
Key RequiredUniversal

local Rayfield = loadstring(game:HttpGet("https://sirius.menu/rayfield"))()
local Window = Rayfield:CreateWindow({
Name = "LevelBound Helper",
LoadingTitle = "Initializing...",
LoadingSubtitle = "Rayfield UI",
ConfigurationSaving = {
Enabled = true,
FolderName = "LevelBound",
FileName = "Config"
}
})
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local hrp = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
local AttackRemote = ReplicatedStorage:WaitForChild("Events"):WaitForChild("AttackV2")
local SETTINGS = {
RANGE = 20,
DAMAGE_TIMES = 15,
ATTACK_INTERVAL = 0.15,
DEFAULT_WALKSPEED = 16,
BOOSTED_WALKSPEED = 30
}
-- PVP pressure system to looks legit in INVASION
local PRESSURE_SETTINGS = {
ENABLED = false,
RANGE = 20,
LOW_HEALTH_THRESHOLD = 0.85,
CRITICAL_HEALTH = 0.60,
MAX_EXTRA_HITS = 3,
INTERVAL = 0.10
}
local combo1, combo2 = 1, 1
local WalkSpeedEnabled = false
local AutoAttackEnabled = false
local function onCharacterAdded(char)
character = char
hrp = char:WaitForChild("HumanoidRootPart")
humanoid = char:WaitForChild("Humanoid")
humanoid.WalkSpeed = WalkSpeedEnabled and SETTINGS.BOOSTED_WALKSPEED or SETTINGS.DEFAULT_WALKSPEED
combo1, combo2 = 1, 1
end
player.CharacterAdded:Connect(onCharacterAdded)
local function advanceCombo()
combo1 += 1
if combo1 > 3 then
combo1 = 1
combo2 += 1
if combo2 > 3 then
combo2 = 1
end
end
return combo1, combo2
end
local function performAutoAttack()
while true do
if AutoAttackEnabled and hrp then
for _, mob in ipairs(Workspace.Characters:GetChildren()) do
if not mob:IsA("Model") then continue end
if string.find(mob.Name, "%(NPC%)") then continue end
local mobHRP = mob:FindFirstChild("HumanoidRootPart")
local mobId = mob:GetAttribute("ID")
if not mobHRP or not mobId or mobId < 0 then continue end
if (mobHRP.Position - hrp.Position).Magnitude <= SETTINGS.RANGE then
for i = 1, SETTINGS.DAMAGE_TIMES do
local c1, c2 = advanceCombo()
AttackRemote:FireServer(c1, c2, { mobId })
end
end
end
end
task.wait(SETTINGS.ATTACK_INTERVAL)
end
end
task.spawn(performAutoAttack)
local function getPressureTargets(range)
local targets = {}
for _, model in ipairs(Workspace.Characters:GetChildren()) do
if not model:IsA("Model") then continue end
if model == character then continue end -- never self in case they use this as detection
local hum = model:FindFirstChildOfClass("Humanoid")
local mhrp = model:FindFirstChild("HumanoidRootPart")
local mobId = model:GetAttribute("ID") -- keep ID for attacks to filter
if hum and hum.Health > 0 and mhrp and mobId then
if (mhrp.Position - hrp.Position).Magnitude <= range then
table.insert(targets, model)
end
end
end
return targets
end
task.spawn(function()
while true do
if PRESSURE_SETTINGS.ENABLED and humanoid and hrp then
local healthRatio = humanoid.Health / humanoid.MaxHealth
print("[Pressure] Health Ratio:", healthRatio)
if healthRatio <= PRESSURE_SETTINGS.LOW_HEALTH_THRESHOLD then
local targets = getPressureTargets(PRESSURE_SETTINGS.RANGE)
print("[Pressure] Nearby targets found:", #targets)
if #targets > 0 then
-- determine extra hits
local extraHits = 3
if healthRatio <= PRESSURE_SETTINGS.CRITICAL_HEALTH or #targets >= 2 then
extraHits = PRESSURE_SETTINGS.MAX_EXTRA_HITS
end
print("[Pressure] Extra hits set to:", extraHits)
for _, mob in ipairs(targets) do
local mobId = mob:GetAttribute("ID")
if mobId then
print("[Pressure] Attacking mob ID:", mobId)
