DrawingJhon

Bruh

Jan 23rd, 2021 (edited)
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  1. if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
  2. Player,game,owner = owner,game
  3. local RealPlayer = Player
  4. do
  5.     print("FE Compatibility code V2 by Mokiros")
  6.     local RealPlayer = RealPlayer
  7.     script.Parent = RealPlayer.PlayerGui
  8.  
  9.     --Fake event to make stuff like Mouse.KeyDown work
  10.     local Disconnect_Function = function(this)
  11.         this[1].Functions[this[2]] = nil
  12.     end
  13.     local Disconnect_Metatable = {__index={disconnect=Disconnect_Function,Disconnect=Disconnect_Function}}
  14.     local FakeEvent_Metatable = {__index={
  15.         Connect = function(this,f)
  16.             local i = tostring(math.random(0,10000))
  17.             while this.Functions[i] do
  18.                 i = tostring(math.random(0,10000))
  19.             end
  20.             this.Functions[i] = f
  21.             return setmetatable({this,i},Disconnect_Metatable)
  22.         end
  23.     }}
  24.     FakeEvent_Metatable.__index.connect = FakeEvent_Metatable.__index.Connect
  25.     local function fakeEvent()
  26.         return setmetatable({Functions={}},FakeEvent_Metatable)
  27.     end
  28.  
  29.     --Creating fake input objects with fake variables
  30.     local FakeMouse = {Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent(),Button2Up=fakeEvent(),Button2Down=fakeEvent()}
  31.     FakeMouse.keyUp = FakeMouse.KeyUp
  32.     FakeMouse.keyDown = FakeMouse.KeyDown
  33.     local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
  34.     local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
  35.         CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
  36.     end}
  37.     --Merged 2 functions into one by checking amount of arguments
  38.     CAS.UnbindAction = CAS.BindAction
  39.  
  40.     --This function will trigger the events that have been :Connect()'ed
  41.     local function TriggerEvent(self,ev,...)
  42.         for _,f in pairs(self[ev].Functions) do
  43.             f(...)
  44.         end
  45.     end
  46.     FakeMouse.TriggerEvent = TriggerEvent
  47.     UIS.TriggerEvent = TriggerEvent
  48.  
  49.     --Client communication
  50.     local Event = Instance.new("RemoteEvent")
  51.     Event.Name = "UserInput_Event"
  52.     Event.OnServerEvent:Connect(function(plr,io)
  53.         if plr~=RealPlayer then return end
  54.         FakeMouse.Target = io.Target
  55.         FakeMouse.Hit = io.Hit
  56.         if not io.isMouse then
  57.             local b = io.UserInputState == Enum.UserInputState.Begin
  58.             if io.UserInputType == Enum.UserInputType.MouseButton1 then
  59.                 return FakeMouse:TriggerEvent(b and "Button1Down" or "Button1Up")
  60.             end
  61.             if io.UserInputType == Enum.UserInputType.MouseButton2 then
  62.                 return FakeMouse:TriggerEvent(b and "Button2Down" or "Button2Up")
  63.             end
  64.             for _,t in pairs(CAS.Actions) do
  65.                 for _,k in pairs(t.Keys) do
  66.                     if k==io.KeyCode then
  67.                         t.Function(t.Name,io.UserInputState,io)
  68.                     end
  69.                 end
  70.             end
  71.             FakeMouse:TriggerEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
  72.             UIS:TriggerEvent(b and "InputBegan" or "InputEnded",io,false)
  73.         end
  74.     end)
  75.     Event.Parent = NLS([==[local Event = script:WaitForChild("UserInput_Event")
  76.     local Mouse = owner:GetMouse()
  77.     local UIS = game:GetService("UserInputService")
  78.     local input = function(io,RobloxHandled)
  79.         if RobloxHandled then return end
  80.         --Since InputObject is a client-side instance, we create and pass table instead
  81.         Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
  82.     end
  83.     UIS.InputBegan:Connect(input)
  84.     UIS.InputEnded:Connect(input)
  85.     local h,t
  86.     --Give the server mouse data every second frame, but only if the values changed
  87.     --If player is not moving their mouse, client won't fire events
  88.     local HB = game:GetService("RunService").Heartbeat
  89.     while true do
  90.         if h~=Mouse.Hit or t~=Mouse.Target then
  91.             h,t=Mouse.Hit,Mouse.Target
  92.             Event:FireServer({isMouse=true,Target=t,Hit=h})
  93.         end
  94.         --Wait 2 frames
  95.         for i=1,2 do
  96.             HB:Wait()
  97.         end
  98.     end]==],script)
  99.  
