Analyzing the “Hitbox Expander Script” in Roblox: A Comprehensive Guide
Scripts are an important part of games because they make the experience better for the player. The Hitbox Expander script in Roblox is one example. This guide goes into great detail about what this script is, how it works in Roblox, and its most important parts.

| Script Name | Hitbox Expander Script – UNIVERSAL |
| Use Options | Copy & Download |
| Update Date | 17.10.2023 |
| Script Credit: | Yarhm Team |
Click To Copy
if not game:IsLoaded() then game.Loaded:Wait() end
local lPlayer = game.Players.LocalPlayer
-- thanks 3ds and kiko metatables r hard
if not getgenv().MTAPIMutex then loadstring(game:HttpGet("https://raw.githubusercontent.com/KikoTheDon/MT-Api-v2/main/__source/mt-api%20v2.lua", true))() end
if game.PlaceId == 111311599 then -- Critical Strike
local anticheat = game:GetService("ReplicatedFirst")["Serverbased AntiCheat"] -- then why put it in a localscript?
-- I literally copied the rest of this from the "Serverbased Anticheat"
local sValue = game:GetService("Players").LocalPlayer:WaitForChild("SValue")
local function constructAnticheatString()
return "CS-" .. math.random(11111, 99999) .. "-" .. math.random(1111, 9999) .. "-" .. math.random(111111, 999999) .. math.random(1111111, 9999999) .. (sValue.Value * 6) ^ 2 + 18;
end
-- to be fair the game hasn't been updated in over a year
task.spawn(function()
while true do task.wait(2)
game:GetService("ReplicatedStorage").ACDetect:FireServer(sValue.Value, constructAnticheatString());
end
end)
anticheat.Disabled = true
end
local playerNames = {}
--local npcNames = {} -- I was planning on adding npc support
local teamNames = {}
-- thanks inori and wally
local Library = loadstring(game:HttpGet('https://raw.githubusercontent.com/wally-rblx/LinoriaLib/main/Library.lua'))()
local SaveManager = loadstring(game:HttpGet('https://raw.githubusercontent.com/wally-rblx/LinoriaLib/main/addons/SaveManager.lua'))()
SaveManager:SetLibrary(Library)
SaveManager:SetFolder("HitboxExtender")
Library:Notify("hai :3")
local mainWindow = Library:CreateWindow("Personal object of abuse")
local mainTab = mainWindow:AddTab("Main")
local mainGroupbox = mainTab:AddLeftGroupbox("Hitbox Extender")
local ignoresGroupbox = mainTab:AddRightGroupbox("Ignores")
local miscGroupbox = mainTab:AddLeftGroupbox("Misc")
local extenderToggled = mainGroupbox:AddToggle("extenderToggled", {Text = "Toggle"})
local extenderSize = mainGroupbox:AddSlider("extenderSize", {Text = "Size", Min = 2, Max = 100, Default = 10, Rounding = 0})
local extenderTransparency = mainGroupbox:AddSlider("extenderTransparency", {Text = "Transparency", Min = 0, Max = 1, Default = 0.5, Rounding = 2})
-- for some reason the save manager doesn't save inputs, idk how to fix it
local customPartNameInput = mainGroupbox:AddInput("customPartList", {Text = "Custom Part Name", Default = "HeadHB"})
local extenderPartList = mainGroupbox:AddDropdown("extenderPartList", {Text = "Body Parts", AllowNull = true, Multi = true, Values = {"Custom Part", "Head", "HumanoidRootPart", "Torso", "Left Arm", "Right Arm", "Left Leg", "Right Leg"}, Default = "Head"})
local extenderUpdateRate = miscGroupbox:AddSlider("extenderUpdateRate", {Text = "Update Rate", Min = 0, Max = 1000, Default = 0, Rounding = 0, Suffix = "ms"})
local extenderSitCheck = ignoresGroupbox:AddToggle("extenderSitCheck", {Text = "Ignore Sitting Players"})
local ignoreSelectedPlayersToggled = ignoresGroupbox:AddToggle("ignoreSelectedPlayersToggled", {Text = "Ignore Selected Players"})
