local Rayfield = loadstring(game:HttpGet('https://sirius.menu/rayfield'))() local Window = Rayfield:CreateWindow({ Name = "Cryziie's Arsenal Script", Icon = 0, LoadingTitle = "taking suggestions dm @Cryziie on discord", LoadingSubtitle = "Presented by: Cryziie", ShowText = "taking suggestions dm @Cryziie on discord", Theme = "Default", ToggleUIKeybind = "K", DisableRayfieldPrompts = false, DisableBuildWarnings = false, ConfigurationSaving = { Enabled = true, FolderName = nil, FileName = "Big Hub" }, Discord = { Enabled = false, Invite = "noinvitelink", RememberJoins = true }, KeySystem = false, KeySettings = { Title = "Untitled", Subtitle = "Key System", Note = "No method of obtaining the key is provided", FileName = "Key", SaveKey = true, GrabKeyFromSite = false, Key = {"Hello"} } }) local MainTab = Window:CreateTab("Movement", nil) -- Infinite Jump Toggle local InfiniteJumpEnabled = false local InfiniteJumpConnection = nil MainTab:CreateToggle({ Name = "Infinite Jump", CurrentValue = false, Callback = function(Value) InfiniteJumpEnabled = Value -- Clean up existing connection if toggled off if not InfiniteJumpEnabled then if InfiniteJumpConnection then InfiniteJumpConnection:Disconnect() InfiniteJumpConnection = nil end return end -- Start connection when toggled on local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local player = Players.LocalPlayer InfiniteJumpConnection = UserInputService.InputBegan:Connect(function(input, gameProcessed) if gameProcessed then return end if not InfiniteJumpEnabled then return end if input.KeyCode == Enum.KeyCode.Space then local character = player.Character local humanoid = character and character:FindFirstChildOfClass("Humanoid") local rootPart = character and character:FindFirstChild("HumanoidRootPart") if humanoid and rootPart and humanoid:GetState() ~= Enum.HumanoidStateType.Dead then humanoid:ChangeState(Enum.HumanoidStateType.Jumping) rootPart.AssemblyLinearVelocity = Vector3.new(rootPart.AssemblyLinearVelocity.X, humanoid.JumpPower, rootPart.AssemblyLinearVelocity.Z) end end end) end, }) local Flying = false local FlySpeedSetting = 50 local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local function toggleFlight(enabled) if enabled then local character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait() local root = character:WaitForChild("HumanoidRootPart") local bv = Instance.new("BodyVelocity") bv.MaxForce = Vector3.new(1e5, 1e5, 1e5) bv.Parent = root local bg = Instance.new("BodyGyro") bg.MaxTorque = Vector3.new(1e5, 1e5, 1e5) bg.CFrame = root.CFrame bg.Parent = root RunService.RenderStepped:Connect(function() if Flying then local moveDirection = Vector3.new(0, 0, 0) if UserInputService:IsKeyDown(Enum.KeyCode.W) then moveDirection = moveDirection + workspace.CurrentCamera.CFrame.LookVector end if UserInputService:IsKeyDown(Enum.KeyCode.S) then moveDirection = moveDirection - workspace.CurrentCamera.CFrame.LookVector end if UserInputService:IsKeyDown(Enum.KeyCode.A) then moveDirection = moveDirection - workspace.CurrentCamera.CFrame.RightVector end if UserInputService:IsKeyDown(Enum.KeyCode.D) then moveDirection = moveDirection + workspace.CurrentCamera.CFrame.RightVector end if UserInputService:IsKeyDown(Enum.KeyCode.Space) then moveDirection = moveDirection + Vector3.new(0, 1, 0) end if UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) then moveDirection = moveDirection - Vector3.new(0, 1, 0) end -- Update velocity only if there is a movement input if moveDirection.Magnitude > 0 then bv.Velocity = moveDirection.Unit * FlySpeedSetting else bv.Velocity = Vector3.new(0, 0, 0) -- Stop movement when no keys are pressed end -- Maintain vertical position to avoid any unintended downward movement bv.Velocity = Vector3.new(bv.Velocity.X, bv.Velocity.Y, bv.Velocity.Z) end end) else local character = LocalPlayer.Character if character and character:FindFirstChild("HumanoidRootPart") then for _, obj in pairs(character.HumanoidRootPart:GetChildren()) do if obj:IsA("BodyVelocity") or