Funky Friday Autoplayer Script is a handy tool for Roblox players, especially those immersed in the rhythm game scene. Designed to enhance your gaming experience, this script brings automation to your gameplay, allowing you to focus on perfecting your moves and achieving high scores effortlessly.
Benefits:
- Automated Gameplay: Say goodbye to manual inputs and let the script handle the rhythm for you, ensuring smoother gameplay and increased accuracy.
- Enhanced Performance: With precise timing and execution, the autoplayer script boosts your performance, helping you achieve better scores and rankings within the game.
- Convenience: Enjoy the game with less stress and effort, as the script takes care of the intricate rhythm patterns, leaving you to enjoy the music and showcase your skills.
Features that make this Funky Friday Autoplayer Script so powerful
- Autoplay: Sit back and relax as the script automatically plays through songs, hitting notes with precision.
- Hit Chances: Adjust the probability of hitting notes accurately to match your skill level and preference.
- Hit Timing: Fine-tune the timing of your hits to achieve perfect scores and dominate the leaderboard.
- Dev Notes: Access developer notes and insights to understand how the script operates and optimize your gameplay accordingly.
Code:
print("Credits to ShowerHead-FluxTeam for the ported version of Wally-RBLX's Funky Friday AutoPlay script")
print("Credits to mstudio45 for the ported UI lib of Linoria")
print("Credits to Wally-RBLX and his devs for making this amazing script")
print("I DO NOT OWN ANY OF THIS CODE. CREDITS TO THIS CODE AND UI LIBS ETC GO TO THEIR OWNERS.")
print(" ")
print("Wally RBLX's Funky Friday AutoPlay script mobile port. (READ LINES ABOVE!)")
local start = tick()
local client = game:GetService('Players').LocalPlayer;
local set_identity = (type(syn) == 'table' and syn.set_thread_identity) or setidentity or setthreadcontext
local executor = identifyexecutor and identifyexecutor() or 'Unknown'
local function fail(r) return client:Kick(r) end
-- gracefully handle errors when loading external scripts
-- added a cache to make hot reloading a bit faster
local usedCache = shared.__urlcache and next(shared.__urlcache) ~= nil
shared.__urlcache = shared.__urlcache or {}
local function urlLoad(url)
local success, result
if shared.__urlcache[url] then
success, result = true, shared.__urlcache[url]
else
success, result = pcall(game.HttpGet, game, url)
end
if (not success) then
return fail(string.format('Failed to GET url %q for reason: %q', url, tostring(result)))
end
local fn, err = loadstring(result)
if (type(fn) ~= 'function') then
return fail(string.format('Failed to loadstring url %q for reason: %q', url, tostring(err)))
end
local results = { pcall(fn) }
if (not results[1]) then
return fail(string.format('Failed to initialize url %q for reason: %q', url, tostring(results[2])))
end
shared.__urlcache[url] = result
return unpack(results, 2)
end
-- attempt to block imcompatible exploits
-- rewrote because old checks literally did not work
if type(set_identity) ~= 'function' then return fail('Unsupported exploit (missing "set_thread_identity")') end
if type(getconnections) ~= 'function' then return fail('Unsupported exploit (missing "getconnections")') end
if type(getloadedmodules) ~= 'function' then return fail('Unsupported exploit (misssing "getloadedmodules")') end
if type(getgc) ~= 'function' then return fail('Unsupported exploit (misssing "getgc")') end
local getinfo = debug.getinfo or getinfo;
local getupvalue = debug.getupvalue or getupvalue;
local getupvalues = debug.getupvalues or getupvalues;