for i = 1, extraHits do
local c1, c2 = advanceCombo()
print(string.format("[Pressure] FireServer -> Combo: %d, %d, MobID: %s (Hit %d/%d)", c1, c2, tostring(mobId), i, extraHits))
AttackRemote:FireServer(c1, c2, { mobId })
task.wait(PRESSURE_SETTINGS.INTERVAL)
end
else
print("[Pressure] Skipping mob (no ID):", mob.Name)
end
end
else
print("[Pressure] No targets in range")
end
else
print("[Pressure] Health above threshold, skipping")
end
end
task.wait(PRESSURE_SETTINGS.INTERVAL)
end
end)
task.spawn(function()
while true do
if humanoid then
humanoid.WalkSpeed = WalkSpeedEnabled and SETTINGS.BOOSTED_WALKSPEED or SETTINGS.DEFAULT_WALKSPEED
end
task.wait(0.1)
end
end)
local CombatTab = Window:CreateTab("Combat", 4483362458)
CombatTab:CreateToggle({
Name = "Auto Attack Mobs",
CurrentValue = false,
Flag = "AutoAttack",
Callback = function(state)
AutoAttackEnabled = state
end
})
CombatTab:CreateToggle({
Name = "WalkSpeed 30",
CurrentValue = false,
Flag = "WalkSpeedToggle",
Callback = function(state)
WalkSpeedEnabled = state
end
})
CombatTab:CreateToggle({
Name = "Semi Legit PVP Aura",
CurrentValue = false,
Flag = "PressureCombat",
Callback = function(state)
PRESSURE_SETTINGS.ENABLED = state
end
})
local VisualTab = Window:CreateTab("Visuals", 4483362458)
local Tower = Workspace:WaitForChild("Tower")
local ESPStates = {
Chest = false,
SecretChest = false,
Ruby = false,
GoldBag = false,
ChallengeRug = false,
}
local ESPColors = {
Ruby = Color3.fromRGB(220, 20, 60),
GoldBag = Color3.fromRGB(255, 0, 255),
}
local ActiveHighlights = {}
local function removeESP(obj)
local h = ActiveHighlights[obj]
if h then
h:Destroy()
ActiveHighlights[obj] = nil
end
end
local function bindChestColor(model, highlight)
local bound = false
local conn
local function bind(mesh)
if bound then return end
bound = true
highlight.FillColor = mesh.Color
mesh:GetPropertyChangedSignal("Color"):Connect(function()
if highlight.Parent then
highlight.FillColor = mesh.Color
end
end)
if conn then conn:Disconnect() end
end
for _, part in ipairs(model:GetDescendants()) do
if part:IsA("MeshPart") and (part.Name == "Up" or part.Name == "Down") then
bind(part)
return
end
end
conn = model.DescendantAdded:Connect(function(part)
if part:IsA("MeshPart") and (part.Name == "Up" or part.Name == "Down") then
bind(part)
end
end)
highlight.FillColor = Color3.fromRGB(255, 215, 0)
end
local function applyESP(obj)
if ActiveHighlights[obj] then return end
if not ESPStates[obj.Name] then return end
local highlight = Instance.new("Highlight")
highlight.Name = "ESPHighlight"
highlight.OutlineColor = Color3.new(1, 1, 1)
highlight.FillTransparency = 0.35
highlight.OutlineTransparency = 0
highlight.Adornee = obj
highlight.Parent = obj
ActiveHighlights[obj] = highlight
if obj.Name == "Chest" or obj.Name == "SecretChest" then
bindChestColor(obj, highlight)
else
highlight.FillColor = ESPColors[obj.Name]
end
end
local function scanTower()
for _, obj in ipairs(Tower:GetDescendants()) do
if ESPStates[obj.Name] and (obj:IsA("Model") or obj:IsA("BasePart")) then
applyESP(obj)
elseif ActiveHighlights[obj] then
removeESP(obj)
end
end
end
Tower.DescendantAdded:Connect(function(obj)
if not (obj:IsA("Model") or obj:IsA("BasePart")) then return end
if not ESPStates[obj.Name] then return end
task.defer(function()
if obj.Parent then
applyESP(obj)
end
end)
end)
Tower.DescendantRemoving:Connect(removeESP)
VisualTab:CreateToggle({
Name = "Chest ESP (Rarity Based)",
