--Defining the ui library
local Rayfield = loadstring(readfile('MemzWare/Assets/UiLib.lua'))()
local Window = Rayfield:CreateWindow({
Name = "FujiHub V3 | 1.7",
LoadingTitle = "Loading..",
LoadingSubtitle = "by Zinkz And Dread",
ConfigurationSaving = {
Enabled = true,
FolderName = "FujiHub", -- Create a custom folder for your hub/game
FileName = "ConfigurationBladeBall"
},
Discord = {
Enabled = true,
Invite = "ruvuWm4yD4", -- The Discord invite code, do not include discord.gg/
RememberJoins = false -- 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 = "MemzWare",
Subtitle = "Key System",
Note = "(Go Back To The Discord For Key Dont Leak or v2 and v3 Perm Ban )",
FileName = "VapeBladeBallData",
SaveKey = true,
GrabKeyFromSite = false, -- If this is true, set Key below to the RAW site you would like Rayfield to get the key from
Key = "FujiHubTThankYYYYou"
}
})
--end of defining ui library
--defining notifications
--notifs
--examples
--[[Notification.new("error", "Disabled", "modules has been disabled!.") -- Args(<string> Type, <string> Heading, <string> Body, <boolean?> AutoRemoveNotif, <number?> AutoRemoveTime, <function?> OnCloseFunction)
Notification.new("success", "Enabled", "modules has been enabled!.", 1) -- Args(<string> Type, <string> Heading, <string> Body, <boolean?> AutoRemoveNotif, <number?> AutoRemoveTime, <function?> OnCloseFunction)
Notification.new("info", "Disabling", "Disabling anticheat dont move.") -- Args(<string> Type, <string> Heading, <string> Body, <boolean?> AutoRemoveNotif, <number?> AutoRemoveTime, <function?> OnCloseFunction)
Notification.new("warning", "YOu died", "Imagine dying bozo.") -- Args(<string> Type, <string> Heading, <string> Body, <boolean?> AutoRemoveNotif, <number?> AutoRemoveTime, <function?> OnCloseFunction)
Notification.new("message", "Message Heading", "Message body message.") -- Args(<string> Type, <string> Heading, <string> Body, <boolean?> AutoRemoveNotif, <number?> AutoRemoveTime, <function?> OnCloseFunction)
]]
local Notification = loadstring(readfile('MemzWare/Assets/Notifs.lua'))()
--end of notifications
--creating tabs
--examples of tab - local Tab = Window:CreateTab("Tab Example", 4483362458) -- Title, Image
local Combat = Window:CreateTab("Main")
local Blatant = Window:CreateTab("settings")
local Misc = Window:CreateTab("Misc")
local Visuals = Window:CreateTab("Update")
--end of creating tabs
--arraylist defining
local array = loadstring(readfile('MemzWare/Assets/ArrayList.lua'))()
shared["CometConfigs"] = {
Enabled = true
}
--arraylist defined
--creating modules!
