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| """ | |
| The most atomic way to train and run inference for a GPT in pure, dependency-free Python. | |
| This file is the complete algorithm. | |
| Everything else is just efficiency. | |
| @karpathy | |
| """ | |
| import os # os.path.exists | |
| import math # math.log, math.exp | |
| import random # random.seed, random.choices, random.gauss, random.shuffle | |
| random.seed(42) # Let there be order among chaos | |
| # Let there be a Dataset `docs`: list[str] of documents (e.g. a list of names) | |
| if not os.path.exists('input.txt'): | |
| import urllib.request | |
| names_url = 'https://raw.githubusercontent.com/karpathy/makemore/988aa59/names.txt' | |
| urllib.request.urlretrieve(names_url, 'input.txt') | |
| docs = [line.strip() for line in open('input.txt') if line.strip()] | |
| random.shuffle(docs) | |
| print(f"num docs: {len(docs)}") | |
| # Let there be a Tokenizer to translate strings to sequences of integers ("tokens") and back | |
| uchars = sorted(set(''.join(docs))) # unique characters in the dataset become token ids 0..n-1 | |
| BOS = len(uchars) # token id for a special Beginning of Sequence (BOS) token | |
| vocab_size = len(uchars) + 1 # total number of unique tokens, +1 is for BOS | |
| print(f"vocab size: {vocab_size}") | |
| # Let there be Autograd to recursively apply the chain rule through a computation graph | |
| class Value: | |
| __slots__ = ('data', 'grad', '_children', '_local_grads') # Python optimization for memory usage | |
| def __init__(self, data, children=(), local_grads=()): | |
| self.data = data # scalar value of this node calculated during forward pass | |
| self.grad = 0 # derivative of the loss w.r.t. this node, calculated in backward pass | |
| self._children = children # children of this node in the computation graph | |
| self._local_grads = local_grads # local derivative of this node w.r.t. its children | |
| def __add__(self, other): | |
| other = other if isinstance(other, Value) else Value(other) | |
| return Value(self.data + other.data, (self, other), (1, 1)) | |
| def __mul__(self, other): | |
| other = other if isinstance(other, Value) else Value(other) | |
| return Value(self.data * other.data, (self, other), (other.data, self.data)) | |
| def __pow__(self, other): return Value(self.data**other, (self,), (other * self.data**(other-1),)) | |
| def log(self): return Value(math.log(self.data), (self,), (1/self.data,)) | |
| def exp(self): return Value(math.exp(self.data), (self,), (math.exp(self.data),)) | |
| def relu(self): return Value(max(0, self.data), (self,), (float(self.data > 0),)) | |
| def __neg__(self): return self * -1 | |
| def __radd__(self, other): return self + other | |
| def __sub__(self, other): return self + (-other) | |
| def __rsub__(self, other): return other + (-self) | |
| def __rmul__(self, other): return self * other | |
| def __truediv__(self, other): return self * other**-1 | |
| def __rtruediv__(self, other): return other * self**-1 | |
| def backward(self): | |
| topo = [] | |
| visited = set() | |
| def build_topo(v): | |
| if v not in visited: | |
| visited.add(v) | |
| for child in v._children: | |
| build_topo(child) | |
| topo.append(v) | |
| build_topo(self) | |
| self.grad = 1 | |
| for v in reversed(topo): | |
| for child, local_grad in zip(v._children, v._local_grads): | |
| child.grad += local_grad * v.grad | |
| # Initialize the parameters, to store the knowledge of the model | |
| n_layer = 1 # depth of the transformer neural network (number of layers) | |
| n_embd = 16 # width of the network (embedding dimension) | |