local ignorePlayerList = ignoresGroupbox:AddDropdown("ignorePlayerList", {Text = "Players", AllowNull = true, Multi = true, Values = playerNames})
--local ignoreSelectedNpcsToggled = ignoresGroupbox:AddToggle("ignoreSelectedNpcsToggled", {Text = "Ignore Selected Npcs"})
--local ignoreNpcList = ignoresGroupbox:AddDropdown("ignoreNpcList", {Text = "Npcs", AllowNull = true, Multi = true, Values = npcNames})
local ignoreSelfTeamToggled = ignoresGroupbox:AddToggle("ignoreSelfTeamToggled", {Text = "Ignore Own Team"})
local ignoreSelectedTeamsToggled = ignoresGroupbox:AddToggle("ignoreSelectedTeamsToggled", {Text = "Ignore Selected Teams"})
local ignoreTeamList = ignoresGroupbox:AddDropdown("ignoreTeamList", {Text = "Teams", AllowNull = true, Multi = true, Values = teamNames})
-- thanks roblox dev forum
local function CheckTableEquality(t1,t2)
for i,v in next, t1 do if t2[i]~=v then return false end end
for i,v in next, t2 do if t1[i]~=v then return false end end
return true
end
-- updates the player list
task.spawn(function()
while true do task.wait() -- if you cry about while true do loops then kys
local temp = {}
for i,v in ipairs(game.Players:GetPlayers()) do
if v ~= lPlayer then
temp[i] = v.Name
end
end
if not CheckTableEquality(playerNames, temp) then
playerNames = temp
ignorePlayerList.Values = temp
ignorePlayerList:SetValues()
ignorePlayerList:Display()
end
end
end)
-- updates the team list
task.spawn(function()
while true do task.wait()
local temp = {}
for i,v in pairs(game.Teams:GetTeams()) do
temp[i] = v.Name
end
if not CheckTableEquality(teamNames, temp) then
teamNames = temp
ignoreTeamList.Values = temp
ignoreTeamList:SetValues()
ignoreTeamList:Display()
end
end
end)
--task.spawn(function()
-- while true do task.wait()
-- local temp = {}
-- for i,v in ipairs(npcs) do
-- temp[i] = v.Name
-- end
-- if not CheckTableEquality(npcNames, temp) then
-- ignoreNpcList.Values = temp
-- ignoreNpcList:SetValues()
-- ignoreNpcList:Display()
-- end
-- end
--end)
SaveManager:BuildConfigSection(mainTab)
SaveManager:LoadAutoloadConfig()
-- Returns a table of every possible bodypart in a character, or nil if the character does not exist.
local function getBodyParts(character)
local humanoid = character:WaitForChild("Humanoid")
local parts = {
Head = character:WaitForChild("Head"),
HumanoidRootPart = character:WaitForChild("HumanoidRootPart"),
Humanoid = character:WaitForChild("Humanoid")
}
if humanoid.RigType == Enum.HumanoidRigType.R6 then
parts.Torso = {Torso = character:WaitForChild("Torso")}
parts["Left Arm"] = {LeftArm = character:WaitForChild("Left Arm")}
parts["Right Arm"] = {RightArm = character:WaitForChild("Right Arm")}
parts["Left Leg"] = {LeftLeg = character:WaitForChild("Left Leg")}
parts["Right Leg"] = {RightLeg = character:WaitForChild("Right Leg")}
elseif humanoid.RigType == Enum.HumanoidRigType.R15 then
parts.Torso = {
UpperTorso = character:WaitForChild("UpperTorso"),
LowerTorso = character:WaitForChild("LowerTorso")
}
parts["Left Arm"] = {
LeftHand = character:WaitForChild("LeftHand"),
LeftLowerArm = character:WaitForChild("LeftLowerArm"),
LeftUpperArm = character:WaitForChild("LeftUpperArm")
}
parts["Right Arm"] = {
RightHand = character:WaitForChild("RightHand"),
RightLowerArm = character:WaitForChild("RightLowerArm"),
RightUpperArm = character:WaitForChild("RightUpperArm")
}
parts["Left Leg"] = {
LeftFoot = character:WaitForChild("LeftFoot"),
LeftLowerLeg = character:WaitForChild("LeftLowerLeg"),
