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Fisch-Script-by-Omega
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-- Fisch Script by Omega V13.5.8
-- Compatible with Delta, Fluxus, Cryptic, Arceus X, Codex
-- Improved with enhanced security and optimization
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local GuiService = game:GetService("GuiService")
local TweenService = game:GetService("TweenService")
local Player = Players.LocalPlayer
local PlayerGui = Player:WaitForChild("PlayerGui")
local Character = Player.Character or Player.CharacterAdded:Wait()
-- [ 🛡️ SECURITY & DEBUG 🛡️ ]
local security = {
VerifiedEvents = {},
FailedEvents = {},
LastEventCheck = 0,
EventCheckCooldown = 60, -- Seconds between re-checking failed events
RunningTasks = {},
MaxConsecutiveFailures = 3,
DebugMode = false
}
-- [ 🚜 FARMS 🚜 ]
local farm = {
LiveFarmStatus = false,
EnableFarming = false,
AutoCast = false,
AutoShake = false,
LockShakeMiddle = false,
DisableRodReset = false,
AutoReel = false,
AutoSell = false,
FreezeYourself = false,
CompleteReelMinigame = false,
LegitCastMode = false,
CastDelay = 1,
ShakeDelay = 1,
ReelDelay = 1,
PreserveCatch = false,
AutoEquipRod = false,
AutoAppraise = false,
AutoAppraiseWeight = 0,
AutoMutations = false,
-- Random delays to prevent pattern detection
MinRandomDelay = 0.2,
MaxRandomDelay = 0.5
}
-- [ 🦀 CRAB FEATURES 🦀 ]
local crab = {
AutoBuyCrabCages = false,
SpamCrabCages = false,
CollectAllCrabCages = false,
AutoCollectCages = false,
AutoUseBait = false,
AutoUseCustomBait = false,
AutoUseAllBait = false,
BaitChangeInterval = 5,
SafeModeCollect = false
}
-- [ 🔮 TELEPORTS 🔮 ]
local teleports = {
DiscoverAllPlaces = false,
TeleportCooldown = 5,
LastTeleportTime = 0
}
-- [ 📣 WEBHOOK ALERTS 📣 ]
local webhook = {
UseWebhooking = false,
WebhookURL = "",
UserIDPing = "",
WebhookInterval = 600,
MythicalTracking = false,
MythicalAlerts = false,
FishCaughtTracking = false,
LevelsTracking = false,
LastWebhookSent = 0
}
-- [ ⚙ SETTINGS ⚙ ]
local settings = {
Theme = "Dark",
UITransparency = 0.5,
UIKeybind = Enum.KeyCode.LeftControl,
AutoLoadConfig = false,
SafeMode = true, -- Enable more conservative delays to avoid detection
}
-- [ 🕹 UI NAVIGATION 🕹 ]
local ui = {
NavigationEnabled = false,
FocusedElement = nil,
Elements = {},
FeedbackDuration = 0.3,
Colors = {
Normal = Color3.fromRGB(255, 255, 255),
Focused = Color3.fromRGB(0, 170, 255),
Active = Color3.fromRGB(85, 255, 127),
Error = Color3.fromRGB(255, 85, 85)
},
Sounds = {
Click = {ID = "rbxassetid://6895079853", Volume = 0.5},
Hover = {ID = "rbxassetid://6895079733", Volume = 0.2},
Success = {ID = "rbxassetid://6895079773", Volume = 0.5},
Error = {ID = "rbxassetid://6895079812", Volume = 0.5}
}
}
-- [ 🛠️ HELPER FUNCTIONS 🛠️ ]
local function debugLog(message, ...)
if security.DebugMode then
print("[Fisch Debug] " .. string.format(message, ...))
