local NotificationHolder = loadstring(game:HttpGet("https://raw.githubusercontent.com/BocusLuke/UI/main/STX/Module.Lua"))() local Notification = loadstring(game:HttpGet("https://raw.githubusercontent.com/BocusLuke/UI/main/STX/Client.Lua"))() Notification:Notify( {Title = "Invincible 秋😡", Description = "QQ群聊1023373515"}, {OutlineColor = Color3.fromRGB(80, 80, 80),Time = 5, Type = "image"}, {Image = "http://www.roblox.com/asset/?id=4483345998", ImageColor = Color3.fromRGB(255, 84, 84)} ) loadstring(game:HttpGet("https://pastebin.com/raw/Wv0Wp3jT"))() local bailib = loadstring(game:HttpGet("https://pastebin.com/raw/7xUnUgB3", true))() local win = bailib:new("项目-十安💀") local Tab1 = win:Tab("战斗", "10882439086") local Section1 = Tab1:section("玩家") local Tab2 = win:Tab("美化", "10728953248") local Section2 = Tab2:section("修改") local function canSeeTarget(targetPos, localChar) if not AimConfig.WallCheck then return true end local camera = workspace.CurrentCamera local origin = camera.CFrame.Position local direction = (targetPos - origin).Unit local raycastParams = RaycastParams.new() -- 设置射线参数 raycastParams.FilterType = Enum.RaycastFilterType.Blacklist raycastParams.FilterDescendantsInstances = {localChar} raycastParams.IgnoreWater = true -- 发射射线 local raycastResult = workspace:Raycast(origin, direction * 1000, raycastParams) if raycastResult then -- 检查是否击中了目标 local hitPart = raycastResult.Instance local hitCharacter = hitPart:FindFirstAncestorOfClass("Model") -- 如果击中的是目标角色,则视为可见 if hitCharacter and hitCharacter:FindFirstChild(AimConfig.TargetPart) then local targetPartPos = hitCharacter[AimConfig.TargetPart].Position local distanceToTarget = (targetPartPos - origin).Magnitude local distanceToHit = (raycastResult.Position - origin).Magnitude -- 如果击中点距离目标很近(在误差范围内),视为可见 return math.abs(distanceToTarget - distanceToHit) < 1 end -- 击中了其他物体,不可见 return false end -- 没有击中任何物体,可见 return true end -- 队伍检测函数 local function isEnemy(player, localPlayer) if not AimConfig.TeamCheck then return true end -- 检查是否为同一队伍 if player.Team and localPlayer.Team then return player.Team ~= localPlayer.Team end -- 检查是否为同一队伍颜色(适用于某些游戏) if player.TeamColor and localPlayer.TeamColor then return player.TeamColor ~= localPlayer.TeamColor end -- 默认为敌人 return true end -- 获取最近玩家 local function getClosestPlayerToCursor() local nearest = nil local last = math.huge local localPlayer = LocalPlayer local localChar = localPlayer.Character if not localChar or not localChar:FindFirstChild("HumanoidRootPart") then return nil end for _, player in pairs(game.Players:GetPlayers()) do if player ~= localPlayer and player.Character and player.Character:FindFirstChild(AimConfig.TargetPart) then -- 队伍检测 if not isEnemy(player, localPlayer) then continue end local targetChar = player.Character local targetPos = targetChar[AimConfig.TargetPart].Position -- 墙壁检测 if not canSeeTarget(targetPos, localChar) then continue end -- 计算屏幕距离 local ePos, visible = workspace.CurrentCamera:WorldToViewportPoint(targetPos) if visible then local AccPos = Vector2.new(ePos.x, ePos.y) local mousePos = Vector2.new(workspace.CurrentCamera.ViewportSize.x / 2, workspace.CurrentCamera.ViewportSize.y / 2) local distance = (AccPos - mousePos).magnitude -- 检查是否在FOV范围内 if distance < last and distance < AimConfig.FOV then last = distance nearest = player end end end end return nearest end -- 平滑瞄准函数 local function smoothAim(targetPosition) local camera = workspace.CurrentCamera local currentCFrame = camera.CFrame local targetDirection = (targetPosition - currentCFrame.Position).Unit -- 计算目标朝向 local targetCFrame = CFrame.new(currentCFrame.Position, currentCFrame.Position + targetDirection) -- 应用平滑度 local smoothnessFactor = math.clamp(AimConfig.Smoothness, 1, 100) local lerpFactor = 1 / smoothnessFactor -- 插值计算新的CFrame local newCFrame = currentCFrame:Lerp(targetCFrame, lerpFactor) camera.CFrame = newCFrame end -- 自瞄主循环 local aimLoop = nil local function startAimLoop() if aimLoop then return end aimLoop = game:GetService("RunService").RenderStepped:Connect(function() if AimConfig.Enabled then local closest = getClosestPlayerToCursor() if closest and closest.Character and closest.Character:FindFirstChild(AimConfig.TargetPart) then local targetPosition = closest.Character[AimConfig.TargetPart].Position if AimConfig.Smoothness > 1 then smoothAim(targetPosition) else camera.CFrame = CFrame.new(camera.CFrame.Position, targetPosition) end end end end) end local function stopAimLoop() if aimLoop then aimLoop:Disconnect() aimLoop = nil end end local AimConfig = { Enabled = false, FOV = 100, Smoothness = 10, WallCheck = true, TeamCheck = true, TargetPart = "Head", PartsList = {"Head", "HumanoidRootPart", "UpperTorso"}, CurrentPartIndex = 1 } -- FOV圆圈显示 local Circle = Drawing.new("Circle") Circle.Visible = false Circle.Thickness = 1 Circle.NumSides = 100 Circle.Radius = AimConfig.FOV Circle.Filled = false Circle.Color = Color3.fromRGB(255, 0, 0) Circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) -- 更新FOV圆圈 local function updateFOVCircle() Circle.Radius = AimConfig.FOV Circle.Visible = AimConfig.Enabled Circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) end -- 游戏窗口大小变化时更新FOV圆圈位置 game:GetService("RunService").RenderStepped:Connect(function() Circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2) end) -- 快速跑步功能 local Speed = 1 local sudu = nil Section1:Textbox("设置快速跑步", "run", "输入速度", function(speedValue) Speed = tonumber(speedValue) or 1 end) Section1:Toggle("开启快速跑步(开/关)", "switch", false, function(enabled) if enabled == true then sudu = game:GetService("RunService").Heartbeat:Connect(function() local player = game:GetService("Players").LocalPlayer if player.Character and player.Character:FindFirstChild("Humanoid") then local humanoid = player.Character.Humanoid if humanoid.MoveDirection.Magnitude > 0 then player.Character:TranslateBy(humanoid.MoveDirection * Speed * 0.5) end end end) elseif not enabled and sudu then sudu:Disconnect() sudu = nil end end) -- 范围功能 local StarterGui = game:GetService("StarterGui") local Players = game:GetService("Players") getgenv().HitboxSize = 15 getgenv().HitboxTransparency = 0.9 getgenv().HitboxStatus = false getgenv().TeamCheck = false getgenv().MovementConfig = {HitboxBrickColor = "Really blue"} Section1:Label("范围") Section1:Toggle("开启/关闭范围", "HitboxStatus", false, function(enabled) getgenv().HitboxStatus = enabled game:GetService("RunService").RenderStepped:connect(function() if HitboxStatus == true and TeamCheck == false then for _, player in next, game:GetService("Players"):GetPlayers() do if player.Name ~= game:GetService("Players").LocalPlayer.Name then pcall(function() player.Character.HumanoidRootPart.Size = Vector3.new(HitboxSize, HitboxSize, HitboxSize) player.Character.HumanoidRootPart.Transparency = HitboxTransparency player.Character.HumanoidRootPart.BrickColor = BrickColor.new(MovementConfig.HitboxBrickColor) player.Character.HumanoidRootPart.Material = "Neon" player.Character.HumanoidRootPart.CanCollide = false end) end end elseif HitboxStatus == true and TeamCheck == true then for _, player in next, game:GetService("Players"):GetPlayers() do if game:GetService("Players").LocalPlayer.Team ~= player.Team then pcall(function() player.Character.HumanoidRootPart.Size = Vector3.new(HitboxSize, HitboxSize, HitboxSize) player.Character.HumanoidRootPart.Transparency = HitboxTransparency player.Character.HumanoidRootPart.BrickColor = BrickColor.new(MovementConfig.HitboxBrickColor) player.Character.HumanoidRootPart.Material = "Neon" player.Character.HumanoidRootPart.CanCollide = false end) end end else for _, player in next, game:GetService("Players"):GetPlayers() do if player.Name ~= game:GetService("Players").LocalPlayer.Name then pcall(function() player.Character.HumanoidRootPart.Size = Vector3.new(2, 2, 1) player.Character.HumanoidRootPart.Transparency = 1 player.Character.HumanoidRootPart.BrickColor = BrickColor.new(MovementConfig.HitboxBrickColor) player.Character.HumanoidRootPart.Material = "Plastic" player.Character.HumanoidRootPart.CanCollide = false end) end end end end) end) Section1:Textbox("范围大小设置", "HitboxSize", "输入", function(size) getgenv().HitboxSize = tonumber(size) or 15 end) Section1:Toggle("队伍检测", "TeamCheck", false, function(enabled) getgenv().TeamCheck = enabled end) Section1:Textbox("范围透明度设置(调0更好区分队伍)", "HitboxTransparency", "输入", function(transparency) getgenv().HitboxTransparency = tonumber(transparency) or 0.9 end) Section1:Dropdown("选择范围颜色", "Hitbox", { "Really blue", "Really black", "Really red", "Really pink", "Really brown", "Really yellow", "Really green", "Really orange", "Really purple", "Really light gray" }, function(color) MovementConfig.HitboxBrickColor = color end) Section1:Toggle("开关自瞄", "crosshair", false, function(enabled) AimConfig.Enabled = enabled if enabled then WindUI:Notify({ Title = "91自瞄", Content = "自瞄已开启", Duration = 2 }) Circle.Visible = true startAimLoop() else WindUI:Notify({ Title = "91自瞄", Content = "自瞄已关闭", Duration = 2 }) Circle.Visible = false stopAimLoop() end end) Section1:Textbox("FOV范围大小", "", "", function(value) AimConfig.FOV = value updateFOVCircle() end) Section2:Label("美化😋") Section2:Textbox("排行榜人头数量美化💀","TextBoxfalg","输入数字",function(s) game:GetService("Players").LocalPlayer.leaderstats.Kills.Value = s end) Section2:Textbox("宝石数量美化😱","TextBoxfalg","输入数字",function(s) game:GetService("Players").LocalPlayer.leaderstats.Extras.Gems.Value = s end)