CurrentValue = false,
Callback = function(state)
ESPStates.Chest = state
ESPStates.SecretChest = state
scanTower()
end
})
VisualTab:CreateToggle({
Name = "Ruby ESP",
CurrentValue = false,
Callback = function(state)
ESPStates.Ruby = state
scanTower()
end
})
VisualTab:CreateToggle({
Name = "GoldBag ESP",
CurrentValue = false,
Callback = function(state)
ESPStates.GoldBag = state
scanTower()
end
})
local MiscTab = Window:CreateTab("MISC", 4483362458)
local IgnoreRaycast = Workspace:WaitForChild("IgnoreRaycast")
local Tower = Workspace:WaitForChild("Tower")
local CampfireTPEnabled = false
local CampfireHitboxes = {}
local function registerCampfire(obj)
if obj:IsA("Model") and obj.Name == "Campfire" then
local hitbox = obj:FindFirstChild("Hitbox", true)
if hitbox and hitbox:IsA("BasePart") then
CampfireHitboxes[hitbox] = true
end
end
end
for _, obj in ipairs(IgnoreRaycast:GetDescendants()) do
registerCampfire(obj)
end
local startRoom = Tower:FindFirstChild("StartRoom")
if startRoom then
for _, obj in ipairs(startRoom:GetDescendants()) do
registerCampfire(obj)
end
end
IgnoreRaycast.DescendantAdded:Connect(registerCampfire)
if startRoom then
startRoom.DescendantAdded:Connect(registerCampfire)
end
task.spawn(function()
while true do
if CampfireTPEnabled and hrp then
for hitbox in pairs(CampfireHitboxes) do
if hitbox and hitbox.Parent then
hitbox.CFrame = hrp.CFrame
else
CampfireHitboxes[hitbox] = nil
end
end
end
task.wait(0.5)
end
end)
MiscTab:CreateToggle({
Name = "Campfire Hitbox TP",
CurrentValue = false,
Flag = "CampfireTP",
Callback = function(state)
CampfireTPEnabled = state
end
})
local BellTPEnabled = false
local IgnoreRayTPEnabled = false
local TrackedObjects = {}
local function sizeMatches(part, targetSize)
local tolerance = 0.01
return math.abs(part.Size.X - targetSize.X) < tolerance
and math.abs(part.Size.Y - targetSize.Y) < tolerance
and math.abs(part.Size.Z - targetSize.Z) < tolerance
end
local function breakPartWelds(part)
for _, obj in ipairs(part:GetChildren()) do
if obj:IsA("Weld")
or obj:IsA("WeldConstraint")
or obj:IsA("Motor6D") then
obj:Destroy()
end
end
end
local function register(obj)
if obj:IsA("BasePart")
and obj.Name == "Hitbox"
and obj.Parent
and obj.Parent.Name == "Bell" then
TrackedObjects[obj] = "Bell"
end
--Ground Heal
if obj:IsA("BasePart")
and obj.Name == "Hitbox"
and sizeMatches(obj, Vector3.new(1.5, 24, 24)) then
TrackedObjects[obj] = "IgnoreRayHitbox"
end
end
for _, obj in ipairs(IgnoreRaycast:GetDescendants()) do
register(obj)
end
IgnoreRaycast.DescendantAdded:Connect(register)
task.spawn(function()
while true do
if hrp then
for obj, objType in pairs(TrackedObjects) do
if obj and obj.Parent then
breakPartWelds(obj)
if objType == "Bell" and BellTPEnabled then
obj.Anchored = true
obj.CanCollide = false
obj.Size = Vector3.new(20, 20, 20)
obj.CFrame = hrp.CFrame
elseif objType == "IgnoreRayHitbox" and IgnoreRayTPEnabled then
obj.Anchored = true
obj.CanCollide = false
obj.Size = Vector3.new(22, 22, 22)
obj.CFrame = hrp.CFrame
end
else
TrackedObjects[obj] = nil
end
end
end
task.wait(0.1)
end
end)
MiscTab:CreateToggle({
Name = "Bell TP",
CurrentValue = false,
Flag = "BellTP",
Callback = function(state)
BellTPEnabled = state
end
})
MiscTab:CreateToggle({
Name = "Ground HealTP",
CurrentValue = false,
Flag = "IgnoreRayTP",
Callback = function(state)
IgnoreRayTPEnabled = state
end
})
