Found 29 repositories(showing 29)
KamilHs
Utility types for Typescript
xXheckerX
local library = loadstring(game:HttpGet('https://pastebin.com/raw/T3tvmaz4'))() local MainWindow = library:CreateWindow("Farming") local EggsWindow = library:CreateWindow("Eggs") local GameLibrary = require(game:GetService("ReplicatedStorage"):WaitForChild("Framework"):WaitForChild("Library")) local Network = GameLibrary.Network local Run_Service = game:GetService("RunService") local rs = Run_Service.RenderStepped local CurrencyOrder = {"Gingerbread", "Tech Coins", "Fantasy Coins", "Coins", "Diamonds",} local IMightKillMyselfCauseOfThis = { --Misc ['VIP'] = {'VIP'}; --Spawn ['Town'] = {'Town', 'Town FRONT'}; ['Forest'] = {'Forest', 'Forest FRONT'}; ['Beach'] = {'Beach', 'Beach FRONT'}; ['Mine'] = {'Mine', 'Mine FRONT'}; ['Winter'] = {'Winter', 'Winter FRONT'}; ['Glacier'] = {'Glacier', 'Glacier Lake'}; ['Desert'] = {'Desert', 'Desert FRONT'}; ['Volcano'] = {'Volcano', 'Volcano FRONT'}; -- Fantasy init ['Enchanted Forest'] = {'Enchanted Forest', 'Enchanted Forest FRONT'}; ['Ancient'] = {'Ancient'}; ['Samurai'] = {'Samurai', 'Samurai FRONT'}; ['Candy'] = {'Candy'}; ['Haunted'] = {'Haunted', 'Haunted FRONT'}; ['Hell'] = {'Hell'}; ['Heaven'] = {'Heaven'}; -- Tech ['Ice Tech'] = {'Ice Tech'}; ['Tech City'] = {'Tech City'; 'Tech City FRONT'}; ['Dark Tech'] = {'Dark Tech'; 'Dark Tech FRONT'}; ['Steampunk'] = {'Steampunk'; 'Steampunk FRONT'}, ['Alien Forest'] = {"Alien Forest"; "Alien Forest FRONT"}, ['Alien Lab'] = {"Alien lab"; "Alien Lab FRONT"}; } local AreaList = { --These match the IMightKillMyselfCuaseOfThis table 'All'; 'VIP'; 'Town'; 'Forest'; 'Beach'; 'Mine'; 'Winter'; 'Glacier'; 'Desert'; 'Volcano'; 'Enchanted Forest'; 'Ancient'; 'Samurai'; 'Candy'; 'Haunted'; 'Hell'; 'Heaven'; 'Ice Tech'; 'Tech City'; 'Dark Tech'; 'Steampunk'; 'Alien Lab'; 'Alien Forest'; } local Chests = { "All"; -- Spawn "Magma Chest", -- Fantasy "Enchanted Chest", "Hell Chest", "Haunted Chest", "Angel Chest", "Grand Heaven Chest", -- Tech "Giant Tech Chest"; "Giant Steampunk Chest"; "Giant Alien Chest"; } workspace.__THINGS.__REMOTES.MAIN:FireServer("b", "buy egg") workspace.__THINGS.__REMOTES.MAIN:FireServer("b", "join coin") workspace.__THINGS.__REMOTES.MAIN:FireServer("a", "farm coin") workspace.__THINGS.__REMOTES.MAIN:FireServer("a", "claim orbs") workspace.__THINGS.__REMOTES.MAIN:FireServer("a", "change pet target") --Farms a coin. It seems to work. That's fun function FarmCoin(CoinID, PetID) game.workspace['__THINGS']['__REMOTES']["join coin"]:InvokeServer({[1] = CoinID, [2] = {[1] = PetID}}) game.workspace['__THINGS']['__REMOTES']["farm coin"]:FireServer({[1] = CoinID, [2] = PetID}) end function GetMyPets() local returntable = {} for i,v in pairs(GameLibrary.Save.Get().Pets) do if v.e then table.insert(returntable, v.uid) end end return returntable end --returns all coins within the given area (area must be a table of conent) function GetCoins(area) local returntable = {} local ListCoins = game.workspace['__THINGS']['__REMOTES']["get coins"]:InvokeServer({})[1] for i,v in pairs(ListCoins) do if MainWindow.flags.FarmingArea == 'All' or table.find(IMightKillMyselfCauseOfThis[MainWindow.flags.FarmingArea], v.a) then local shit = v shit["index"] = i table.insert(returntable, shit) end end return returntable end --Sexy man ( wYn#0001 ) made this for me. It works, not sure how, it does. function