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Unanchored Part Abuse WIP Script Copy and Download

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 enagage 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.
--[[
	WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
getgenv().deletewhendupefound = true
local lib = loadstring(game:HttpGet("https://rawscripts.net/raw/Universal-Script-Lib-18698"))()
lib.makelib("Destroyed. (2AreYouMental110)")
local t = lib.maketab("Main")
local r = 0
local localplr = game.Players.LocalPlayer
local radiuscircle = Instance.new("Part")
print(gethiddenproperty(game.Players.LocalPlayer,"SimulationRadius"))
sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",r)
lib.makeslider("Pick Up Radius (more radius = more lag)",t,0,2000,function(n)
    r = n
    sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",r)
    radiuscircle.Size = Vector3.new(r,r,r)
end)
radiuscircle.Shape = Enum.PartType.Ball
radiuscircle.Size = Vector3.new(r,r,r)
radiuscircle.CanCollide = false
radiuscircle.Transparency = 1
radiuscircle.Anchored = true
radiuscircle.Parent = workspace
local networkown = {}
local boolz = {}
local attemptfling = {}
local cb = nil
local rs = 10
local ts = 10
local ss = 1
local every5 = 0
local ohb = game:GetService("RunService").Heartbeat:Connect(function(t)
    local doit = false
    for i,v in pairs(boolz) do
        if v == true then
            doit = true
        end
    end
    if localplr.Character and doit then
        local mcfr = localplr.Character:GetPivot()
        local mpos = mcfr.Position
        every5 += 1
        if every5%5 == 1 then
        radiuscircle.Position = mpos
        local parts = workspace:GetPartsInPart(radiuscircle)
        local uaparts = {}
        for i,v in pairs(parts) do
            local isplr = false
            for i2,v2 in pairs(game.Players:GetPlayers()) do
                if v2.Character and v:IsDescendantOf(v2.Character) then
                    isplr = true
                end
            end
            if isplr then continue end
            if not networkown[v] and v.Anchored == false then
                local doit = true
                for i2,v2 in pairs(v:GetDescendants()) do
                    if (v2:IsA("VehicleSeat") or v2:IsA("Seat")) and (v2.Sit == nil or v2.Sit:IsA("Humanoid")) then
                        doit = false
                    elseif v2.Parent == v and v2:IsA("Humanoid") then
                        doit = false
                    end
                end
                if doit then
                    networkown[v] = {math.random(1,1000)/1000,v.CanCollide,v.CanTouch}
                end
            elseif networkown[v] and (v.Anchored == true) then
                coroutine.wrap(function()
                    local gg = networkown[v]
                    wait(3)
                    v.CanCollide = gg[2]
                    v.CanTouch = gg[3]
                end)()
                networkown[v] = nil
            elseif networkown[v] and (mpos-v.Position).Magnitude >= r+30 then
                coroutine.wrap(function()
                    local gg = networkown[v]
                    wait(3)
                    v.CanCollide = gg[2]
                    v.CanTouch = gg[3]
                end)()
                networkown[v] = nil
            end
        end
        end
        for i,v in pairs(networkown) do
            if not i then
                networkown[i] = nil
            else
                networkown[i][1] = networkown[i][1]+(t*ss)
                i.CanCollide = false
                i.CanTouch = false
                local bp = nil
                if not i:FindFirstChild("bp") then
                    bp = Instance.new("BodyPosition")
                    bp.Name = "bp"
                    bp.P = 9e9
                    bp.D = i:GetMass()
                    bp.MaxForce = Vector3.new(9e9,9e9,9e9)
                    bp.Parent = i
                else
                    bp = i:FindFirstChild("bp")
                end
                local bgr = nil
                if not i:FindFirstChild("bgr") then
                    bgr = Instance.new("BodyVelocity")
                    bgr.Name = "bgr"
                    bgr.P = 9e9
                    bgr.MaxForce = Vector3.new(9e9,9e9,9e9)
                    bgr.Velocity = Vector3.new(9e9,9e9,9e9)
                    bgr.Parent = i