local setupvalue = debug.setupvalue or setupvalue;
if type(setupvalue) ~= 'function' then return fail('Unsupported exploit (misssing "debug.setupvalue")') end
if type(getupvalue) ~= 'function' then return fail('Unsupported exploit (misssing "debug.getupvalue")') end
if type(getupvalues) ~= 'function' then return fail('Unsupported exploit (missing "debug.getupvalues")') end
-- free exploit bandaid fix
if type(getinfo) ~= 'function' then
local debug_info = debug.info;
if type(debug_info) ~= 'function' then
-- if your exploit doesnt have getrenv you have no hope
if type(getrenv) ~= 'function' then return fail('Unsupported exploit (missing "getrenv")') end
debug_info = getrenv().debug.info
end
getinfo = function(f)
assert(type(f) == 'function', string.format('Invalid argument #1 to debug.getinfo (expected %s got %s', 'function', type(f)))
local results = { debug.info(f, 'slnfa') }
local _, upvalues = pcall(getupvalues, f)
if type(upvalues) ~= 'table' then
upvalues = {}
end
local nups = 0
for k in next, upvalues do
nups = nups + 1
end
-- winning code
return {
source = '@' .. results[1],
short_src = results[1],
what = results[1] == '[C]' and 'C' or 'Lua',
currentline = results[2],
name = results[3],
func = results[4],
numparams = results[5],
is_vararg = results[6], -- 'a' argument returns 2 values :)
nups = nups,
}
end
end
local IsMobile = false;
local DevicePlatform = Enum.Platform.None;
pcall(function() DevicePlatform = UserInputService:GetPlatform(); end);
IsMobile = (DevicePlatform == Enum.Platform.Android or DevicePlatform == Enum.Platform.IOS);
local UIRepo = 'https://raw.githubusercontent.com/Bart3kk/LinLib/main/'
local ScriptRepo = 'https://raw.githubusercontent.com/Bart3kk/funky-friday-autoplay/main/'
local UI = nil
if IsMobile then
UI = loadstring(game:HttpGet(UIRepo .. 'TestMobileSupport.lua'))()
else
UI = loadstring(game:HttpGet(UIRepo .. 'Library.lua'))()
end
local metadata = loadstring(game:HttpGet(ScriptRepo .. 'metadata.lua'))()
local httpService = game:GetService('HttpService')
local framework, scrollHandler, network
local counter = 0
while true do
for _, obj in next, getgc(true) do
if type(obj) == 'table' then
if rawget(obj, 'GameUI') then
framework = obj;
elseif type(rawget(obj, 'Server')) == 'table' then
network = obj;
end
end
if network and framework then break end
end
for _, module in next, getloadedmodules() do
if module.Name == 'ScrollHandler' then
scrollHandler = module;
break;
end
end
if (type(framework) == 'table' and typeof(scrollHandler) == 'Instance' and type(network) == 'table') then
break
end
counter = counter + 1
if counter > 6 then
fail(string.format('Failed to load game dependencies. Details: %s, %s, %s', type(framework), typeof(scrollHandler), type(network)))
end
wait(1)
end
local runService = game:GetService('RunService')
local userInputService = game:GetService('UserInputService')
local virtualInputManager = game:GetService('VirtualInputManager')
local random = Random.new()
local task = task or getrenv().task;
local fastWait, fastSpawn = task.wait, task.spawn;
-- firesignal implementation
-- hitchance rolling
local fireSignal, rollChance do
-- updated for script-ware or whatever
-- attempted to update for krnl
function fireSignal(target, signal, ...)
-- getconnections with InputBegan / InputEnded does not work without setting Synapse to the game's context level
set_identity(2)
local didFire = false
for _, signal in next, getconnections(signal) do
if type(signal.Function) == 'function' and islclosure(signal.Function) then
local scr = rawget(getfenv(signal.Function), 'script')
if scr == target then
didFire = true
pcall(signal.Function, ...)