GetCoinTable(area) local CoinTable = GetCoins(area) function getKeysSortedByValue(tbl, sortFunction) local keys = {} for key in pairs(tbl) do table.insert(keys, key) end table.sort( keys, function(a, b) return sortFunction(tbl[a].h, tbl[b].h) end ) return keys end local sortedKeys = getKeysSortedByValue(CoinTable, function(a, b) return a > b end) local newCoinTable = {} for i,v in pairs(sortedKeys) do table.insert(newCoinTable, CoinTable[v]) end return newCoinTable end --Not sure exactly why I did this local AreaWorldTable = {} for _, v in pairs(game:GetService("ReplicatedStorage").Game.Coins:GetChildren()) do for _, b in pairs(v:GetChildren()) do table.insert(AreaWorldTable, b.Name) end table.insert(AreaWorldTable, v.Name) end --Returns all the currently alive chests in the game the same was getcoins does function AllChests() local returntable = {} local ListCoins = game.workspace['__THINGS']['__REMOTES']["get coins"]:InvokeServer({})[1] for i,v in pairs(ListCoins) do local shit = v shit["index"] = i for aa,bb in pairs(AreaWorldTable) do if string.find(v.n, bb) then local thing = string.gsub(v.n, bb.." ", "") if table.find(Chests, thing) then shit.n = thing table.insert(returntable, shit) end end end end return returntable end --[[ --the remote works like this. I'm too scared to test anything else out function CollectOrbs() local ohTable1 = {[1] = {}} for i,v in pairs(game.workspace['__THINGS'].Orbs:GetChildren()) do ohTable1[1][i] = v.Name end game.workspace['__THINGS']['__REMOTES']["claim orbs"]:FireServer(ohTable1) end ]] if _G.MyConnection then _G.MyConnection:Disconnect() end _G.MyConnection = game.Workspace.__THINGS.Orbs.ChildAdded:Connect(function(Orb) game.Workspace.__THINGS.__REMOTES["claim orbs"]:FireServer({{Orb.Name}}) end) MainWindow:Toggle("Enabled", {flag = 'FarmingEnabled'}, function(new) local CurrentFarmingPets = {} while task.wait() and MainWindow.flags.FarmingEnabled do local pethingy = GetMyPets() if MainWindow.flags.FarmingType == 'Normal' then local cointhiny = GetCoins(MainWindow.flags.FarmingArea) for i = 1, #cointhiny do if MainWindow.flags.FarmingEnabled and game:GetService("Workspace")["__THINGS"].Coins:FindFirstChild(cointhiny[i].index) then for _, bb in pairs(pethingy) do if MainWindow.flags.FarmingEnabled and game:GetService("Workspace")["__THINGS"].Coins:FindFirstChild(cointhiny[i].index) then wait(0.1) spawn(function() FarmCoin(cointhiny[i].index, bb) end) end end repeat task.wait() until not game:GetService("Workspace")["__THINGS"].Coins:FindFirstChild(cointhiny[i].index) end end elseif MainWindow.flags.FarmingType == 'Chest' then for i,v in pairs(AllChests()) do if (v.n == MainWindow.flags.FarmingSingleChest) or (MainWindow.flags.FarmingSingleChest == 'All') then local starttick = tick() for a, b in pairs(pethingy) do coroutine.wrap(function() FarmCoin(v.index, b) end)() end repeat task.wait() until not game:GetService("Workspace")["__THINGS"].Coins:FindFirstChild(v.index) or #game:GetService("Workspace")["__THINGS"].Coins[v.index].Pets:GetChildren() == 0 warn(v.n .. " has been broken in", tick()-starttick) end end elseif MainWindow.flags.FarmingType == 'Multi Target' then local cointhiny = GetCoins(MainWindow.flags.FarmingArea) for i = 1, #cointhiny do if i%#pethingy == #pethingy-1 then wait() end if not CurrentFarmingPets[pethingy[i%#pethingy+1]] or CurrentFarmingPets[pethingy[i%#pethingy+1]] == nil then