-- [[ Rscripts Risk Notice ]] -- This script is not verified by rscripts.net. Deal with caution. -- -- Stay safe: -- • Never log in on unofficial Roblox sites or lookalike domains. -- • Real Roblox links use roblox.com (check the .com ending). -- • Treat fake Roblox login / "claim reward" pages as phishing. -- [[ End Rscripts Risk Notice ]] -- ===== CONFIGURATION ===== local CONFIG = { aim_touch_zone = {x = 0, y = 0, w = 200, h = 200}, -- touch right half of screen to aim base_fov = 120, base_smoothing = 0.35, prediction_factor = 0.08, jump_height_mult = 2.5, speed_mult = 1.8, god_mode = true, no_fall_damage = true, min_sleep_ms = 5, max_sleep_ms = 25, } -- ===== MOBILE MEMORY OFFSETS (example – scan dynamically) ===== local OFFSETS = { player_list = 0x1234A8, local_player = 0x1234AC, view_angles = 0x1234B0, position = 0x1234B4, health = 0x1234B8, team = 0x1234BC, velocity = 0x1234C0, jump_force = 0x1234D0, gravity = 0x1234D4, speed_addr = 0x1234D8, fall_damage_flag = 0x1234DC, } -- ===== STUB MEMORY FUNCTIONS – REPLACE WITH MOBILE API ===== -- For Roblox mobile: you might use getrenv() and shared libraries. -- For standalone: use ffi or Android's /proc/pid/mem with pcall. local function readInt(addr) return 0 end local function readFloat(addr, count) if count == 1 then return 0.0 end return {0.0, 0.0, 0.0} end local function writeFloat(addr, val) end local function writeInt(addr, val) end -- ===== UTILITY ===== local function clamp(v, min, max) return math.max(min, math.min(max, v)) end local function normalizeYaw(yaw) yaw = yaw % 360 if yaw > 180 then yaw = yaw - 360 end if yaw < -180 then yaw = yaw + 360 end return yaw end local function vectorLen(v) return math.sqrt(v[1]^2 + v[2]^2 + v[3]^2) end local function sleep(ms) os.execute("sleep " .. tostring(ms/1000)) end -- mobile may use `syscall` or `coroutine.yield` -- ===== MAIN CLASS ===== local Aimbot = {} Aimbot.__index = Aimbot function Aimbot:new() local obj = setmetatable({}, Aimbot) obj.running = true obj.enabled = true obj.base_addr = 0x0 obj.touch_active = false return obj end function Aimbot:attach() -- On mobile, find base address via pattern scan or module base self.base_addr = 0x1000000 -- replace with actual return true end -- ===== PLAYER DATA FUNCTIONS ===== function Aimbot:getLocalPlayer() return readInt(self.base_addr + OFFSETS.local_player) end function Aimbot:getPosition(entity) return readFloat(entity + OFFSETS.position, 3) or {0,0,0} end function Aimbot:getHealth(entity) return readInt(entity + OFFSETS.health) end function Aimbot:getTeam(entity) return readInt(entity + OFFSETS.team) end function Aimbot:getVelocity(entity) return readFloat(entity + OFFSETS.velocity, 3) or {0,0,0} end function Aimbot:getViewAngles() return readFloat(self.base_addr + OFFSETS.view_angles, 2) or {0,0} end function Aimbot:setViewAngles(pitch, yaw) pitch = clamp(pitch, -89, 89) yaw = normalizeYaw(yaw) writeFloat(self.base_addr + OFFSETS.view_angles, {pitch, yaw}) end function Aimbot:getPlayerList() local addr = self.base_addr + OFFSETS.player_list local count = readInt(addr + 0x4) if count <= 0 or count > 64 then return {} end local list_ptr = readInt(addr) if list_ptr == 0 then return {} end local players = {} local localPlayer = self:getLocalPlayer() for i = 1, math.min(count, 64) do local ent = readInt(list_ptr + (i-1)*4) if ent ~= 0 and ent ~= localPlayer then table.insert(players, ent) end end return players end -- ===== AIMBOT LOOP ===== function Aimbot:aimbotLoop() local fov = CONFIG.base_fov + math.random(-10, 10) local smooth = CONFIG.base_smoothing + (math.random()*0.1 - 0.05) smooth = clamp(smooth, 0.1, 0.9) while self.running do if not self.enabled then sleep(math.random(10,30)) goto continue end -- Random sleep to evade detection sleep(math.random(CONFIG.min_sleep_ms, CONFIG.max_sleep_ms)) -- Mobile: check if finger is in aim zone (simplified – you'd use touch events) -- For demonstration, assume touch_active is set by GUI or touch handler if not self.touch_active