end
end
end
-- if not didFire then fail"couldnt fire input signal" end
set_identity(7)
end
-- uses a weighted random system
-- its a bit scuffed rn but it works good enough
function rollChance()
-- if (//library.flags.autoPlayerMode == 'Manual') then
if Options.AutoplayerMode.Value == 'Manual' then
if (Options.SickBind:GetState()) then return 'Sick' end
if (Options.GoodBind:GetState()) then return 'Good' end
if (Options.OkayBind:GetState()) then return 'Ok' end
if (Options.BadBind:GetState()) then return 'Bad' end
return 'Bad' -- incase if it cant find one
end
local chances = {
{ 'Sick', Options.SickChance.Value },
{ 'Good', Options.GoodChance.Value },
{ 'Ok', Options.OkChance.Value },
{ 'Bad', Options.BadChance.Value },
{ 'Miss' , Options.MissChance.Value },
}
table.sort(chances, function(a, b)
return a[2] > b[2]
end)
local sum = 0;
for i = 1, #chances do
sum += chances[i][2]
end
if sum == 0 then
return chances[random:NextInteger(1, #chances)][1]
end
local initialWeight = random:NextInteger(0, sum)
local weight = 0;
for i = 1, #chances do
weight = weight + chances[i][2]
if weight > initialWeight then
return chances[i][1]
end
end
return 'Sick'
end
end
-- autoplayer
local chanceValues do
chanceValues = {
Sick = 96,
Good = 92,
Ok = 87,
Bad = 75,
}
local keyCodeMap = {}
for _, enum in next, Enum.KeyCode:GetEnumItems() do
keyCodeMap[enum.Value] = enum
end
if shared._unload then
pcall(shared._unload)
end
function shared._unload()
if shared._id then
pcall(runService.UnbindFromRenderStep, runService, shared._id)
end
UI:Unload()
for i = 1, #shared.threads do
coroutine.close(shared.threads[i])
end
for i = 1, #shared.callbacks do
task.spawn(shared.callbacks[i])
end
end
shared.threads = {}
shared.callbacks = {}
shared._id = httpService:GenerateGUID(false)
local function pressKey(keyCode, state)
if Options.PressMode.Value == 'virtual input' then
virtualInputManager:SendKeyEvent(state, keyCode, false, nil)
else
fireSignal(scrollHandler, userInputService[state and 'InputBegan' or 'InputEnded'], { KeyCode = keyCode, UserInputType = Enum.UserInputType.Keyboard }, false)
end
end
local rng = Random.new()
runService:BindToRenderStep(shared._id, 1, function()
--if (not library.flags.autoPlayer) then return end
if (not Toggles.Autoplayer) or (not Toggles.Autoplayer.Value) then
return
end
local currentlyPlaying = framework.SongPlayer.CurrentlyPlaying
if typeof(currentlyPlaying) ~= 'Instance' or not currentlyPlaying:IsA('Sound') then
return
end
local arrows = framework.UI:GetNotes()
local count = framework.SongPlayer:GetKeyCount()
local mode = count .. 'Key'
local arrowData = framework.ArrowData[mode].Arrows
for i, arrow in next, arrows do
-- todo: switch to this (https://i.imgur.com/pEVe6Tx.png)
local ignoredNoteTypes = { Death = true, Mechanic = true, Poison = true }
if type(arrow.NoteDataConfigs) == 'table' then
if ignoredNoteTypes[arrow.NoteDataConfigs.Type] then
continue
end
end
if (arrow.Side == framework.UI.CurrentSide) and (not arrow.Marked) and currentlyPlaying.TimePosition > 0 then
local position = (arrow.Data.Position % count) .. ''
local hitboxOffset = 0
do
local settings = framework.Settings;
local offset = type(settings) == 'table' and settings.HitboxOffset;
local value = type(offset) == 'table' and offset.Value;
if type(value) == 'number' then
hitboxOffset = value;
end
hitboxOffset = hitboxOffset / 1000
end
local songTime = framework.SongPlayer.CurrentTime
local playbackSpeed = 1
do
local configs = framework.SongPlayer.CurrentSongConfigs
if type(configs) == 'table' and type(rawget(configs, "PlaybackSpeed")) == "number" then
playbackSpeed = configs.PlaybackSpeed
end
songTime = songTime / playbackSpeed
end
local noteTime = math.clamp((1 - math.abs(arrow.Data.Time - (songTime + hitboxOffset))) * 100, 0, 100)
local result = rollChance()
arrow._hitChance = arrow._hitChance or result;
local hitChance = (Options.AutoplayerMode.Value == 'Manual' and result or arrow._hitChance)
if hitChance ~= "Miss" and noteTime >= chanceValues[arrow._hitChance] then
fastSpawn(function()
arrow.Marked = true;
local keyCode = keyCodeMap[arrowData[position].Keybinds.Keyboard[1]]
pressKey(keyCode, true)
local arrowLength = arrow.Data.Length or 0
local isHeld = arrowLength > 0
if isHeld then arrowLength = arrowLength / playbackSpeed end
local delayMode = Options.DelayMode.Value
local minDelay = isHeld and Options.HeldDelayMin or Options.NoteDelayMin;
local maxDelay = isHeld and Options.HeldDelayMax or Options.NoteDelayMax;
local noteDelay = isHeld and Options.HeldDelay or Options.ReleaseDelay
local delay = delayMode == 'Random' and rng:NextNumber(minDelay.Value, maxDelay.Value) or noteDelay.Value
task.wait(arrowLength + (delay / 1000))
pressKey(keyCode, false)
arrow.Marked = nil;
end)
end
end
end
end)
end
local ActivateUnlockables do
-- Note: I know you can do this with UserId but it only works if you run it before opening the notes menu
-- My script should work no matter the order of which you run things :)
local loadStyle = nil
local function loadStyleProxy(...)