wait(0.1) spawn(function() CurrentFarmingPets[pethingy[i%#pethingy+1]] = 'Farming' FarmCoin(cointhiny[i].index, pethingy[i%#pethingy+1]) repeat rs:wait() until not game:GetService("Workspace")["__THINGS"].Coins:FindFirstChild(cointhiny[i].index) or #game:GetService("Workspace")["__THINGS"].Coins:FindFirstChild(cointhiny[i].index).Pets:GetChildren() == 0 CurrentFarmingPets[pethingy[i%#pethingy+1]] = nil end) end end elseif MainWindow.flags.FarmingType == 'Highest Value' then local cointhiny = GetCoinTable(MainWindow.flags.FarmingArea) for a,b in pairs(pethingy) do spawn(function() wait() FarmCoin(cointhiny[1].index, b) end) end repeat rs:wait() until not game:GetService("Workspace")["__THINGS"].Coins:FindFirstChild(cointhiny[1].index) or #game:GetService("Workspace")["__THINGS"].Coins[cointhiny[1].index].Pets:GetChildren() == 0 elseif MainWindow.flags.FarmingType == 'Nearest' then local NearestOne = nil local NearestDistance = math.huge for i,v in pairs(game:GetService("Workspace")["__THINGS"].Coins:GetChildren()) do if (v.POS.Position - game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude < NearestDistance then NearestOne = v NearestDistance = (v.POS.Position - game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude end end for a,b in pairs(pethingy) do spawn(function() FarmCoin(NearestOne.Name, b) end) end end end end) MainWindow:Dropdown("Type", {flag = 'FarmingType', list = {'Normal', 'Chest', 'Multi Target', 'Highest Value', 'Nearest'}}) MainWindow:Dropdown("If chest", {flag = 'FarmingSingleChest', list = Chests}) MainWindow:Dropdown("Area", {flag = 'FarmingArea', list = AreaList}) MainWindow:Toggle("Collect Loot Bags", {flag = 'Lootbags', default = _G.Lootbags or false}, function() if MainWindow.flags.Lootbags then local Running = {} while wait() and MainWindow.flags.Lootbags do for i, v in pairs(game:GetService("Workspace")["__THINGS"].Lootbags:GetChildren()) do spawn(function() if v ~= nil and v.ClassName == 'MeshPart' then if not Running[v.Name] then Running[v.Name] = true local StartTick = tick() v.Transparency = 1 for a,b in pairs(v:GetChildren()) do if not string.find(b.Name, "Body") then b:Destroy() end end repeat task.wait() v.CFrame = game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart").CFrame until v == nil or not v.Parent or tick() > StartTick + 3 Running[v.Name] = nil end end end) end end end end) MainWindow:Button("Stat Tracker", function() loadstring(game:HttpGet('https://pastebin.com/raw/dPXXyp4A'))() wait(60) warn("60s has PASSED!") end) MainWindow:Button("POSSIBLE Lag reduction", function() game:GetService("Players").LocalPlayer.PlayerScripts.Scripts.GUIs["Coin Rewards HUD"].Disabled = true if game:GetService("Workspace"):FindFirstChild("__DEBRIS") then game:GetService("Workspace")["__DEBRIS"]:Destroy() end end) local MyEggData = {} local littleuselesstable = {} local GameLibrary = require(game:GetService("ReplicatedStorage"):WaitForChild("Framework"):WaitForChild("Library")) for i,v in pairs(GameLibrary.Directory.Eggs) do local temptable = {} temptable['Name'] = i temptable['Currency'] = v.currency temptable['Price'] = v.cost table.insert(MyEggData, temptable) end table.sort(MyEggData, function(a, b) return a.Price < b.Price end) local EggData = {} for i,v in pairs(CurrencyOrder) do table.insert(EggData, " ") table.insert(EggData, "-- "..v.." --") for a,b in pairs(MyEggData) do if b.Currency == v then table.insert(EggData, b.Name) end end end EggsWindow:Toggle("Open Eggs", {flag = 'OpenEggs'}, function(new) while wait() and EggsWindow.flags.OpenEggs do local ohTable1 = { [1] = EggsWindow.flags.SelectedEgg, [2] = EggsWindow.flags.TripleEggs } workspace.