workspace:FindFirstChildOfClass("Terrain").WaterWaveSpeed = 0
- workspace:FindFirstChildOfClass("Terrain").WaterReflectance = 0
- workspace:FindFirstChildOfClass("Terrain").WaterTransparency = 0
- if sethiddenproperty then
- sethiddenproperty(workspace:FindFirstChildOfClass("Terrain"), "Decoration", false)
- else
- end
- if _G.ConsoleLogs then
- end
- end
- end)
- coroutine.wrap(pcall)(function()
- if _G.Settings["No Shadows"] or (_G.Settings.Other and _G.Settings.Other["No Shadows"]) then
- Lighting.GlobalShadows = false
- Lighting.FogEnd = 9e9
- Lighting.ShadowSoftness = 0
- if sethiddenproperty then
- sethiddenproperty(Lighting, "Technology", 2)
- else
- end
- if _G.ConsoleLogs then
- end
- end
- end)
- coroutine.wrap(pcall)(function()
- if _G.Settings["Low Rendering"] or (_G.Settings.Other and _G.Settings.Other["Low Rendering"]) then
- settings().Rendering.QualityLevel = 1
- settings().Rendering.MeshPartDetailLevel = Enum.MeshPartDetailLevel.Level04
- if _G.ConsoleLogs then
- end
- end
- end)
- coroutine.wrap(pcall)(function()
- if _G.Settings["Reset Materials"] or (_G.Settings.Other and _G.Settings.Other["Reset Materials"]) then
- for i, v in pairs(MaterialService:GetChildren()) do
- v:Destroy()
- end
- MaterialService.Use2022Materials = false
- if _G.ConsoleLogs then
- end
- end
- end)
- coroutine.wrap(pcall)(function()
- if _G.Settings["FPS Cap"] or (_G.Settings.Other and _G.Settings.Other["FPS Cap"]) then
- if setfpscap then
- if type(_G.Settings["FPS Cap"] or (_G.Settings.Other and _G.Settings.Other["FPS Cap"])) == "string" or type(_G.Settings["FPS Cap"] or (_G.Settings.Other and _G.Settings.Other["FPS Cap"])) == "number" then
- setfpscap(tonumber(_G.Settings["FPS Cap"] or (_G.Settings.Other and _G.Settings.Other["FPS Cap"])))
- if _G.ConsoleLogs then
- end
- elseif _G.Settings["FPS Cap"] or (_G.Settings.Other and _G.Settings.Other["FPS Cap"]) == true then
- setfpscap(1e6)
- if _G.ConsoleLogs then
- end
- end
- else
- end
- end
- end)
- game.DescendantAdded:Connect(function(value)
- wait(_G.LoadedWait or 1)
- CheckIfBad(value)
- end)
- local Descendants = game:GetDescendants()
- local StartNumber = _G.WaitPerAmount or 500
- local WaitNumber = _G.WaitPerAmount or 500
- if _G.ConsoleLogs then
- end
- for i, v in pairs(Descendants) do
- CheckIfBad(v)
- if i == WaitNumber then
- task.wait()
- if _G.ConsoleLogs then
- end
- WaitNumber = WaitNumber + StartNumber
- end
- end
- end
- },
- {
- Title = "Cancel",
- Callback = function()
- print("Cancelled the dialog.")
