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?
- Launch Roblox and join your desired game.
- Click the “Copy” button to duplicate the script code.
- Paste the script code into your preferred Roblox executor.
- 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)