  100.     ----Sandboxed game object that allows the usage of client-side methods and services
  101.     --Real game object
  102.     local RealGame = game
  103.  
  104.     --Metatable for fake service
  105.     local FakeService_Metatable = {
  106.         __index = function(self,k)
  107.             local s = rawget(self,"_RealService")
  108.             if s then
  109.                 return typeof(s[k])=="function"
  110.                 and function(_,...)return s[k](s,...)end or s[k]
  111.             end
  112.         end,
  113.         __newindex = function(self,k,v)
  114.             local s = rawget(self,"_RealService")
  115.             if s then s[k]=v end
  116.         end
  117.     }
  118.     local function FakeService(t,RealService)
  119.         t._RealService = typeof(RealService)=="string" and RealGame:GetService(RealService) or RealService
  120.         return setmetatable(t,FakeService_Metatable)
  121.     end
  122.  
  123.     --Fake game object
  124.     local FakeGame = {
  125.         GetService = function(self,s)
  126.             return rawget(self,s) or RealGame:GetService(s)
  127.         end,
  128.         Players = FakeService({
  129.             LocalPlayer = FakeService({GetMouse=function(self)return FakeMouse end},Player)
  130.         },"Players"),
  131.         UserInputService = FakeService(UIS,"UserInputService"),
  132.         ContextActionService = FakeService(CAS,"ContextActionService"),
  133.         RunService = FakeService({
  134.             _btrs = {},
  135.             RenderStepped = RealGame:GetService("RunService").Heartbeat,
  136.             BindToRenderStep = function(self,name,_,fun)
  137.                 self._btrs[name] = self.Heartbeat:Connect(fun)
  138.             end,
  139.             UnbindFromRenderStep = function(self,name)
  140.                 self._btrs[name]:Disconnect()
  141.             end,
  142.             IsClient = function()
  143.                 return true
  144.             end
  145.         },"RunService"),
  146.         IsLoaded = function()
  147.             return true
  148.         end,
  149.         StarterGui = setmetatable({}, {
  150.             __index = function(self, index)
  151.                 print("StarterGui: "..tostring(index))
  152.                 local ind = RealGame:GetService("StarterGui")[index]
  153.                 if type(ind) == "function" then
  154.                     return function(self, ...)
  155.                         for i, v in pairs(select(2,...)) do
  156.                             print(i, v)
  157.                         end
  158.                         return ind(RealGame:GetService("StarterGui"), ...)
  159.                     end
  160.                 end
  161.                 return RealGame:GetService("StarterGui")[index]
  162.             end,
  163.             __newindex = function(self, index, value)
  164.                 print("StarterGui: "..tostring(index), ",", tostring(value))
  165.                 RealGame:GetService("StarterGui")[index] = value
  166.             end,
  167.             __tostring = "StarterGui"
  168.         }),
  169.         Shutdown = function(self)
  170.             warn("Fake shutdown")
  171.             return error("Script ended by fake shutdown")
  172.         end
  173.     }
  174.     rawset(FakeGame.Players,"localPlayer",FakeGame.Players.LocalPlayer)
  175.     rawset(FakeGame.RunService, "isClient", FakeGame.RunService.IsClient)
  176.     FakeGame.service = FakeGame.GetService
  177.     FakeService(FakeGame,game)
  178.     --Changing owner to fake player object to support owner:GetMouse()
  179.     game,owner = FakeGame,FakeGame.Players.LocalPlayer
  180. end
  181. do
  182.     local RealGame = game
  183.     local Players = RealGame:GetService("Players")
  184.     game = newproxy(true)
  185.     local meta = getmetatable(game)
  186.     local childGame = {
  187.         CoreGui = RealGame.Players.LocalPlayer.PlayerGui
  188.     }
  189.     meta.__index = function(self, index)
  190.         if index == "HttpGet" then
  191.             return function(self, ...)