-- This forces the styles to reload every time
local upvalues = getupvalues(loadStyle)
for i, upvalue in next, upvalues do
if type(upvalue) == 'table' and rawget(upvalue, 'Style') then
rawset(upvalue, 'Style', nil);
setupvalue(loadStyle, i, upvalue)
end
end
return loadStyle(...)
end
local function applyLoadStyleProxy(...)
local gc = getgc()
for i = 1, #gc do
local obj = gc[i]
if type(obj) == 'function' then
-- goodbye nups numeric loop because script-ware is weird
local upvalues = getupvalues(obj)
for i, upv in next, upvalues do
if type(upv) == 'function' and getinfo(upv).name == 'LoadStyle' then
-- ugly but it works, we don't know every name for is_synapse_function and similar
local function isGameFunction(fn)
return getinfo(fn).source:match('%.ArrowSelector%.Customize$')
end
if isGameFunction(obj) and isGameFunction(upv) then
-- avoid non-game functions :)
loadStyle = loadStyle or upv
setupvalue(obj, i, loadStyleProxy)
table.insert(shared.callbacks, function()
assert(pcall(setupvalue, obj, i, loadStyle))
end)
end
end
end
end
end
end
local success, error = pcall(applyLoadStyleProxy)
if not success then
return fail(string.format('Failed to hook LoadStyle function. Error(%q)\nExecutor(%q)\n', error, executor))
end
function ActivateUnlockables()
local idx = table.find(framework.SongsWhitelist, client.UserId)
if idx then return end
UI:Notify('Developer arrows have been unlocked!', 3)
table.insert(framework.SongsWhitelist, client.UserId)
end
end
-- UpdateScore hook
do
while type(roundManager) ~= 'table' do
task.wait()
roundManager = network.Server.RoundManager
end
local oldUpdateScore = roundManager.UpdateScore;
function roundManager.UpdateScore(...)
local args = { ... }
local score = args[2]
if type(score) == 'number' and Options.ScoreModifier then
-- table.foreach(args, warn)
if Options.ScoreModifier.Value == 'No decrease on miss' then
args[2] = 0
elseif Options.ScoreModifier.Value == 'Increase score on miss' then
args[2] = math.abs(score)
end
end
return oldUpdateScore(unpack(args))
end
table.insert(shared.callbacks, function()
roundManager.UpdateScore = oldUpdateScore
end)
end
-- Auto ring collector
do
local thread = task.spawn(function()
local map = workspace:waitForChild('Map', 5)
local buildings = map and map:waitForChild('FunctionalBuildings', 5)
local spawners = buildings and buildings:waitForChild('RingSpawners', 5)
if spawners == nil then return end
if type(firetouchinterest) ~= 'function' then return end
while true do
task.wait()
if Toggles.AutoClaimRings and Toggles.AutoClaimRings.Value then
local character = client.Character
local rootPart = character and character:findFirstChild('HumanoidRootPart')
if rootPart == nil then continue end
for i, spawner in next, spawners:GetChildren() do
for _, ring in next, spawner:GetChildren() do
if ring.Name ~= 'GoldenRing' then continue end
local ring = ring:findFirstChild('ring')
if not (ring and ring:IsA('BasePart')) then continue end
if ring.Transparency == 1 then continue end
firetouchinterest(ring, rootPart, 0)
firetouchinterest(ring, rootPart, 1)
end
end
end
end
end)
table.insert(shared.callbacks, function()
pcall(task.cancel, thread)
end)
end
local SaveManager = {} do
SaveManager.Ignore = {}
SaveManager.Parser = {
Toggle = {
Save = function(idx, object)
return { type = 'Toggle', idx = idx, value = object.Value }
end,
Load = function(idx, data)
if Toggles[idx] then
Toggles[idx]:SetValue(data.value)
end
end,
},
Slider = {
Save = function(idx, object)
return { type = 'Slider', idx = idx, value = tostring(object.Value) }
end,
Load = function(idx, data)
if Options[idx] then
Options[idx]:SetValue(data.value)
end
end,
},
Dropdown = {
Save = function(idx, object)
return { type = 'Dropdown', idx = idx, value = object.Value, mutli = object.Multi }
