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AndrFix Passives

Snippet info

Language

Lua

Visibility

public

Author

andfixwastaken

Created

2026-03-18T11:37:53.793059Z

Updated

2026-08-03T21:52:08.431983Z

-- CLIENT FIRST -- 
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Player = Players.Garnierut
Player.Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
Player.Character.Humanoid.BreakJointsOnDeath = false
local Character = Player.Character
Character.Humanoid.Died:Connect(function()
    while true do
   Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Landed, true)
    end
end)
-- SERVER NOW -- 
local player = Players.Garnierut
local Players = game:GetService("Players")

local function isCharacterPart(item)
    if not item then return false end
    if typeof(item) ~= "Instance" then return false end
        if player.Character and (item == player.Character or item:IsDescendantOf(player.Character)) then
            return true
        end
    return false
end

local function containsCharacterPart(changes)
    if typeof(changes) ~= "table" then return false end
    for _, change in pairs(changes) do
        if typeof(change) == "table" then
            -- Changes format: {Part = ..., Model = ...}
            if isCharacterPart(change.Part) or isCharacterPart(change.Model) then
                return true
            end
        elseif isCharacterPart(change) then
            -- Flat Items format: direct instances
            return true
        end
    end
    return false
end

local function hookTool(tool)
    local syncAPI = tool:FindFirstChild("SyncAPI")
    if not syncAPI then return end

    local serverScript = syncAPI:FindFirstChild("ServerAPIEndpoint")
    if serverScript and serverScript:IsA("Script") then
        serverScript.Disabled = true
    end

    local endpoint = syncAPI:FindFirstChild("ServerEndpoint")
    if not endpoint or not endpoint:IsA("RemoteFunction") then return end

    local syncModule = require(syncAPI:WaitForChild("SyncModule"))

endpoint.OnServerInvoke = function(client, action, ...)
    local args = {...}
    for _, arg in pairs(args) do
        if containsCharacterPart(arg) then
            return nil
        end
        -- Also check if arg is a direct instance
        if isCharacterPart(arg) then
            return nil
        end
    end
    return syncModule.PerformAction(client, action, ...)
end
end

local function hookPlayer(player)
    local function hookBackpack()
        local backpack = player:WaitForChild("Backpack", 10)
        if not backpack then return end
        for _, tool in pairs(backpack:GetChildren()) do
            if tool:IsA("Tool") then hookTool(tool) end
        end
        backpack.ChildAdded:Connect(function(tool)
            if tool:IsA("Tool") then hookTool(tool) end
        end)
        if player.Character then
            player.Character.ChildAdded:Connect(function(tool)
                if tool:IsA("Tool") then hookTool(tool) end
            end)
        end
        player.CharacterAdded:Connect(function(char)
            char.ChildAdded:Connect(function(tool)
                if tool:IsA("Tool") then hookTool(tool) end
            end)
        end)
    end
    player.CharacterAdded:Connect(hookBackpack)
    if player.Character then hookBackpack() end
end

for _, p in pairs(Players:GetPlayers()) do hookPlayer(p) end
Players.PlayerAdded:Connect(hookPlayer)

local function pdefer(func)
	return pcall(task.defer, func)
end

local function sn_i(depth, func, ...)
	local ct = 0
	local function f(...)
		ct = ct + 1
		if depth <= ct then
			pcall(func, ...)
		else
			pdefer(f,...)
		end
	end
	pdefer(f,...)
end


local function SN(signal, callback, depth)
	local con = signal:Connect(function(...)
		sn_i(depth or 80,callback, ...)
	end)
	return con
end


