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Acient Egypt script.lua
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Acient Egypt script.lua
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local library = loadstring(game:HttpGet('https://byfron.glitch.me/scripts/ui_library.lua'))()
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Remotes = ReplicatedStorage.Remotes
local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local Camera = workspace.CurrentCamera
library:Init({
version = "3.2",
title = "MastersMZ's Ancient Egypt Script",
company = "Depso"
})
library:Watermark("Script made by Depso")
local function CreateOptions(Table, Tab)
local types = {
["boolean"] = "NewToggle",
["function"] = "NewButton",
}
for index, value in next, Table do
local Call = types[typeof(value)]
if not Call then
continue
end
local Element = Tab[Call]
Table[index]=Element(Element,index, value)
end
return Table
end
local function RecursiveFindClass(Parent: Model, ClassName)
for _, Instance in next, Parent:GetDescendants() do
if Instance:IsA(ClassName) then
return Instance
end
end
end
local Game = {}
Game.MainGUI = LocalPlayer.PlayerGui:FindFirstChild("PharaohIntro", true).Parent
Game.SellUI = Game.MainGUI:WaitForChild("SellOres")
--local Sell: ScrollingFrame = Game.SellUI.Sell
--Sell.Parent = Game.MainGUI
--Sell.Size = UDim2.new(1,0,1,0)
--Sell.Position = UDim2.new(0,0,0.1,0)
--Sell.CanvasSize = UDim2.new(0,0,0,0)
--Sell.Visible = false
--for _, SellOre: TextButton in next, Sell:GetChildren() do
-- if not SellOre:IsA("TextButton") then continue end
-- SellOre.ZIndex = 999
--end
--local VirtualUser = game:GetService("VirtualUser")
--Game.SellUI:GetPropertyChangedSignal("Visible"):Connect(function()
-- if not Game.SellUI.Visible then return end
-- Sell.Visible = true
-- wait(.1)
-- local Backpack = LocalPlayer.Backpack
-- for _, Ore in next, Backpack:GetChildren() do
-- local SellButton: TextButton = Sell:FindFirstChild(Ore.Name)
-- if not SellButton then continue end
-- local Position = SellButton.AbsolutePosition
-- local Size = SellButton.AbsoluteSize
-- Position = Vector2.new(Position.X+(Size.X/2), Position.Y+(Size.Y/2))
-- local Began = tick()
-- VirtualUser:CaptureController()
-- repeat
-- VirtualUser:ClickButton1(Position, Camera.CFrame)
-- --mousemoveabs()
-- --mouse1click()
-- wait()
-- until not Ore or Ore.Parent ~= Backpack or tick()-Began > 1.5
-- wait()
-- end
-- Sell.Visible = false
-- Game.SellUI.Visible = false
--end)
function Game:UseFood(Item: Tool)
return Item:WaitForChild("Fge"):FireServer()
end
local Char = {}
local RespawnData = {}
function Char:HasItem(Name)
local Backpack = LocalPlayer.Backpack
local Character = Char.Character
return Backpack:FindFirstChild(Name) or Character:FindFirstChild(Name)
end
function Char:GetCharacterItems(Character)
local Character = Character or LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
self.Character = Character
self.Humanoid = Humanoid
self.Root = Humanoid.RootPart
if Char.SpawnAtDeath then
task.wait(.05)
for Prop, Value in next, RespawnData do
self.Root[Prop] = Value
end
end
Humanoid.Died:Connect(function()
for _, Prop in next, {"CFrame", "Velocity"} do
RespawnData[Prop] = self.Root[Prop]
end
end)
return Char
end
local PlayerTab = library:NewTab("Player")
LocalPlayer.CharacterAdded:Connect(function(Character) -- I know this is bozo
Char:GetCharacterItems(Character)
end)
Char:GetCharacterItems()
PlayerTab:NewSection("Hide Game UIs")
function Game:SetUIVisible(Name: string, State)
for _, Frame in next, Game.MainGUI:GetChildren() do