                else
                    bgr = i:FindFirstChild("bgr")
                end
                if cb then
                    if cb == "cof" then
                        bp.Position = (mcfr * CFrame.new(0,0,-5)).Position
                    elseif cb == "ring" then
                        bp.Position = ((CFrame.new(mpos) * CFrame.Angles(0,v[1]*ss,0)) * CFrame.new(0,0,-rs)).Position
                    elseif cb == "tornado" then
                        local increaserot = v[1]
                        local increasespreadx = v[1]%(ts/2)
                        local increasespready = v[1]%ts
                        print(increasespready,v[1])
                        print(increasespreadx,v[1],(ts/2))
                        bp.Position = ((CFrame.new(mpos) * CFrame.Angles(0,increaserot,0)) * CFrame.new(0,increasespready,increasespreadx)).Position
                        --print(bp.Position) abcdefghijklmnopqrstuvwxyz
                    elseif cb == "fp" then
                        local plrtofling = nil
                        for i2,v2 in pairs(game.Players:GetPlayers()) do
                            if attemptfling[v2] and attemptfling[v2][2] == i then
                                plrtofling = v2
                                break
                            elseif v2 ~= localplr and v2.Character and not attemptfling[v2] and (v2.Character:GetPivot().Position - mpos).Magnitude <= r then
                                attemptfling[v2] = {tick()+5,i}
                                plrtofling = v2
                                --break
                            elseif v2 ~= localplr and v2.Character and attemptfling[v2] and (attemptfling[v2][1] < tick() or (v2.Character:FindFirstChild("HumanoidRootPart") and v2.Character.HumanoidRootPart.Velocity.Magnitude >= 500)) then
                                attemptfling[v2] = nil
                            end
                        end
                        if plrtofling then
                           local cfr = plrtofling.Character:GetPivot()
                           bp.Position = (cfr * CFrame.new(0,0,math.random(-15,15))).Position
                        end
                    end
                else
                    bp.Position = (mcfr * CFrame.new(0,0,-5)).Position
                end
                i.CFrame = CFrame.new(bp.Position)
            end
        end
    elseif not doit then
        for i,v in pairs(networkown) do
            if i:FindFirstChild("bp") then
                i.bp:Destroy()
                coroutine.wrap(function()
                    local gg = networkown[i]
                    wait(3)
                    i.CanCollide = gg[2]
                    i.CanTouch = gg[3]
                end)()
            end
        end
    end
end)
lib.makeslider("speed",t,0,10,function(n)
    ss = n
end)
lib.makeslider("speed (larger)",t,10,100,function(n)
    ss = n
end)
lib.makelabel("",t)
lib.maketoggle("parts of fling",t,function(b)
    boolz["cof"] = b
    if b then
        cb = "cof"
    end
end)
lib.makelabel("",t)
lib.maketoggle("ring of parts",t,function(b)
    boolz["ring"] = b
    if b then
        cb = "ring"
    end
end)
lib.makeslider("ring size",t,0,300,function(n)
    rs = n
end)
lib.makelabel("",t)
lib.maketoggle("tornado of parts (kinda)",t,function(b)
    boolz["tornado"] = b
    if b then
        cb = "tornado"
    end
end)
lib.makeslider("tornado size",t,0,65,function(n)
    ts = n
end)
lib.makelabel("",t)
lib.maketoggle("fling people",t,function(b)
    boolz["fp"] = b
    if b then
        cb = "fp"
    end
end)
lib.ondestroyedfunc = function()
    ohb:Disconnect()
    cb = nil
    boolz = {}
    for i,v in pairs(networkown) do
        if i:FindFirstChild("bp") then
            i.bp:Destroy()
        end
        if i:FindFirstChild("bgr") then
            i.bgr:Destroy()
        end
        i.CanCollide = networkown[i][2]
        i.CanTouch = networkown[i][3]
    end
end

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Description

manipulates unanchored parts (parts you can move around) and starts destroying the game! This only works on unanchored parts, parts you cannot move around do not work. Features: put all parts in one spot make parts into a ring make parts into a tornado (kinda broken) mae parts FLING EVERYONE (inefficient and the player has to be near)