local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Player = Players.Garnierut
Player.Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
Player.Character.Humanoid.BreakJointsOnDeath = false
local Character = Player.Character
local ClonedCharacter = Character:Clone()
local SoundBypass = workspace.Char:WaitForChild("Sound",1) or Instance.new("Sound",workspace.Char) 
local SoundBypass2 = SoundBypass:WaitForChild("Sound",1) or Instance.new("Sound",SoundBypass) 
sn_i(79,function()
    Character.Parent = SoundBypass2 
    local BODY = {}
for _, c in pairs(Character:GetDescendants()) do
	if c:IsA("BasePart") then
        local cache = {
            ["Size"] = c.Size, 
            ["Color"] = c.Color, 
            ["Transparency"] = c.Transparency,
            ["Material"] = c.Material, 
            ["CFrame"] = c.CFrame
        }
        c.Changed:Connect(function(prop)
            if Character.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and c.Name ~= "Handle" then
                c[prop] = cache[prop]
            end
        end)
		if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then
					table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency})
		end
					c.Locked = true
	elseif c:IsA("JointInstance") then
		table.insert(BODY,{c,c.Parent,nil,nil,nil})
	end
end
for e = 1, #BODY do
	if BODY[e] ~= nil then
		local STUFF = BODY[e]
		local PART = STUFF[1]
		local PARENT = STUFF[2]
		local MATERIAL = STUFF[3]
		local COLOR = STUFF[4]
		local TRANSPARENCY = STUFF[5]
		if PART.ClassName == "Part" and PART ~= RootPart then
			PART.Material = MATERIAL
			PART.Color = COLOR
			PART.Transparency = TRANSPARENCY
		end
		PART.AncestryChanged:Connect(function()
			PART.Parent = PARENT
		end)
	end
end
end)
Player.CharacterAdded:Connect(function()
    if SoundBypass2:WaitForChild(Player.Name) then
       Character:Destroy() 
    end
    sn_i(79,function()
        Character.Parent = SoundBypass2 
    end)
end)
Player.Character.AncestryChanged:Connect(function()
    local NewCharacter = ClonedCharacter:Clone()
    Player.Character = NewCharacter
    Player.Character.Parent = workspace
end)
--Player:LoadCharacter()
workspace.ChildAdded:Connect(function(v)
    if v.Name == Player.Name then
        sn_i(79,function()
            v.Parent = SoundBypass2 
            local BODY = {}
for _, c in pairs(Character:GetDescendants()) do
	if c:IsA("BasePart") then
		if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then
		table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency})
		end
        c.Locked = true
        c.CanQuery = false
          c.CanTouch = false
	elseif c:IsA("JointInstance") then
		table.insert(BODY,{c,c.Parent,nil,nil,nil})
	end
end
for e = 1, #BODY do
	if BODY[e] ~= nil then
		local STUFF = BODY[e]
		local PART = STUFF[1]
		local PARENT = STUFF[2]
		local MATERIAL = STUFF[3]
		local COLOR = STUFF[4]
		local TRANSPARENCY = STUFF[5]
		if PART.ClassName == "Part" and PART ~= RootPart then
			PART.Material = MATERIAL
			PART.Color = COLOR
			PART.Transparency = TRANSPARENCY
		end
		PART.AncestryChanged:Connect(function()
			PART.Parent = PARENT
		end)
	end
end
        end)
    end
end)
Character.Humanoid.Died:Connect(function()
   Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Landed, true)
end)
Character.AncestryChanged:Connect(function(parent)
  Character:LoadCharacter()
end)
local IsClashing = false
local NewChar = Player.Character:Clone()
Player.Character:SetAttribute("ForceUnbreakables",true)
Player.Character:SetAttribute("GreenCoin",true)
Player.Character:GetAttributeChangedSignal("GreenCoin"):Connect(function()
    Player.Character:SetAttribute("GreenCoin",true)
end)
Player.Character:GetAttributeChangedSignal("CoinRemoved"):Connect(function()
    Player.Character:SetAttribute("CoinRemoved",0)
end)
Player.Character:GetAttributeChangedSignal("Dead"):Connect(function()
    Player.Character:SetAttribute("Dead",false)
end)
Player.Character:GetAttributeChangedSignal("GoodbyeUnbreakables"):Connect(function()
    Player.Character:SetAttribute("GoodbyeUnbreakables",false)
end)
Player.Character:GetAttributeChangedSignal("AlreadyS4"):Connect(function()
    Player.Character:SetAttribute("AlreadyS4",0)
end)
Player.Character.ChildRemoved:Connect(function(v)
    if v.Name == "IsClashing" then
        IsClashing = false
    end
end)
Player.Character.ChildAdded:Connect(function(v)
if v.Name == "Stunned" or v.Name == "CoinStun" or v.Name == "Debounce" then
            v:Destroy() 
            Player.Character.CurrentTarget.Value.Humanoid.Changed:Connect(function(v)
    if v == "Health" then 
        if Player.Character.CurrentTarget.Value.Humanoid.Health >= 100000000 then
            Player.Character.CurrentTarget.Value.Humanoid.Health = 200
        end
    end
end)
        end
        if string.find(v.Name,"Cooldown") or string.find(v.Name,"_CoinRemoved") then
            v:Destroy()   
        end
    if v.Name == "IsClashing" then
        
        IsClashing = true
        
        Player.Character.CurrentTarget.Value:SetAttribute("CannotDie",false)
        Player.Character.CurrentTarget.Value:SetAttribute("CoinRemoved",1000000)
        Player.Character.CurrentTarget.Value:SetAttribute("GoodbyeUnbreakables",true)
            Player.Character.CurrentTarget.Value:GetAttributeChangedSignal("CoinRemoved"):Connect(function()
      if Player.Character.CurrentTarget.Value.CurrentTarget.Value == Player.Character and IsClashing == true then
     Player.Character.CurrentTarget.Value:SetAttribute("CoinRemoved",1000000)
      end
      end)
     if v.Name == "AlreadyCountered" then
        local EnemyChar = Player.Character.CurrentTarget.Value
        EnemyChar.Humanoid.Health = 1
        EnemyChar.ChildAdded:Connect(function(v)
             if EnemyChar.CurrentTarget.Value == Player.Character and IsClashing == true and v.Name == "CoinSkill" then
               v:Destroy()
            end
        end)
    end
    Player.Character.CurrentTarget.Value:GetAttributeChangedSignal("GoodbyeUnbreakables"):Connect(function()
      if Player.Character.CurrentTarget.Value.CurrentTarget.Value == Player.Character and IsClashing == true then
     Player.Character.CurrentTarget.Value:SetAttribute("GoodbyeUnbreakables",true)
     end
    end)
 end
end)

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