if not Frame.Name:find(Name) then continue end
Frame.Visible = State
end
end
PlayerTab:NewButton("Hide team selection UI", function()
Game:SetUIVisible("Become", false)
end)
PlayerTab:NewButton("Hide jail time", function()
local JailUI = LocalPlayer.PlayerGui["JailTimeScreen"]
JailUI:FindFirstChildOfClass("TextLabel").Visible = false
end)
local WeatherValues = ReplicatedStorage.Values
local Raining: BoolValue = WeatherValues.Raining
local Storming: BoolValue = WeatherValues.Storming
local DisableWeather = PlayerTab:NewToggle("Disable weather", false, function()
Raining.Value = false
Storming.Value = false
end)
Raining:GetPropertyChangedSignal("Value"):Connect(function()
if DisableWeather:GetValue() then
Raining.Value = false
end
end)
Storming:GetPropertyChangedSignal("Value"):Connect(function()
if DisableWeather:GetValue() then
Storming.Value = false
end
end)
PlayerTab:NewToggle("Respawn at death location", false, function(value)
Char.SpawnAtDeath = value
end)
local NoClip = PlayerTab:NewToggle("No Collision", false):AddKeybind(Enum.KeyCode.C)
local InfiniteJump = PlayerTab:NewToggle("Air Jump", false):AddKeybind(Enum.KeyCode.V)
PlayerTab:NewSection("Flight")
local FlightEnabled = PlayerTab:NewToggle("Fight (WASD Shift, Space)", false):AddKeybind(Enum.KeyCode.G)
local FlySpeed = PlayerTab:NewSlider("Flight Speed", "", true, "/", {min=0.3,max=50,default=1})
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
RunService.Stepped:Connect(function()
if not Char.Character then return end
if FlightEnabled:GetValue() and Char.Root then
local Speed = FlySpeed:GetValue() + (UserInputService:IsKeyDown(Enum.KeyCode.LeftControl) and 3 or 0)
local v = Char.Root.Velocity
Char.Root.Velocity = Vector3.new(0,v.Y < 0 and math.abs(v.Y) or 0.5,0)
pcall(function()
local Rotation = CFrame.new(Char.Root.Position)*CFrame.Angles(0,select(2,Camera.CFrame.Rotation:ToOrientation()),0)
Char.Root.CFrame = Rotation * CFrame.new(
UserInputService:IsKeyDown(Enum.KeyCode.A) and -Speed or
UserInputService:IsKeyDown(Enum.KeyCode.D) and Speed or 0
,
UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) and- Speed or
UserInputService:IsKeyDown(Enum.KeyCode.Q) and -Speed or
UserInputService:IsKeyDown(Enum.KeyCode.Space) and Speed or
UserInputService:IsKeyDown(Enum.KeyCode.E) and Speed or 0
,
UserInputService:IsKeyDown(Enum.KeyCode.W) and -Speed or
UserInputService:IsKeyDown(Enum.KeyCode.S) and Speed or 0
)
end)
end
if NoClip:GetValue() then
for _, Part in next, Char.Character:GetDescendants() do
if Part:IsA("BasePart") then
Part.CanCollide = false
end
end
end
end)
local HumanoidEntries = {
["WalkSpeed"] = true,
["JumpPower"] = true,
}
PlayerTab:NewSection("Humanoid")
for Entry, _ in next, HumanoidEntries do
local Default = Char.Humanoid[Entry]
local Slider = PlayerTab:NewSlider(Entry,"",true,"/",{min=Default,max=420,default=Default},function(Value)
Char.Humanoid[Entry] = Value
end)
HumanoidEntries[Entry] = Slider
end
coroutine.wrap(function()
while task.wait(.5) do
local Humanoid = Char.Humanoid
if not Humanoid then continue end
for Entry, Value in next, HumanoidEntries do
Humanoid[Entry] = Value:GetValue()
end
end
end)()
PlayerTab:NewSection("Drop deben")
local DropSpeed = PlayerTab:NewSlider("Drops every second","",true,"/",{min=1,max=500,default=1}, function(Amount)
Remotes.TextToNumber:FireServer(Amount)
end)
local SpamDrops;SpamDrops=PlayerTab:NewToggle("Spam drop deben", false, function(Value)
if not Value then return end
local Remote = Game.MainGUI:FindFirstChild("Adfrs", true)
