
Key Required VerifiedUniversal

local Lib = require(game.ReplicatedStorage:WaitForChild("Lib"))
local LocalPlayer = game.Players.LocalPlayer
-- Original functions you might still want (visuals, etc.)
local function shakeImage(p1, p2, p3)
local v1 = if p1 then p1 else Lib.UI.Get("Sanity"):WaitForChild("Frame").Images
-- ... (keep your original shakeImage if you want visuals)
end
Lib.Inject("ShakeImage", shakeImage)
-- Infinite Sanity Core
local function keepSanityFull()
LocalPlayer:SetAttribute("Sanity", 100)
end
-- Block sanity loss
Lib.Inject("PlayerLostSanity", function()
-- Do nothing (or you can still call keepSanityFull() here)
keepSanityFull()
end)
-- Force sanity to 100 constantly
LocalPlayer:GetAttributeChangedSignal("Sanity"):Connect(keepSanityFull)
local RunService = game:GetService("RunService")
RunService.Heartbeat:Connect(keepSanityFull)
-- Initial set
keepSanityFull()
-- Optional: Keep the original updateSanity for visuals (UI won't show drain)
LocalPlayer:GetAttributeChangedSignal("Sanity"):Connect(function()
keepSanityFull()
-- You can still call your original updateSanity if you want the UI effects
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