
KeylessUniversal

-- CombinedPowers_local.lua
-- Local-only powers for client execution (Solarav3 / injector).
-- Works reliably for local-based effects: speed, super-jump, flight.
-- Push/punch attempt local impulses — may be ignored or corrected by server in many games.
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local player = Players.LocalPlayer
-- ========== CONFIG ==========
local SPEED_MAX = 110 -- horizontal max speed for velocity control
local SPEED_ACCEL = 110 -- how fast to reach desired horizontal speed
local SPEED_TOGGLE_KEY = Enum.KeyCode.F
local SUPERJUMP_KEY = Enum.KeyCode.J
local SUPERJUMP_VELOCITY = 155 -- upward impulse
local FLY_TOGGLE_KEY = Enum.KeyCode.K
local FLY_SPEED = 800
local PUSH_KEY = Enum.KeyCode.G
local PUSH_RADIUS = 12
local PUSH_FORCE = 120 -- local attempt to push others (client-side)
local PUNCH_KEY = Enum.KeyCode.H
local PUNCH_RADIUS = 8
local PUNCH_FORCE = 80 -- local impulse on target's HRP (client-side)
local PUNCH_COOLDOWN = 0.8
local PUSH_COOLDOWN = 0.8
local CHECK_DT = 1/60
-- ============================
-- state
local speedEnabled = true
local flyEnabled = false
local punchCooldown = false
local pushCooldown = false
-- helpers
local function getCharacter()
return player and player.Character
end
local function getHRP(char)
return char and (char:FindFirstChild("HumanoidRootPart") or char:FindFirstChild("Torso"))
end
local function ensureLeaderstatsFix() -- optional: ensure a Coins/Money exists locally
local char = getCharacter()
if not char then return end
-- nothing forced here; leaderstats are server-controlled
end
-- SPEED (smooth velocity control)
local currentVel = Vector3.new()
local speedConn
local function startSpeedControl()
if speedConn then speedConn:Disconnect() end
speedConn = RunService.RenderStepped:Connect(function(dt)
if not speedEnabled then return end
local char = getCharacter()
if not char then return end
local hrp = getHRP(char)
local humanoid = char:FindFirstChildOfClass("Humanoid")
if not hrp or not humanoid then return end
local moveDir = humanoid.MoveDirection
local desiredVel = Vector3.new(0,0,0)
if moveDir.Magnitude > 0.01 then
desiredVel = moveDir.Unit * SPEED_MAX
end
-- current horizontal velocity
local cur = Vector3.new(hrp.AssemblyLinearVelocity.X, 0, hrp.AssemblyLinearVelocity.Z)
local t = math.clamp(SPEED_ACCEL * dt, 0, 1)
local horiz = cur:Lerp(desiredVel, t)
local vert = hrp.AssemblyLinearVelocity.Y
-- apply
hrp.AssemblyLinearVelocity = Vector3.new(horiz.X, vert, horiz.Z)
end)
end
local function stopSpeedControl()
if speedConn then
speedConn:Disconnect()
speedConn = nil
end
end
-- SUPER JUMP
local function doSuperJump()
local char = getCharacter()
local hrp = getHRP(char)
if not hrp then return end
-- Apply upward velocity locally
local ok, err = pcall(function()
hrp.AssemblyLinearVelocity = Vector3.new(hrp.AssemblyLinearVelocity.X, SUPERJUMP_VELOCITY, hrp.AssemblyLinearVelocity.Z)
end)
if not ok then
-- fallback
hrp.Velocity = Vector3.new(hrp.Velocity.X, SUPERJUMP_VELOCITY, hrp.Velocity.Z)
end
end
-- FLY (local flight using RenderStepped movement)
local flyConn
local function toggleFly()
local char = getCharacter()
local hrp = getHRP(char)
local humanoid = char and char:FindFirstChildOfClass("Humanoid")
if not hrp or not humanoid then return end
if flyEnabled then
-- disable
flyEnabled = false
if flyConn then flyConn:Disconnect() flyConn = nil end
-- restore normal physics if needed
humanoid.PlatformStand = false
return
else
flyEnabled = true
humanoid.PlatformStand = true
flyConn = RunService.RenderStepped:Connect(function()
if not flyEnabled or not player.Character then
if flyConn then flyConn:Disconnect() flyConn = nil end
if humanoid then humanoid.PlatformStand = false end
return
end