| block_size = 16 # maximum context length of the attention window (note: the longest name is 15 characters) | |
| n_head = 4 # number of attention heads | |
| head_dim = n_embd // n_head # derived dimension of each head | |
| matrix = lambda nout, nin, std=0.08: [[Value(random.gauss(0, std)) for _ in range(nin)] for _ in range(nout)] | |
| state_dict = {'wte': matrix(vocab_size, n_embd), 'wpe': matrix(block_size, n_embd), 'lm_head': matrix(vocab_size, n_embd)} | |
| for i in range(n_layer): | |
| state_dict[f'layer{i}.attn_wq'] = matrix(n_embd, n_embd) | |
| state_dict[f'layer{i}.attn_wk'] = matrix(n_embd, n_embd) | |
| state_dict[f'layer{i}.attn_wv'] = matrix(n_embd, n_embd) | |
| state_dict[f'layer{i}.attn_wo'] = matrix(n_embd, n_embd) | |
| state_dict[f'layer{i}.mlp_fc1'] = matrix(4 * n_embd, n_embd) | |
| state_dict[f'layer{i}.mlp_fc2'] = matrix(n_embd, 4 * n_embd) | |
| params = [p for mat in state_dict.values() for row in mat for p in row] # flatten params into a single list[Value] | |
| print(f"num params: {len(params)}") | |
| # Define the model architecture: a function mapping tokens and parameters to logits over what comes next | |
| # Follow GPT-2, blessed among the GPTs, with minor differences: layernorm -> rmsnorm, no biases, GeLU -> ReLU | |
| def linear(x, w): | |
| return [sum(wi * xi for wi, xi in zip(wo, x)) for wo in w] | |
| def softmax(logits): | |
| max_val = max(val.data for val in logits) | |
| exps = [(val - max_val).exp() for val in logits] | |
| total = sum(exps) | |
| return [e / total for e in exps] | |
| def rmsnorm(x): | |
| ms = sum(xi * xi for xi in x) / len(x) | |
| scale = (ms + 1e-5) ** -0.5 | |
| return [xi * scale for xi in x] | |
| def gpt(token_id, pos_id, keys, values): | |
| tok_emb = state_dict['wte'][token_id] # token embedding | |
| pos_emb = state_dict['wpe'][pos_id] # position embedding | |
| x = [t + p for t, p in zip(tok_emb, pos_emb)] # joint token and position embedding | |
| x = rmsnorm(x) # note: not redundant due to backward pass via the residual connection | |
| for li in range(n_layer): | |
| # 1) Multi-head Attention block | |
| x_residual = x | |
| x = rmsnorm(x) | |
| q = linear(x, state_dict[f'layer{li}.attn_wq']) | |
| k = linear(x, state_dict[f'layer{li}.attn_wk']) | |
| v = linear(x, state_dict[f'layer{li}.attn_wv']) | |
| keys[li].append(k) | |
| values[li].append(v) | |
| x_attn = [] | |
| for h in range(n_head): | |
| hs = h * head_dim | |
| q_h = q[hs:hs+head_dim] | |
| k_h = [ki[hs:hs+head_dim] for ki in keys[li]] | |
| v_h = [vi[hs:hs+head_dim] for vi in values[li]] | |
| attn_logits = [sum(q_h[j] * k_h[t][j] for j in range(head_dim)) / head_dim**0.5 for t in range(len(k_h))] | |
| attn_weights = softmax(attn_logits) | |
| head_out = [sum(attn_weights[t] * v_h[t][j] for t in range(len(v_h))) for j in range(head_dim)] | |
| x_attn.extend(head_out) | |
| x = linear(x_attn, state_dict[f'layer{li}.attn_wo']) | |
| x = [a + b for a, b in zip(x, x_residual)] | |
| # 2) MLP block | |
| x_residual = x | |
| x = rmsnorm(x) | |
| x = linear(x, state_dict[f'layer{li}.mlp_fc1']) | |
| x = [xi.relu() for xi in x] | |
| x = linear(x, state_dict[f'layer{li}.mlp_fc2']) | |
| x = [a + b for a, b in zip(x, x_residual)] | |
| logits = linear(x, state_dict['lm_head']) | |
| return logits | |
| # Let there be Adam, the blessed optimizer and its buffers | |
| learning_rate, beta1, beta2, eps_adam = 0.01, 0.85, 0.99, 1e-8 | |
| m = [0.0] * len(params) # first moment buffer | |
| v = [0.0] * len(params) # second moment buffer | |
| # Repeat in sequence | |
| num_steps = 1000 # number of training steps | |
| for step in range(num_steps): | |