- end
- }
- }
- })
- end
- })
- local Slider = Tabs.Main:AddSlider("Slider", {
- Title = "Slider",
- Description = "This is a slider",
- Default = 2,
- Min = 0,
- Max = 5,
- Rounding = 1,
- Callback = function(Value)
- print("Slider was changed:", Value)
- end
- })
- Slider:OnChanged(function(Value)
- print("Slider changed:", Value)
- end)
- Slider:SetValue(3)
- local Dropdown = Tabs.Main:AddDropdown("Dropdown", {
- Title = "Dropdown",
- Values = {"one", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", "eleven", "twelve", "thirteen", "fourteen"},
- Multi = false,
- Default = 1,
- })
- Dropdown:SetValue("four")
- Dropdown:OnChanged(function(Value)
- print("Dropdown changed:", Value)
- end)
- local MultiDropdown = Tabs.Main:AddDropdown("MultiDropdown", {
- Title = "Dropdown",
- Description = "You can select multiple values.",
- Values = {"one", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", "eleven", "twelve", "thirteen", "fourteen"},
- Multi = true,
- Default = {"seven", "twelve"},
- })
- MultiDropdown:SetValue({
- three = true,
- five = true,
- seven = false
- })
- MultiDropdown:OnChanged(function(Value)
- local Values = {}
- for Value, State in next, Value do
- table.insert(Values, Value)
- end
- print("Mutlidropdown changed:", table.concat(Values, ", "))
- end)
- local Colorpicker = Tabs.Main:AddColorpicker("Colorpicker", {
- Title = "Colorpicker",
- Default = Color3.fromRGB(96, 205, 255)
- })
- Colorpicker:OnChanged(function()
- print("Colorpicker changed:", Colorpicker.Value)
- end)
- Colorpicker:SetValueRGB(Color3.fromRGB(0, 255, 140))
- local TColorpicker = Tabs.Main:AddColorpicker("TransparencyColorpicker", {
- Title = "Colorpicker",
- Description = "but you can change the transparency.",
- Transparency = 0,
- Default = Color3.fromRGB(96, 205, 255)
- })
- TColorpicker:OnChanged(function()
- print(
- "TColorpicker changed:", TColorpicker.Value,
- "Transparency:", TColorpicker.Transparency
- )
- end)
- local Keybind = Tabs.Main:AddKeybind("Keybind", {
- Title = "KeyBind",
- Mode = "Toggle", -- Always, Toggle, Hold
- Default = "LeftControl", -- String as the name of the keybind (MB1, MB2 for mouse buttons)
- -- Occurs when the keybind is clicked, Value is `true`/`false`
- Callback = function(Value)
- print("Keybind clicked!", Value)
- end,
- -- Occurs when the keybind itself is changed, `New` is a KeyCode Enum OR a UserInputType Enum
- ChangedCallback = function(New)
- print("Keybind changed!", New)
- end
- })
- -- OnClick is only fired when you press the keybind and the mode is Toggle
- -- Otherwise, you will have to use Keybind:GetState()
- Keybind:OnClick(function()
- print("Keybind clicked:", Keybind:GetState())
- end)
- Keybind:OnChanged(function()
- print("Keybind changed:", Keybind.Value)
- end)
- task.spawn(function()
- while true do
- wait(1)
- -- example for checking if a keybind is being pressed
- local state = Keybind:GetState()
- if state then
- print("Keybind is being held down")
- end
- if Fluent.Unloaded then break end
- end
- end)
- Keybind:SetValue("MB2", "Toggle") -- Sets keybind to MB2, mode to Hold
- local Input = Tabs.Main:AddInput("Input", {
- Title = "Input",
- Default = "Default",
- Placeholder = "Placeholder",
- Numeric = false, -- Only allows numbers
- Finished = false, -- Only calls callback when you press enter
- Callback = function(Value)
- print("Input changed:", Value)
- end
- })
- Input:OnChanged(function()
- print("Input updated:", Input.Value)
- end)
- end
- -- Addons:
- -- SaveManager (Allows you to have a configuration system)
- -- InterfaceManager (Allows you to have a interface managment system)
- -- Hand the library over to our managers
- SaveManager:SetLibrary(Fluent)
- InterfaceManager:SetLibrary(Fluent)
- -- Ignore keys that are used by ThemeManager.
- -- (we dont want configs to save themes, do we?)
- SaveManager:IgnoreThemeSettings()
- -- You can add indexes of elements the save manager should ignore
- SaveManager:SetIgnoreIndexes({})
- -- use case for doing it this way:
- -- a script hub could have themes in a global folder
- -- and game configs in a separate folder per game
- InterfaceManager:SetFolder("FluentScriptHub")
- SaveManager:SetFolder("FluentScriptHub/specific-game")
- InterfaceManager:BuildInterfaceSection(Tabs.Settings)
- SaveManager:BuildConfigSection(Tabs.Settings)
- Window:SelectTab(1)
- Fluent:Notify({
- Title = "Fluent",
- Content = "The script has been loaded.",
- Duration = 8
- })
- -- You can use the SaveManager:LoadAutoloadConfig() to load a config
- -- which has been marked to be one that auto loads!
- SaveManager:LoadAutoloadConfig()
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