Mod weapons    SOURCE
Key Required Patched

Mod weapons SOURCE

(beta) papers pls32ks32ks 18.4K views 6 executesUpdated Apr 26, 2024
2.5/ 5(6 votes)
3350% Positive
Lua Script•626 lines (12144 chars)
--s
local repo = 'https://raw.githubusercontent.com/violin-suzutsuki/LinoriaLib/main/'

local Library = loadstring(game:HttpGet(repo .. 'Library.lua'))()
local ThemeManager = loadstring(game:HttpGet(repo .. 'addons/ThemeManager.lua'))()
local SaveManager = loadstring(game:HttpGet(repo .. 'addons/SaveManager.lua'))()
_G.INFMONEY = false
local upval,upval2,upval3,upval4,upval5



local Window = Library:CreateWindow({
    Title = 'Sigma Script',
    Center = true,
    AutoShow = true,
    TabPadding = 8,
    MenuFadeTime = 0.2
})



local Tabs = {
    -- Creates a new tab titled Main
    Main = Window:AddTab('Main'),
    ['UI Settings'] = Window:AddTab('UI Settings'),
}


local LeftGroupBox = Tabs.Main:AddLeftGroupbox('Groupbox')




LeftGroupBox:AddToggle('MyToggle', {
    Text = 'AutoFarm',
    Default = false, -- Default value (true / false)
    Tooltip = 'This is a tooltip', -- Information shown when you hover over the toggle

    Callback = function(Value)
if Value == true then
        _G.INFMONEY = true
else
 _G.INFMONEY = false
end
for i,v in next, workspace.VehicleShop:GetChildren() do
if v.Name == "CarMake" or "Carmake2" then
for _,x in pairs(v:GetDescendants()) do
if x:IsA("ProximityPrompt") then
while _G.INFMONEY == true do
fireproximityprompt(x)
task.wait()
end
end
end
end
end
    end
})






local MyButton = LeftGroupBox:AddButton({
    Text = 'Open shop',
    Func = function()
       workspace["Illegal Store"].CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame
    end,
    DoubleClick = false,
    Tooltip = 'This is the main button'
})

local MyButton2 = MyButton:AddButton({
    Text = 'Sub button',
    Func = function()
        print('You clicked a sub button!')
    end,
    DoubleClick = false, -- You will have to click this button twice to trigger the callback
    Tooltip = 'This is the sub button (double click me!)'
})







LeftGroupBox:AddDropdown('MyPlayerDropdown', {
    SpecialType = 'Player',
    Text = 'A player dropdown',
    Tooltip = 'This is a tooltip', -- Information shown when you hover over the dropdown

    Callback = function(Value)
        print('[cb] Player dropdown got changed:', Value)
    end
})


-- You can also ColorPicker & KeyPicker to a Toggle as well








local TabBox = Tabs.Main:AddRightTabbox()


local Tab1 = TabBox:AddTab('Weapon mods')


Tab1:AddToggle('FriendlyFire', {
    Text = 'Friendly Fire',
    Default = false, -- Default value (true / false)
    Tooltip = 'Ture of False', -- Information shown when you hover over the toggle

    Callback = function(Value)
      if Value == true then
        upval = true
      else
        upval = false
      end

      for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
        if v.Name == "1" then
        local way = v
        local r = require(v)
         
        r.FriendlyFire = upval
        
        end
        end



    end
})


Tab1:AddInput('MyTextbox', {
    Default = '1',
    Numeric = false,
    Finished = false,

    Text = 'Spread',
    Tooltip = 'Any Number',

    Placeholder = '1',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local r = require(v)

r.Spread = Value

end
end

end})

Tab1:AddInput('MyTextbox', {
    Default = '0',
    Numeric = false,
    Finished = false,

    Text = 'Recoil',
    Tooltip = 'Any Number',

    Placeholder = '0',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local r = require(v)

r.Recoil = Value

end
end
end})











Tab1:AddInput('MyTextbox', {
    Default = '0',
    Numeric = false,
    Finished = false,

    Text = 'AmmoCost',
    Tooltip = 'Any Number',

    Placeholder = '0',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local r = require(v)

r.AmmoCost = Value

end
end
end})