while SpamDrops:GetValue() do
Remote:FireServer()
task.wait(1/DropSpeed:GetValue())
end
end):AddKeybind(Enum.KeyCode.H)
local TeleportsTab = library:NewTab("Teleports")
local StoreBillboards = {}
for _, BillBoard in next, workspace:GetDescendants() do
if BillBoard.Name ~= "StoreBillboard" or not BillBoard:IsA("BillboardGui") then
continue
end
local Part: Part = BillBoard.Parent
local PlaceName = BillBoard:FindFirstChildOfClass("TextLabel")
table.insert(StoreBillboards, BillBoard)
local IsLocation = PlaceName.Text == PlaceName.Text:upper()
if not IsLocation then
continue
end
TeleportsTab:NewButton(PlaceName.Text, function()
local Offset = BillBoard.StudsOffset
local Cframe = CFrame.new(Part.Position-Offset) * CFrame.new(0,2,0)
Char.Character:PivotTo(Cframe)
end)
task.wait()
end
local AutoFarmTab = library:NewTab("AutoFarm")
local Farm = {}
local FarmCFG = CreateOptions({
["Instant Prompts"] = true,
}, AutoFarmTab)
local OreSpawns: Folder = workspace.OreSpawns
local OreTypes = {} -- Extract ore types
for _, Type in next, OreSpawns:GetChildren()[1]:GetChildren() do
if Type:IsA("Model") and Type.Name:find("Ore") then
table.insert(OreTypes, Type.Name)
end
end
function Farm:GenerateOreData(Ore: Model)
local Mined = Ore:FindFirstChild("Mined")
local OreType = Ore:FindFirstChild("OreType")
if not Mined or not OreType then return print(Ore, "No an ore") end
local ActualOre: Model = Ore[OreType.Value]
return {
Model = Ore,
Type = OreType,
Ore = ActualOre,
Part = ActualOre:FindFirstChildOfClass("MeshPart"), -- BasePart returns nil
Mined = Mined,
Prompt = RecursiveFindClass(Ore, "ProximityPrompt")
}
end
function Farm:FindOre(FindOreType)
local Distance, FoundOre=nil,nil
for _, Ore in next, OreSpawns:GetChildren() do
local OreData = Farm:GenerateOreData(Ore)
if not OreData or OreData.Mined.Value then continue end
if OreData.Type.Value ~= FindOreType then continue end
local PrimaryPart = OreData.Part
if not PrimaryPart then continue end
local OreDistance = (PrimaryPart.Position - Char.Root.Position).Magnitude
if not Distance or OreDistance < Distance then
Distance = OreDistance
FoundOre = OreData
end
end
return FoundOre
end
AutoFarmTab:NewSection("Ore Types:")
FarmCFG.CollectOres = {}
for _, OreType in next, OreTypes do
FarmCFG.CollectOres[OreType] = AutoFarmTab:NewToggle(OreType, false)
end
function Farm:CheckInventory(Max: number, Include: string, SearchCharacter: boolean)
local Backpack = LocalPlayer.Backpack
local Children = Backpack:GetChildren()
local Count = 0
if SearchCharacter then
local Character = Char.Character
table.foreach(Character:GetChildren(), function(_, Tool)
table.insert(Children, Tool)
end)
end
for _, Tool in next, Children do
if Include and not Tool.Name:find(Include) then
continue
end
Count += 1
if Count >= Max then
return true
end
end
end
FarmCFG.SkipOre = false
function Farm:Farm(Toggle)
local function Check()
if Toggle and not Toggle:GetValue() then
return true
end
return FarmCFG.SkipOre
end
for OreType, FindOre in next, FarmCFG.CollectOres do
task.wait()
if not FindOre:GetValue() then continue end
if Check() then break end
local Ore: SharedTable = Farm:FindOre(OreType)
if not Ore then continue end
local ProxPrompt = Ore.Prompt
if not ProxPrompt then continue end
local Began = tick()
local MaxTime = 3
repeat
Char.Character:PivotTo(Ore.Part.CFrame)
fireproximityprompt(ProxPrompt, math.huge)
task.wait(.05)
until Ore.Mined.Value or tick()-Began > MaxTime or Check()
FarmCFG.SkipOre = false
end
FarmCFG.SkipOre = false
end
AutoFarmTab:NewSection("Auto Farm:")
