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)