local IgnoreFolder = workspace:WaitForChild("IgnoreRaycast")
local REMOVE_NAMES = {
FireThrower = true,
LiftingLava = true
}
local removeRunning = false
MiscTab:CreateToggle({
Name = "Remove Flamethrower / Lava",
CurrentValue = false,
Flag = "RemoveIgnoreRaycastHazards",
Callback = function(state)
removeRunning = state
if state then
task.spawn(function()
while removeRunning do
for _, obj in ipairs(IgnoreFolder:GetChildren()) do
if REMOVE_NAMES[obj.Name] then
obj:Destroy()
end
end
task.wait(0.2) -- safe interval
end
end)
end
end,
})
--Notifier for invasion
local HighestTowerRoom = 0
local function getRoomNumber(obj) return tonumber(obj.Name) end
local function updateHighestTowerRoom(num)
if num > HighestTowerRoom then
HighestTowerRoom = num
Rayfield:Notify({ Title="Tower Progress", Content="Reached Room "..HighestTowerRoom, Duration=4 })
end
end
-- Initial & live updates
for _, room in ipairs(Tower:GetChildren()) do
local num = getRoomNumber(room)
if num then updateHighestTowerRoom(num) end
end
Tower.ChildAdded:Connect(function(room)
local num = getRoomNumber(room)
if num then updateHighestTowerRoom(num) end
end)
Rayfield:Notify({
Title = "Loaded",
Content = "Menu initialized successfully.",
Duration = 5,
Image = 4483362458
})



Difference between the normal killaura & the killaura using the pressure system ; The normal killaura WILL ignore any NPC you've hired and allies and will try to dish out AS MANY DAMAGES AS POSSIBLE. The killaura using the pressure system is meant to hide your lack of skills in PVP by only dishing out additional*s IF they have mobs near them (so it's hard to notice) and depending on your health (as skill issue failsafe) You can absolutely modify the settings at the beginning of the script however I highly recommend barely touching those as they've been somewhat tested to their limit. And yes... only for melee, I never bothered with ranged, tank is the best cl* to rock this with IMO.
@Rob666 is a undetected autofarm possible?
@gamesdjh I was making one before, it is possible by just tweening to objects at a relative speed of 20-30
Спасибо большое за скрипт! Уважуха🔥🔥🔥
great job ty for creating this and publishing it for free! If u come with any improvements that would be great !
@raifelk As far as I am aware (as a melee user in that game) it should in theory be at its limits right now, I did work on a dungeon auto farm at some point but eeeeeh it's too risky to really publish it (as in, I still haven't worked out the timing right to avoid ban)
It work so perfectly thanks for the script
Which executor should I use? The script doesnt run on xeno
@qwerty1337 Everything was made on a velocity-based executor, should works on anything decent.
@Rob666 i downloaded velocity, but the script still doesnt work. :( apparently im just not worthy
great script, made my own improvement for private use like support for range attack like bow and mage, attack range seems like no use, they check if its too far from mob, maybe im wrong, you think its possible byp*ed it by expanding the hitbox?
btw i seen this exact source script, code for code on other site lol, and its half broken too, some feature dont work, maybe he trying to improve it with ai
@GOBLIN_ I know which website you are talking about, after taking a look there's indeed 3 re-upload of my script over there. Rskid is a feasting ground for trash. I will update this and obfuscate it so they can't have any better.