
KeylessUniversal

local Library = loadstring(game:HttpGet("https://pastebin.com/raw/vff1bQ9F"))()
local Window = Library.CreateLib("killerhub", "BloodTheme")
local Tab = Window:NewTab("credits")
local Section = Tab:NewSection("notes")
Section:NewLabel("welcome preppy to u own hub 😁")
Section:NewLabel("by jackleader5")
local Tab = Window:NewTab("scripts 1 tab 📜 ")
local Section = Tab:NewSection("tab 1")
Section:NewButton("fly gui", "gives a gui that flys u", function()
loadstring(game:HttpGet("https://raw.githubusercontent.com/XNEOFF/FlyGuiV3/main/FlyGuiV3.txt"))()
print("Clicked")
end)
Section:NewButton("kill all", "kills all players", function()
wait(1)
local players = game.Players:GetChildren()
for i = 1, #players do
players[i].Character.Head:Destroy()
wait()
end
print("Clicked")
end)
Section:NewButton("2005 tiger leak", "leaked", function()
loadstring(game:HttpGet('https://raw.githubusercontent.com/H17S32/Tiger_Admin/main/Script'))()
print("Clicked")
end)
Section:NewToggle("rainbow cape", "on/off", function(state)
local verlet = {}
verlet.step_time = 1 / 50
verlet.gravity = Vector3.new(0, -10, 0)
local char = game.Players.LocalPlayer.Character
local torso = char:WaitForChild("Torso")
local parts = {}
local render = game:GetService("RunService").RenderStepped
wait(2)
local point = {}
local link = {}
local rope = {}
local function ccw(A,B,C)
return (C.y-A.y) * (B.x-A.x) > (B.y-A.y) * (C.x-A.x)
end
local function intersect(A,B,C,D)
return ccw(A,C,D) ~= ccw(B,C,D) and ccw(A,B,C) ~= ccw(A,B,D)
end
local function vec2(v)
return Vector2.new(v.x, v.z)
end
function point:step()
if not self.fixed then
local derivative = (self.position - self.last_position) * 0.95
self.last_position = self.position
self.position = self.position + derivative + (self.velocity * verlet.step_time ^ 2)
--[[local torsoP = torso.CFrame * CFrame.new(-1, 0, 0.5)
local torsoE = torso.CFrame * CFrame.new(1, 0, 0.5)
local pointE = self.position + torso.CFrame.lookVector * 100
local doIntersect = intersect(vec2(torsoP.p), vec2(torsoE.p), vec2(self.position), vec2(pointE))
if not doIntersect then
self.postition = self.position - torso.CFrame.lookVector * 10
end]]
end
end
function link:step()
for i = 1, 1 do
local distance = self.point1.position - self.point2.position
local magnitude = distance.magnitude
local differance = (self.length - magnitude) / magnitude
local translation = ((self.point1.fixed or self.point2.fixed) and 1 or 0.6) * distance * differance
if not self.point1.fixed then
self.point1.position = self.point1.position + translation
end
if not self.point2.fixed then
self.point2.position = self.point2.position - translation
end
end
end
function verlet.new(class, a, b, c)
if class == "Point" then
local new = {}
setmetatable(new, {__index = point})
new.class = class
new.position = a or Vector3.new()
new.last_position = new.position
new.velocity = verlet.gravity
new.fixed = false
return new
elseif class == "Link" then
local new = {}
setmetatable(new, {__index = link})
new.class = class
new.point1 = a
new.point2 = b
new.length = c or (a.position - b.position).magnitude
return new
elseif class == "Rope" then
local new = {}
setmetatable(new, {__index = link})
new.class = class
new.start_point = a
new.finish_point = b
new.points = {}
new.links = {}
local inc = (b - a) / 10
for i = 0, 10 do
table.insert(new.points, verlet.new("Point", a + (i * inc)))
end
for i = 2, #new.points do
table.insert(new.links, verlet.new("Link", new.points[i - 1], new.points[i]))
end
return new
end
end
local tris = {}
local triParts = {}
local function GetDiscoColor(hue)
local section = hue % 1 * 3
local secondary = 0.5 * math.pi * (section % 1)
if section < 1 then
return Color3.new(1, 1 - math.cos(secondary), 1 - math.sin(secondary))
elseif section < 2 then
return Color3.new(1 - math.sin(secondary), 1, 1 - math.cos(secondary))
else
return Color3.new(1 - math.cos(secondary), 1 - math.sin(secondary), 1)
end
end
local function setupPart(part)
part.Anchored = true
part.FormFactor = 3
part.CanCollide = false
part.TopSurface = 10
part.BottomSurface = 10
