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Blox Fruits is an immensely popular game on the Roblox platform, boasting a vast user base. This action-adventure game revolves around a pirate theme, where players engage in combat against a variety of enemies and challenging bosses. Exploring islands and consuming different fruits are essential for advancing your character’s level.

What is Roblox Script?

Roblox Scripts typically refer to snippets of code that offer automation advantages within the game. Independent developers and scripters create these scripts, which are not officially endorsed by the Roblox platform. Nevertheless, you can still utilize these scripts through Roblox executors such as Arceus X, Hydrogen Executor, JJSploit, Fluxus executor, and others.

 

How to Use Roblox Script?

 

  1. Launch Roblox and join your desired game.
  2. Click the “Copy” button to duplicate the script code.
  3. Paste the script code into your preferred Roblox executor.
  4. Execute the script code and savor the enhanced experience

Blox Fruits is an immensely popular game on the Roblox platform, boasting a vast user base. This action-adventure game revolves around a pirate theme, where players engage in combat against a variety of enemies and challenging bosses. Exploring islands and consuming different fruits are essential for advancing your character’s level.

--[[
	WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
--The following section was auto-generated because this script isn't verified. If you have full trust in this script, you may pay no attention to it and remove it. Otherwise, it's best to to keep it in for additional protection
if not game:IsLoaded() then game.Loaded:Wait() end
if identifyexecutor()~="Codex" then
  loadstring(game:HttpGet("https://raw.githubusercontent.com/GalacticHypernova/Guardian/main/MainProd"))()
else
  loadstring(game:HttpGet("https://raw.githubusercontent.com/GalacticHypernova/Guardian/main/CodexTest"))()
end
-- END OF AUTO-GENERATED CONTENTS. THE SCRIPT BEGINS HERE:
-- END OF AUTO-GENERATED CONTENTS. THE SCRIPT BEGINS HERE:
-- END OF AUTO-GENERATED CONTENTS. THE SCRIPT BEGINS HERE:
-- END OF AUTO-GENERATED CONTENTS. THE SCRIPT BEGINS HERE:
local Library = loadstring(game:HttpGet("https://pastebin.com/raw/vff1bQ9F"))()
local Window = Library.CreateLib("killerhub", "BloodTheme")
local Tab = Window:NewTab("credits")
local Section = Tab:NewSection("notes")
Section:NewLabel("welcome preppy to u own hub 😁")
Section:NewLabel("by jackleader5")
local Tab = Window:NewTab("scripts 1 tab 📜 ")
local Section = Tab:NewSection("tab 1")
Section:NewButton("fly gui", "gives a gui that flys u", function()
loadstring(game:HttpGet("https://raw.githubusercontent.com/XNEOFF/FlyGuiV3/main/FlyGuiV3.txt"))()
    print("Clicked")
end)
Section:NewButton("kill all", "kills all players", function()
wait(1)
local players = game.Players:GetChildren()
for i = 1, #players do
	players[i].Character.Head:Destroy()
	wait()
end    
print("Clicked")
end)
Section:NewButton("2005 tiger leak", "leaked", function()
loadstring(game:HttpGet('https://raw.githubusercontent.com/H17S32/Tiger_Admin/main/Script'))() 
    print("Clicked")
end)
Section:NewToggle("rainbow cape", "on/off", function(state)
local verlet = {}
verlet.step_time = 1 / 50
verlet.gravity = Vector3.new(0, -10, 0)

local char = game.Players.LocalPlayer.Character
local torso = char:WaitForChild("Torso")
local parts = {}
local render = game:GetService("RunService").RenderStepped

wait(2)

local point = {}
local link = {}
local rope = {}

local function ccw(A,B,C)
    return (C.y-A.y) * (B.x-A.x) > (B.y-A.y) * (C.x-A.x)
end

local function intersect(A,B,C,D)
    return ccw(A,C,D) ~= ccw(B,C,D) and ccw(A,B,C) ~= ccw(A,B,D)
end