__THINGS.__REMOTES["buy egg"]:InvokeServer(ohTable1) end end) EggsWindow:Dropdown('Egg', {flag = 'SelectedEgg', list = EggData}) EggsWindow:Toggle("Triple Eggs", {flag = 'TripleEggs'}) EggsWindow:Section(" ") EggsWindow:Button("Remove Egg animation", function() for i,v in pairs(getgc(true)) do if (typeof(v) == 'table' and rawget(v, 'OpenEgg')) then v.OpenEgg = function() return end end end end) EggsWindow:Button("Teleport Gamepass", function() local main = debug.getupvalues(require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")).Save.Get)[2][game.Players.LocalPlayer].save.Gamepasses table.insert(main,18674296) table.insert(main,18674298) table.insert(main,18674321) end) EggsWindow:Section("amGerard || Gerard#0001") --Anti AFK stolen from infinite yield // the readily available old one :) local GC = getconnections or get_signal_cons if GC then for i,v in pairs(GC(game.Players.LocalPlayer.Idled)) do if v["Disable"] then v["Disable"](v) elseif v["Disconnect"] then v["Disconnect"](v) end end else print("lol bad exploit") local vu = game:GetService("VirtualUser") game:GetService("Players").LocalPlayer.Idled:connect(function() vu:Button2Down(Vector2.new(0,0),workspace.CurrentCamera.CFrame) wait(1) vu:Button2Up(Vector2.new(0,0),workspace.CurrentCamera.CFrame) end) end warn("Everything has loaded fully. Enjoy :)")
YanaSezko
No description available
STiGMABY
No description available
IgorFilin
No description available
triplea-maps
a Shogun type variant heavily inspired by the Samurai Warriors series of games
dangelonakamura
Samurai Source is an API dedicated to anime enthusiasts, providing up-to-date data on episodes and anime types.
scriptogre
Django Samurai combines views & templates into a single `.py` file. It also provides type-safety using Pydantic, and adds file-based routing.
javijjah
Developed in Godot 4.2. UNTOUCHED is a hack-and-slash, samurai inspired typing game about a samurai that has never been hit, where you'll have to prove how long you're able to stand countless enemy waves coming towards you!
AlexVerlanov
No description available
MOj0
No description available
lllytnik
No description available
race-conditioned
No description available
Trak1234
No description available
KentBrokman
No description available
MrFish93
No description available
No description available
DaryaSerikova
No description available
pitercoding
[PT-BR] Repositório do curso de TypeScript do Dev Samurai, com projeto final do curso e exercícios criados por mim para fixar o conteúdo. [ENG] Repository for the Dev Samurai TypeScript course, with the course final project and exercises I created to reinforce learning.
MrFish93
No description available
YaroslavlProhodimec
No description available
ClevertonZarelli
To Do em type script curso dev samurai
No description available
YaroslavlProhodimec
No description available
magomedov777
No description available
MrFish93
No description available
YaroslavlProhodimec
No description available
No description available
Creative-Ed
picturing a Samurai in different body types and creating pixel based versions of them... for the fun of it
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