end,
Load = function(idx, data)
if Options[idx] then
Options[idx]:SetValue(data.value)
end
end,
},
ColorPicker = {
Save = function(idx, object)
return { type = 'ColorPicker', idx = idx, value = object.Value:ToHex() }
end,
Load = function(idx, data)
if Options[idx] then
Options[idx]:SetValueRGB(Color3.fromHex(data.value))
end
end,
},
KeyPicker = {
Save = function(idx, object)
return { type = 'KeyPicker', idx = idx, mode = object.Mode, key = object.Value }
end,
Load = function(idx, data)
if Options[idx] then
Options[idx]:SetValue({ data.key, data.mode })
end
end,
}
}
function SaveManager:Save(name)
local fullPath = 'funky_friday_autoplayer/configs/' .. name .. '.json'
local data = {
version = 2,
objects = {}
}
for idx, toggle in next, Toggles do
if self.Ignore[idx] then continue end
table.insert(data.objects, self.Parser[toggle.Type].Save(idx, toggle))
end
for idx, option in next, Options do
if not self.Parser[option.Type] then continue end
if self.Ignore[idx] then continue end
table.insert(data.objects, self.Parser[option.Type].Save(idx, option))
end
local success, encoded = pcall(httpService.JSONEncode, httpService, data)
if not success then
return false, 'failed to encode data'
end
writefile(fullPath, encoded)
return true
end
function SaveManager:Load(name)
local file = 'funky_friday_autoplayer/configs/' .. name .. '.json'
if not isfile(file) then return false, 'invalid file' end
local success, decoded = pcall(httpService.JSONDecode, httpService, readfile(file))
if not success then return false, 'decode error' end
if decoded.version ~= 2 then return false, 'invalid version' end
for _, option in next, decoded.objects do
if self.Parser[option.type] then
self.Parser[option.type].Load(option.idx, option)
end
end
return true
end
function SaveManager.Refresh()
local list = listfiles('funky_friday_autoplayer/configs')
local out = {}
for i = 1, #list do
local file = list[i]
if file:sub(-5) == '.json' then
-- i hate this but it has to be done ...
local pos = file:find('.json', 1, true)
local start = pos
local char = file:sub(pos, pos)
while char ~= '/' and char ~= '\\' and char ~= '' do
pos = pos - 1
char = file:sub(pos, pos)
end
if char == '/' or char == '\\' then
table.insert(out, file:sub(pos + 1, start - 1))
end
end
end
Options.ConfigList.Values = out;
Options.ConfigList:SetValues()
Options.ConfigList:Display()
return out
end
function SaveManager:Delete(name)
local file = 'funky_friday_autoplayer/configs/' .. name .. '.json'
if not isfile(file) then return false, string.format('Config %q does not exist', name) end
local succ, err = pcall(delfile, file)
if not succ then
return false, string.format('error occured during file deletion: %s', err)
end
return true
end
function SaveManager:SetIgnoreIndexes(list)
for i = 1, #list do
table.insert(self.Ignore, list[i])
end
end
function SaveManager.Check()
local list = listfiles('funky_friday_autoplayer/configs')
for _, file in next, list do
if isfolder(file) then continue end
local data = readfile(file)
local success, decoded = pcall(httpService.JSONDecode, httpService, data)
if success and type(decoded) == 'table' and decoded.version ~= 2 then
pcall(delfile, file)
end
end
end
end
local Window = UI:CreateWindow({
Title = string.format('funky friday autoplayer - version %s | updated: %s', metadata.version, metadata.updated),
AutoShow = true,
Center = true,
Size = UDim2.fromOffset(550, 627),
})
local Tabs = {}
local Groups = {}
Tabs.Main = Window:AddTab('Main')
Tabs.Miscellaneous = Window:AddTab('Miscellaneous')
Groups.Autoplayer = Tabs.Main:AddLeftGroupbox('Autoplayer')
Groups.Autoplayer:AddToggle('Autoplayer', { Text = 'Autoplayer' }):AddKeyPicker('AutoplayerBind', { Default = 'End', NoUI = true, SyncToggleState = true })