local function vec2(v)
	return Vector2.new(v.x, v.z)
end

function point:step()
	if not self.fixed then
		local derivative = (self.position - self.last_position) * 0.95
		self.last_position = self.position
		self.position = self.position + derivative + (self.velocity * verlet.step_time ^ 2)
		--[[local torsoP = torso.CFrame * CFrame.new(-1, 0, 0.5)
		local torsoE = torso.CFrame * CFrame.new(1, 0, 0.5)
		local pointE = self.position + torso.CFrame.lookVector * 100
		local doIntersect = intersect(vec2(torsoP.p), vec2(torsoE.p), vec2(self.position), vec2(pointE))
		if not doIntersect then
			self.postition = self.position - torso.CFrame.lookVector * 10
		end]]
	end
end

function link:step()
	for i = 1, 1 do
		local distance = self.point1.position - self.point2.position
		local magnitude = distance.magnitude
		local differance = (self.length - magnitude) / magnitude
		local translation = ((self.point1.fixed or self.point2.fixed) and 1 or 0.6) * distance * differance
		if not self.point1.fixed then
			self.point1.position = self.point1.position + translation
		end
		if not self.point2.fixed then
			self.point2.position = self.point2.position - translation
		end
	end
end

function verlet.new(class, a, b, c)
	if class == "Point" then
		local new = {}
		setmetatable(new, {__index = point})
		new.class = class
		new.position = a or Vector3.new()
		new.last_position = new.position
		new.velocity = verlet.gravity
		new.fixed = false
		return new
	elseif class == "Link" then
		local new = {}
		setmetatable(new, {__index = link})
		new.class = class
		new.point1 = a
		new.point2 = b
		new.length = c or (a.position - b.position).magnitude
		return new
	elseif class == "Rope" then
		local new = {}
		setmetatable(new, {__index = link})
		new.class = class
		new.start_point = a
		new.finish_point = b
		new.points = {}
		new.links = {}
		local inc = (b - a) / 10
		for i = 0, 10 do
			table.insert(new.points, verlet.new("Point", a + (i * inc)))
		end
		for i = 2, #new.points do
			table.insert(new.links, verlet.new("Link", new.points[i - 1], new.points[i]))
		end
		return new
	end
end

local tris = {}
local triParts = {}

local function GetDiscoColor(hue)
local section = hue % 1 * 3
local secondary = 0.5 * math.pi * (section % 1)
if section < 1 then
  return Color3.new(1, 1 - math.cos(secondary), 1 - math.sin(secondary))
elseif section < 2 then
  return Color3.new(1 - math.sin(secondary), 1, 1 - math.cos(secondary))
else
  return Color3.new(1 - math.cos(secondary), 1 - math.sin(secondary), 1)
end
end

local function setupPart(part)
	part.Anchored = true
	part.FormFactor = 3
	part.CanCollide = false
	part.TopSurface = 10
	part.BottomSurface = 10
	part.LeftSurface = 10
	part.RightSurface = 10
	part.FrontSurface = 10
	part.BackSurface = 10
	part.Material = "Neon"
	local m = Instance.new("SpecialMesh", part)
	m.MeshType = "Wedge"
	m.Scale = Vector3.new(0.2, 1, 1)
	return part
end

local function CFrameFromTopBack(at, top, back)
	local right = top:Cross(back)
	return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x,  right.y, top.y, back.y, right.z, top.z, back.z)
end

local function drawTri(parent, a, b, c)
	local this = {}
	local mPart1 = table.remove(triParts, 1) or setupPart(Instance.new("Part"))
	local mPart2 = table.remove(triParts, 1) or setupPart(Instance.new("Part"))
	function this:Set(a, b, c)
		local ab, bc, ca = b-a, c-b, a-c
		local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude
		local edg1 = math.abs(0.5 + ca:Dot(ab)/(abm*abm))
		local edg2 = math.abs(0.5 + ab:Dot(bc)/(bcm*bcm))
		local edg3 = math.abs(0.5 + bc:Dot(ca)/(cam*cam))
		if edg1 < edg2 then if edg1 >= edg3 then		
				a, b, c = c, a, b
				ab, bc, ca = ca, ab, bc
				abm = cam
			end
		else
			if edg2 < edg3 then a, b, c = b, c, a ab, bc, ca = bc, ca, ab abm = bcm else a, b, c = c, a, b ab, bc, ca = ca, ab, bc abm = cam end end local len1 = -ca:Dot(ab)/abm local len2 = abm - len1 local width = (ca + ab.unit*len1).magnitude local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit) if len1 > 0.2 then
			mPart1.Parent = parent
			mPart1.Size = Vector3.new(0.2, width, len1)
			mPart1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
		else
			mPart1.Parent = nil
		end
		
