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- local library=loadstring(game:HttpGet("https://raw.githubusercontent.com/CriShoux/OwlHub/master/UILib.lua", true))();local toggles={};
- local main = library:new("Main");
- main:newBtn("Infinite Reiatsu", function(tg)
- toggles.infr=tg;
- end)
- --Infinite stamina
- local mt = getrawmetatable(game);
- local nc = mt.__namecall;
- local nidx = mt.__newindex
- setreadonly(mt, false);
- mt.__namecall = newcclosure(function(...)
- local args={...};
- if getnamecallmethod()=='FireServer' and tostring(args[1])=='take' and toggles.infr then
- args[2]=0.01;
- return nc(unpack(args));
- end;
- return nc(...);
- end);
- --No cooldown on a few shits;
- local player = game.Players.LocalPlayer;local sword = player.stats.shikai.Value and player.stats.shikainame.Value or 'Zanpakuto'
- local cooltable = {};
- local oldtable={["stuff"]={}, ["sword"]={}};
- function refresh()
- cooltable = {};
- oldtable={["stuff"]={}, ["sword"]={}};
- for i,v in pairs(getgc()) do
- if type(v)=='function' and type(getfenv(v).script)=='userdata' and tostring(getfenv(v).script) == 'stuff' then
- for ind,const in pairs(debug.getconstants(v)) do
- if tostring(const):find'Z' then
- cooltable[v]={}
- for index, upval in pairs(debug.getupvalues(v)) do
- if upval == true then
- table.insert(cooltable[v], index)
- end
- if type(upval)=='function' then
- if pcall(debug.getupvalue, v, index+1) and type(debug.getupvalue(v, index+1))=='function' or type(debug.getupvalue(v, index-1))=='function' then
- if oldtable["stuff"][v] then
- oldtable["stuff"][v][index]={[true] = upval, [false]=function() end}
- else
- oldtable["stuff"][v]={[index]={[true] = upval, [false]=function() end}}
- end
- debug.setupvalue(v, index, oldtable["stuff"][v][index][not toggles.ncd])
- end
- end
- end
- end
- end
- end
- end
- for i,v in pairs(getgc()) do
- if type(v)=='function' and type(getfenv(v).script)=='userdata' and getfenv(v).script.Parent and (getfenv(v).script.Parent.Name==sword) then
- cooltable[v]={};
- for index, upval in pairs(debug.getupvalues(v)) do
- if type(upval)=='boolean' then
- table.insert(cooltable[v], index);
- end
- if type(upval)=='function' then
- if oldtable["sword"][v] then
- oldtable["sword"][v][index]={[true] = upval, [false]=function() end}
- else
- oldtable["sword"][v]={[index]={[true] = upval, [false]=function() end}}
- end
- debug.setupvalue(v, index, oldtable["sword"][v][index][not toggles.ncd])
- end
- end
- end
- end
- end
- refresh();
- player.CharacterAdded:Connect(function()
- repeat wait() until (player.Backpack:FindFirstChild(sword) or player.Character:FindFirstChild(sword)) and player.PlayerScripts.PlayerModule.CameraModule.CameraUtils:FindFirstChild'stuff'
- refresh()
- end)
- main:newBtn("No Cooldown", function(tg)
- spawn(function()
- toggles.ncd = tg;
- refresh();
- if tg then
- while toggles.ncd do
- game:service'RunService'.Stepped:Wait()
- for func,v in pairs(cooltable) do
- for i, index in pairs(v) do
- debug.setupvalue(func, index, true)
- end
- end
- end
- end
- end)
- end)
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