local a=[[    getgenv().AimPart = "HumanoidRootPart" -- For R15 Games: {UpperTorso, LowerTorso, HumanoidRootPart, Head} | For R6 Games: {Head, Torso, HumanoidRootPart}
    getgenv().AimlockKey = "q"
    getgenv().AimRadius = 35 -- How far away from someones character you want to lock on at
    getgenv().ThirdPerson = true
    getgenv().FirstPerson = true
    getgenv().TeamCheck = false -- Check if Target is on your Team (True means it wont lock onto your teamates, false is vice versa) (Set it to false if there are no teams)
    getgenv().PredictMovement = true -- Predicts if they are moving in fast velocity (like jumping) so the aimbot will go a bit faster to match their speed
    getgenv().PredictionVelocity = 8
    getgenv().CheckIfJumped = true
    getgenv().AutoPrediction = true
    local L_28_, L_29_, L_30_, L_31_ = game:GetService"Players", game:GetService"UserInputService", game:GetService"RunService", game:GetService"StarterGui";
    local L_32_, L_33_, L_34_, L_35_, L_36_, L_37_, L_38_ = L_28_.LocalPlayer, L_28_.LocalPlayer:GetMouse(), workspace.CurrentCamera, CFrame.new, Ray.new, Vector3.new, Vector2.new;
    local L_39_, L_40_, L_41_ = true, false, false;
    local L_42_;
    getgenv().CiazwareUniversalAimbotLoaded = true
    getgenv().WorldToViewportPoint = function(L_43_arg0)
        return L_34_:WorldToViewportPoint(L_43_arg0)
    end
    getgenv().WorldToScreenPoint = function(L_44_arg0)
        return L_34_.WorldToScreenPoint(L_34_, L_44_arg0)
    end
    getgenv().GetObscuringObjects = function(L_45_arg0)
        if L_45_arg0 and L_45_arg0:FindFirstChild(getgenv().AimPart) and L_32_ and L_32_.Character:FindFirstChild("Head") then
            local L_46_ = workspace:FindPartOnRay(L_36_(
        L_45_arg0[getgenv().AimPart].Position, L_32_.Character.Head.Position)
    )
            if L_46_ then
                return L_46_:IsDescendantOf(L_45_arg0)
            end
        end
    end
    getgenv().GetNearestTarget = function()
        local L_47_ = {}
        local L_48_  = {}
        local L_49_ = {}
        for L_51_forvar0, L_52_forvar1 in pairs(L_28_:GetPlayers()) do
            if L_52_forvar1 ~= L_32_ then
                table.insert(L_47_, L_52_forvar1)
            end
        end
        for L_53_forvar0, L_54_forvar1 in pairs(L_47_) do
            if L_54_forvar1.Character ~= nil then
                local L_55_ = L_54_forvar1.Character:FindFirstChild("Head")
                if getgenv().TeamCheck == true and L_54_forvar1.Team ~= L_32_.Team then
                    local L_56_ = (L_54_forvar1.Character:FindFirstChild("Head").Position - game.Workspace.CurrentCamera.CFrame.p).magnitude
                    local L_57_ = Ray.new(game.Workspace.CurrentCamera.CFrame.p, (L_33_.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * L_56_)
                    local L_58_, L_59_ = game.Workspace:FindPartOnRay(L_57_, game.Workspace)
                    local L_60_ = math.floor((L_59_ - L_55_.Position).magnitude)
                    L_48_[L_54_forvar1.Name .. L_53_forvar0] = {}
                    L_48_[L_54_forvar1.Name .. L_53_forvar0].dist = L_56_
                    L_48_[L_54_forvar1.Name .. L_53_forvar0].plr = L_54_forvar1
                    L_48_[L_54_forvar1.Name .. L_53_forvar0].diff = L_60_
                    table.insert(L_49_, L_60_)
                elseif getgenv().TeamCheck == false and L_54_forvar1.Team == L_32_.Team then
                    local L_61_ = (L_54_forvar1.Character:FindFirstChild("Head").Position - game.Workspace.CurrentCamera.CFrame.p).magnitude
                    local L_62_ = Ray.new(game.Workspace.CurrentCamera.CFrame.p, (L_33_.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * L_61_)
                    local L_63_, L_64_ = game.Workspace:FindPartOnRay(L_62_, game.Workspace)
                    local L_65_ = math.floor((L_64_ - L_55_.Position).magnitude)
                    L_48_[L_54_forvar1.Name .. L_53_forvar0] = {}
                    L_48_[L_54_forvar1.Name .. L_53_forvar0].dist = L_61_
                    L_48_[L_54_forvar1.Name .. L_53_forvar0].plr = L_54_forvar1
                    L_48_[L_54_forvar1.Name .. L_53_forvar0].diff = L_65_
                    table.insert(L_49_, L_65_)
                end
            end
        end
        if unpack(L_49_) == nil then
            return nil
        end
        local L_50_ = math.floor(math.min(unpack(L_49_)))
        if L_50_ > getgenv().AimRadius then
            return nil
        end
        for L_66_forvar0, L_67_forvar1 in pairs(L_48_) do
            if L_67_forvar1.diff == L_50_ then
                return L_67_forvar1.plr
            end
        end
        return nil
    end
    L_33_.KeyDown:Connect(function(L_68_arg0)
        if L_68_arg0 == AimlockKey and L_42_ == nil then
            pcall(function()
                if L_40_ ~= true then
                    L_40_ = true
                end
                local L_69_;
                L_69_ = GetNearestTarget()
                if L_69_ ~= nil then
                    L_42_ = L_69_
                end
            end)
        elseif L_68_arg0 == AimlockKey and L_42_ ~= nil then
            if L_42_ ~= nil then
                L_42_ = nil
            end
            if L_40_ ~= false then
                L_40_ = false
            end
        elseif L_68_arg0 == AimlockToggleKey then
            L_39_ = not L_39_
        end
    end)
    L_30_.RenderStepped:Connect(function()
        if getgenv().ThirdPerson == true and getgenv().FirstPerson == true then
            if (L_34_.Focus.p - L_34_.CoordinateFrame.p).Magnitude > 1 or (L_34_.Focus.p - L_34_.CoordinateFrame.p).Magnitude <= 1 then
                L_41_ = true
            else
                L_41_ = false
            end
        elseif getgenv().ThirdPerson == true and getgenv().FirstPerson == false then
            if (L_34_.Focus.p - L_34_.CoordinateFrame.p).Magnitude > 1 then
                L_41_ = true
            else
                L_41_ = false
            end
        elseif getgenv().ThirdPerson == false and getgenv().FirstPerson == true then
            if (L_34_.Focus.p - L_34_.CoordinateFrame.p).Magnitude <= 1 then
                L_41_ = true
            else
                L_41_ = false
            end
        end
        if L_39_ == true and L_40_ == true then
            if L_42_ and L_42_.Character and L_42_.Character:FindFirstChild(getgenv().AimPart) then
                if getgenv().FirstPerson == true then
                    if L_41_ == true then
                        if getgenv().PredictMovement == true then
                            L_34_.CFrame = L_35_(L_34_.CFrame.p, L_42_.Character[getgenv().AimPart].Position + L_42_.Character[getgenv().AimPart].Velocity / PredictionVelocity)
                        elseif getgenv().PredictMovement == false then
                            L_34_.CFrame = L_35_(L_34_.CFrame.p, L_42_.Character[getgenv().AimPart].Position)
                        end
                    end
                elseif getgenv().ThirdPerson == true then
                    if L_41_ == true then
                        if getgenv().PredictMovement == true then
                            L_34_.CFrame = L_35_(L_34_.CFrame.p, L_42_.Character[getgenv().AimPart].Position + L_42_.Character[getgenv().AimPart].Velocity / PredictionVelocity)
                        elseif getgenv().PredictMovement == false then
                            L_34_.CFrame = L_35_(L_34_.CFrame.p, L_42_.Character[getgenv().AimPart].Position)
                        end
                    end
                end
            end
        end
    end)
end)
]]