--Visuals
do
Visuals:CreateSection("HUD")
local Enabled = false
local ArrayListToggle = Visuals:CreateToggle({
Name = "ArrayList",
CurrentValue = true,
Flag = "ArrayListToggle",
Callback = function(val)
Enabled = val
if Enabled then
enabled("ArrayList", 2)
shared["CometConfigs"] = {
Enabled = true
}
else
disabled("ArrayList", 2)
shared["CometConfigs"] = {
Enabled = false
}
end
end
})
end
do
-- Gui to Lua
-- Version: 3.2
-- Instances:
local WaterMark = Instance.new("ScreenGui")
local Main = Instance.new("Frame")
local UICorner = Instance.new("UICorner")
local Memz = Instance.new("TextLabel")
local Ware = Instance.new("TextLabel")
local Division_1 = Instance.new("TextLabel")
local FPS = Instance.new("TextLabel")
local Division_2 = Instance.new("TextLabel")
local PING = Instance.new("TextLabel")
--Properties:
WaterMark.Name = "WaterMark"
WaterMark.Parent = game.Players.LocalPlayer:WaitForChild("PlayerGui")
WaterMark.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
WaterMark.ResetOnSpawn = false
Main.Name = "Main"
Main.Parent = WaterMark
Main.Active = true
Main.BackgroundColor3 = Color3.fromRGB(145, 11, 255)
Main.BackgroundTransparency = 0.690
Main.Draggable = true
Main.Position = UDim2.new(0.343726784, -456, 0.526184559, -486)
Main.Size = UDim2.new(0, 385, 0, 53)
UICorner.CornerRadius = UDim.new(1, 25)
UICorner.Parent = Main
Memz.Name = "Memz"
Memz.Parent = Main
Memz.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Memz.BackgroundTransparency = 1.000
Memz.Position = UDim2.new(0.0155844092, 0, 0.188679218, 0)
Memz.Size = UDim2.new(0, 87, 0, 32)
Memz.Font = Enum.Font.FredokaOne
Memz.Text = "Memz"
Memz.TextColor3 = Color3.fromRGB(255, 255, 255)
Memz.TextSize = 29.000
Ware.Name = "Ware"
Ware.Parent = Main
Ware.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Ware.BackgroundTransparency = 1.000
Ware.Position = UDim2.new(0.18701297, 0, 0.188679218, 0)
Ware.Size = UDim2.new(0, 87, 0, 32)
Ware.Font = Enum.Font.FredokaOne
Ware.Text = "Ware"
Ware.TextColor3 = Color3.fromRGB(248, 157, 227)
Ware.TextSize = 29.000
Division_1.Name = "Division_1"
Division_1.Parent = Main
Division_1.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Division_1.BackgroundTransparency = 1.000
Division_1.Position = UDim2.new(0.293506503, 0, 0.188679218, 0)
Division_1.Size = UDim2.new(0, 87, 0, 32)
Division_1.Font = Enum.Font.FredokaOne
Division_1.Text = "|"
Division_1.TextColor3 = Color3.fromRGB(248, 248, 248)
Division_1.TextSize = 29.000
FPS.Name = "FPS"
FPS.Parent = Main
FPS.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
FPS.BackgroundTransparency = 1.000
FPS.Position = UDim2.new(0.467532396, 0, 0.188679338, 0)
FPS.Size = UDim2.new(0, 87, 0, 32)
FPS.Font = Enum.Font.FredokaOne
FPS.Text = "FPS : 240"
FPS.TextColor3 = Color3.fromRGB(255, 255, 255)
FPS.TextSize = 29.000
Division_2.Name = "Division_2"
Division_2.Parent = Main
Division_2.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Division_2.BackgroundTransparency = 1.000
Division_2.Position = UDim2.new(0.631168842, 0, 0.188679218, 0)
Division_2.Size = UDim2.new(0, 87, 0, 32)
Division_2.Font = Enum.Font.FredokaOne
Division_2.Text = "|"
Division_2.TextColor3 = Color3.fromRGB(248, 248, 248)
Division_2.TextSize = 29.000
PING.Name = "PING"
PING.Parent = Main
PING.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
PING.BackgroundTransparency = 1.000
PING.Position = UDim2.new(0.742857099, 0, 0.188679338, 0)
PING.Size = UDim2.new(0, 87, 0, 32)
PING.Font = Enum.Font.FredokaOne
PING.Text = "100ms"
PING.TextColor3 = Color3.fromRGB(255, 255, 255)
PING.TextSize = 29.000
