Tha Bronx 2😈 (Beta)

Script Credit :- $ linux#0001
Features

Tha Bronx 2😈 (Beta)

Script
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local changeSettings = { PlayAllSounds = true, AutoReload = false, Auto = false, BaseDamage = 100, FireRate = 0.15, ReloadTime = 0, AmmoPerMag = 6, SpreadX = 4, SpreadY = 4, Range = 300, HeadshotEnabled = true, HeadshotDamageMultiplier = 3, IdleAnimationID = 11814765114, IdleAnimationSpeed = 1, FireAnimationID = 11810690881, FireAnimationSpeed = 1, ReloadAnimationID = 11824758379, ReloadAnimationSpeed = 0.6, EquippedAnimationID = nil, EquippedAnimationSpeed = 0.6, EquipTime = 0.1, HitPlayerAnimationID = 10879812867, HitPlayerAnimationSpeed = 0.6, JamChance = 0, JamKey = Enum.KeyCode.F, JamKeyString = "F", GoreEffectEnabled = false, GoreSoundIDs = { 1930359546 }, GoreSoundPitchMin = 1, GoreSoundPitchMax = 1.5, GoreSoundVolume = 1, CriticalDamageEnabled = false, CriticalBaseChance = 5, CriticalDamageMultiplier = 3, EchoEffect = true, Replicate = true, WalkSpeedRedutionEnabled = false, WalkSpeedRedution = 6, HoldDownEnabled = true, HoldDownAnimationID = 11497226511, HoldDownAnimationSpeed = 0.8, BulletHoleEnabled = true, BulletHoleSize = 0.2, BulletHoleTexture = { 3696144972 }, BulletHoleVisibleTime = 7, BulletHoleFadeTime = 1, PartColor = true, HitEffectEnabled = true, HitSoundIDs = { 9102724020, 9063083721, 9103240392, 9102728886 }, HitSoundPitchMin = 1, HitSoundPitchMax = 1, HitSoundVolume = 10, CustomHitEffect = true, BloodEnabled = true, HitCharSndIDs = { 0, 0, 0, 0, 0, 0 }, HitCharSndPitchMin = 1, HitCharSndPitchMax = 1, HitCharSndVolume = 1, TweenLength = 0.8, EasingStyle = Enum.EasingStyle.Quint, EasingDirection = Enum.EasingDirection.Out, TweenLengthNAD = 0.8, EasingStyleNAD = Enum.EasingStyle.Quint, EasingDirectionNAD = Enum.EasingDirection.Out, WhizSoundEnabled = true, WhizSoundID = { 269514869, 269514887, 269514807, 269514817 }, WhizSoundVolume = 0.5, WhizSoundPitchMin = 1, WhizSoundPitchMax = 1.5, WhizDistance = 100, HitmarkerEnabled = true, HitmarkerSoundID = { 1255040462, 1255040462, 1255040462 }, HitmarkerColor = Color3.fromRGB(255, 255, 255), HitmarkerFadeTime = 1, HitmarkerSoundPitch = 1, HitmarkerColorHS = Color3.fromRGB(255, 0, 4), HitmarkerFadeTimeHS = 1, HitmarkerSoundPitchHS = 1, CrossSize = 2.8, CrossExpansion = 29, CrossSpeed = 4, CrossDamper = 0.99, MuzzleFlashEnabled = true, MuzzleLightEnabled = true, LightBrightness = 7, LightColor = Color3.new(1, 1.1098039215686275, 0), LightRange = 15, LightShadows = true, VisibleTime = 0.02, BulletShellEnabled = true, BulletShellOffset = Vector3.new(0, 0.4, 0), ShellSize = Vector3.new(0.2, 0.2, 0.32), AllowCollide = false, ShellScale = Vector3.new(1.5, 1.5, 1.5), ShellMeshID = 95392019, ShellTextureID = 95391833, DisappearTime = 5, IronsightEnabled = false, FieldOfViewIS = 59, MouseSensitiveIS = 0.2, SpreadRedutionIS = 0.6, CrossScaleIS = 0.8, LimitedAmmoEnabled = false, Ammo = 1000, MaxAmmo = 1000, ShotgunEnabled = false, BulletPerShot = 8, ShotgunReload = false, ShotgunClipinAnimationID = nil, ShotgunClipinAnimationSpeed = 1, ShellClipinSpeed = 0.5, BurstFireEnabled = false, BulletPerBurst = 3, BurstRate = 0.075, SniperEnabled = false, FieldOfViewS = 12.5, MouseSensitiveS = 0.2, SpreadRedutionS = 0.6, CrossScaleS = 0, ScopeSensitive = 0.25, ScopeKnockbackSpeed = 7, ScopeKnockbackDamper = 0.65, ScopeSwaySpeed = 10, ScopeSwayDamper = 0.4, CameraRecoilingEnabled = false, Recoil = 0, AngleX_Min = 1, AngleX_Max = 1, AngleY_Min = 0, AngleY_Max = 1, AngleZ_Min = -5, AngleZ_Max = 1, Accuracy = 100, RecoilSpeed = 100, RecoilDamper = 0.5, RecoilRedution = 0.5, ExplosiveEnabled = true, ExplosionSoundEnabled = true, ExplosionSoundIDs = { 163064102 }, ExplosionSoundVolume = 1, ExplosionSoundPitchMin = 1, ExplosionSoundPitchMax = 1.5, ExplosionRadius = math.huge, CustomExplosion = false, BulletTracerEnabled = true, BulletParticleEnaled = nil, BulletTracerOffset0 = Vector3.new(0.1, 0, 0), BulletTracerOffset1 = Vector3.new(-0.1, 0, 0), BulletSpeed = 100940, DropGravity = 0, WindOffset = Vector3.new(0, 0, 0), BulletSize = Vector3.new(0.4, 0.4, 0.4), BulletColor = Color3.fromRGB(163, 162, 156), BulletTransparency = 1, BulletMaterial = Enum.Material.Neon, BulletShape = Enum.PartType.Cylinder, BulletMeshEnabled = false, BulletMeshID = 6696543809, BulletTextureID = 0, BulletMeshScale = Vector3.new(0.007, 0.007, 0.007), BulletLightEnabled = false, BulletLightBrightness = 3, BulletLightColor = Color3.fromRGB(255, 165, 153), BulletLightRange = 6, BulletLightShadows = true, ChargedShotEnabled = false, ChargingTime = 1, MinigunEnabled = false, DelayBeforeFiring = 1, DelayAfterFiring = 1, Knockback = 0, Lifesteal = 0, FlamingBullet = false, IgniteChance = 100, FreezingBullet = false, IcifyChance = 100, DualEnabled = false } for i,v in pairs(getgc(true)) do if type(v) == "table" then if rawget(v, "Accuracy") and rawget(v, "RecoilRedution") and rawget(v, "FireRate") then for k,v2 in pairs(changeSettings) do rawset(v, k, v2) end end end end

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