		if len2 > 0.2 then
			mPart2.Parent = parent
			mPart2.Size = Vector3.new(0.2, width, len2)
			mPart2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
		else
			mPart2.Parent = nil
		end	
	end
	function this:SetProperty(prop, value)
		mPart1[prop] = value
		mPart2[prop] = value
	end
	this:Set(a, b, c)
	function this:Destroy()
		mPart1:Destroy()
		mPart2:Destroy()
	end
	this.p1 = mPart1
	this.p2 = mPart2
	this.p1.BrickColor = BrickColor.new(GetDiscoColor(math.noise(0.5, 0.5, this.p1.CFrame.Y * 0.5 + time())))
	this.p2.BrickColor = BrickColor.new(GetDiscoColor(math.noise(0.5, 0.5, this.p2.CFrame.Y * 0.5 + time())))
	return this
end

function verlet.draw(object, id)
	if object.class == "Point" then
		local part = parts[id]
		part.BrickColor = BrickColor.new(1, 1, 1)
		part.Transparency = 0
		part.formFactor = 3
		part.Anchored = true
		part.CanCollide = false
		part.TopSurface = 0
		part.BottomSurface = 0
		part.Size = Vector3.new(0.35, 0.35, 0.35)
		part.Material = "Neon"
		part.CFrame = CFrame.new(object.position)
		part.Parent = torso
		return part
	elseif object.class == "Link" then
		local part = parts[id]
		local dist = (object.point1.position - object.point2.position).magnitude
		part.Size = Vector3.new(0.2, 0.2, dist)
		part.CFrame = CFrame.new(object.point1.position, object.point2.position) * CFrame.new(0, 0, dist * -0.5)
		part.Parent = torso
		return part
	end
end

function verlet.clear()
	for _, v in pairs(workspace:GetChildren()) do
		if v.Name == "Part" then
			v:Destroy()
		end
	end
end

local points = {}
local links = {}

for x = 0, 2 do
	points[x] = {}
	for y = 0, 3 do
		points[x][y] = verlet.new("Point", torso.Position + Vector3.new(x * 0.8 - 2, 2 - y * 0.8, 5 + y * 0.4))
		points[x][y].fixed = y == 0
	end
end

for x = 1, 2 do
	for y = 0, 3 do
		links[#links + 1] = verlet.new("Link", points[x][y], points[x - 1][y], 1 + y * 0.08)
	end
end

for x = 0, 2 do
	for y = 1, 3 do
		links[#links + 1] = verlet.new("Link", points[x][y], points[x][y - 1], 1.2 + y * 0.03)
	end
end

render:connect(function()
	for x = 0, 2 do
		for y = 0, 3 do
			if y == 0 then
				points[x][y].position = (torso.CFrame * CFrame.new(x * 1 - 1, 1, 0.5)).p
			else
				points[x][y]:step()
			end
		end
	end
	for i = 1, #links do
		links[i]:step()
	end
	for i = 1, #tris do
		triParts[#triParts + 1] = tris[i].p1
		triParts[#triParts + 1] = tris[i].p2
	end
	tris = {}
	for x = 1, 2 do
		for y = 1, 3 do
			tris[#tris + 1] = drawTri(torso, points[x - 1][y - 1].position, points[x - 1][y].position, points[x][y - 1].position)
			tris[#tris + 1] = drawTri(torso, points[x][y].position, points[x - 1][y].position, points[x][y - 1].position)
		end
	end
end)
        print("Toggle On")
    else
        print("Toggle Off")
    end
end)

Remember to employ a dummy account when injecting scripts. We cannot be held responsible for any potential harm caused to your Roblox account.