Free Undetected FPS Boost

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FPS Boost для Роблокс, работает везде и на всём (по идее, если у вас не jjsploit)

fps+:
_G.Settings = {
    Players = {
        ["Ignore Me"] = true, --игнорирует вашего персонажа
        ["Ignore Others"] = true --игнорирует др. персонажей
    },
    Meshes = {
        Destroy = false, --уничтожение "полигонов"
        LowDetail = true --"полигоны" с низкой детализацией (не думаю, что работает)
    },
    Images = {
        Invisible = true, --"невидимые" изображения
        LowDetail = false, --изображения с низкой детализацией (не думаю, что работает)
        Destroy = false, --уничтожение изображений
    },
Other = {
        ["No Particles"] = true, --отключает все "ParticleEmitter", "Trail", "Smoke", "Fire" и "Sparkles"
        ["No Camera Effects"] = true, --отключает все "постэффекты" (эффекты камеры/освещения)
        ["No Explosions"] = true, --делает взрывы невидимыми
        ["No Clothes"] = true, --удаляет одежду из игры
        ["Low Water Graphics"] = true, --удаляет качество воды
        ["No Shadows"] = true, --удаляет тени
        ["Low Rendering"] = true, --меньше "рендеринга"
        ["Low Quality Parts"] = true --детали более низкого качества
    }
}
local Players = game:GetService("Players")
local BadInstances = {"DataModelMesh", "FaceInstance", "ParticleEmitter", "Trail", "Smoke", "Fire", "Sparkles", "PostEffect", "Explosion", "Clothing", "BasePart"}
local CanBeEnabled = {"ParticleEmitter", "Trail", "Smoke", "Fire", "Sparkles", "PostEffect"}
local function PartOfCharacter(Instance)
    for i, v in pairs(Players:GetPlayers()) do
        if v.Character and Instance:IsDescendantOf(v.Character) then
            return true
        end
    end
    return false
end
local function ReturnDescendants()
    local Descendants = {}
    WaitNumber = 5000
    if _G.Settings.Players["Ignore Others"] then
        for i, v in pairs(game:GetDescendants()) do
            if not v:IsDescendantOf(Players) and not PartOfCharacter(v) then
                for i2, v2 in pairs(BadInstances) do
                    if v:IsA(v2) then
                        table.insert(Descendants, v)
                    end
                end
            end
            if i == WaitNumber then
                task.wait()
                WaitNumber = WaitNumber + 5000
            end
        end
    elseif _G.Settings.Players["Ignore Me"] then
        for i, v in pairs(game:GetDescendants()) do
            if not v:IsDescendantOf(Players) and not v:IsDescendantOf(ME.Character) then
                for i2, v2 in pairs(BadInstances) do
                    if v:IsA(v2) then
                        table.insert(Descendants, v)
                    end
                end
            end
            if i == WaitNumber then
                task.wait()
                WaitNumber = WaitNumber + 5000
            end
        end
    end
    return Descendants
end
local function CheckIfBad(Instance)
    if not Instance:IsDescendantOf(Players) and not PartOfCharacter(Instance) then
        if Instance:IsA("DataModelMesh") then
            if _G.Settings.Meshes.LowDetail then
                sethiddenproperty(Instance, "LODX", Enum.LevelOfDetailSetting.Low)
                sethiddenproperty(Instance, "LODY", Enum.LevelOfDetailSetting.Low)
            elseif _G.Settings.Meshes.Destroy then
                Instance:Destroy()
            end
        elseif Instance:IsA("FaceInstance") then
            if _G.Settings.Images.Invisible then
                Instance.Transparency = 1
            elseif _G.Settings.Images.LowDetail then
                Instance.Shiny = 1
            elseif _G.Settings.Images.Destroy then
                Instance:Destroy()
            end
        elseif table.find(CanBeEnabled, Instance.ClassName) then
            if _G.Settings["No Particles"] or (_G.Settings.Other and _G.Settings.Other["No Particles"]) then
                Instance.Enabled = false
            end
        elseif Instance:IsA("Explosion") then
            if _G.Settings["No Explosions"] or (_G.Settings.Other and _G.Settings.Other["No Explosions"]) then
                Instance.Visible = false
            end
        elseif Instance:IsA("Clothing") then
            if _G.Settings["No Clothes"] or (_G.Settings.Other and _G.Settings.Other["No Clothes"]) then
                Instance:Destroy()
            end
        elseif Instance:IsA("BasePart") then
            if _G.Settings["Low Quality Parts"] or (_G.Settings.Other and _G.Settings.Other["Low Quality Parts"]) then
                Instance.Material = Enum.Material.Plastic
                Instance.Reflectance = 0
            end
        end
    end
end
if _G.Settings["Low Water Graphics"] or (_G.Settings.Other and _G.Settings.Other["Low Water Graphics"]) then
    workspace:FindFirstChildOfClass("Terrain").WaterWaveSize = 0
    workspace:FindFirstChildOfClass("Terrain").WaterWaveSpeed = 0
    workspace:FindFirstChildOfClass("Terrain").WaterReflectance = 0
    workspace:FindFirstChildOfClass("Terrain").WaterTransparency = 0
end
if _G.Settings["No Shadows"] or (_G.Settings.Other and _G.Settings.Other["No Shadows"]) then
    game:GetService("Lighting").GlobalShadows = false
    game:GetService("Lighting").FogEnd = 9e9
end
if _G.Settings["Low Rendering"] or (_G.Settings.Other and _G.Settings.Other["Low Rendering"]) then
    settings().Rendering.QualityLevel = 1
end
game:GetService("StarterGui"):SetCore("SendNotification", {
    Title = "",
    Text = "Loading FPS Booster...",
    Duration = math.huge,
    Button1 = "Okay"
})
local Descendants = ReturnDescendants()
local WaitNumber = 500
game:GetService("StarterGui"):SetCore("SendNotification", {
    Title = "",
    Text = "Checking " .. #Descendants .. " Instances...",
    Duration = 5,
    Button1 = "Okay"
})
for i, v in pairs(Descendants) do
    CheckIfBad(v)
    print("Loaded " .. i .. "/" .. #Descendants)
    if i == WaitNumber then
        task.wait()
        WaitNumber = WaitNumber + 500
    end
end
game:GetService("StarterGui"):SetCore("SendNotification", {
    Title = "",
    Text = "",
    Duration = math.huge,
    Button1 = "Okay"
})
game.DescendantAdded:Connect(CheckIfBad)
 
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