funky friday script autoplay
-- should ignore invisible notes
-- added hit chances and a toggle
-- hit chances are a bit rough but should work good enough
-- only tested on Synapse X
-- moved ui to github & removed the kick
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-- for "free exploit" developers
-- you need the following functions
-- loadstring, HttpGet, getgc, getloadedmodules, getconnections, and set_thread_identity or whatever you call it
local library = loadstring(game:HttpGet("https://raw.githubusercontent.com/wally-rblx/uwuware-ui/main/main.lua"))()
local framework, scrollHandler
for _, obj in next, getgc(true) do
if type(obj) == 'table' and rawget(obj, 'GameUI') then
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for _, module in next, getloadedmodules() do
if module.Name == 'ScrollHandler' then
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if (type(framework) == 'table') and (typeof(scrollHandler) == 'Instance') then
local runService = game:GetService('RunService')
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local userInputService = game:GetService('UserInputService')
local client = game:GetService('Players').LocalPlayer;
local random = Random.new()
local fastWait, fastSpawn, fireSignal, rollChance do
-- https://eryn.io/gist/3db84579866c099cdd5bb2ff37947cec
-- bla bla spawn and wait are bad
-- can also use bindables for the fastspawn idc
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d += runService.RenderStepped:wait()
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-- updated for script-ware or whatever
-- attempted to update for krnl
local set_identity = (type(syn) == 'table' and syn.set_thread_identity) or setidentity or setthreadcontext
function fireSignal(target, signal, ...)
-- getconnections with InputBegan / InputEnded does not work without setting Synapse to the game's context level
for _, signal in next, getconnections(signal) do
if type(signal.Function) == 'function' and islclosure(signal.Function) then
local scr = rawget(getfenv(signal.Function), 'script')
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pcall(signal.Function, ...)
-- uses a weighted random system
-- its a bit scuffed rn but it works good enough
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{ type = 'Sick', value = library.flags.sickChance },
{ type = 'Good', value = library.flags.goodChance },
{ type = 'Ok', value = library.flags.okChance },
{ type = 'Bad', value = library.flags.badChance },
table.sort(chances, function(a, b)
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-- forgot to change this before?
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return chances[random:NextInteger(1, 4)].type
local initialWeight = random:NextInteger(0, sum)
weight = weight + chances[i].value
if weight > initialWeight then
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return 'Sick' -- just incase it fails?
local map = { [0] = 'Left', [1] = 'Down', [2] = 'Up', [3] = 'Right', }
local keys = { Up = Enum.KeyCode.Up; Down = Enum.KeyCode.Down; Left = Enum.KeyCode.Left; Right = Enum.KeyCode.Right; }
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-- they are "weird" because they are in the middle of their Upper & Lower ranges
-- should hopefully make them more precise!
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pcall(runService.UnbindFromRenderStep, runService, shared._id)
shared._id = game:GetService('HttpService'):GenerateGUID(false)
runService:BindToRenderStep(shared._id, 1, function()
if (not library.flags.autoPlayer) then return end
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for i, arrow in next, framework.UI.ActiveSections do
if (arrow.Side == framework.UI.CurrentSide) and (not marked[arrow]) then
local indice = (arrow.Data.Position % 4) -- mod 4 because 5%4 -> 0, 6%4 = 1, etc
local position = map[indice]
local currentTime = framework.SongPlayer.CurrentlyPlaying.TimePosition
local distance = (1 - math.abs(arrow.Data.Time - currentTime)) * 100
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if (arrow.Data.Time == 0) then
-- print('invisible', tableToString(arrow.Data), i, distance)
local hitChance = hitChances[arrow] or rollChance()
hitChances[arrow] = hitChance
-- if (not chanceValues[hitChance]) then warn('invalid chance', hitChance) end
if distance >= chanceValues[hitChance] then
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fireSignal(scrollHandler, userInputService.InputBegan, { KeyCode = keys[position], UserInputType = Enum.UserInputType.Keyboard }, false)
-- wait depending on the arrows length so the animation can play
if arrow.Data.Length > 0 then
fastWait(arrow.Data.Length)
fastWait(0.075) -- 0.1 seems to make it miss more, this should be fine enough?
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fireSignal(scrollHandler, userInputService.InputEnded, { KeyCode = keys[position], UserInputType = Enum.UserInputType.Keyboard }, false)
local window = library:CreateWindow('Funky Friday') do
local folder = window:AddFolder('Main') do
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folder:AddToggle({ text = 'Autoplayer', flag = 'autoPlayer' })
folder:AddSlider({ text = 'Sick %', flag = 'sickChance', min = 0, max = 100, value = 100 })
folder:AddSlider({ text = 'Good %', flag = 'goodChance', min = 0, max = 100, value = 0 })
folder:AddSlider({ text = 'Ok %', flag = 'okChance', min = 0, max = 100, value = 0 })
folder:AddSlider({ text = 'Bad %', flag = 'badChance', min = 0, max = 100, value = 0 })
local folder = window:AddFolder('Credits') do
folder:AddLabel({ text = 'Credits' })
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folder:AddLabel({ text = 'Jan - UI library' })
folder:AddLabel({ text = 'wally - Script' })
funky friday script autoplay