obj:IsA("BodyGyro") then obj:Destroy() end end end end end MainTab:CreateToggle({ Name = "Flight Mode", Info = "Activating this instantly starts flying. Deactivating stops it.", CurrentValue = false, Flag = "FlightToggleClean", Callback = function(Value) Flying = Value toggleFlight(Value) end, }) -- Flight Speed Slider MainTab:CreateSlider({ Name = "Fly Speed", Info = "Adjusts your velocity while flying.", Range = {0, 400}, Increment = 5, Suffix = " Speed", CurrentValue = 50, Flag = "FlySpeedSlider", Callback = function(Value) FlySpeedSetting = Value local Player = Players.LocalPlayer if not Player.Character or not Player.Character:FindFirstChild("Humanoid") then return end if Player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Freefall then Player.Character.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) end end, }) MainTab:CreateToggle({ Name = "No Clip", Info = "Enable/Disable No Clip (pass through walls)", CurrentValue = false, Flag = "NoClipToggle", Callback = function(Value) NoClipEnabled = Value local character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait() for _, part in pairs(character:GetChildren()) do if part:IsA("BasePart") then part.CanCollide = not NoClipEnabled -- Disable collisions in No Clip mode end end if NoClipEnabled then RunService.Stepped:Connect(function() if NoClipEnabled then local root = character:FindFirstChild("HumanoidRootPart") if root then root.Position = root.Position -- This will continuously set position, preventing it from snapping back end end end) end end, }) local Divider = MainTab:CreateDivider() local Paragraph = MainTab:CreateParagraph({Title = "I am still learning and definitely taking suggestions for features to add just dm @Cryziie on discord", Content = ""}) local Paragraph = MainTab:CreateParagraph({Title = "this also works on other games too i know flight works on jailbreak mm2 just try it out and LMKK watchu think PLEASEE", Content = ""}) local SecondTab = Window:CreateTab("Aimbot", nil) -- ESP Setup local ESPEnabled = false local Camera = workspace.CurrentCamera local Cache = {} local function CleanPlayerESP(player) if Cache[player] then if Cache[player].Line then Cache[player].Line:Destroy() Cache[player].Line = nil end if Cache[player].Text then Cache[player].Text:Destroy() Cache[player].Text = nil end if Cache[player].Highlight then Cache[player].Highlight:Destroy() Cache[player].Highlight = nil end Cache[player] = nil end end local function CreateESP(player) if player == LocalPlayer then return end local connection connection = RunService.RenderStepped:Connect(function() local character = player.Character local root = character and character:FindFirstChild("HumanoidRootPart") local humanoid = character and character:FindFirstChildOfClass("Humanoid") if not character or not root or not humanoid or humanoid.Health <= 0 then CleanPlayerESP(player) return end if not ESPEnabled then return end local screenPos, onScreen = Camera:WorldToViewportPoint(root.Position) if onScreen then if not Cache[player] then Cache[player] = {} end -- ESP Highlight if not Cache[player].Highlight or not Cache[player].Highlight.Parent then local highlight = Instance.new("Highlight") highlight.Name = "ESPOutline" highlight.FillColor = Color3.fromRGB(255, 0, 0) highlight.FillTransparency = 0.6 highlight.OutlineColor = Color3.fromRGB(255, 0, 0) highlight.OutlineTransparency = 0 highlight.Adornee = character highlight.Parent = character Cache[player].Highlight = highlight else Cache[player].Highlight.Enabled = true end -- Tracer Lines if not Cache[player].Line then local line = Drawing.new("Line") line.Color = Color3.fromRGB(255, 0, 0) line.Thickness = 2 line.Transparency = 1 Cache[player].Line = line end Cache[player].Line.From = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y) Cache[player].Line.To = Vector2.new(screenPos.X, screenPos.Y) Cache[player].Line.Visible = true -- Distance Text Tracking if not Cache[player].Text then local text = Drawing.new("Text") text.Color = Color3.fromRGB(255, 255, 255) text.Size = 18 text.Center = true text.Outline = true text.OutlineColor = Color3.fromRGB(0, 0, 0) Cache[player].Text = text end local distance = math.floor((LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("HumanoidRootPart") and (LocalPlayer.Character.HumanoidRootPart.Position - root.Position).Magnitude) or 0) Cache[player].Text.Text = string.format("%s\n[%d studs]", player.Name, distance) Cache[player].Text.Position = Vector2.new(screenPos.X, screenPos.Y - 45) Cache[player].Text.Visible = true else CleanPlayerESP(player) end end) player.CharacterRemoving:Connect(function() CleanPlayerESP(player) end) end -- ESP SecondTab:CreateToggle({ Name = "ESP", Info = "Toggle Enemy ESP on/off.", CurrentValue = false, Flag = "ESPToggle", Callback = function(Value) ESPEnabled = Value if Value then for _, p in pairs(Players:GetPlayers()) do CreateESP(p) end Players.PlayerAdded:Connect(CreateESP) else for _, p in pairs(Players:GetPlayers()) do CleanPlayerESP(p) end end end, }) -- END OF ESP -- AIMBOT local AimbotEnabled = false local AimbotMaxDistance = 1000 local AimbotConn = nil local AimbotFOV = 60 -- Default FOV value local ignoredUsernames = {} -- List of usernames to ignore local function GetClosestEnemy() local closest = nil local shortestDist = AimbotMaxDistance local myChar = LocalPlayer.Character local myRoot = myChar and myChar:FindFirstChild("HumanoidRootPart") if not myRoot then return nil end for _, plr in ipairs(Players:GetPlayers()) do -- Check if the enemy is not the local player, is not on the same team, is not in the ignore list, -- not below the map (Y-coordinate < 0), and is alive local char = plr.Character local root = char and char:FindFirstChild("HumanoidRootPart") if plr ~= LocalPlayer and plr.Team ~= LocalPlayer.Team and not table.find(ignoredUsernames, plr.Name) and root and root.Position.Y >= 0 then local head = char and char:FindFirstChild("Head") local humanoid = char and char:FindFirstChildOfClass("Humanoid") if head and humanoid and humanoid.Health > 0 then local dist = (head.Position - myRoot.Position).Magnitude if dist < shortestDist then shortestDist = dist closest = head end end end end return closest end SecondTab:CreateToggle({ Name = "Aimbot", Info = "Automatically locks onto the nearest enemy.", CurrentValue = false, Flag = "AimbotToggle", Callback = function(Value) AimbotEnabled = Value if AimbotConn then AimbotConn:Disconnect() AimbotConn = nil end if Value then AimbotConn = RunService.RenderStepped:Connect(function() if AimbotEnabled then local target = GetClosestEnemy() if target then -- Aim directly at the target local camera = workspace.CurrentCamera local targetPosition = target.Position camera.CFrame = CFrame.new(camera.CFrame.Position, targetPosition) -- Automatically shoot at the target ShootAtTarget(target) -- Call to shoot directly at the target end end end) end end, }) -- Function to handle shooting logic to hit the target local function ShootAtTarget(target) -- Create a bullet part local bullet = Instance.new("Part") bullet.Size = Vector3.new(0.1, 0.1, 1) -- Size of the bullet bullet.Position = LocalPlayer.Character.HumanoidRootPart.Position + Vector3.new(0, 1, 0) -- Start just above the character bullet.Anchored = false bullet.CanCollide = false bullet.Material = Enum.Material.Neon bullet.BrickColor = BrickColor.new("Bright red") bullet.Parent = workspace -- Calculate the direction to the nearest target local direction = (target.Position - bullet.Position).unit bullet.Velocity = direction * 100 -- Set bullet speed (adjust as needed) -- Optionally, add a lifetime for the bullet game.Debris:AddItem(bullet, 5) -- Remove bullet after 5 seconds print("Shooting at target: " .. target.Name) -- Add additional logic for dealing damage or effects here. end SecondTab:CreateSlider({ Name = "Aimbot Max Distance", Info = "Maximum studs the aimbot will reach", Range = {50, 2000}, Increment = 50, Suffix = " studs", CurrentValue = 1000, Flag = "AimbotDistance", Callback = function(Value) AimbotMaxDistance = Value end, }) SecondTab:CreateSlider({ Name = "Aimbot FOV", Info = "Field of View for Aimbot (degrees)", Range = {10, 120}, -- Minimum and maximum FOV Increment = 5, Suffix = " degrees", CurrentValue = AimbotFOV, Flag = "AimbotFOVSlider", Callback = function(Value) AimbotFOV = Value end, }) -- Add Ignore Usernames UI Element SecondTab:CreateInput({ Name = "Ignore Username", PlaceholderText = "Enter the username to ignore", RemoveTextAfterFocusLost = true, Callback = function(username) if username and username ~= "" then table.insert(ignoredUsernames, username) print(username .. " has been added to ignore list.") end end, }) -- Remove from Ignore Usernames SecondTab:CreateInput({ Name = "Remove Ignore Username", PlaceholderText = "Enter username to remove", RemoveTextAfterFocusLost = true, Callback = function(username) for i = #ignoredUsernames, 1, -1 do if ignoredUsernames[i] == username then table.remove(ignoredUsernames, i) print(username .. " has been removed from ignore list.") break end end end, }) -- END OF AIMBOT local ThirdTab = Window:CreateTab("Graphics", nil) local Divider = ThirdTab:CreateDivider() local Paragraph = ThirdTab:CreateParagraph({Title = "FOR THE BEST NIGHT MODE RESULTS PLEASE", Content = ""}) local Paragraph = ThirdTab:CreateParagraph({Title = "Turn on NIGHT MODE AND THEN FULLBRIGHT", Content = ""}) ThirdTab:CreateToggle({ Name = "Fullbright", CurrentValue = false, Flag = "FullbrightToggle", Callback = function(Value) if Value then game:GetService("Lighting").Brightness = 2 game:GetService("Lighting").ClockTime = 14 game:GetService("Lighting").FogEnd = 100000 game:GetService("Lighting").GlobalShadows = false game:GetService("Lighting").OutdoorAmbient = Color3.fromRGB(128, 128, 128) else game:GetService("Lighting").Brightness = 1 game:GetService("Lighting").ClockTime = 8 game:GetService("Lighting").FogEnd = 100000 game:GetService("Lighting").GlobalShadows = true game:GetService("Lighting").OutdoorAmbient = Color3.fromRGB(70, 70, 70) end end, }) -- Toggle State Variables to restore original settings local originalMaterials = {} local originalShadows = game.Lighting.GlobalShadows -- Low Graphics Toggle local Toggle = ThirdTab:CreateToggle({ Name = "Lowest Graphics Mode", CurrentValue = false, Flag = "LowGraphicsToggle", Callback = function(Value) if Value then -- TURN ON LOW GRAPHICS -- 1. Optimize Lighting and Shadows game.Lighting.GlobalShadows = false game.Lighting.FogEnd = 9e9 -- 2. Force smooth plastic material on workspace parts to boost FPS for _, desc in pairs(workspace:GetDescendants()) do if desc:IsA("BasePart") and desc.ClassName ~= "Terrain" then originalMaterials[desc] = desc.Material desc.Material = Enum.Material.SmoothPlastic end end -- 3. Turn off demanding post-processing effects for _, fx in pairs(game.Lighting:GetChildren()) do if fx:IsA("PostEffect") or fx:IsA("BloomEffect") or fx:IsA("BlurEffect") or fx:IsA("SunRaysEffect") or fx:IsA("DepthOfFieldEffect") then fx.Enabled = false end end else -- TURN OFF LOW GRAPHICS (Restore Original Settings) -- 1. Restore Shadows game.Lighting.GlobalShadows = originalShadows -- 2. Restore Original Materials for part, material in pairs(originalMaterials) do if part and part.Parent then part.Material = material end end table.clear(originalMaterials) -- 3. Restore Post-Processing Effects for _, fx in pairs(game.Lighting:GetChildren()) do if fx:IsA("PostEffect") or fx:IsA("BloomEffect") or fx:IsA("BlurEffect") or fx:IsA("SunRaysEffect") or fx:IsA("DepthOfFieldEffect") then fx.Enabled = true end end end end, }) local NightToggle = ThirdTab:CreateToggle({ Name = "Night Mode turn on fullbright after night mode", CurrentValue = false, Flag = "ForceNightTime", Callback = function(Value) -- Disconnect any previous loop to prevent stacking if _G.NightLoop then _G.NightLoop:Disconnect() _G.NightLoop = nil end if Value then -- Set initial midnight settings game.Lighting.ClockTime = 0 game.Lighting.Ambient = Color3.fromRGB(30, 30, 40) -- Soft dark blue tint game.Lighting.OutdoorAmbient = Color3.fromRGB(15, 15, 20) -- Darker