end
end
local function getRandomDelay(min, max)
return min + (max - min) * math.random()
end
local function safeWait(duration)
local adjustedDuration = duration
if settings.SafeMode then
-- Add a small random factor to avoid predictable patterns
adjustedDuration = duration + getRandomDelay(farm.MinRandomDelay, farm.MaxRandomDelay)
end
task.wait(adjustedDuration)
return adjustedDuration
end
local function playSound(soundType)
local sound = Instance.new("Sound")
sound.SoundId = ui.Sounds[soundType].ID
sound.Volume = ui.Sounds[soundType].Volume
sound.Parent = PlayerGui
sound:Play()
game:GetService("Debris"):AddItem(sound, 2)
return sound
end
local function showFeedback(element, status)
if not element then return end
local originalColor = element.BackgroundColor3
local originalTransparency = element.BackgroundTransparency
local targetColor = status == "success" and ui.Colors.Active or ui.Colors.Error
local tweenInfo = TweenInfo.new(ui.FeedbackDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
local tween = TweenService:Create(element, tweenInfo, {
BackgroundColor3 = targetColor,
BackgroundTransparency = originalTransparency * 0.5 -- Reduce transparency for better visibility
})
tween:Play()
playSound(status == "success" and "Success" or "Error")
task.delay(ui.FeedbackDuration * 2, function()
local revertTween = TweenService:Create(element, tweenInfo, {
BackgroundColor3 = originalColor,
BackgroundTransparency = originalTransparency
})
revertTween:Play()
end)
end
-- [ 🔍 EVENT VERIFICATION 🔍 ]
local function checkEvent(eventName)
-- Check if the event was already verified
if security.VerifiedEvents[eventName] then
return true
end
-- Check if the event failed recently and is on cooldown
if security.FailedEvents[eventName] then
local timeSinceLastCheck = tick() - security.LastEventCheck
if timeSinceLastCheck < security.EventCheckCooldown then
return false
end
end
-- Try to find the event
local event = ReplicatedStorage:FindFirstChild(eventName)
security.LastEventCheck = tick()
if event then
security.VerifiedEvents[eventName] = true
security.FailedEvents[eventName] = nil
debugLog("Event %s verified successfully", eventName)
return true
else
-- Store failed event and increment failure counter
security.FailedEvents[eventName] = (security.FailedEvents[eventName] or 0) + 1
debugLog("Event %s not found (Failure count: %d)", eventName, security.FailedEvents[eventName])
return false
end
end
local function safeFireServer(eventName, ...)
if not checkEvent(eventName) then
debugLog("Skipping fire server for non-existent event: %s", eventName)
return false
end
local event = ReplicatedStorage:FindFirstChild(eventName)
local args = {...}
-- Use pcall to safely execute FireServer
local success, errorMsg = pcall(function()
event:FireServer(unpack(args))
end)
if not success then
debugLog("FireServer failed for %s: %s", eventName, errorMsg)
return false
end
return true
end
-- [ 🎮 GAME FUNCTIONS 🎮 ]
function CastRod(power)
return safeFireServer("CastRodEvent", power)
end
function ShakeRod()
return safeFireServer("ShakeRodEvent")
end
function ReelFish()
return safeFireServer("ReelFishEvent")
end
function BuyCrabCage()
return safeFireServer("BuyCrabCageEvent")
end
function TeleportToPlace(placeName)
local currentTime = tick()
if currentTime - teleports.LastTeleportTime < teleports.TeleportCooldown then
debugLog("Teleport on cooldown, waiting...")
return false
end
local success = safeFireServer("TeleportToPlaceEvent", placeName)
if success then
teleports.LastTeleportTime = currentTime
end
return success
end
function CollectCrabCage(cageId)
return safeFireServer("CollectCrabCageEvent", cageId)
end
function SellFish()
return safeFireServer("SellFishEvent")
end
function AppraiseFish(fishId)
return safeFireServer("AppraiseFishEvent", fishId)
end
function EquipRod()
return safeFireServer("EquipRodEvent")
end
local function findCageIds()
local cages = {}
-- Implementation would depend on how crab cages are stored in the game
-- This is a placeholder
for _, obj in pairs(Workspace:GetChildren()) do
if obj:IsA("Model") and obj.Name:find("CrabCage") then
table.insert(cages, obj:GetAttribute("ID") or obj.Name)
end
end
return cages
end
-- [ 🧵 TASK HANDLING 🧵 ]
local function startTask(taskName, func, interval)
-- Stop existing task if running
if security.RunningTasks[taskName] then
security.RunningTasks[taskName] = false
end
-- Mark this task as running
security.RunningTasks[taskName] = true
-- Start task loop
task.spawn(function()
debugLog("Starting task: %s", taskName)
while security.RunningTasks[taskName] do
local success, errorMsg = pcall(func)