a="--// Decompiled Code. \n"..a;function Obfuscate(b)local c="function IllIlllIllIlllIlllIlllIll(IllIlllIllIllIll) if (IllIlllIllIllIll==(((((919 + 636)-636)*3147)/3147)+919)) then return not true end if (IllIlllIllIllIll==(((((968 + 670)-670)*3315)/3315)+968)) then return not false end end; "local d=c;local e=""local f={"IllIllIllIllI","IIlllIIlllIIlllIIlllII","IIllllIIllll"}local g=[[local IlIlIlIlIlIlIlIlII = {]]local h=[[local IllIIllIIllIII = loadstring]]local i=[[local IllIIIllIIIIllI = table.concat]]local j=[[local IIIIIIIIllllllllIIIIIIII = "''"]]local k="local "..f[math.random(1,#f)].." = (7*3-9/9+3*2/0+3*3);"local l="local "..f[math.random(1,#f)].." = (3*4-7/7+6*4/3+9*9);"local m="--// Obfuscated with LuaSeel 1.1 \n\n"for n=1,string.len(b)do e=e.."'\\"..string.byte(b,n).."',"end;local o="function IllIIIIllIIIIIl("..f[math.random(1,#f)]..")"local p="function "..f[math.random(1,#f)].."("..f[math.random(1,#f)]..")"local q="local "..f[math.random(1,#f)].." = (5*3-2/8+9*2/9+8*3)"local r="end"local s="IllIIIIllIIIIIl(900283)"local t="function IllIlllIllIlllIlllIlllIllIlllIIIlll("..f[math.random(1,#f)]..")"local q="function "..f[math.random(1,#f)].."("..f[math.random(1,#f)]..")"local u="local "..f[math.random(1,#f)].." = (9*0-7/5+3*1/3+8*2)"local v="end"local w="IllIlllIllIlllIlllIlllIllIlllIIIlll(9083)"local x=m..d..k..l..i..";"..o.." "..p.." "..q.." "..r.." "..r.." "..r..";"..s..";"..t.." "..q.." "..u.." "..v.." "..v..";"..w..";"..h..";"..g..e.."}".."IllIIllIIllIII(IllIIIllIIIIllI(IlIlIlIlIlIlIlIlII,IIIIIIIIllllllllIIIIIIII))()"print(x)end;do Obfuscate(a)end 

Lua online compiler

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About Lua

Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.

Syntax help

Variables

  • By default all the variables declared are global variables
  • If the variables are explicitly mentioned as local then they are local variables.
  • Lua is a dynamically typed language and hence only the values will have types not the variables.

Examples

-- global variables
a = 10

-- local variables

local x = 30
Value TypeDescription
numberRepresents numbers
stringRepresents text
nilDifferentiates values whether it has data or not
booleanValue can be either true or false
functionRepresents a sub-routine
userdataRepresents arbitary C data
threadRepresents independent threads of execution.
tableCan hold any value except nil

Loops

1. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while(condition)
do
--code
end

2. Repeat-Until:

Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.

repeat
   --code
until( condition )

3. For:

For loop is used to iterate a set of statements based on a condition.

for init,max/min value, increment
do
   --code
end

Functions

Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.

optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end