WaterMark.Enabled = false
Main.Visible = false
Main.Draggable = true
local Enabled = false
local FPSEnabled = false
local PINGEnabled = false
local WaterMarkToggle = Visuals:CreateToggle({
Name ="WaterMark",
CurrentValue = false,
Flag = "WaterMarkToggle",
Callback = function(val)
Enabled = val
if Enabled then
array.Add("WaterMark")
enabled("WaterMark", 2)
WaterMark.Enabled = true
Main.Visible = true
spawn(function()
game:GetService("RunService").Heartbeat:Connect(function()
task.wait()
local ping = tonumber(game:GetService("Stats"):FindFirstChild("PerformanceStats").Ping:GetValue())
ping = math.floor(ping)
PING.Text = " " ..ping.."ms"
end)
end)
spawn(function()
local RunService = game:GetService("RunService")
local TimeFunction = RunService:IsRunning() and time or os.clock
local LastIteration, Start
local FrameUpdateTable = {}
local function loopupdate()
task.wait()
LastIteration = TimeFunction()
for Index = #FrameUpdateTable, 1, -1 do
FrameUpdateTable[Index + 1] = FrameUpdateTable[Index] >= LastIteration - 1 and FrameUpdateTable[Index] or nil
end
FrameUpdateTable[1] = LastIteration
FPS.Text = "FPS : " .. tostring(math.floor(TimeFunction() - Start >= 1 and #FrameUpdateTable or #FrameUpdateTable / (TimeFunction() - Start)))
end
Start = TimeFunction()
RunService.Heartbeat:Connect(loopupdate)
end)
else
array.Remove("WaterMark")
disabled("WaterMark", 2)
WaterMark.Enabled = false
Main.Visible = false
end
end
})
local FPSToggle = Visuals:CreateToggle({
Name = "FPS",
CurrentValue = false,
Flag = "FpsToggle",
Callback = function(val)
FPSEnabled = val
if FPSEnabled then
enabled("WaterMark.FPS", 2)
FPS.Visible = true
else
disabled("WaterMark.FPS", 2)
FPS.Visible = false
end
end
})
local PINGToggle = Visuals:CreateToggle({
Name = "PING",
CurrentValue = false,
Flag = "PINGToggle",
Callback = function(val)
PINGEnabled = val
if PINGEnabled then
enabled("WaterMark.PING", 2)
PING.Visible = true
else
disabled("WaterMark.PING", 2)
PING.Visible = false
end
end
})
end
do
Visuals:CreateSection("Self")
local char = lplr.Character
local ColorValue = Color3.fromRGB(102, 205, 217)
local SelfTrans = {["Value"] = 0.21}
local SelfMaterial = "ForceField"
local tableofcharparts = { "Head", "LeftUpperArm", "RightUpperArm", "LeftLowerArm", "RightLowerArm", "UpperTorso", "LeftUpperLeg", "LeftLowerLeg", "RightUpperLeg", "RightLowerLeg", "RightFoot", "LeftFoot", "LeftHand", "RightHand"}
--
local SelfColor;
local SelfTransparency;
local SelfMat;
local Enabled = false
local SelfChams = Visuals:CreateToggle({
Name = "Custom Character",
CurrentValue = false,
Flag = "SelfChamToggle",
Callback = function(val)
Enabled = val
if Enabled then
enabled("CustomCharacter", 2)
repeat
task.wait()
ColorValue = SelfColor.Color
SelfTrans.Value = SelfTransparency.CurrentValue
SelfMaterial = SelfMat.CurrentOption
for i,v in next, char:GetChildren() do
if v and v:IsA("BasePart") or table.find(tableofcharparts, v.Name) then
v.Color = ColorValue
v.Transparency = SelfTrans.Value
v.Material = SelfMaterial
end
end
until not Enabled
disabled("CustomCharacter", 2)
end
end
})
SelfMat = Visuals:CreateDropdown({
Name = "Char Material",
Options = {"SmoothPlastic", "ForceField", "Neon", "Foil", "Glass"},
CurrentOption = "ForceField",
Flag = "CharMaterialDropDown", -- 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(Option)
SelfMaterial = Option
end,
})
SelfTransparency = Visuals:CreateSlider({
Name = "Char transparency",
Range = {0, 1},
Increment = 0.01,
CurrentValue = 0.21,
Flag = "CharTransparencySlider", -- 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)
SelfTrans.Value = Value
