local Window = Rayfield:CreateWindow({
   Name = "K4N's Test Hub",
   LoadingTitle = "Loading Test",
   LoadingSubtitle = "by K4N",
   ConfigurationSaving = {
      Enabled = false ,
      FolderName = nil, -- Create a custom folder for your hub/game
      FileName = "Big Hub"
   },
   Discord = {
      Enabled = false,
      Invite = "noinvitelink", -- The Discord invite code, do not include discord.gg/. E.g. discord.gg/ABCD would be ABCD
      RememberJoins = true -- Set this to false to make them join the discord every time they load it up
   },
   KeySystem = true, -- Set this to true to use our key system
   KeySettings = {
      Title = "U a munch",
      Subtitle = "Key System",
      Note = "No method of obtaining the key is provided",
      FileName = "Key", -- It is recommended to use something unique as other scripts using Rayfield may overwrite your key file
      SaveKey = true, -- The user's key will be saved, but if you change the key, they will be unable to use your script
      GrabKeyFromSite = false, -- If this is true, set Key below to the RAW site you would like Rayfield to get the key from
      Key = {"XazyIsAMunch"} -- List of keys that will be accepted by the system, can be RAW file links (pastebin, github etc) or simple strings ("hello","key22")
   }
})

local Tab = Window:CreateTab("🏠Home", nil) -- Title, Image
local Section = MainTab:CreateSection("Main")
Rayfield:Notify({
   Title = "You have executed the script",
   Content = "Pro Gui",
   Duration = 5,
   Image = nil,
   Actions = { -- Notification Buttons
      Ignore = {
         Name = "Okay!",
         Callback = function()
         print("The user tapped Okay!")
      end
   },
},
})

local Button = MainTab:CreateButton({
   Name = "Infinite Jump",
   Callback = function()
        --[[
	WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
-- Gui to Lua
-- Version: 3.2

-- Instances:

local ScreenGui = Instance.new("ScreenGui")
local main = Instance.new("Frame")
local TextLabel = Instance.new("TextLabel")
local Frame = Instance.new("Frame")
local INFJUMP = Instance.new("TextButton")
local TextLabel_2 = Instance.new("TextLabel")

--Properties:

ScreenGui.Parent = game.CoreGui

main.Name = "main"
main.Parent = ScreenGui
main.Active = true
main.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
main.BorderSizePixel = 0
main.Position = UDim2.new(0.119258665, 0, 0, 0)
main.Size = UDim2.new(0, 146, 0, 28)
main.Active = true
main.Draggable = false

TextLabel.Parent = main
TextLabel.BackgroundColor3 = Color3.fromRGB(38, 38, 38)
TextLabel.BorderSizePixel = 0
TextLabel.Size = UDim2.new(0, 146, 0, 28)
TextLabel.Font = Enum.Font.SciFi
TextLabel.Text = "Misc"
TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
TextLabel.TextSize = 17.000
TextLabel.TextWrapped = true

Frame.Parent = main
Frame.BackgroundColor3 = Color3.fromRGB(86, 86, 86)
Frame.BorderSizePixel = 0
Frame.Position = UDim2.new(0, 0, 1, 0)
Frame.Size = UDim2.new(0, 146, 0, 61)

INFJUMP.Name = "INFJUMP"
INFJUMP.Parent = main
INFJUMP.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
INFJUMP.BorderSizePixel = 0
INFJUMP.Position = UDim2.new(0.794520497, 0, 1.6785717, 0)
INFJUMP.Size = UDim2.new(0, 21, 0, 21)
INFJUMP.Font = Enum.Font.SourceSans
INFJUMP.Text = ""
INFJUMP.TextColor3 = Color3.fromRGB(0, 0, 0)
INFJUMP.TextSize = 14.000
INFJUMP.MouseButton1Down:connect(function()
local Player = game:GetService'Players'.LocalPlayer;
local UIS = game:GetService'UserInputService';
 
_G.JumpHeight = 50;
 
function Action(Object, Function) if Object ~= nil then Function(Object); end end
 
UIS.InputBegan:connect(function(UserInput)
    if UserInput.UserInputType == Enum.UserInputType.Keyboard and UserInput.KeyCode == Enum.KeyCode.Space then
        Action(Player.Character.Humanoid, function(self)
            if self:GetState() == Enum.HumanoidStateType.Jumping or self:GetState() == Enum.HumanoidStateType.Freefall then
                Action(self.Parent.HumanoidRootPart, function(self)
                    self.Velocity = Vector3.new(0, _G.JumpHeight, 0);
                end)
            end
        end)
    end
end)
end)

TextLabel_2.Parent = main
TextLabel_2.BackgroundColor3 = Color3.fromRGB(38, 38, 38)
TextLabel_2.BorderSizePixel = 0
TextLabel_2.Position = UDim2.new(0.0547945201, 0, 1.57142854, 0)
TextLabel_2.Size = UDim2.new(0, 94, 0, 28)
TextLabel_2.Font = Enum.Font.SciFi
TextLabel_2.Text = "Inf jump"
TextLabel_2.TextColor3 = Color3.fromRGB(255, 255, 255)
TextLabel_2.TextSize = 17.000
TextLabel_2.TextWrapped = true

-- Scripts:

local function TKDWQ_fake_script() -- INFJUMP.LocalScript 
local script = Instance.new('LocalScript', INFJUMP)

function zigzag(X) return math.acos(math.cos(X*math.pi))/math.pi end

counter = 0

while wait(0.1)do
script.Parent.BackgroundColor3 = Color3.fromHSV(zigzag(counter),1,1)
 
counter = counter + 0.01
end
end
coroutine.wrap(TKDWQ_fake_script)()
   end,
})

        local Slider = Tab:CreateSlider({
   Name = "Speed",
   Range = {0, 100},
   Incresement = 1,
   Suffix = "Bananas",
   CurrentValue = 10,
   Flag = "Slider1", -- A flag is the identifier for the configuration file, make sure every element has a different flag if you're using configuration saving to ensure no overlaps
   Callback = function(Value)
   -- Change these values to suit your needs
local player = game.Players.LocalPlayer -- Replace 'game.Players.LocalPlayer' with the appropriate player reference in your game
local slider = script.Parent.Slider -- Replace 'script.Parent.Slider' with the path to your slider in the game hierarchy
local speedMultiplier = 2 -- Adjust this multiplier as needed

-- Function to update the player's speed based on the slider value
local function updateSpeed()
    local character = player.Character
    if character then
        local humanoid = character:FindFirstChild("Humanoid")
        if humanoid then
            local sliderValue = slider.Value
            humanoid.WalkSpeed = sliderValue * speedMultiplier
        end
    end
end

-- Connect the function to the slider's ValueChanged event
slider.ValueChanged:Connect(updateSpeed)

   -- The variable (Value) is a number which correlates to the value the slider is currently at
   end,
})er 

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