| # Take single document, tokenize it, surround it with BOS special token on both sides | |
| doc = docs[step % len(docs)] | |
| tokens = [BOS] + [uchars.index(ch) for ch in doc] + [BOS] | |
| n = min(block_size, len(tokens) - 1) | |
| # Forward the token sequence through the model, building up the computation graph all the way to the loss | |
| keys, values = [[] for _ in range(n_layer)], [[] for _ in range(n_layer)] | |
| losses = [] | |
| for pos_id in range(n): | |
| token_id, target_id = tokens[pos_id], tokens[pos_id + 1] | |
| logits = gpt(token_id, pos_id, keys, values) | |
| probs = softmax(logits) | |
| loss_t = -probs[target_id].log() | |
| losses.append(loss_t) | |
| loss = (1 / n) * sum(losses) # final average loss over the document sequence. May yours be low. | |
| # Backward the loss, calculating the gradients with respect to all model parameters | |
| loss.backward() | |
| # Adam optimizer update: update the model parameters based on the corresponding gradients | |
| lr_t = learning_rate * (1 - step / num_steps) # linear learning rate decay | |
| for i, p in enumerate(params): | |
| m[i] = beta1 * m[i] + (1 - beta1) * p.grad | |
| v[i] = beta2 * v[i] + (1 - beta2) * p.grad ** 2 | |
| m_hat = m[i] / (1 - beta1 ** (step + 1)) | |
| v_hat = v[i] / (1 - beta2 ** (step + 1)) | |
| p.data -= lr_t * m_hat / (v_hat ** 0.5 + eps_adam) | |
| p.grad = 0 | |
| print(f"step {step+1:4d} / {num_steps:4d} | loss {loss.data:.4f}", end='\r') | |
| # Inference: may the model babble back to us | |
| temperature = 0.5 # in (0, 1], control the "creativity" of generated text, low to high | |
| print("\n--- inference (new, hallucinated names) ---") | |
| for sample_idx in range(20): | |
| keys, values = [[] for _ in range(n_layer)], [[] for _ in range(n_layer)] | |
| token_id = BOS | |
| sample = [] | |
| for pos_id in range(block_size): | |
| logits = gpt(token_id, pos_id, keys, values) | |
| probs = softmax([l / temperature for l in logits]) | |
| token_id = random.choices(range(vocab_size), weights=[p.data for p in probs])[0] | |
| if token_id == BOS: | |
| break | |
| sample.append(uchars[token_id]) | |
| print(f"sample {sample_idx+1:2d}: {''.join(sample)}") |
Hi Karpathy,
Today I tried to implement microGPT by following your code, and when I read this part:
def linear(x, w):
return [sum(wi * xi for wi, xi in zip(wo, x)) for wo in w]
def softmax(logits):
max_val = max(val.data for val in logits)
exps = [(val - max_val).exp() for val in logits]
total = sum(exps)
return [e / total for e in exps]I suddenly realized why you are so popular.
You have the ability to turn abstract concepts into concrete, simple code. Ideas like linear layers and softmax can seem intimidating at first, but your code brings them back to their natural form: weighted sums, exponentiation, and normalization.
These ideas are simple at their core, and your teaching helps people see that simplicity.
I think this is the real power of great teaching: not making simple things sound complicated, but making complicated things reveal their original simplicity.
Thank you for showing that deep learning, at its core, can be understood from first principles.
It is a pity that I only got to know you now, but I am very happy that I still got to know you.
-- [[ ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต V.3 FINAL BY มหาเทพธัญญ่า ]] --
local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/xHeptc/Kavo-UI-Library/main/source.lua"))()
local Window = Library.CreateLib("ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต HUB", "BloodTheme")
local Tab1 = Window:NewTab("มหาเทพสายตบเด็ก")
local KillSection = Tab1:NewSection("วาร์ปสังหารเด็กกระโปกสัด!!")