end,
})
SelfColor = Visuals:CreateColorPicker({
Name = "Char Color",
Color = Color3.fromRGB(255,255,255),
Flag = "CharColorPicker", -- 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)
ColorValue = Value
end
})
end
do
Visuals:CreateSection("ViewModel")
local Enabled = false
local viewmodel = workspace.Camera.Viewmodel
local ColorValue = Color3.fromRGB(102, 205, 217)
local ItemTrans = {["Value"] = 0.21}
local MaterialMode = "ForceField"
local ItemsColor;
local ItemMaterialMode;
local ItemTransparencySlider;
local ItemChams = Visuals:CreateToggle({
Name = "ItemChams (disable texture pack)",
CurrentValue = false,
Flag = "ItemChamsToggle",
Callback = function(val)
Enabled = val
if Enabled then
enabled("ItemChams", 2)
repeat
task.wait()
ColorValue = ItemsColor.Color
ItemTrans.Value = ItemTransparencySlider.CurrentValue
MaterialMode = ItemMaterialMode.CurrentOption
for i,v in next, workspace.Camera.Viewmodel:GetDescendants() do
if v.Parent and v.Parent:IsA("Accessory") and game.ReplicatedStorage.Items:FindFirstChild(v.Parent.Name) then
v.Color = ColorValue
v.Transparency = ItemTrans.Value
v.Material = MaterialMode
end
end
until not Enabled
disabled("ItemChams", 2)
end
end
})
ItemMaterialMode = Visuals:CreateDropdown({
Name = "Item Material",
Options = {"SmoothPlastic", "ForceField", "Neon", "Foil", "Glass"},
CurrentOption = "ForceField",
Flag = "ItemMaterialModeDropdown", -- 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(Option)
MaterialMode = Option
end,
})
ItemTransparencySlider = Visuals:CreateSlider({
Name = "ItemTransparency",
Range = {0, 1},
Increment = 0.01,
CurrentValue = 0.21,
Flag = "ItemTransparencySlider", -- 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)
ItemTrans.Value = Value
end,
})
ItemsColor = Visuals:CreateColorPicker({
Name = "Item Color",
Color = Color3.fromRGB(255,255,255),
Flag = "ItemChamsColorPicker", -- 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)
ColorValue = Value
end
})
end
do
Visuals:CreateSection("Custom viewmodel")
local nobobdepth = {["Value"] = 8}
local nobobhorizontal = {["Value"] = 8}
local Connection
local SwordSize;
local Smaller = {["Value"] = 3}
local oldc1;
local Enabled = false
local NobobToggle = Visuals:CreateToggle({
Name = "Custom Viewmodel",
CurrentValue = false,
Flag = "CustomViewmodelToggle",
Callback = function(val)
Enabled = val
if cam:FindFirstChild("Viewmodel") then
if Enabled then
Smaller.Value = SwordSize.CurrentValue
Connection = cam.Viewmodel.ChildAdded:Connect(function(v)
if v:FindFirstChild("Handle") then
pcall(function()
v:FindFirstChild("Handle").Size = v:FindFirstChild("Handle").Size / tostring(Smaller["Value"])
end)
end
end)
task.wait()
lplr.PlayerScripts.TS.controllers.global.viewmodel["viewmodel-controller"]:SetAttribute("ConstantManager_DEPTH_OFFSET", -(nobobdepth["Value"] / 10))
lplr.PlayerScripts.TS.controllers.global.viewmodel["viewmodel-controller"]:SetAttribute("ConstantManager_HORIZONTAL_OFFSET", (nobobhorizontal["Value"] / 10))
pcall(function()
for i,v in pairs(cam.Viewmodel.Humanoid.Animator:GetPlayingAnimationTracks()) do
v:Stop()
end
end)
bedwars["ViewmodelController"]:playAnimation(11)
else
lplr.PlayerScripts.TS.controllers.global.viewmodel["viewmodel-controller"]:SetAttribute("ConstantManager_DEPTH_OFFSET", 0)
lplr.PlayerScripts.TS.controllers.global.viewmodel["viewmodel-controller"]:SetAttribute("ConstantManager_HORIZONTAL_OFFSET", 0)
pcall(function()
for i,v in pairs(cam.Viewmodel.Humanoid.Animator:GetPlayingAnimationTracks()) do
v:Stop()
end
end)
bedwars["ViewmodelController"]:playAnimation(11)