if not success then
debugLog("Error in task %s: %s", taskName, errorMsg)
showFeedback(PlayerGui:FindFirstChild(taskName.."Button"), "error")
end
safeWait(interval or 0.1)
end
debugLog("Task stopped: %s", taskName)
end)
end
local function stopTask(taskName)
if security.RunningTasks[taskName] then
security.RunningTasks[taskName] = false
debugLog("Stopping task: %s", taskName)
end
end
-- [ 🚜 FARMING LOGIC 🚜 ]
function farmLogic()
if not farm.EnableFarming then return end
-- Equip rod if needed
if farm.AutoEquipRod then
EquipRod()
safeWait(0.5)
end
-- Auto cast logic
if farm.AutoCast then
local power = farm.LegitCastMode and math.random(70, 100) / 100 or 1
local castSuccess = CastRod(power)
if castSuccess then
debugLog("Cast rod with power: %s", power)
showFeedback(PlayerGui:FindFirstChild("CastButton"), "success")
end
safeWait(farm.CastDelay)
end
-- Auto shake logic
if farm.AutoShake then
local shakeSuccess = ShakeRod()
if shakeSuccess then
debugLog("Shook rod")
showFeedback(PlayerGui:FindFirstChild("ShakeButton"), "success")
end
safeWait(farm.ShakeDelay)
end
-- Auto reel logic
if farm.AutoReel then
local reelSuccess = ReelFish()
if reelSuccess then
debugLog("Reeled fish")
showFeedback(PlayerGui:FindFirstChild("ReelButton"), "success")
-- If we successfully reeled, we might need to sell or appraise
if farm.AutoSell then
safeWait(0.5)
SellFish()
end
if farm.AutoAppraise then
-- This would need to be connected to the inventory system
-- to know which fish to appraise
-- Placeholder for now
end
end
safeWait(farm.ReelDelay)
end
-- Add a slight delay to prevent excessive server calls
safeWait(0.1)
end
-- [ 🦀 CRAB LOGIC 🦀 ]
function crabLogic()
-- Auto buy crab cages
if crab.AutoBuyCrabCages then
local buySuccess = BuyCrabCage()
if buySuccess then
debugLog("Bought crab cage")
showFeedback(PlayerGui:FindFirstChild("CrabCageButton"), "success")
end
end
-- Auto collect cages logic
if crab.AutoCollectCages or crab.CollectAllCrabCages then
local cageIds = findCageIds()
if #cageIds > 0 then
for _, cageId in ipairs(cageIds) do
local collectSuccess = CollectCrabCage(cageId)
if collectSuccess then
debugLog("Collected cage: %s", cageId)
showFeedback(PlayerGui:FindFirstChild("CollectCageButton"), "success")
end
if crab.SafeModeCollect then
safeWait(getRandomDelay(1, 2)) -- Add delay between collections
end
end
end
end
-- Add a delay to prevent excessive server calls
safeWait(0.1)
end
-- [ 🔮 TELEPORT LOGIC 🔮 ]
function teleportLogic()
if teleports.DiscoverAllPlaces then
local places = {"Place1", "Place2", "Place3"} -- Replace with actual places in the game
for _, place in ipairs(places) do
local success = TeleportToPlace(place)
if success then
debugLog("Teleported to: %s", place)
showFeedback(PlayerGui:FindFirstChild("TeleportButton"), "success")
safeWait(3) -- Wait for teleport to complete
else
showFeedback(PlayerGui:FindFirstChild("TeleportButton"), "error")
end
end
teleports.DiscoverAllPlaces = false -- Turn off after completing
end
-- Add a delay to prevent excessive server calls
safeWait(0.1)
end
-- [ 🕹 UI NAVIGATION LOGIC 🕹 ]
function handleNavigation()
if not ui.NavigationEnabled then return end
-- Get all UI elements if we don't have them already
if #ui.Elements == 0 then
ui.Elements = getAllSelectableElements()
end
-- Handle focused element highlighting
if ui.FocusedElement then
-- Apply visual highlight to focused element
local originalColor = ui.FocusedElement:GetAttribute("OriginalColor") or ui.Colors.Normal
if not ui.FocusedElement:GetAttribute("OriginalColor") then
ui.FocusedElement:SetAttribute("OriginalColor", ui.FocusedElement.BackgroundColor3)
end
-- Create a pulsing effect on the focused element
local pulseAmount = (math.sin(tick() * 5) * 0.1) + 0.9
ui.FocusedElement.BackgroundColor3 = ui.Colors.Focused:Lerp(ui.Colors.Normal, pulseAmount)
-- Reset other elements
for _, element in ipairs(ui.Elements) do
if element ~= ui.FocusedElement then
local origColor = element:GetAttribute("OriginalColor")
if origColor then
element.BackgroundColor3 = origColor
end
end
end
end
end
-- Function to get all interactive UI elements
function getAllSelectableElements()
local elements = {}
-- Find all interactive elements in the PlayerGui
for _, gui in pairs(PlayerGui:GetChildren()) do
if gui:IsA("ScreenGui") then
for _, element in pairs(gui:GetDescendants()) do
if element:IsA("TextButton") or element:IsA("ImageButton") then
table.insert(elements, element)
end
end
end
end
debugLog("Found %d selectable UI elements", #elements)
return elements
end
-- [ 🔄 TOGGLE FUNCTIONS 🔄 ]
function toggleFeature(featureName)
