Autoplay funky friday

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?

  1. Get a reliable and virus-free Roblox exploit and/or script executor, like Krnl, Synapse, or JJSPloit
  2. 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:

  1. 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:

  1. 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:

  1. updated 5/12/21
  2. should choke less
  3. updated 5/16/21
  4. should ignore invisible notes
  5. added hit chances and a toggle
  6. hit chances are a bit rough but should work good enough
  7. only tested on Synapse X
  8. moved ui to github & removed the kick
  9. for free exploit developers
  10. you need the following functions
  11. loadstring, HttpGet, getgc, getloadedmodules, getconnections, and set_thread_identity or whatever you call it
  12. local library = loadstring[game:HttpGet[//raw.githubusercontent.com/wally-rblx/uwuware-ui/main/main.lua]][]
  13. local framework, scrollHandler
  14. while true do
  15. for _, obj in next, getgc[true] do
  16. if type[obj] == table and rawget[obj, GameUI] then
  17. framework = obj;
  18. break
  19. end
  20. end
  21. for _, module in next, getloadedmodules[] do
  22. if module.Name == ScrollHandler then
  23. scrollHandler = module;
  24. break;
  25. end
  26. end
  27. if [type[framework] == table] and [typeof[scrollHandler] == Instance] then
  28. break
  29. end
  30. wait[1]
  31. end
  32. local runService = game:GetService[RunService]
  33. local userInputService = game:GetService[UserInputService]
  34. local client = game:GetService[Players].LocalPlayer;
  35. local random = Random.new[]
  36. local fastWait, fastSpawn, fireSignal, rollChance do
  37. //eryn.io/gist/3db84579866c099cdd5bb2ff37947cec
  38. bla bla spawn and wait are bad
  39. can also use bindables for the fastspawn idc
  40. function fastWait[t]
  41. local d = 0;
  42. while d < t do
  43. d += runService.RenderStepped:wait[]
  44. end
  45. end
  46. function fastSpawn[f]
  47. coroutine.wrap[f][]
  48. end
  49. updated for script-ware or whatever
  50. attempted to update for krnl
  51. local set_identity = [type[syn] == table and syn.set_thread_identity] or setidentity or setthreadcontext
  52. function fireSignal[target, signal, ]
  53. getconnections with InputBegan / InputEnded does not work without setting Synapse to the games context level
  54. set_identity[2]
  55. for _, signal in next, getconnections[signal] do
  56. if type[signal.Function] == function and islclosure[signal.Function] then
  57. local scr = rawget[getfenv[signal.Function], script]
  58. if scr == target then
  59. pcall[signal.Function, ]
  60. end
  61. end
  62. end
  63. set_identity[7]
  64. end
  65. uses a weighted random system
  66. its a bit scuffed rn but it works good enough
  67. function rollChance[]
  68. local chances = {
  69. { type = Sick, value = library.flags.sickChance },
  70. { type = Good, value = library.flags.goodChance },
  71. { type = Ok, value = library.flags.okChance },
  72. { type = Bad, value = library.flags.badChance },
  73. }
  74. table.sort[chances, function[a, b]
  75. return a.value > b.value
  76. end]
  77. local sum = 0;
  78. for i = 1, #chances do
  79. sum += chances[i].value
  80. end
  81. if sum == 0 then
  82. forgot to change this before?
  83. fixed 6/5/21
  84. return chances[random:NextInteger[1, 4]].type
  85. end
  86. local initialWeight = random:NextInteger[0, sum]
  87. local weight = 0;
  88. for i = 1, #chances do
  89. weight = weight + chances[i].value
  90. if weight > initialWeight then
  91. return chances[i].type
  92. end
  93. end
  94. return Sick just incase it fails?
  95. end
  96. end
  97. local map = { [0] = Left, [1] = Down, [2] = Up, [3] = Right, }
  98. local keys = { Up = Enum.KeyCode.Up; Down = Enum.KeyCode.Down; Left = Enum.KeyCode.Left; Right = Enum.KeyCode.Right; }
  99. they are weird because they are in the middle of their Upper & Lower ranges
  100. should hopefully make them more precise!
  101. local chanceValues = {
  102. Sick = 96,
  103. Good = 92,
  104. Ok = 87,
  105. Bad = 77,
  106. }
  107. local marked = {}
  108. local hitChances = {}
  109. if shared._id then
  110. pcall[runService.UnbindFromRenderStep, runService, shared._id]
  111. end
  112. shared._id = game:GetService[HttpService]:GenerateGUID[false]
  113. runService:BindToRenderStep[shared._id, 1, function[]
  114. if [not library.flags.autoPlayer] then return end
  115. for i, arrow in next, framework.UI.ActiveSections do
  116. if [arrow.Side == framework.UI.CurrentSide] and [not marked[arrow]] then
  117. local indice = [arrow.Data.Position % 4] mod 4 because 5%4 -> 0, 6%4 = 1, etc
  118. local position = map[indice]
  119. if [position] then
  120. local currentTime = framework.SongPlayer.CurrentlyPlaying.TimePosition
  121. local distance = [1 math.abs[arrow.Data.Time currentTime]] * 100
  122. if [arrow.Data.Time == 0] then
  123. print[invisible, tableToString[arrow.Data], i, distance]
  124. continue
  125. end
  126. local hitChance = hitChances[arrow] or rollChance[]
  127. hitChances[arrow] = hitChance
  128. if [not chanceValues[hitChance]] then warn[invalid chance, hitChance] end
  129. if distance >= chanceValues[hitChance] then
  130. marked[arrow] = true;
  131. fireSignal[scrollHandler, userInputService.InputBegan, { KeyCode = keys[position], UserInputType = Enum.UserInputType.Keyboard }, false]
  132. wait depending on the arrows length so the animation can play
  133. if arrow.Data.Length > 0 then
  134. fastWait[arrow.Data.Length]
  135. else
  136. fastWait[0.075] 0.1 seems to make it miss more, this should be fine enough?
  137. end
  138. fireSignal[scrollHandler, userInputService.InputEnded, { KeyCode = keys[position], UserInputType = Enum.UserInputType.Keyboard }, false]
  139. marked[arrow] = false;
  140. end
  141. end
  142. end
  143. end
  144. end]
  145. local window = library:CreateWindow[Funky Friday] do
  146. local folder = window:AddFolder[Main] do
  147. folder:AddToggle[{ text = Autoplayer, flag = autoPlayer }]
  148. folder:AddSlider[{ text = Sick %, flag = sickChance, min = 0, max = 100, value = 100 }]
  149. folder:AddSlider[{ text = Good %, flag = goodChance, min = 0, max = 100, value = 0 }]
  150. folder:AddSlider[{ text = Ok %, flag = okChance, min = 0, max = 100, value = 0 }]
  151. folder:AddSlider[{ text = Bad %, flag = badChance, min = 0, max = 100, value = 0 }]
  152. end
  153. local folder = window:AddFolder[Credits] do
  154. folder:AddLabel[{ text = Credits }]
  155. folder:AddLabel[{ text = Jan UI library }]
  156. folder:AddLabel[{ text = wally Script }]
  157. end
  158. end
  159. library:Init[]

If you found this guide helpful, you might also want to take a look at these Funky Friday guides:

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