cam.Viewmodel.RightHand.RightWrist.C1 = oldc1
end
end
end
})
local nobobdepthslider = Visuals:CreateSlider({
Name = "Pitch",
Range = {1, 24},
Increment = 1,
CurrentValue = 12,
Flag = "NobobDepthSlider", -- 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(val)
if Enabled then
lplr.PlayerScripts.TS.controllers.global.viewmodel["viewmodel-controller"]:SetAttribute("ConstantManager_DEPTH_OFFSET", -(val / 10))
end
end,
})
local nobobhorizontalslider = Visuals:CreateSlider({
Name = "Yaw",
Range = {0, 24},
Increment = 1,
CurrentValue = 8,
Flag = "HorizontalSliderNoBob", -- 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(val)
if Enabled then
lplr.PlayerScripts.TS.controllers.global.viewmodel["viewmodel-controller"]:SetAttribute("ConstantManager_HORIZONTAL_OFFSET", (val / 10))
end
end,
})
SwordSize = Visuals:CreateSlider({
Name = "Size",
Range = {1, 6},
Increment = 0.1,
CurrentValue = 2.1,
Flag = "ItemSizeSlider", -- 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(val)
Smaller.Value = val
end,
})
end
ColorPicker = Visuals:CreateColorPicker({
Name = "Chams Color",
Color = Color3.fromRGB(255,255,255),
Flag = "ChamsColorPicker", -- 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)
ColorValue = Value
end
})
end
do
local connection
local NewFOV = {["Value"] = 120}
local Enabled = false
local FOVChanger = Visuals:CreateToggle({
Name = "Fov Changer",
CurrentValue = false,
Flag = "FOVChangerToggle",
Callback = function(val)
Enabled = val
if Enabled then
enabled("FOVChanger", 2)
array.Add("FOVChanger")
repeat
task.wait(0.5)
cam.FieldOfView = NewFOV["Value"]
connection = cam:GetPropertyChangedSignal("FieldOfView"):Connect(function()
cam.FieldOfView = NewFOV["Value"]
end)
until not Enabled
else
disabled("FOVChanger", 2)
array.Remove("FOVChanger")
connection:Disconnect()
cam.FieldOfView = 80
end
end
})
local FOVSlider = Visuals:CreateSlider({
Name = "FOVAmount",
Range = {1, 120},
Increment = 1,
Suffix = "FOV",
CurrentValue = 120,
Flag = "FovAmountSlider",
Callback = function(val)
NewFOV["Value"] = val
end
})
end
do
Visuals:CreateSection("World")
local Enabled = false
local AmbienceColor;
local ColorPapa = Color3.fromRGB(102, 205, 217)
local tint = Instance.new("ColorCorrectionEffect", game.Lighting)
local newsky = Instance.new("Sky", game.Lighting)
local Ambience = Visuals:CreateToggle({
Name = "Ambience",
CurrentValue = false,
Flag = "AmbienceToggle",
Callback = function(val)
Enabled = val
if Enabled then
array.Add("Ambience", "Purple")
enabled("Ambience", 2)
game.Lighting.Ambient = ColorPapa
tint.TintColor = ColorPapa
newsky.SkyboxBk = "rbxassetid://8539982183"
newsky.SkyboxDn = "rbxassetid://8539981943"
newsky.SkyboxFt = "rbxassetid://8539981721"
newsky.SkyboxLf = "rbxassetid://8539981424"
newsky.SkyboxRt = "rbxassetid://8539980766"
newsky.SkyboxUp = "rbxassetid://8539981085"
newsky.MoonAngularSize = 0
newsky.SunAngularSize = 0
newsky.StarCount = 3e3
table.insert(TempAssets, newsky)
table.insert(TempAssets, tint)
repeat
task.wait()
ColorPapa = AmbienceColor.Color
until not Enabled
else
newsky:Destroy()
tint:Destroy()
array.Remove("Ambience")
disabled("Ambience", 2)
end
end
})
AmbienceColor = Visuals:CreateColorPicker({
Name = "Ambience Color",
Color = Color3.fromRGB(255,255,255),
Flag = "AmbienceColorPicker", -- 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)
-- The function that takes place every time the color picker is moved/changed
-- The variable (Value) is a Color3fromRGB value based on which color is selected
ColorPapa = Value
end
})
end
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