Groups.Autoplayer:AddDropdown('PressMode', {
Text = 'Input mode',
Compact = true,
Default = 'firesignal',
Values = { 'firesignal', 'virtual input' },
Tooltip = 'Input method used to press arrows.\n* firesignal: calls input functions directly.\n* virtual input: emulates key presses. use if "firesignal" does not work.',
})
Groups.HitChances = Tabs.Main:AddLeftGroupbox('Hit chances')
Groups.HitChances:AddDropdown('AutoplayerMode', {
Text = 'Autoplayer mode',
Compact = true,
Default = 1,
Values = { 'Automatic', 'Manual' },
Tooltip = 'Mode to use for deciding when to hit notes.\n* Automatic: hits notes based on chance sliders\n* Manual: hits notes based on held keybinds',
})
Groups.HitChances:AddSlider('SickChance', { Text = 'Sick chance', Min = 0, Max = 100, Default = 100, Suffix = '%', Rounding = 0, Compact = true })
Groups.HitChances:AddSlider('GoodChance', { Text = 'Good chance', Min = 0, Max = 100, Default = 0, Suffix = '%', Rounding = 0, Compact = true })
Groups.HitChances:AddSlider('OkChance', { Text = 'Ok chance', Min = 0, Max = 100, Default = 0, Suffix = '%', Rounding = 0, Compact = true })
Groups.HitChances:AddSlider('BadChance', { Text = 'Bad chance', Min = 0, Max = 100, Default = 0, Suffix = '%', Rounding = 0, Compact = true })
Groups.HitChances:AddSlider('MissChance', { Text = 'Miss chance', Min = 0, Max = 100, Default = 0, Suffix = '%', Rounding = 0, Compact = true })
Groups.HitTiming = Tabs.Main:AddLeftGroupbox('Hit timing')
Groups.HitTiming:AddDropdown('DelayMode', {
Text = 'Delay mode',
Default = 1,
Values = { 'Manual', 'Random' },
Tooltip = 'Adjustable timing for when to release notes.\n* Manual releases the note after a fixed amount of time.\n* Random releases the note after a random amount of time.',
})
Groups.HitTiming:AddLabel('Manual delay')
Groups.HitTiming:AddSlider('ReleaseDelay', { Text = 'Note delay', Min = 0, Max = 500, Default = 20, Rounding = 0, Compact = true, Suffix = 'ms' })
Groups.HitTiming:AddSlider('HeldDelay', { Text = 'Held note delay', Min = -20, Max = 100, Default = 0, Rounding = 0, Compact = true, Suffix = 'ms' })
Groups.HitTiming:AddLabel('Random delay')
Groups.HitTiming:AddSlider('NoteDelayMin', { Text = 'Min note delay', Min = 0, Max = 100, Default = 0, Rounding = 0, Compact = true, Suffix = 'ms' })
Groups.HitTiming:AddSlider('NoteDelayMax', { Text = 'Max note delay', Min = 0, Max = 500, Default = 20, Rounding = 0, Compact = true, Suffix = 'ms' })
Groups.HitTiming:AddSlider('HeldDelayMin', { Text = 'Min held note delay', Min = 0, Max = 100, Default = 0, Rounding = 0, Compact = true, Suffix = 'ms' })
Groups.HitTiming:AddSlider('HeldDelayMax', { Text = 'Max held note delay', Min = 0, Max = 500, Default = 20, Rounding = 0, Compact = true, Suffix = 'ms' })
Groups.Misc = Tabs.Main:AddRightGroupbox('Misc')
Groups.Misc:AddButton('Unlock developer notes', ActivateUnlockables)
Groups.Misc:AddToggle('AutoClaimRings', { Text = 'Auto claim rings' })
Groups.Keybinds = Tabs.Main:AddRightGroupbox('Keybinds')
Groups.Keybinds:AddLabel('Sick'):AddKeyPicker('SickBind', { Default = 'One', NoUI = true })
Groups.Keybinds:AddLabel('Good'):AddKeyPicker('GoodBind', { Default = 'Two', NoUI = true })
Groups.Keybinds:AddLabel('Ok'):AddKeyPicker('OkayBind', { Default = 'Three', NoUI = true })
Groups.Keybinds:AddLabel('Bad'):AddKeyPicker('BadBind', { Default = 'Four', NoUI = true })
Groups.Configs = Tabs.Miscellaneous:AddRightGroupbox('Configs')
Groups.Credits = Tabs.Miscellaneous:AddRightGroupbox('Credits')
local function addRichText(label)
label.TextLabel.RichText = true
end
addRichText(Groups.Credits:AddLabel('<font color="#3da5ff">wally</font> - script'))