part.LeftSurface = 10
part.RightSurface = 10
part.FrontSurface = 10
part.BackSurface = 10
part.Material = "Neon"
local m = Instance.new("SpecialMesh", part)
m.MeshType = "Wedge"
m.Scale = Vector3.new(0.2, 1, 1)
return part
end
local function CFrameFromTopBack(at, top, back)
local right = top:Cross(back)
return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
end
local function drawTri(parent, a, b, c)
local this = {}
local mPart1 = table.remove(triParts, 1) or setupPart(Instance.new("Part"))
local mPart2 = table.remove(triParts, 1) or setupPart(Instance.new("Part"))
function this:Set(a, b, c)
local ab, bc, ca = b-a, c-b, a-c
local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude
local edg1 = math.abs(0.5 + ca:Dot(ab)/(abm*abm))
local edg2 = math.abs(0.5 + ab:Dot(bc)/(bcm*bcm))
local edg3 = math.abs(0.5 + bc:Dot(ca)/(cam*cam))
if edg1 < edg2 then
if edg1 >= edg3 then
a, b, c = c, a, b
ab, bc, ca = ca, ab, bc
abm = cam
end
else
if edg2 < edg3 then
a, b, c = b, c, a
ab, bc, ca = bc, ca, ab
abm = bcm
else
a, b, c = c, a, b
ab, bc, ca = ca, ab, bc
abm = cam
end
end
local len1 = -ca:Dot(ab)/abm
local len2 = abm - len1
local width = (ca + ab.unit*len1).magnitude
local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit)
if len1 > 0.2 then
mPart1.Parent = parent
mPart1.Size = Vector3.new(0.2, width, len1)
mPart1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
else
mPart1.Parent = nil
end
if len2 > 0.2 then
mPart2.Parent = parent
mPart2.Size = Vector3.new(0.2, width, len2)
mPart2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
else
mPart2.Parent = nil
end
end
function this:SetProperty(prop, value)
mPart1[prop] = value
mPart2[prop] = value
end
this:Set(a, b, c)
function this:Destroy()
mPart1:Destroy()
mPart2:Destroy()
end
this.p1 = mPart1
this.p2 = mPart2
this.p1.BrickColor = BrickColor.new(GetDiscoColor(math.noise(0.5, 0.5, this.p1.CFrame.Y * 0.5 + time())))
this.p2.BrickColor = BrickColor.new(GetDiscoColor(math.noise(0.5, 0.5, this.p2.CFrame.Y * 0.5 + time())))
return this
end
function verlet.draw(object, id)
if object.class == "Point" then
local part = parts[id]
part.BrickColor = BrickColor.new(1, 1, 1)
part.Transparency = 0
part.formFactor = 3
part.Anchored = true
part.CanCollide = false
part.TopSurface = 0
part.BottomSurface = 0
part.Size = Vector3.new(0.35, 0.35, 0.35)
part.Material = "Neon"
part.CFrame = CFrame.new(object.position)
part.Parent = torso
return part
elseif object.class == "Link" then
local part = parts[id]
local dist = (object.point1.position - object.point2.position).magnitude
part.Size = Vector3.new(0.2, 0.2, dist)
part.CFrame = CFrame.new(object.point1.position, object.point2.position) * CFrame.new(0, 0, dist * -0.5)
part.Parent = torso
return part
end
end
function verlet.clear()
for _, v in pairs(workspace:GetChildren()) do
if v.Name == "Part" then
v:Destroy()
end
end
end
local points = {}
local links = {}
for x = 0, 2 do
points[x] = {}
for y = 0, 3 do
points[x][y] = verlet.new("Point", torso.Position + Vector3.new(x * 0.8 - 2, 2 - y * 0.8, 5 + y * 0.4))
points[x][y].fixed = y == 0
end
end
for x = 1, 2 do
for y = 0, 3 do
links[#links + 1] = verlet.new("Link", points[x][y], points[x - 1][y], 1 + y * 0.08)
end
end
for x = 0, 2 do
for y = 1, 3 do
links[#links + 1] = verlet.new("Link", points[x][y], points[x][y - 1], 1.2 + y * 0.03)
end
end
render:connect(function()
for x = 0, 2 do
for y = 0, 3 do
if y == 0 then
points[x][y].position = (torso.CFrame * CFrame.new(x * 1 - 1, 1, 0.5)).p
else
points[x][y]:step()
end
end
end
for i = 1, #links do
links[i]:step()
end
for i = 1, #tris do
triParts[#triParts + 1] = tris[i].p1
triParts[#triParts + 1] = tris[i].p2
end
tris = {}
for x = 1, 2 do
for y = 1, 3 do
tris[#tris + 1] = drawTri(torso, points[x - 1][y - 1].position, points[x - 1][y].position, points[x][y - 1].position)
tris[#tris + 1] = drawTri(torso, points[x][y].position, points[x - 1][y].position, points[x][y - 1].position)
end
end
end)
print("Toggle On")
else
print("Toggle Off")
end
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