local success, errorMsg = pcall(function()
-- Farm features
if featureName == "EnableFarming" then
farm.EnableFarming = not farm.EnableFarming
if farm.EnableFarming then
startTask("FarmLogic", farmLogic, 0.1)
else
stopTask("FarmLogic")
end
debugLog("Farming %s", farm.EnableFarming and "enabled" or "disabled")
return true
elseif featureName == "AutoCast" then
farm.AutoCast = not farm.AutoCast
debugLog("AutoCast %s", farm.AutoCast and "enabled" or "disabled")
return true
elseif featureName == "AutoShake" then
farm.AutoShake = not farm.AutoShake
debugLog("AutoShake %s", farm.AutoShake and "enabled" or "disabled")
return true
elseif featureName == "AutoReel" then
farm.AutoReel = not farm.AutoReel
debugLog("AutoReel %s", farm.AutoReel and "enabled" or "disabled")
return true
elseif featureName == "AutoSell" then
farm.AutoSell = not farm.AutoSell
debugLog("AutoSell %s", farm.AutoSell and "enabled" or "disabled")
return true
-- Crab features
elseif featureName == "AutoBuyCrabCages" then
crab.AutoBuyCrabCages = not crab.AutoBuyCrabCages
if crab.AutoBuyCrabCages then
startTask("CrabLogic", crabLogic, 1)
else
stopTask("CrabLogic")
end
debugLog("AutoBuyCrabCages %s", crab.AutoBuyCrabCages and "enabled" or "disabled")
return true
elseif featureName == "CollectAllCrabCages" then
crab.CollectAllCrabCages = not crab.CollectAllCrabCages
debugLog("CollectAllCrabCages %s", crab.CollectAllCrabCages and "enabled" or "disabled")
return true
-- UI features
elseif featureName == "UINavigationToggle" then
ui.NavigationEnabled = not ui.NavigationEnabled
if ui.NavigationEnabled then
ui.Elements = getAllSelectableElements()
ui.FocusedElement = ui.Elements[1] -- Focus first element
startTask("UINavigation", handleNavigation, 0.03) -- Smooth updates for UI
debugLog("UI Navigation Mode: Enabled")
else
stopTask("UINavigation")
-- Reset element highlighting
if ui.FocusedElement then
local origColor = ui.FocusedElement:GetAttribute("OriginalColor")
if origColor then
ui.FocusedElement.BackgroundColor3 = origColor
end
ui.FocusedElement = nil
end
debugLog("UI Navigation Mode: Disabled")
end
return true
-- Settings features
elseif featureName == "SafeMode" then
settings.SafeMode = not settings.SafeMode
debugLog("SafeMode %s", settings.SafeMode and "enabled" or "disabled")
return true
elseif featureName == "DebugMode" then
security.DebugMode = not security.DebugMode
debugLog("DebugMode %s", security.DebugMode and "enabled" or "disabled")
return true
end
-- If we get here, the feature wasn't recognized
debugLog("Unknown feature: %s", featureName)
return false
end)
if not success then
debugLog("Error toggling feature %s: %s", featureName, errorMsg)
return false
end
end
-- [ ⌨️ INPUT HANDLING ⌨️ ]
UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if gameProcessedEvent then return end
-- UI toggle
if input.KeyCode == settings.UIKeybind then
-- Toggle UI visibility (implementation would depend on your UI setup)
debugLog("UI toggle hotkey pressed")
end
-- Navigation toggle
if input.KeyCode == Enum.KeyCode.Backslash then
toggleFeature("UINavigationToggle")
end
-- Navigation controls
if ui.NavigationEnabled then
if input.KeyCode == Enum.KeyCode.Up or input.KeyCode == Enum.KeyCode.Down or
input.KeyCode == Enum.KeyCode.Left or input.KeyCode == Enum.KeyCode.Right then
local currentIndex = 1
for i, element in ipairs(ui.Elements) do
if element == ui.FocusedElement then
currentIndex = i
break
end
end
local newIndex = currentIndex
if input.KeyCode == Enum.KeyCode.Up then
newIndex = (currentIndex - 1 <= 0) and #ui.Elements or currentIndex - 1
elseif input.KeyCode == Enum.KeyCode.Down then
newIndex = (currentIndex + 1 > #ui.Elements) and 1 or currentIndex + 1
elseif input.KeyCode == Enum.KeyCode.Left then
newIndex = (currentIndex - 5 <= 0) and #ui.Elements - (5 - (currentIndex % 5)) or currentIndex - 5
elseif input.KeyCode == Enum.KeyCode.Right then
newIndex = (currentIndex + 5 > #ui.Elements) and ((currentIndex + 5) % #ui.Elements) or currentIndex + 5
end
ui.FocusedElement = ui.Elements[newIndex]
playSound("Hover")
elseif input.KeyCode == Enum.KeyCode.Return and ui.FocusedElement then
-- Simulate click on the focused element
local clickSuccess, clickError = pcall(function()
-- Fire mouse click events for the button
ui.FocusedElement.MouseButton1Click:Fire()
playSound("Click")
showFeedback(ui.FocusedElement, "success")
end)
if not clickSuccess then
debugLog("Failed to simulate click: %s", clickError)
playSound("Error")
showFeedback(ui.FocusedElement, "error")
end
end
end
end)
-- [ 🔧 INITIALIZATION 🔧 ]
local function initialize()
debugLog("Initializing Fisch Script v13.5.8...")