shadows -- Loop to constantly freeze time if the server tries to change it _G.NightLoop = game:GetService("RunService").Heartbeat:Connect(function() game.Lighting.ClockTime = 0 end) else -- Restore standard daytime defaults game.Lighting.ClockTime = 14 -- 2:00 PM standard time game.Lighting.Ambient = Color3.fromRGB(128, 128, 128) game.Lighting.OutdoorAmbient = Color3.fromRGB(128, 128, 128) end end, }) -- Color Vibrance Toggle ThirdTab:CreateToggle({ Name = "Color Vibrance", CurrentValue = false, Flag = "VibranceMode", Callback = function(Value) -- Find or create a dedicated ColorCorrection instance for vibrance local vibranceCorrection = game.Lighting:FindFirstChild("VibranceColorCorrection") or Instance.new("ColorCorrectionEffect") if Value then vibranceCorrection.Name = "VibranceColorCorrection" vibranceCorrection.Saturation = 0.45 -- Strongly enhances and pops all world colors vibranceCorrection.Contrast = 0.15 -- Slightly deepens the image to keep colors crisp vibranceCorrection.Brightness = 0.02 -- Minor tint adjustment to keep whites clean vibranceCorrection.Parent = game.Lighting else -- Safely clean up and restore game default visuals if game.Lighting:FindFirstChild("VibranceColorCorrection") then game.Lighting.VibranceColorCorrection:Destroy() end end end, }) -- Realistic Graphics Engine Toggle ThirdTab:CreateToggle({ Name = "Realistic Mode", CurrentValue = false, Flag = "RealisticMode", Callback = function(Value) -- Find or create instances for high-end cinematic layering local colorCorrection = game.Lighting:FindFirstChild("RealColor") or Instance.new("ColorCorrectionEffect") local bloom = game.Lighting:FindFirstChild("RealBloom") or Instance.new("BloomEffect") local sunRays = game.Lighting:FindFirstChild("RealSunRays") or Instance.new("SunRaysEffect") local atmosphere = game.Lighting:FindFirstChild("RealAtmosphere") or Instance.new("Atmosphere") if Value then -- 1. Force Advanced Global Illumination & Dynamic Shadows game.Lighting.Technology = Enum.Technology.Future game.Lighting.GlobalShadows = true game.Lighting.Brightness = 2.5 game.Lighting.EnvironmentSpecularScale = 1 game.Lighting.EnvironmentDiffuseScale = 1 -- 2. Color Tone Mapping (Replicates realistic camera sensor values) colorCorrection.Name = "RealColor" colorCorrection.Brightness = -0.02 -- Softly curbs overexposed sunlight colorCorrection.Contrast = 0.18 -- Deepens shadows without losing part textures colorCorrection.Saturation = 0.08 -- Subtle color pop without looking cartoonish colorCorrection.TintColor = Color3.fromRGB(255, 250, 245) -- Warm sunlight balance colorCorrection.Parent = game.Lighting -- 3. Realistic Light Bleed & Atmosphere bloom.Name = "RealBloom" bloom.Intensity = 0.35 -- Soft, natural glare bloom.Size = 24 -- Smooth blend radius bloom.Threshold = 0.9 -- Only glows true light sources (sun, neon) bloom.Parent = game.Lighting -- 4. Dynamic Volumetric Sun Rays sunRays.Name = "RealSunRays" sunRays.Intensity = 0.25 -- Real god-rays shining past corners sunRays.Spread = 0.7 -- Wide cinematic dispersion sunRays.Parent = game.Lighting -- 5. Horizon Air Density (Blends the sky naturally with the world) atmosphere.Name = "RealAtmosphere" atmosphere.Density = 0.3 -- Realistic atmospheric air thickness atmosphere.Offset = 0.25 -- Horizon glare placement atmosphere.Glare = 1 -- Sun ring scatter effect atmosphere.Haze = 0.5 -- Soft mountain distance mist atmosphere.Parent = game.Lighting else -- Revert to traditional safe engine defaults game.Lighting.Technology = Enum.Technology.ShadowMap game.Lighting.Brightness = 1 game.Lighting.EnvironmentSpecularScale = 0 game.Lighting.EnvironmentDiffuseScale = 0 if game.Lighting:FindFirstChild("RealColor") then game.Lighting.RealColor:Destroy() end if game.Lighting:FindFirstChild("RealBloom") then game.Lighting.RealBloom:Destroy() end if game.Lighting:FindFirstChild("RealSunRays") then game.Lighting.RealSunRays:Destroy() end if game.Lighting:FindFirstChild("RealAtmosphere") then game.Lighting.RealAtmosphere:Destroy() end end end, })