Tab1:AddToggle('AF', {
    Text = 'Auto Fire',
    Default = false, -- Default value (true / false)
    Tooltip = 'Ture of False', -- Information shown when you hover over the toggle

    Callback = function(Value)
      if Value == true then
        upval2 = true
      else
        upval2 = false
      end
      
      for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
        if v.Name == "1" then
        local way = v
        local r = require(v)
         
        r.Auto = upval2
        
        end
        end



    end
})


Tab1:AddInput('MyTextbox', {
    Default = '0',
    Numeric = false,
    Finished = false,

    Text = 'Fire Rate',
    Tooltip = 'Any Number',

    Placeholder = '0',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local r = require(v)
r.FireRate = Value
end
end
end})





Tab1:AddInput('MyTextbox', {
    Default = '999',
    Numeric = false,
    Finished = false,

    Text = 'BaseDamage',
    Tooltip = 'Any Number',

    Placeholder = '999',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local r = require(v)

r.BaseDamage = Value

end
end
end})




Tab1:AddInput('MyTextbox', {
    Default = '1',
    Numeric = false,
    Finished = false,

    Text = 'Accuracy',
    Tooltip = 'Any Number',

    Placeholder = '1',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local r = require(v)

r.Accuracy = Value

end
end
end})





Tab1:AddInput('MyTextbox', {
    Default = '9999',
    Numeric = false,
    Finished = false,

    Text = 'Bullet Range',
    Tooltip = 'Any Number',

    Placeholder = '9999',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local r = require(v)

r.Range = Value

end
end
end})








Tab1:AddInput('MyTextbox', {
    Default = '99999',
    Numeric = false,
    Finished = false,

    Text = 'Bullet Speed',
    Tooltip = 'Any Number',

    Placeholder = '99999',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local r = require(way)

r.BulletSpeed = Value

end
end
end})





Tab1:AddInput('KnockBack', {
    Default = '99999',
    Numeric = false,
    Finished = false,

    Text = 'Knockback DOSENT WORK',
    Tooltip = 'Any Number',

    Placeholder = '99999',

    Callback = function(upval9)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local r = require(v)

r.Knockback = upval9

end
end
end})


-- all credit to 32ks made by 32ks published by Typzero_SVk(32ks) dont skid diggas






Tab1:AddToggle('SigmaExplo', {
    Text = 'Explosion bullets CS',
    Default = false, -- Default value (true / false)
    Tooltip = 'Can be used as kill all if you use explosion radius', -- Information shown when you hover over the toggle

    Callback = function(Value)
      if Value == true then
        upval4 = true
      else
        upval4 = false
      end

      for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
        if v.Name == "1" then
        local way = v
        local r = require(v)

        r.ExplosiveEnabled = upval4

        end
        end
    end
})


Tab1:AddToggle('Laserbeam', {
    Text = 'Laserbeam FE',
    Default = false, -- Default value (true / false)
    Tooltip = 'Real explosions', -- Information shown when you hover over the toggle

    Callback = function(Value)
      if Value == true then
        upval5 = true
      else
        upval5 = false
      end

      for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
        if v.Name == "1" then
        local way = v
        local r = require(way)
            r.LaserBeam = upval5 
        end
        end
        end
})



Tab1:AddInput('TEST', {
    Default = '99999',
    Numeric = false,
    Finished = false,

    Text = 'Explosion radius',
    Tooltip = 'Any Number',

    Placeholder = '99999',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local vr = require(way)

vr.ExplosionRadius = Value

end
end
end})




Tab1:AddInput('MyTextbox', {
    Default = '99999',
    Numeric = false,
    Finished = false,

    Text = 'bullets per shot',
    Tooltip = 'Any Number',

    Placeholder = '99999',

    Callback = function(Value)
for i,v in pairs(game:GetService("ReplicatedStorage").Modules.WeaponSettings.Gun:GetDescendants()) do
if v.Name == "1" then
local way = v
local sr = require(way)

sr.BulletsPerShot = Value

end
end
end})






























local Tab2 = TabBox:AddTab('Tab 2')
Tab2:AddToggle('Tab2Toggle', { Text = 'Tab2 Toggle' });


local RightGroupbox = Tabs.Main:AddRightGroupbox('Groupbox #3');
RightGroupbox:AddToggle('ControlToggle', { Text = 'Dependency box toggle' });

local Depbox = RightGroupbox:AddDependencyBox();
Depbox:AddToggle('DepboxToggle', { Text = 'Sub-dependency box toggle' });


local SubDepbox = Depbox:AddDependencyBox();
SubDepbox:AddSlider('DepboxSlider', { Text = 'Slider', Default = 50, Min = 0, Max = 100, Rounding = 0 });
SubDepbox:AddDropdown('DepboxDropdown', { Text = 'Dropdown', Default = 1, Values = {'a', 'b', 'c'} });

