-- Murderers VS Sheriffs Duels Script with Fixed Shoot Through Walls, Hitbox Option, Hitbox Expander, ESP, and No-Clip -- Load the GUI library local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/bloodball/-back-ups-for-libs/main/wizard"))() local Window = Library:NewWindow("Murderers VS Sheriffs Script") -- Create sections for the GUI local CombatSection = Window:NewSection("Combat") local VisualSection = Window:NewSection("Visuals") local MovementSection = Window:NewSection("Movement") -- Variables for settings _G.HitboxEnabled = false _G.HitboxSize = 5 _G.ESPEnabled = false _G.ShootThroughWallsEnabled = false _G.NoClipEnabled = false -- Services local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local Workspace = game:GetService("Workspace") local RunService = game:GetService("RunService") -- Hitbox Expander Function local function UpdateHitboxes() while _G.HitboxEnabled do for _, player in pairs(Players:GetPlayers()) do if player ~= LocalPlayer and player.Character then pcall(function() local humanoidRootPart = player.Character.HumanoidRootPart if humanoidRootPart then humanoidRootPart.Size = Vector3.new(_G.HitboxSize, _G.HitboxSize, _G.HitboxSize) humanoidRootPart.Transparency = 0.7 humanoidRootPart.BrickColor = BrickColor.new("Really blue") humanoidRootPart.Material = "Neon" humanoidRootPart.CanCollide = false end end) end end wait(0.1) end -- Reset hitboxes when disabled for _, player in pairs(Players:GetPlayers()) do if player ~= LocalPlayer and player.Character then pcall(function() local humanoidRootPart = player.Character.HumanoidRootPart if humanoidRootPart then humanoidRootPart.Size = Vector3.new(2, 2, 1) -- Default size humanoidRootPart.Transparency = 0 humanoidRootPart.CanCollide = true end end) end end end -- ESP Function local function CreateESP() while _G.ESPEnabled do for _, player in pairs(Players:GetPlayers()) do if player ~= LocalPlayer and player.Character then pcall(function() local character = player.Character if not character:FindFirstChild("EspBox") then local esp = Instance.new("BoxHandleAdornment", character) esp.Adornee = character esp.ZIndex = 0 esp.Size = Vector3.new(5, 6, 2) esp.Transparency = 0.5 esp.Color3 = Color3.fromRGB(0, 255, 0) -- Green ESP esp.AlwaysOnTop = true esp.Name = "EspBox" end end) end end wait(0.5) end -- Remove ESP when disabled for _, player in pairs(Players:GetPlayers()) do if player.Character then pcall(function() local esp = player.Character:FindFirstChild("EspBox") if esp then esp:Destroy() end end) end end end -- Shoot Through Walls Function (Fixed) local function ShootThroughWalls() while _G.ShootThroughWallsEnabled do for _, part in pairs(Workspace:GetDescendants()) do if part:IsA("BasePart") and not part.Parent:FindFirstChild("Humanoid") then pcall(function() -- Skip parts that are likely the floor (e.g., named "Baseplate", "Floor", or very low in the map) if part.Name:lower():match("baseplate") or part.Name:lower():match("floor") or part.Position.Y < -10 then part.CanCollide = true -- Ensure floor remains collidable part.Transparency = 0 else part.CanCollide = false -- Allow projectiles to pass through walls part.Transparency = 0.8 -- Slight transparency to indicate penetrable walls end end) end end wait(0.5) end -- Reset wall collision when disabled for _, part in pairs(Workspace:GetDescendants()) do if part:IsA("BasePart") and not part.Parent:FindFirstChild("Humanoid") then pcall(function() part.CanCollide = true part.Transparency = 0 end) end end end -- No-Clip Function with Floor Protection local function NoClip() local character = LocalPlayer.Character if not character then return end local humanoidRootPart = character:FindFirstChild("HumanoidRootPart") local humanoid = character:FindFirstChild("Humanoid") if not humanoidRootPart or not humanoid then return end while _G.NoClipEnabled do -- Disable collision for all parts of the character for _, part in pairs(character:GetDescendants()) do if part:IsA("BasePart") then part.CanCollide = false end end -- Check height to prevent falling through the floor local rayOrigin = humanoidRootPart.Position local rayDirection = Vector3.new(0, -10, 0) -- Ray downwards local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = {character} raycastParams.FilterType = Enum.RaycastFilterType.Blacklist local raycastResult = Workspace:Raycast(rayOrigin, rayDirection, raycastParams) if raycastResult then local distanceToFloor = (rayOrigin - raycastResult.Position).Y if distanceToFloor < 2 then -- If too close to the floor, re-enable collision for _, part in pairs(character:GetDescendants()) do if part:IsA("BasePart") then part.CanCollide = true end end end end RunService.Stepped:Wait() end -- Reset collision when disabled for _, part in pairs(character:GetDescendants()) do if part:IsA("BasePart") then part.CanCollide = true end end end -- GUI Toggles and Sliders -- Hitbox Toggle CombatSection:CreateToggle("Enable Hitbox", function(value) _G.HitboxEnabled = value if value then spawn(UpdateHitboxes) end end) -- Hitbox Size Slider CombatSection:CreateSlider("Hitbox Size", 1, 10, 5, false, function(value) _G.HitboxSize = value end) -- Shoot Through Walls Toggle (Fixed) CombatSection:CreateToggle("Shoot Through Walls", function(value) _G.ShootThroughWallsEnabled = value if value then spawn(ShootThroughWalls) end end) -- ESP Toggle VisualSection:CreateToggle("Enable ESP", function(value) _G.ESPEnabled = value if value then spawn(CreateESP) end end) -- No-Clip Toggle MovementSection:CreateToggle("No-Clip (Walls Only)", function(value) _G.NoClipEnabled = value if value then spawn(NoClip) end end) -- Notify user that the script is loaded game:GetService("StarterGui"):SetCore("SendNotification", { Title = "Script Loaded", Text = "Murderers VS Sheriffs Script is ready! Toggle features in the GUI.", Duration = 5 })