addRichText(Groups.Credits:AddLabel('<font color="#de6cff">Sezei</font> - contributor'))
Groups.Credits:AddLabel('Inori - ui library')
Groups.Credits:AddLabel('Jan - old ui library')
Groups.Misc = Tabs.Miscellaneous:AddRightGroupbox('Miscellaneous')
Groups.Misc:AddLabel(metadata.message or 'no message found!', true)
Groups.Misc:AddDivider()
Groups.Misc:AddButton('Unload script', function() pcall(shared._unload) end)
Groups.Misc:AddButton(' discord', function()
if pcall(setclipboard, "https://wally.cool/discord") then
UI:Notify('Successfully copied discord link to your clipboard!', 5)
end
end)
Groups.Misc:AddLabel('Menu toggle'):AddKeyPicker('MenuToggle', { Default = 'Delete', NoUI = true })
UI.ToggleKeybind = Options.MenuToggle
if type(readfile) == 'function' and type(writefile) == 'function' and type(makefolder) == 'function' and type(isfolder) == 'function' then
makefolder('funky_friday_autoplayer')
makefolder('funky_friday_autoplayer\\configs')
Groups.Configs:AddDropdown('ConfigList', { Text = 'Config list', Values = {}, AllowNull = true })
Groups.Configs:AddInput('ConfigName', { Text = 'Config name' })
Groups.Configs:AddDivider()
Groups.Configs:AddButton('Save config', function()
local name = Options.ConfigName.Value;
if name:gsub(' ', '') == '' then
return UI:Notify('Invalid config name.', 3)
end
local success, err = SaveManager:Save(name)
if not success then
return UI:Notify(tostring(err), 5)
end
UI:Notify(string.format('Saved config %q', name), 5)
task.defer(SaveManager.Refresh)
end)
Groups.Configs:AddButton('Load', function()
local name = Options.ConfigList.Value
local success, err = SaveManager:Load(name)
if not success then
return UI:Notify(tostring(err), 5)
end
UI:Notify(string.format('Loaded config %q', name), 5)
end):AddButton('Delete', function()
local name = Options.ConfigList.Value
if name:gsub(' ', '') == '' then
return UI:Notify('Invalid config name.', 3)
end
local success, err = SaveManager:Delete(name)
if not success then
return UI:Notify(tostring(err), 5)
end
UI:Notify(string.format('Deleted config %q', name), 5)
task.spawn(Options.ConfigList.SetValue, Options.ConfigList, nil)
task.defer(SaveManager.Refresh)
end)
Groups.Configs:AddButton('Refresh list', SaveManager.Refresh)
task.defer(SaveManager.Refresh)
task.defer(SaveManager.Check)
else
Groups.Configs:AddLabel('Your exploit is missing file functions so you are unable to use configs.', true)
--UI:Notify('Failed to create configs tab due to your exploit missing certain file functions.', 2)
end
-- Themes
do
local latestThemeIndex = 0
for i, theme in next, themeManager.BuiltInThemes do
if theme[1] > latestThemeIndex then
latestThemeIndex = theme[1]
end
end
latestThemeIndex = latestThemeIndex + 1
local linoriaTheme = themeManager.BuiltInThemes.Default[2]
local funkyFridayTheme = table.clone(themeManager.BuiltInThemes.Default[2])
funkyFridayTheme.AccentColor = Color3.fromRGB(255, 65, 65):ToHex()
themeManager.BuiltInThemes['Linoria'] = { latestThemeIndex, linoriaTheme }
themeManager.BuiltInThemes['Default'] = { 1, funkyFridayTheme }
themeManager:SetLibrary(UI)
themeManager:SetFolder('funky_friday_autoplayer')
themeManager:ApplyToGroupbox(Tabs.Miscellaneous:AddLeftGroupbox('Themes'))
SaveManager:SetIgnoreIndexes({
"BackgroundColor", "MainColor", "AccentColor", "OutlineColor", "FontColor", -- themes
"ThemeManager_ThemeList", 'ThemeManager_CustomThemeList', 'ThemeManager_CustomThemeName', -- themes
})
end
UI:Notify(string.format('Loaded script in %.4f second(s)!', tick() - start), 3)
Copying and Using the Script
- Access the Script: Click the button above to access the script.
- Copying the Code: Select and copy the entire script code.
- Applying the Script: Use a script executor of your choice to implement the script in the game.