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