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verity menu open source
Lua Script•303 lines (9064 chars)
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local UIS = game:GetService("UserInputService")
local lp = Players.LocalPlayer
local ok, buildErr = pcall(function()
local pg = lp:WaitForChild("PlayerGui")
local old = pg:FindFirstChild("VERITY_BBQ")
if old then old:Destroy() end
local oldEsp = pg:FindFirstChild("GUCCI_ESP")
if oldEsp then oldEsp:Destroy() end
local factory = {
AKM = { mag = 30, reload = 2.5 },
Blaster = { mag = 10, reload = 1 },
AutoBlaster = { mag = 30, reload = 1.5 },
["Scar L"] = { mag = 30, reload = 2 },
SG = { mag = 35, reload = 3 },
["Golden Minigun"] = { mag = 300, reload = 4 },
}
for _, t in ipairs(lp:GetDescendants()) do
if t:IsA("Tool") then
local m = factory[t.Name]
if m then
t:SetAttribute("ammoPerShot", nil)
t:SetAttribute("magazineSize", m.mag)
t:SetAttribute("reloadTime", m.reload)
if t:GetAttribute("_ammo") ~= m.mag then t:SetAttribute("_ammo", m.mag) end
end
end
end
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "VERITY_BBQ"
screenGui.ResetOnSpawn = false
screenGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
screenGui.IgnoreGuiInset = true
screenGui.Parent = pg
local frame = Instance.new("Frame")
frame.Size = UDim2.fromOffset(220, 140)
frame.Position = UDim2.new(0, 24, 1, -164)
frame.AnchorPoint = Vector2.new(0, 0)
frame.BackgroundColor3 = Color3.fromRGB(26, 9, 13)
frame.BackgroundTransparency = 0.04
frame.BorderSizePixel = 0
frame.Parent = screenGui
local function rounder(target, radius)
local c = Instance.new("UICorner")
c.CornerRadius = UDim.new(0, radius)
c.Parent = target
end
rounder(frame, 10)
local stroke = Instance.new("UIStroke")
stroke.Thickness = 1
stroke.Transparency = 0.55
stroke.Color = Color3.fromRGB(255, 70, 80)
stroke.Parent = frame
local dragBar = Instance.new("Frame")
dragBar.Name = "DragBar"
dragBar.BackgroundTransparency = 1
dragBar.Size = UDim2.new(1, 0, 0, 32)
dragBar.Position = UDim2.new(0, 0, 0, 0)
dragBar.ZIndex = 5
dragBar.Parent = frame
local title = Instance.new("TextLabel")
title.Size = UDim2.new(1, -12, 0, 24)
title.Position = UDim2.new(0, 6, 0, 6)
title.BackgroundTransparency = 1
title.Font = Enum.Font.GothamBold
title.Text = "VERITY MENU"
title.TextColor3 = Color3.fromRGB(255, 140, 148)
title.TextSize = 14
title.TextXAlignment = Enum.TextXAlignment.Left
title.Parent = frame
local bubbleLayer = Instance.new("Frame")
bubbleLayer.Name = "Bubbles"
bubbleLayer.BackgroundTransparency = 1
bubbleLayer.Size = UDim2.new(1, -16, 1, -6)
bubbleLayer.Position = UDim2.new(0, 8, 0, 34)
bubbleLayer.ZIndex = 0
bubbleLayer.Parent = frame
local bubbles = {}
local bcolors = { Color3.fromRGB(255, 120, 130), Color3.fromRGB(255, 90, 100), Color3.fromRGB(230, 70, 85) }
for i = 1, 10 do
local sz = math.random(6, 20)
local b = Instance.new("Frame")
b.BackgroundColor3 = bcolors[math.random(1, #bcolors)]
b.BackgroundTransparency = 0.72
b.BorderSizePixel = 0
b.Size = UDim2.fromOffset(sz, sz)
b.Position = UDim2.fromOffset(math.random(0, 200 - sz), math.random(-40, 108))
b.Parent = bubbleLayer
local c = Instance.new("UICorner")
c.CornerRadius = UDim.new(1, 0)
c.Parent = b
bubbles[#bubbles + 1] = { frame = b, speed = math.random(14, 34), drift = math.random(-8, 8) }
end
spawn(function()
while true do
RunService.RenderStepped:Wait()
for _, bb in ipairs(bubbles) do
local x = bb.frame.Position.X.Offset + bb.drift * 0.016 * 60
local y = bb.frame.Position.Y.Offset - bb.speed * 0.016 * 60
if y < -24 then
y = math.random(98, 108)
x = math.random(0, 196)
end
bb.frame.Position = UDim2.fromOffset(x, y)
end
end
end)
local dragging = false
local dragOffset = Vector2.new()
dragBar.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
dragging = true
dragOffset = input.Position - frame.AbsolutePosition
end
end)
dragBar.InputEnded:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
dragging = false
end
end)
UIS.InputChanged:Connect(function(input)
if dragging and input.UserInputType == Enum.UserInputType.MouseMovement then
frame.Position = UDim2.fromOffset(input.Position.X - dragOffset.X, input.Position.Y - dragOffset.Y)
end
end)
local states = {
recoil = { enabled = false, module = nil },
spread = { enabled = false },