then goto continue end local localPlayer = self:getLocalPlayer() if localPlayer == 0 then goto continue end local localPos = self:getPosition(localPlayer) if vectorLen(localPos) < 0.01 then goto continue end local localVel = self:getVelocity(localPlayer) local myTeam = self:getTeam(localPlayer) if myTeam == 0 then goto continue end local enemies = {} for _, ent in ipairs(self:getPlayerList()) do local health = self:getHealth(ent) if health > 0 and health < 1000 then local team = self:getTeam(ent) if team ~= myTeam and team ~= 0 then local pos = self:getPosition(ent) if vectorLen(pos) > 0.01 then local vel = self:getVelocity(ent) table.insert(enemies, {ent=ent, pos=pos, vel=vel}) end end end end if #enemies == 0 then goto continue end local curAngles = self:getViewAngles() local bestFov = fov local bestPitch, bestYaw = nil, nil for _, enemy in ipairs(enemies) do local delta = { enemy.pos[1] - localPos[1] + enemy.vel[1] * CONFIG.prediction_factor, enemy.pos[2] - localPos[2] + enemy.vel[2] * CONFIG.prediction_factor, enemy.pos[3] - localPos[3] + enemy.vel[3] * CONFIG.prediction_factor, } local hyp = vectorLen(delta) if hyp < 0.001 then goto next_enemy end local pitch = -math.asin(delta[3] / hyp) * 180 / math.pi local yaw = math.atan2(delta[2], delta[1]) * 180 / math.pi local dP = pitch - curAngles[1] local dY = yaw - curAngles[2] local fovDist = math.sqrt(dP^2 + dY^2) if fovDist < bestFov then bestFov = fovDist bestPitch, bestYaw = pitch, yaw end ::next_enemy:: end if bestPitch then local newP = curAngles[1] + (bestPitch - curAngles[1]) * smooth local newY = curAngles[2] + (bestYaw - curAngles[2]) * smooth newY = normalizeYaw(newY) self:setViewAngles(newP, newY) sleep(math.random(1,3)) end ::continue:: end end -- ===== LOCAL PLAYER HACKS (speed, god mode, fall damage) ===== function Aimbot:localPlayerLoop() local speedAddr = self.base_addr + OFFSETS.speed_addr local healthAddr = self.base_addr + OFFSETS.health + 4 -- assuming local player offset local fallAddr = self.base_addr + OFFSETS.fall_damage_flag while self.running do -- Speed hack if CONFIG.speed_mult ~= 1.0 then local baseSpeed = readFloat(speedAddr) if baseSpeed and baseSpeed > 0 then writeFloat(speedAddr, baseSpeed * CONFIG.speed_mult) end end -- God mode (infinite health) if CONFIG.god_mode then local localPlayer = self:getLocalPlayer() if localPlayer ~= 0 then writeInt(localPlayer + OFFSETS.health, 9999) end end -- No fall damage if CONFIG.no_fall_damage then writeFloat(fallAddr, 0.0) -- or writeInt(0) if flag end sleep(math.random(200, 500)) end end -- ===== JUMP HACK LOOP ===== function Aimbot:jumpHackLoop() local jumpAddr = self.base_addr + OFFSETS.jump_force local gravAddr = self.base_addr + OFFSETS.gravity while self.running do if CONFIG.jump_height_mult > 1.0 then local factor = CONFIG.jump_height_mult + math.random()*0.2 - 0.1 factor = clamp(factor, 1.5, 3.5) writeFloat(jumpAddr, 450.0 * factor) writeFloat(gravAddr, -800.0 * (0.7 + math.random()*0.1 - 0.05)) end sleep(math.random(500, 1200)) end } -- ===== GUI (MOBILE TOUCH – TEXT STUB) ===== -- In a real mobile environment, you'd render a small circle at top-left using UI library. -- Here we provide a simple console toggle. local function createMobileGUI() print("=== MOBILE AIMBOT GUI ===") print("Touch circle at top-left to toggle menu (simulated)") print("Tap right half of screen to aim (simulated)") -- In practice, use touch event handlers to set aimbot.touch_active end -- ===== START / STOP ===== function Aimbot:start() if not self:attach() then return false end -- Run loops using coroutines for concurrency (mobile-friendly) local co1 = coroutine.create(function() self:aimbotLoop() end) local co2 = coroutine.create(function() self:localPlayerLoop() end) local co3 = coroutine.create(function() self:jumpHackLoop() end) while self.running do coroutine.resume(co1) coroutine.resume(co2) coroutine.resume(co3) sleep(1) -- yield to avoid CPU hog end return true end function Aimbot:stop() self.running = false end