Roblox Funky Friday Script Pastebin Hacks – Updated 2024

Roblox Funky Friday Script Pastebin Hacks

Last Updated on 2 April, 2024

Roblox Funky Friday Script Pastebin Hacks – the best hacks, with Autoplay or autoplayer and more for the Lyte Interactive Roblox Game

How to Execute an Funky Friday Script?

  1. Get a reliable and virus-free Roblox exploit and/or script executor, like Krnl, Synapse, or JJSPloit
  2. fire the script executor up whilst in Funky Friday world, then copy and paste any of the scripts we are going to provide you into the provided box and hit the Execute/Inject button

Scripts may stop working after a game update. If so, we would appreciate if you leave us a comment informing, so that we can update this guide with the latest scripts, after verifying that they work

Try these, the best, Funky Friday hacks, with Autoplay, and other amazing cheats

Roblox Funky Friday Script Pastebin Hacks – Auto Play 2023

If you want the Auto Play pastebin script hack link > Here

But you can check the script here:

loadstring(game:HttpGet("https://scriptblox.com/raw/XMAS-Event-or-Funky-Friday-Auto-Player-Mobile-6721"))()

Features

  • Auto Play

Roblox Funky Friday Script Pastebin Hacks – Overnight Points Farm (Old)

If you want the pastebin script hack link > Here (Old)

But you can check the script here:

loadstring(game:HttpGet("https://raw.githubusercontent.com/ZoinkyPoinkie/FunkyFridayDevTools/main/Un-Obfuscated",true))()

Roblox Funky Friday Script Pastebin Hacks – Admin Animation (Old)

If you want the pastebin script hack link > Here

But you can check the script here:

loadstring(game:HttpGet("https://raw.githubusercontent.com/ZoinkyPoinkie/FunkyFridayDevTools/main/Un-Obfuscated",true))()

Script Pastebin – Update all Sick & Auto Win (Old)

If you want the pastebin script hack link > Here

But you can check the script here:

loadstring(game:HttpGet("https://raw.githubusercontent.com/wally-rblx/funky-friday-autoplay/main/main.lua",true))()

Roblox Funky Friday Script Pastebin Hacks – GUI (Old)

If you want the pastebin script hack link > Here

But you can check the script here:

-- updated 5/12/21

-- should choke less




-- updated 5/16/21

-- 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




-- 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

while true do

for _, obj in next, getgc(true) do

if type(obj) == 'table' and rawget(obj, 'GameUI') then

framework = obj;

break

end

end




for _, module in next, getloadedmodules() do

if module.Name == 'ScrollHandler' then

scrollHandler = module;

break;

end

end




if (type(framework) == 'table') and (typeof(scrollHandler) == 'Instance') then

break

end




wait(1)

end




local runService = game:GetService('RunService')

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




function fastWait(t)

local d = 0;

while d < t do

d += runService.RenderStepped:wait()

end

end




function fastSpawn(f)

coroutine.wrap(f)()

end




-- 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

set_identity(2)

for _, signal in next, getconnections(signal) do

if type(signal.Function) == 'function' and islclosure(signal.Function) then

local scr = rawget(getfenv(signal.Function), 'script')

if scr == target then

pcall(signal.Function, ...)

end

end

end

set_identity(7)

end




-- uses a weighted random system

-- its a bit scuffed rn but it works good enough




function rollChance()

local chances = {

{ 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)

return a.value > b.value

end)




local sum = 0;

for i = 1, #chances do

sum += chances[i].value

end




if sum == 0 then

-- forgot to change this before?

-- fixed 6/5/21

return chances[random:NextInteger(1, 4)].type

end




local initialWeight = random:NextInteger(0, sum)

local weight = 0;




for i = 1, #chances do

weight = weight + chances[i].value




if weight > initialWeight then

return chances[i].type

end

end




return 'Sick' -- just incase it fails?

end

end




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; }




-- they are "weird" because they are in the middle of their Upper & Lower ranges

-- should hopefully make them more precise!

local chanceValues = {

Sick = 96,

Good = 92,

Ok = 87,

Bad = 77,

}




local marked = {}

local hitChances = {}




if shared._id then

pcall(runService.UnbindFromRenderStep, runService, shared._id)

end




shared._id = game:GetService('HttpService'):GenerateGUID(false)

runService:BindToRenderStep(shared._id, 1, function()

if (not library.flags.autoPlayer) then return end




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]




if (position) then

local currentTime = framework.SongPlayer.CurrentlyPlaying.TimePosition

local distance = (1 - math.abs(arrow.Data.Time - currentTime)) * 100




if (arrow.Data.Time == 0) then

-- print('invisible', tableToString(arrow.Data), i, distance)

continue

end




local hitChance = hitChances[arrow] or rollChance()

hitChances[arrow] = hitChance




-- if (not chanceValues[hitChance]) then warn('invalid chance', hitChance) end

if distance >= chanceValues[hitChance] then

marked[arrow] = true;

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)

else

fastWait(0.075) -- 0.1 seems to make it miss more, this should be fine enough?

end




fireSignal(scrollHandler, userInputService.InputEnded, { KeyCode = keys[position], UserInputType = Enum.UserInputType.Keyboard }, false)

marked[arrow] = false;

end

end

end

end

end)




local window = library:CreateWindow('Funky Friday') do

local folder = window:AddFolder('Main') do

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 })

end




local folder = window:AddFolder('Credits') do

folder:AddLabel({ text = 'Credits' })

folder:AddLabel({ text = 'Jan - UI library' })

folder:AddLabel({ text = 'wally - Script' })

end

end







library:Init()

If you found this guide helpful, you might also want to take a look at these Funky Friday guides:

About Miguel Sancho 6677 Articles
Helping gamers with walkthroughs, guides, cheats & console commands and codes lists since 2005

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