_G.SilentAim = false
_G.AutoKill = false
_G.WarpDirection = "Behind"
KillSection:NewDropdown("เลือกจุดเกิดมหาเทพ", "มหาเทพจะโผล่ไปทางไหนมึง!!", {"Behind", "Front", "Right", "Left", "Above", "Below"}, function(currentOption)
_G.WarpDirection = currentOption
end)
KillSection:NewToggle("เปิดระบบวาร์ปตบฆาตกร", "วาร์ปไปตบเด็กสกีบีดี้ให้เละสัด!!", function(state)
_G.AutoKill = state
task.spawn(function()
while _G.AutoKill do
pcall(function()
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v ~= game.Players.LocalPlayer and v.Character and v.Character:FindFirstChild("HumanoidRootPart") then
if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
local Murderer = v.Character.HumanoidRootPart
local TargetPos = Murderer.CFrame
if _G.WarpDirection == "Behind" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, 3.5)
elseif _G.WarpDirection == "Front" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, -3.5)
elseif _G.WarpDirection == "Right" then TargetPos = Murderer.CFrame * CFrame.new(3.5, 0, 0)
elseif _G.WarpDirection == "Left" then TargetPos = Murderer.CFrame * CFrame.new(-3.5, 0, 0)
elseif _G.WarpDirection == "Above" then TargetPos = Murderer.CFrame * CFrame.new(0, 6, 0)
elseif _G.WarpDirection == "Below" then TargetPos = Murderer.CFrame * CFrame.new(0, -6, 0)
end
game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = TargetPos
end
end
end
end)
task.wait(0.03) -- เร็วระดับความไวแสงมหาเทพสัด!!
end
end)
end)
KillSection:NewToggle("Silent Aim (ยิงเลี้ยวเจาะกะโหลก)", "กดยิงมั่วๆ ก็เข้าหัวสัด!!", function(state)
_G.SilentAim = state
end)
local Tab2 = Window:NewTab("มุดส่องเด็ก")
local HelperSection = Tab2:NewSection("มองทะลุ & วิ่งหนีสกีบีดี้")
_G.ESP = false
HelperSection:NewToggle("ESP ส่องหัวเด็กกระโปก", "แดง=ฆาตกร, น้ำเงิน=นายอำเภอ", function(state)
_G.ESP = state
task.spawn(function()
while _G.ESP do
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v.Character and v ~= game.Players.LocalPlayer then
local hl = v.Character:FindFirstChild("Highlight") or Instance.new("Highlight", v.Character)
hl.Enabled = true
hl.FillTransparency = 0.5
if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
hl.FillColor = Color3.fromRGB(255, 0, 0)
elseif v.Backpack:FindFirstChild("Gun") or v.Character:FindFirstChild("Gun") then
hl.FillColor = Color3.fromRGB(0, 0, 255)
else
hl.FillColor = Color3.fromRGB(0, 255, 0)
end
end
end
task.wait(0.5)
end
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v.Character and v.Character:FindFirstChild("Highlight") then
v.Character.Highlight:Destroy()
end
end
end)
end)
HelperSection:NewSlider("วิ่งไวปานเทพไฟ (Speed)", "วิ่งหนีสกีบีดี้มึง!!", 200, 16, function(s)
if game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") then
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = s
end
end)
-- [[ ระบบเบื้องหลัง: มุดวิถีกระสุน (The Real Magic) ]] --
local mt = getrawmetatable(game)
local oldNamecall = mt.__namecall
setreadonly(mt, false)
mt.__namecall = newcclosure(function(self, ...)
local Method = getnamecallmethod()
local Args = {...}
if (Method == "FindPartOnRayWithIgnoreList" or Method == "Raycast") and _G.SilentAim then
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v.Character and v.Character:FindFirstChild("Head") then
if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
local Camera = game:GetService("Workspace").CurrentCamera
Args[1] = Ray.new(Camera.CFrame.Position, (v.Character.Head.Position - Camera.CFrame.Position).Unit * 1000)
end
end
end
end
return oldNamecall(self, unpack(Args))
end)
setreadonly(mt, true)
`-- [[ ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต V.3 FINAL BY มหาเทพธัญญ่า ]] --
local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/xHeptc/Kavo-UI-Library/main/source.lua"))()
local Window = Library.CreateLib("ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต HUB", "BloodTheme")
local Tab1 = Window:NewTab("มหาเทพสายตบเด็ก")
local KillSection = Tab1:NewSection("วาร์ปสังหารเด็กกระโปกสัด!!")
