Last Updated on 16 November, 2021
Roblox Funky Friday Script Pastebin Hacks the best hacks, with Autoplay or autoplayer and more for the Lyte Interactive Roblox Game
Contents
- 1 How to Execute an Funky Friday Script?
- 2 Roblox Funky Friday Script Pastebin Hacks 2021 [New]
- 3 Roblox Funky Friday Script Pastebin Hacks Autoplay 2021
- 4 Roblox Funky Friday Script Pastebin Hacks GUI 2021
How to Execute an Funky Friday Script?
- Get a reliable and virus-free Roblox exploit and/or script executor, like Krnl, Synapse, or JJSPloit
- fire the script executor up whilst in Funky Friday world, then copy and paste any of the scripts we are going to provide you into the provided box and hit the Execute/Inject button
Scripts may stop working after a game update. If so, we would appreciate if you leave us a comment informing, so that we can update this guide with the latest scripts, after verifying that they work
Try these, the best, Funky Friday hacks, with Autoplay, and other amazing cheats
Roblox Funky Friday Script Pastebin Hacks 2021 [New]
If you want the pastebin script hack link > Here
But you can check the script here:
- loadstring[game:HttpGet[//raw.githubusercontent.com/wally-rblx/funky-friday-autoplay/main/main.lua,true]][]
Roblox Funky Friday Script Pastebin Hacks Autoplay 2021
If you want the pastebin script hack link > Here
But you can check the script here:
- loadstring[game:HttpGet[//raw.githubusercontent.com/Skribb11es/Random-Releases/main/FunkyFridayAutoPlayerV2, true]][]
Roblox Funky Friday Script Pastebin Hacks GUI 2021
If you want the pastebin script hack link > Here
But you can check the script here:
- updated 5/12/21
- should choke less
- updated 5/16/21
- should ignore invisible notes
- added hit chances and a toggle
- hit chances are a bit rough but should work good enough
- only tested on Synapse X
- moved ui to github & removed the kick
- for free exploit developers
- you need the following functions
- loadstring, HttpGet, getgc, getloadedmodules, getconnections, and set_thread_identity or whatever you call it
- local library = loadstring[game:HttpGet[//raw.githubusercontent.com/wally-rblx/uwuware-ui/main/main.lua]][]
- local framework, scrollHandler
- while true do
- for _, obj in next, getgc[true] do
- if type[obj] == table and rawget[obj, GameUI] then
- framework = obj;
- 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] then
- break
- end
- wait[1]
- end
- local runService = game:GetService[RunService]
- local userInputService = game:GetService[UserInputService]
- local client = game:GetService[Players].LocalPlayer;
- local random = Random.new[]
- local fastWait, fastSpawn, fireSignal, rollChance do
- //eryn.io/gist/3db84579866c099cdd5bb2ff37947cec
- bla bla spawn and wait are bad
- can also use bindables for the fastspawn idc
- function fastWait[t]
- local d = 0;
- while d < t do
- d += runService.RenderStepped:wait[]
- end
- end
- function fastSpawn[f]
- coroutine.wrap[f][]
- end
- updated for script-ware or whatever
- attempted to update for krnl
- local set_identity = [type[syn] == table and syn.set_thread_identity] or setidentity or setthreadcontext
- function fireSignal[target, signal, ]
- getconnections with InputBegan / InputEnded does not work without setting Synapse to the games context level
- set_identity[2]
- 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
- pcall[signal.Function, ]
- end
- end
- end
- set_identity[7]
- end
- uses a weighted random system
- its a bit scuffed rn but it works good enough
- function rollChance[]
- local chances = {
- { type = Sick, value = library.flags.sickChance },
- { type = Good, value = library.flags.goodChance },
- { type = Ok, value = library.flags.okChance },
- { type = Bad, value = library.flags.badChance },
- }
- table.sort[chances, function[a, b]
- return a.value > b.value
- end]
- local sum = 0;
- for i = 1, #chances do
- sum += chances[i].value
- end
- if sum == 0 then
- forgot to change this before?
- fixed 6/5/21
- return chances[random:NextInteger[1, 4]].type
- end
- local initialWeight = random:NextInteger[0, sum]
- local weight = 0;
- for i = 1, #chances do
- weight = weight + chances[i].value
- if weight > initialWeight then
- return chances[i].type
- end
- end
- return Sick just incase it fails?
- end
- end
- local map = { [0] = Left, [1] = Down, [2] = Up, [3] = Right, }
- local keys = { Up = Enum.KeyCode.Up; Down = Enum.KeyCode.Down; Left = Enum.KeyCode.Left; Right = Enum.KeyCode.Right; }
- they are weird because they are in the middle of their Upper & Lower ranges
- should hopefully make them more precise!
- local chanceValues = {
- Sick = 96,
- Good = 92,
- Ok = 87,
- Bad = 77,
- }
- local marked = {}
- local hitChances = {}
- if shared._id then
- pcall[runService.UnbindFromRenderStep, runService, shared._id]
- end
- shared._id = game:GetService[HttpService]:GenerateGUID[false]
- runService:BindToRenderStep[shared._id, 1, function[]
- if [not library.flags.autoPlayer] then return end
- for i, arrow in next, framework.UI.ActiveSections do
- if [arrow.Side == framework.UI.CurrentSide] and [not marked[arrow]] then
- local indice = [arrow.Data.Position % 4] mod 4 because 5%4 -> 0, 6%4 = 1, etc
- local position = map[indice]
- if [position] then
- local currentTime = framework.SongPlayer.CurrentlyPlaying.TimePosition
- local distance = [1 math.abs[arrow.Data.Time currentTime]] * 100
- if [arrow.Data.Time == 0] then
- print[invisible, tableToString[arrow.Data], i, distance]
- continue
- end
- local hitChance = hitChances[arrow] or rollChance[]
- hitChances[arrow] = hitChance
- if [not chanceValues[hitChance]] then warn[invalid chance, hitChance] end
- if distance >= chanceValues[hitChance] then
- marked[arrow] = true;
- fireSignal[scrollHandler, userInputService.InputBegan, { KeyCode = keys[position], UserInputType = Enum.UserInputType.Keyboard }, false]
- wait depending on the arrows length so the animation can play
- if arrow.Data.Length > 0 then
- fastWait[arrow.Data.Length]
- else
- fastWait[0.075] 0.1 seems to make it miss more, this should be fine enough?
- end
- fireSignal[scrollHandler, userInputService.InputEnded, { KeyCode = keys[position], UserInputType = Enum.UserInputType.Keyboard }, false]
- marked[arrow] = false;
- end
- end
- end
- end
- end]
- local window = library:CreateWindow[Funky Friday] do
- local folder = window:AddFolder[Main] do
- folder:AddToggle[{ text = Autoplayer, flag = autoPlayer }]
- folder:AddSlider[{ text = Sick %, flag = sickChance, min = 0, max = 100, value = 100 }]
- folder:AddSlider[{ text = Good %, flag = goodChance, min = 0, max = 100, value = 0 }]
- folder:AddSlider[{ text = Ok %, flag = okChance, min = 0, max = 100, value = 0 }]
- folder:AddSlider[{ text = Bad %, flag = badChance, min = 0, max = 100, value = 0 }]
- end
- local folder = window:AddFolder[Credits] do
- folder:AddLabel[{ text = Credits }]
- folder:AddLabel[{ text = Jan UI library }]
- folder:AddLabel[{ text = wally Script }]
- end
- end
- library:Init[]
If you found this guide helpful, you might also want to take a look at these Funky Friday guides:
- Codes
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