  192.                 return RealGame:GetService("HttpService"):GetAsync(...)
  193.             end
  194.         end
  195.         if childGame[index] then
  196.             return childGame[index]
  197.         end
  198.         local validServices = {"GetService", "getService", "service", "Service", "FindService", "findService"}
  199.         if table.find(validServices, index) then
  200.             return function(self, service)
  201.                 local fake = childGame[service]
  202.                 return fake or RealGame:GetService(service)
  203.             end
  204.         end
  205.         if type(RealGame[index]) == "function" then
  206.             return function(self, ...)
  207.                 return RealGame[index](RealGame, ...)
  208.             end
  209.         end
  210.         return not print("Game: "..tostring(index)) and RealGame[index]
  211.     end
  212.     meta.__newindex = function(self, index, value)
  213.         RealGame[index] = value
  214.     end
  215.     meta.__tostring = function(self)
  216.         return "Game"
  217.     end
  218.     meta.__metatable = "The metatable is locked"
  219.     local lEnabled = pcall(loadstring, "") and true
  220.     local RealLdstr = lEnabled and loadstring or require(5343495217)
  221.     function loadstring(str, bool)
  222.         return RealLdstr(str, lEnabled and "T_String" or getfenv(0))
  223.     end
  224.     function settings()
  225.         return {}
  226.     end
  227.     function getgenv()
  228.         return getfenv(0)
  229.     end
  230.     function getrawmetatable(obj)
  231.         if obj == game then
  232.             return meta
  233.         else
  234.             warn("doesn't exist metatable: "..tostring(obj))
  235.             return {}
  236.         end
  237.     end
  238.     function setreadonly(meta, bool)
  239.         return meta
  240.     end
  241.     function newcclosure(f)
  242.         return f
  243.     end
  244.     function sethiddenproperty(...)
  245.         --idk what makes this function xd
  246.         return true
  247.     end
  248.     function saveinstance(...)
  249.         return (...)
  250.     end
  251.     function protosmasher()
  252.         return true
  253.     end
  254.     local files = {}
  255.     function readfile(name)
  256.         return name --files[name] or "{\"Hola\":\"MUNDO\"}"
  257.     end
  258.     function isIclosure()
  259.         return false
  260.     end
  261.     function islclosure()
  262.         return false
  263.     end
  264.     function set_hidden_prop()
  265.         return true
  266.     end
  267.     function writefile(name, idk)
  268.         print("Writted: "..tostring(name), idk)
  269.         files[name] = idk
  270.         return true
  271.     end
  272.     local realTypeof = typeof
  273.     function typeof(obj)
  274.         if obj == game then
  275.             return realTypeof(RealGame)
  276.         else
  277.             return realTypeof(obj)
  278.         end
  279.     end
  280. end
  281. _G = {}
  282. _G.CheckCustomBuilds = false --true
  283. _G.DefaulBuilds = false --true
  284. _G.Barrier = true
  285. _G.bridge2 = true
  286. _G.bridge4 = true
  287. _G.ladder = true
  288. _G.Nazi = true
  289. _G.penis = true
  290. _G.platform = true
  291. _G.stairs = true
  292. _G.BigPP = true
  293.  
  294. _G.RGB = false
  295. _G.RGBswitchDelay = .4
  296.  
  297. _G.RejoinWaitDelayForReExecute = 5  -- tell how long the script will wait before rejoining (for synapse script queing)
  298. local realWait = wait
  299. function wait(n)
  300.     print("Wait "..tostring(n))
  301.     return realWait(n)
  302. end
  303. print(game:GetService("RunService"):IsClient())
  304. local Debounce = false
  305. delay(10, function()
  306.     Debounce = true
  307. end)
  308. local load = loadstring(game:HttpGet("https://ssbtools.netlify.app/assets/storage/LOADSTRING_SCRIPT2.txt"), true)
  309. setfenv(load, setmetatable({}, {
  310.     __index = function(self, index)
  311.         if Debounce or not getfenv(0)[index] then
  312.             print(index)
  313.         end
  314.         return getfenv(0)[index]
  315.     end;
  316. }))
  317. load()
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