_G.SilentAim = false
_G.AutoKill = false
_G.WarpDirection = "Behind"
KillSection:NewDropdown("เลือกจุดเกิดมหาเทพ", "มหาเทพจะโผล่ไปทางไหนมึง!!", {"Behind", "Front", "Right", "Left", "Above", "Below"}, function(currentOption)
_G.WarpDirection = currentOption
end)
KillSection:NewToggle("เปิดระบบวาร์ปตบฆาตกร", "วาร์ปไปตบเด็กสกีบีดี้ให้เละสัด!!", function(state)
_G.AutoKill = state
task.spawn(function()
while _G.AutoKill do
pcall(function()
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v ~= game.Players.LocalPlayer and v.Character and v.Character:FindFirstChild("HumanoidRootPart") then
if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
local Murderer = v.Character.HumanoidRootPart
local TargetPos = Murderer.CFrame
if _G.WarpDirection == "Behind" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, 3.5)
elseif _G.WarpDirection == "Front" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, -3.5)
elseif _G.WarpDirection == "Right" then TargetPos = Murderer.CFrame * CFrame.new(3.5, 0, 0)
elseif _G.WarpDirection == "Left" then TargetPos = Murderer.CFrame * CFrame.new(-3.5, 0, 0)
elseif _G.WarpDirection == "Above" then TargetPos = Murderer.CFrame * CFrame.new(0, 6, 0)
elseif _G.WarpDirection == "Below" then TargetPos = Murderer.CFrame * CFrame.new(0, -6, 0)
end
game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = TargetPos
end
end
end
end)
task.wait(0.03) -- เร็วระดับความไวแสงมหาเทพสัด!!
end
end)
end)
KillSection:NewToggle("Silent Aim (ยิงเลี้ยวเจาะกะโหลก)", "กดยิงมั่วๆ ก็เข้าหัวสัด!!", function(state)
_G.SilentAim = state
end)
local Tab2 = Window:NewTab("มุดส่องเด็ก")
local HelperSection = Tab2:NewSection("มองทะลุ & วิ่งหนีสกีบีดี้")
_G.ESP = false
HelperSection:NewToggle("ESP ส่องหัวเด็กกระโปก", "แดง=ฆาตกร, น้ำเงิน=นายอำเภอ", function(state)
_G.ESP = state
task.spawn(function()
while _G.ESP do
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v.Character and v ~= game.Players.LocalPlayer then
local hl = v.Character:FindFirstChild("Highlight") or Instance.new("Highlight", v.Character)
hl.Enabled = true
hl.FillTransparency = 0.5
if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
hl.FillColor = Color3.fromRGB(255, 0, 0)
elseif v.Backpack:FindFirstChild("Gun") or v.Character:FindFirstChild("Gun") then
hl.FillColor = Color3.fromRGB(0, 0, 255)
else
hl.FillColor = Color3.fromRGB(0, 255, 0)
end
end
end
task.wait(0.5)
end
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v.Character and v.Character:FindFirstChild("Highlight") then
v.Character.Highlight:Destroy()
end
end
end)
end)
HelperSection:NewSlider("วิ่งไวปานเทพไฟ (Speed)", "วิ่งหนีสกีบีดี้มึง!!", 200, 16, function(s)
if game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") then
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = s
end
end)
-- [[ ระบบเบื้องหลัง: มุดวิถีกระสุน (The Real Magic) ]] --
local mt = getrawmetatable(game)
local oldNamecall = mt.__namecall
setreadonly(mt, false)
mt.__namecall = newcclosure(function(self, ...)
local Method = getnamecallmethod()
local Args = {...}
if (Method == "FindPartOnRayWithIgnoreList" or Method == "Raycast") and _G.SilentAim then
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v.Character and v.Character:FindFirstChild("Head") then
if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
local Camera = game:GetService("Workspace").CurrentCamera
Args[1] = Ray.new(Camera.CFrame.Position, (v.Character.Head.Position - Camera.CFrame.Position).Unit * 1000)
end
end
end
end
return oldNamecall(self, unpack(Args))
end)
setreadonly(mt, true)
`
`-- [[ ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต V.3 FINAL BY มหาเทพธัญญ่า ]] -- local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/xHeptc/Kavo-UI-Library/main/source.lua"))()()) local Window = Library.CreateLib("ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต HUB", "BloodTheme")
local Tab1 = Window:NewTab("มหาเทพสายตบเด็ก") local KillSection = Tab1:NewSection("วาร์ปสังหารเด็กกระโปกสัด!!")