Depbox:SetupDependencies({
    { Toggles.ControlToggle, true }
});

SubDepbox:SetupDependencies({
    { Toggles.DepboxToggle, true }
});


Library:SetWatermarkVisibility(true)


local FrameTimer = tick()
local FrameCounter = 0;
local FPS = 60;

local WatermarkConnection = game:GetService('RunService').RenderStepped:Connect(function()
    FrameCounter += 1;

    if (tick() - FrameTimer) >= 1 then
        FPS = FrameCounter;
        FrameTimer = tick();
        FrameCounter = 0;
    end;

    Library:SetWatermark(('Gamesense.lua | %s fps | %s ms'):format(
        math.floor(FPS),
        math.floor(game:GetService('Stats').Network.ServerStatsItem['Data Ping']:GetValue())
    ));
end);

Library.KeybindFrame.Visible = true;

Library:OnUnload(function()
    WatermarkConnection:Disconnect()
    Library.Unloaded = true
end)

-- UI Settings
local MenuGroup = Tabs['UI Settings']:AddLeftGroupbox('Menu')


MenuGroup:AddButton('Unload', function() Library:Unload() end)
MenuGroup:AddLabel('Menu bind'):AddKeyPicker('MenuKeybind', { Default = 'End', NoUI = true, Text = 'Menu keybind' })

Library.ToggleKeybind = Options.MenuKeybind


ThemeManager:SetLibrary(Library)
SaveManager:SetLibrary(Library)

-- Ignore keys that are used by ThemeManager.
-- (we dont want configs to save themes, do we?)
SaveManager:IgnoreThemeSettings()

-- Adds our MenuKeybind to the ignore list
-- (do you want each config to have a different menu key? probably not.)
SaveManager:SetIgnoreIndexes({ 'MenuKeybind' })

-- 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
ThemeManager:SetFolder('MyScriptHub')
SaveManager:SetFolder('MyScriptHub/specific-game')

-- Builds our config menu on the right side of our tab
SaveManager:BuildConfigSection(Tabs['UI Settings'])

-- Builds our theme menu (with plenty of built in themes) on the left side
-- NOTE: you can also call ThemeManager:ApplyToGroupbox to add it to a specific groupbox
ThemeManager:ApplyToTab(Tabs['UI Settings'])

-- You can use the SaveManager:LoadAutoloadConfig() to load a config
-- which has been marked to be one that auto loads!
SaveManager:LoadAutoloadConfig()

Features & Information

Mod weapons how ever you want with all custom

Community Comments (10)

nickkmesaquenickkmesaqueApr 26, 2024(edited)

Bro pls, change this UI layout, its impossible use it on mobile, u cant close u cant Mark any options, pls change it :/

32ks32ksApr 26, 2024(edited)

Hey @nickkmesaque i dont know how to do mobile libaries and i dont know which are the best so thats why its only computer avalible.

Al_ibiAl_ibiApr 26, 2024(edited)

ayy another script posted

WelchnepomucenoWelchnepomucenoApr 26, 2024(edited)

Game crashed the longer the gui stays

WRATHWRATHApr 28, 2024(edited)

I also made a gun mod script for this game lmao. (It got features like laser trail, Minigun, and more)

lluilluiMay 6, 2024(edited)

slide it bro my discord username is gapryong.

vxstyvxstyJul 9, 2024(edited)

With each line of this code I lose more faith in humanity.

32ks32ksJul 9, 2024(edited)

my bad @vxsty i am just a messy person

mxsynrymxsynrySep 14, 2024(edited)

me when not using rayfield 🤑

SkidRBLXSkidRBLXOct 6, 2024(edited)

doesnt work.

More Scripts for (beta) papers pls