-- Verify critical events exist
local criticalEvents = {
"CastRodEvent",
"ShakeRodEvent",
"ReelFishEvent",
"BuyCrabCageEvent",
"TeleportToPlaceEvent"
}
local allEventsFound = true
for _, eventName in ipairs(criticalEvents) do
if not checkEvent(eventName) then
allEventsFound = false
debugLog("Critical event missing: %s", eventName)
end
end
if not allEventsFound then
debugLog("Warning: Some critical events are missing!")
-- Could show a warning UI here
end
-- Set random seed based on time for better randomization
math.randomseed(tick())
-- Create UI feedback sounds
for name, soundInfo in pairs(ui.Sounds) do
local sound = Instance.new("Sound")
sound.SoundId = soundInfo.ID
sound.Volume = soundInfo.Volume
sound.Name = "Fisch_" .. name .. "Sound"
sound.Parent = PlayerGui
end
-- Load user config if enabled
if settings.AutoLoadConfig then
-- Implementation would depend on how you store user configs
debugLog("Auto-loading user config...")
end
debugLog("Fisch Script initialized successfully!")
end
-- [ 🎬 SCRIPT EXECUTION 🎬 ]
-- Safe initialization
local success, errorMsg = pcall(initialize)
if not success then
warn("[Fisch Script] Initialization failed: " .. errorMsg)
end
-- Start the farm logic loop safely
startTask("FarmLogic", function()
local farmSuccess, farmError = pcall(farmLogic)
if not farmSuccess then
debugLog("Error in farm logic: %s", farmError)
end
end, 0.1)
-- Start the crab logic loop safely
startTask("CrabLogic", function()
local crabSuccess, crabError = pcall(crabLogic)
if not crabSuccess then
debugLog("Error in crab logic: %s", crabError)
end
end, 1.0)
-- Start the teleport logic loop safely
startTask("TeleportLogic", function()
local teleportSuccess, teleportError = pcall(teleportLogic)
if not teleportSuccess then
debugLog("Error in teleport logic: %s", teleportError)
end
end, 1.0)
-- Example of enabling features (uncomment to activate by default)
-- toggleFeature("EnableFarming")
-- toggleFeature("AutoCast")
-- toggleFeature("AutoShake")
-- toggleFeature("AutoReel")
-- toggleFeature("SafeMode")
-- Script shutdown handler
game:BindToClose(function()
debugLog("Shutting down Fisch Script...")
-- Stop all running tasks
for taskName, _ in pairs(security.RunningTasks) do
stopTask(taskName)
end
-- Clean up any created instances
for _, sound in pairs(PlayerGui:GetChildren()) do
if sound.Name:match("^Fisch_") then
sound:Destroy()
end
end
debugLog("Fisch Script shutdown complete!")
end)
-- Heartbeat connection for critical real-time features
RunService.Heartbeat:Connect(function()
-- This should only handle time-sensitive operations
-- Most logic should be in the task functions with appropriate delays
-- Example: Implement the shake rod middle feature if needed
if farm.EnableFarming and farm.AutoShake and farm.LockShakeMiddle then
-- Implementation would depend on how the fishing UI works
end
end)
-- Show init message
print("🎣 Fisch Script by Omega v13.5.8 loaded! Press " .. settings.UIKeybind.Name .. " to toggle UI")