FarmCFG.AutoFarm = AutoFarmTab:NewToggle("Farm Ores", false, function(value)
if not value then
return
end
local self = FarmCFG.AutoFarm
local Saved = Char.Character:GetPivot()
FarmCFG.SkipOre = false
if not Farm:CheckInventory(1, "Pickaxe", true) then
self:Set(false)
library:Notify("You do not own a pickaxe!", 8, "alert")
return
end
repeat
Farm:Farm(self)
until not self:GetValue()
Char.Character:PivotTo(Saved)
end):AddKeybind(Enum.KeyCode.F)
local WheatPlots = {}
local SellPoints = {}
for _, Part in next, workspace:GetDescendants() do
if Part.Name == "WheatPlot" then
table.insert(WheatPlots, Part)
continue
end
if Part.Name == "Sell" then
table.insert(SellPoints, Part)
continue
end
end
FarmCFG.AutoFarmWheet = AutoFarmTab:NewToggle("Farm Wheet", false, function(value)
if not value then
return
end
local self = FarmCFG.AutoFarmWheet
local Saved = Char.Character:GetPivot()
repeat
for _, Plot in next, WheatPlots do
for _, Node in next, Plot:GetChildren() do
if Node.Name ~= "WheatNode" then
continue
end
local Prompt = RecursiveFindClass(Node, "ProximityPrompt")
if not Prompt then
continue
end
local Part: Part = Prompt.Parent.Parent
Char.Character:PivotTo(Part:GetPivot())
wait(.1)
fireproximityprompt(Prompt)
wait(.1)
Char.Character:PivotTo(SellPoints[1]:GetPivot())
end
end
until not self:GetValue()
Char.Character:PivotTo(Saved)
end)
local BlackmarketTab = library:NewTab("Blackmarket")
local BlackmarketModel: Model = workspace:WaitForChild("BlackmarketModel")
for _, Dealer: Model in next, BlackmarketModel:GetChildren() do
local HumanoidRootPart = Dealer:FindFirstChild("HumanoidRootPart")
local Prompt = RecursiveFindClass(HumanoidRootPart, "ProximityPrompt")
BlackmarketTab:NewButton(Dealer.Name, function()
Char.Character:PivotTo(Dealer:GetPivot())
task.wait(1)
fireproximityprompt(Prompt)
end)
end
local TeamsTab = library:NewTab("Teams")
local Stands: Model = workspace:WaitForChild("Stands")
for _, Team: Model in next, Stands:GetChildren() do
if not Team.Name:find("Stand") then continue end
local Prompt = RecursiveFindClass(Team, "ProximityPrompt")
TeamsTab:NewButton(Team.Name, function()
Char.Character:PivotTo(Team:GetPivot())
task.wait(0.5)
fireproximityprompt(Prompt)
end)
end
local PlayersTab = library:NewTab("Players")
local Teams = game:GetService("Teams")
PlayersTab:NewButton("Teleport to Pharaoh", function()
local Pharaoh: Player = Teams.Pharaoh:GetPlayers()[1]
local Character = Pharaoh.Character
if not Character then
library:Notify("There is no Pharaoh", 8, "alert")
return
end
Char.Character:PivotTo(Character:GetPivot())
end)
local ProximityService = game:GetService("ProximityPromptService")
ProximityService.PromptButtonHoldBegan:Connect(function(prompt)
if FarmCFG["Instant Prompts"]:GetValue() then
fireproximityprompt(prompt, math.huge)
end
end)
local Alerts = {Hooks={}}
function Alerts:Hook(Includes, Callback)
self.Hooks[Includes] = Callback
return self
end
Alerts:Hook("too many of this ore", function(_, Child)
local AutoFarm = FarmCFG.AutoFarm
if not AutoFarm:GetValue() then return end
Child.Size = UDim2.new(0,0,0,0) -- Replace notification
library:Notify("Inventory full!", 6, "alert")
AutoFarm:Set(false)
end)
Alerts:Hook("Being mined by ", function(_, Child)
Child.Size = UDim2.new(0,0,0,0)
FarmCFG.SkipOre = true
end)
LocalPlayer.PlayerGui.DescendantAdded:Connect(function(Child)
local AlertName = "CoolDownPopup"
if Child.Name ~= AlertName then return end
local Msg: string = Child.Text
for Hook, Callback in next, Alerts.Hooks do
if Msg:find(Hook) then
Callback(Msg, Child)
end
end
end)