local c = player.Character
local r = getHRP(c)
if not r then return end
-- movement by key
local moveVec = Vector3.new()
if UserInputService:IsKeyDown(Enum.KeyCode.W) then moveVec = moveVec + r.CFrame.LookVector end
if UserInputService:IsKeyDown(Enum.KeyCode.S) then moveVec = moveVec - r.CFrame.LookVector end
if UserInputService:IsKeyDown(Enum.KeyCode.A) then moveVec = moveVec - r.CFrame.RightVector end
if UserInputService:IsKeyDown(Enum.KeyCode.D) then moveVec = moveVec + r.CFrame.RightVector end
if UserInputService:IsKeyDown(Enum.KeyCode.Space) then moveVec = moveVec + Vector3.new(0,1,0) end
if UserInputService:IsKeyDown(Enum.KeyCode.LeftControl) then moveVec = moveVec - Vector3.new(0,1,0) end
if moveVec.Magnitude > 0 then
local targetVel = moveVec.Unit * FLY_SPEED
r.AssemblyLinearVelocity = Vector3.new(targetVel.X, targetVel.Y, targetVel.Z)
else
r.AssemblyLinearVelocity = Vector3.new(0,0,0)
end
end)
end
end
-- LOCAL PUSH (attempt to push nearby players by setting their HRP velocity)
local function doPush()
if pushCooldown then return end
pushCooldown = true
task.delay(PUSH_COOLDOWN, function() pushCooldown = false end)
local char = getCharacter()
local hrp = getHRP(char)
if not hrp then return end
for _, other in ipairs(Players:GetPlayers()) do
if other ~= player and other.Character then
local ohrp = getHRP(other.Character)
if ohrp then
local dist = (ohrp.Position - hrp.Position).Magnitude
if dist <= PUSH_RADIUS then
-- local attempt to push them away
local dir = (ohrp.Position - hrp.Position).Unit
pcall(function()
ohrp.AssemblyLinearVelocity = dir * PUSH_FORCE + Vector3.new(0, PUSH_FORCE * 0.2, 0)
end)
end
end
end
end
end
-- LOCAL PUNCH (local visual + small impulse to nearest)
local function doPunch()
if punchCooldown then return end
punchCooldown = true
task.delay(PUNCH_COOLDOWN, function() punchCooldown = false end)
local char = getCharacter()
local hrp = getHRP(char)
if not hrp then return end
local nearest, nd = nil, math.huge
for _, other in ipairs(Players:GetPlayers()) do
if other ~= player and other.Character then
local ohrp = getHRP(other.Character)
if ohrp then
local d = (ohrp.Position - hrp.Position).Magnitude
if d < nd and d <= PUNCH_RADIUS then
nd = d
nearest = ohrp
end
end
end
end
if nearest then
local dir = (nearest.Position - hrp.Position).Unit
pcall(function()
nearest.AssemblyLinearVelocity = dir * PUNCH_FORCE + Vector3.new(0, PUNCH_FORCE * 0.1, 0)
end)
end
end
-- Input handling
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.UserInputType ~= Enum.UserInputType.Keyboard then return end
local key = input.KeyCode
if key == SPEED_TOGGLE_KEY then
speedEnabled = not speedEnabled
if speedEnabled then
startSpeedControl()
else
stopSpeedControl()
end
print("[Powers] Speed enabled:", speedEnabled)
elseif key == SUPERJUMP_KEY then
doSuperJump()
elseif key == FLY_TOGGLE_KEY then
toggleFly()
print("[Powers] Fly toggled:", flyEnabled)
elseif key == PUSH_KEY then
doPush()
elseif key == PUNCH_KEY then
doPunch()
end
end)
-- initialize when character appears
local function onCharacterAdded(char)
task.spawn(function()
-- small delay so HRP exists
local hrp = getHRP(char)
local hum = char:FindFirstChildOfClass("Humanoid")
if not hrp or not hum then
hrp = char:WaitForChild("HumanoidRootPart", 3)
hum = char:FindFirstChildOfClass("Humanoid")
end
-- start speed control on spawn if enabled
if speedEnabled then startSpeedControl() end
end)
end
if player.Character then
onCharacterAdded(player.Character)
end
player.CharacterAdded:Connect(onCharacterAdded)
print("[CombinedPowers] Loaded. Keys: F=Speed toggle, J=SuperJump, K=Fly toggle, G=Push(local), H=Punch(local)")



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PRESS F TO DEACTIVATE SPEED RUN PRESS K TO FLY PRESS J TO SUPER JUMP