rapid = { enabled = false },
}
local orig = setmetatable({}, { __mode = "k" })
local function saveOrig(t, k)
local o = orig[t]
if not o then
o = {}
orig[t] = o
end
if o[k] == nil then o[k] = t:GetAttribute(k) end
end
local function restoreOrig(t, k)
local o = orig[t]
if o and o[k] ~= nil then t:SetAttribute(k, o[k]) end
end
local function getCameraRecoiler()
local s = states.recoil
if s.module then return s.module end
local mok, m = pcall(function() return require(ReplicatedStorage.Blaster.Scripts.CameraRecoiler) end)
s.module = (mok and type(m) == "table" and type(m.recoil) == "function") and m or false
return s.module
end
local function applyTool(t)
if states.recoil.enabled then
saveOrig(t, "recoilMin")
saveOrig(t, "recoilMax")
t:SetAttribute("recoilMin", Vector3.zero)
t:SetAttribute("recoilMax", Vector3.zero)
else
restoreOrig(t, "recoilMin")
restoreOrig(t, "recoilMax")
end
if states.spread.enabled then
saveOrig(t, "spread")
t:SetAttribute("spread", 0)
else
restoreOrig(t, "spread")
end
if states.rapid.enabled then
saveOrig(t, "rateOfFire")
saveOrig(t, "burstCooldown")
t:SetAttribute("rateOfFire", 10000)
t:SetAttribute("burstCooldown", 0)
else
restoreOrig(t, "rateOfFire")
restoreOrig(t, "burstCooldown")
end
end
local function applyAll()
for _, t in ipairs(lp:GetDescendants()) do
if t:IsA("Tool") then pcall(applyTool, t) end
end
end
local runId = tick()
getgenv().GUCCI_RUNID = runId
spawn(function()
while true do
task.wait(0.75)
if getgenv().GUCCI_RUNID ~= runId then return end
if states.recoil.enabled or states.spread.enabled or states.rapid.enabled then
pcall(applyAll)
end
end
end)
local function setRecoil(on)
local m = getCameraRecoiler()
if not m then return "no module" end
if on then
if not states.recoil.orig then states.recoil.orig = m.recoil end
m.recoil = function() end
elseif states.recoil.orig then
m.recoil = states.recoil.orig
end
states.recoil.enabled = on
if on then pcall(applyAll) end
return "ok"
end
local function setSpread(on)
states.spread.enabled = on
if on then pcall(applyAll) end
return "ok"
end
local function setRapid(on)
states.rapid.enabled = on
pcall(applyAll)
return "ok"
end
local buttons = {}
local function makeToggle(key, name, y)
local btn = Instance.new("TextButton")
btn.Name = key .. "Btn"
btn.Size = UDim2.new(1, -16, 0, 30)
btn.Position = UDim2.new(0, 8, 0, y)
btn.BackgroundColor3 = Color3.fromRGB(43, 15, 20)
btn.BorderSizePixel = 0
btn.Font = Enum.Font.GothamBold
btn.Text = name .. ": OFF"
btn.TextSize = 13
btn.TextColor3 = Color3.fromRGB(255, 130, 138)
btn.Parent = frame
rounder(btn, 7)
buttons[key] = { btn = btn, name = name }
end
makeToggle("recoil", "No Recoil", 34)
makeToggle("spread", "No Spread", 68)
makeToggle("rapid", "Rapid Fire", 102)
local function setBtn(key)
local s = states[key].enabled
local b = buttons[key]
if s then
b.btn.Text = b.name .. ": ON"
b.btn.TextColor3 = Color3.fromRGB(255, 255, 255)
b.btn.BackgroundColor3 = Color3.fromRGB(219, 44, 56)
else
b.btn.Text = b.name .. ": OFF"
b.btn.TextColor3 = Color3.fromRGB(255, 130, 138)
b.btn.BackgroundColor3 = Color3.fromRGB(43, 15, 20)
end
end
local funcs = {
recoil = setRecoil,
spread = setSpread,
rapid = setRapid,
}
for key, fn in pairs(funcs) do
buttons[key].btn.MouseButton1Click:Connect(function()
states[key].enabled = not states[key].enabled
local r = fn(states[key].enabled)
setBtn(key)
end)
end
getgenv().VERITY_Toggles = {
recoil = function() states.recoil.enabled = not states.recoil.enabled; local r = setRecoil(states.recoil.enabled); setBtn("recoil"); return r, states.recoil.enabled end,
spread = function() states.spread.enabled = not states.spread.enabled; local r = setSpread(states.spread.enabled); setBtn("spread"); return r, states.spread.enabled end,
rapid = function() states.rapid.enabled = not states.rapid.enabled; local r = setRapid(states.rapid.enabled); setBtn("rapid"); return r, states.rapid.enabled end,
state = function() return states end,
}
getgenv().GUCCI_Toggles = getgenv().VERITY_Toggles
end)
getgenv().VERITY_MENU = ok and { status = "OK" } or { status = "ERROR", err = tostring(buildErr) }
getgenv().GUCCI_MENU_V4 = getgenv().VERITY_MENUFeatures & Information
No Recoil
No Spread
Rapid Fire

ty bro this saved my life w verity