_G.SilentAim = false _G.AutoKill = false _G.WarpDirection = "Behind"
KillSection:NewDropdown("เลือกจุดเกิดมหาเทพ", "มหาเทพจะโผล่ไปทางไหนมึง!!", {"Behind", "Front", "Right", "Left", "Above", "Below"}, function(currentOption) _G.WarpDirection = currentOption end)
KillSection:NewToggle("เปิดระบบวาร์ปตบฆาตกร", "วาร์ปไปตบเด็กสกีบีดี้ให้เละสัด!!", function(state) _G.AutoKill = state task.spawn(function() while _G.AutoKill do pcall(function() for _, v in pairs(game:GetService("Players"):GetPlayers()) do if v ~= game.Players.LocalPlayer and v.Character and v.Character:FindFirstChild("HumanoidRootPart") then if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then local Murderer = v.Character.HumanoidRootPart local TargetPos = Murderer.CFrame
if _G.WarpDirection == "Behind" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, 3.5) elseif _G.WarpDirection == "Front" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, -3.5) elseif _G.WarpDirection == "Right" then TargetPos = Murderer.CFrame * CFrame.new(3.5, 0, 0) elseif _G.WarpDirection == "Left" then TargetPos = Murderer.CFrame * CFrame.new(-3.5, 0, 0) elseif _G.WarpDirection == "Above" then TargetPos = Murderer.CFrame * CFrame.new(0, 6, 0) elseif _G.WarpDirection == "Below" then TargetPos = Murderer.CFrame * CFrame.new(0, -6, 0) end game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = TargetPos end end end end) task.wait(0.03) -- เร็วระดับความไวแสงมหาเทพสัด!! end end)end)
KillSection:NewToggle("Silent Aim (ยิงเลี้ยวเจาะกะโหลก)", "กดยิงมั่วๆ ก็เข้าหัวสัด!!", function(state) _G.SilentAim = state end)
local Tab2 = Window:NewTab("มุดส่องเด็ก") local HelperSection = Tab2:NewSection("มองทะลุ & วิ่งหนีสกีบีดี้")
_G.ESP = false HelperSection:NewToggle("ESP ส่องหัวเด็กกระโปก", "แดง=ฆาตกร, น้ำเงิน=นายอำเภอ", function(state) _G.ESP = state task.spawn(function() while _G.ESP do for _, v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and v ~= game.Players.LocalPlayer then local hl = v.Character:FindFirstChild("Highlight") or Instance.new("Highlight", v.Character) hl.Enabled = true hl.FillTransparency = 0.5 if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then hl.FillColor = Color3.fromRGB(255, 0, 0) elseif v.Backpack:FindFirstChild("Gun") or v.Character:FindFirstChild("Gun") then hl.FillColor = Color3.fromRGB(0, 0, 255) else hl.FillColor = Color3.fromRGB(0, 255, 0) end end end task.wait(0.5) end for _, v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and v.Character:FindFirstChild("Highlight") then v.Character.Highlight:Destroy() end end end) end)
HelperSection:NewSlider("วิ่งไวปานเทพไฟ (Speed)", "วิ่งหนีสกีบีดี้มึง!!", 200, 16, function(s) if game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") then game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = s end end)
-- [[ ระบบเบื้องหลัง: มุดวิถีกระสุน (The Real Magic) ]] -- local mt = getrawmetatable(game) local oldNamecall = mt.__namecall setreadonly(mt, false)
mt.__namecall = newcclosure(function(self, ...) local Method = getnamecallmethod() local Args = {...}
if (Method == "FindPartOnRayWithIgnoreList" or Method == "Raycast") and _G.SilentAim then for _, v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and v.Character:FindFirstChild("Head") then if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then local Camera = game:GetService("Workspace").CurrentCamera Args[1] = Ray.new(Camera.CFrame.Position, (v.Character.Head.Position - Camera.CFrame.Position).Unit * 1000) end end end end return oldNamecall(self, unpack(Args))end) setreadonly(mt, true) `
if you could add a license, that would be great, the total lines of the code still around 200is, : )
It would be great to see any popular open source license: it will allow people to fork, adjust and publish changes legally 😉
but we were doing this in JavaScript since 2017!!