Roblox Script - Idle Heroes Simulator | Auto Kill & Auto Level (Open Source)

 


Features:

  • Auto Farm/Kill
  • Auto Level


The Script is Open Sourced


Script:

local ui = loadstring(game:HttpGet('https://raw.githubusercontent.com/bloodball/-back-ups-for-libs/main/Shaman.lua'))()


local window = ui:Window({

    Text = "Idle Heroes Simulator"

})


local client = game.Players.LocalPlayer

local attackEvent = game:GetService("ReplicatedStorage").Packages["_Index"]["sleitnick_knit@1.4.7"].knit.Services.WeaponService.RE.Swing


local Settings = {

    Autofarm = false,

    Autolevel = false,

}


local Utils = {} do

    function Utils.GetPlate()

        for _, plate in next, workspace:WaitForChild("Plots"):GetChildren() do

            if plate.Owner.Value == client then

                return plate.Name

            end

        end

    end


    function Utils.EnemyName()

        for _, enemy in next, workspace:WaitForChild("Plots")[Utils.GetPlate()].Enemy:GetChildren() do

            if enemy and enemy:IsA("BasePart") then

                return enemy.Name

            end

        end

    end


    function Utils.EnemyAttack()

        local enemyPlot = Utils.GetPlate()

        local enemyName = Utils.EnemyName()


        if enemyPlot and enemyName then

            attackEvent:FireServer(workspace.Plots[enemyPlot].Enemy[enemyName])

        end

    end


    function Utils.IsPlayerAlive()

        local humanoid = client.Character and client.Character.Humanoid

        local root = client.Character and client.Character:WaitForChild("HumanoidRootPart", 5)


        if root and (humanoid and humanoid.Health > 0) then

            return true

        end -- rblxscripts.net

    end


    function Utils.Teleport(part)

        if part and Utils.IsPlayerAlive() then

            client.Character.PrimaryPart:PivotTo(part)

        end

    end


    function Utils.GetEnemyLocation()

        for _, enemy in next, workspace:WaitForChild("Plots")[Utils.GetPlate()].Enemy:GetChildren() do

            if enemy and enemy:IsA("BasePart") then

                return enemy.CFrame * CFrame.new(0, 0, -5)

            end

        end

    end


    function Utils.Farm()

        Utils.Teleport(Utils.GetEnemyLocation()) do

            Utils.EnemyAttack()

        end

    end


    function Utils.CanLevel()

        for _, button in next, workspace:WaitForChild("Plots")[Utils.GetPlate()].Buttons:GetChildren() do

            local levelButton = string.find(button.Name, "NextLevel")

            if levelButton then

                return true

            end -- rblxscripts.net

        end

    end


    function Utils.LevelPosition()

        if Utils.IsPlayerAlive() and Utils.CanLevel() then

            for _, level in next, workspace:WaitForChild("Plots")[Utils.GetPlate()].Buttons.NextLevel:GetChildren() do

                if level:IsA("Part") and level.Name:find("Touch") then

                    return level.CFrame

                end

            end

        end

    end


    function Utils.AutoLevel()

        if Utils.IsPlayerAlive() and Utils.CanLevel() then

            for _, level in next, workspace:WaitForChild("Plots")[Utils.GetPlate()].Buttons.NextLevel:GetChildren() do

                local touch = string.find(level.Name, "Touch")

                if touch then

                    Utils.Teleport(Utils.LevelPosition())

                end

            end

        end

    end

end


local Tabs = {}

Tabs.Autofarm = window:Tab({ Text = "Main" }) do

    local Autofarm = Tabs.Autofarm:Section({ Text = "Autofarm" }) do

        Autofarm:Toggle({ Text = "Auto kill", Callback = function(value)

            Settings.Autofarm = value

        end})


        Autofarm:Toggle({ Text = "Auto level", Callback = function(value)

            Settings.Autolevel = value

        end})

    end

end


task.spawn(function()

    while task.wait() do

        if Settings.Autofarm then

            Utils.Farm()

        end

        if Settings.Autolevel then

            Utils.AutoLevel()

        end

    end

end)

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