LeftUpperLeg = character:WaitForChild("LeftUpperLeg")
}
parts["Right Leg"] = {
RightFoot = character:WaitForChild("RightFoot"),
RightLowerLeg = character:WaitForChild("RightLowerLeg"),
RightUpperLeg = character:WaitForChild("RightUpperLeg")
}
end
return parts
end
-- Main function that allows the character passed to be expanded at will
local function extendCharacter(character)
local player = game.Players:GetPlayerFromCharacter(character)
local timer = 0
local originals = {}
local collisions = {}
local CharacterAdded = {}
local bodyParts = getBodyParts(character)
--Sets up original sizes, creates collision constraints, and creates hooks to bypass localscript anticheats
local function setup(i, v)
if not originals[i] then
originals[i] = {}
originals[i].Size = v.Size
originals[i].Transparency = v.Transparency
originals[i].CanCollide = v.CanCollide
originals[i].Massless = v.Massless
local sizeHook = v:AddGetHook("Size", originals[i].Size)
local transparencyHook = v:AddGetHook("Transparency", originals[i].Transparency)
local canCollideHook = v:AddGetHook("CanCollide", originals[i].CanCollide)
local masslessHook = v:AddGetHook("Massless", originals[i].Massless)
v:AddSetHook("Size", function(self, value)
originals[i].Size = value
sizeHook:Modify("Size", value)
return value
end)
v:AddSetHook("Transparency", function(self, value)
originals[i].Transparency = value
transparencyHook:Modify("Transparency", value)
return value
end)
v:AddSetHook("CanCollide", function(self, value)
originals[i].CanCollide = value
canCollideHook:Modify("CanCollide", value)
return value
end)
v:AddSetHook("Massless", function(self, value)
originals[i].Massless = value
masslessHook:Modify("Massless", value)
return value
end)
end
if not collisions[i] then
collisions[i] = {}
-- thanks to GameGuy#5286 for telling me collision constraints exist
for o,b in pairs(getBodyParts(lPlayer.Character)) do
if o ~= "Humanoid" and type(b) ~= "table" then
collisions[i][o] = Instance.new("NoCollisionConstraint", v)
collisions[i][o].Enabled = false
collisions[i][o].Part0 = v
collisions[i][o].Part1 = b
CharacterAdded[i] = lPlayer.CharacterAdded:Connect(function(char)
local temp = char:WaitForChild(o)
collisions[i][o].Part1 = temp
end)
elseif type(b) == "table" then
for g,z in pairs(b) do
if z:IsA("BasePart") then
collisions[i][g] = Instance.new("NoCollisionConstraint", v)
collisions[i][g].Enabled = false
collisions[i][g].Part0 = v
collisions[i][g].Part1 = z
CharacterAdded[i] = lPlayer.CharacterAdded:Connect(function(char)
local temp = char:WaitForChild(g)
if temp:IsA("BasePart") then
collisions[i][g].Part1 = temp
end
end)
end
end
end
end
end
end
do
local customPart = character:FindFirstChild(customPartNameInput.Value)
if customPart and customPart:IsA("BasePart") then
if not originals[customPart.Name] then
setup(customPart.Name, customPart)
end
end
for i,v in pairs(bodyParts) do
if i ~= "Humanoid" and type(v) ~= "table" then
if not originals[i] then
setup(i,v)
end
elseif type(v) == "table" then
for o,b in pairs(v) do
if not originals[o] then
setup(o,b)
end
end
end
end
end
-- resets the properties of the selected part.
-- if "all" is passed, will reset every part
local function reset(part)
if part == "custompart" or part == "all" then
local customPart = character:FindFirstChild(customPartNameInput.Value)
if customPart and customPart:IsA("BasePart") then
customPart.Size = originals[customPart.Name].Size
customPart.Transparency = originals[customPart.Name].Transparency
customPart.CanCollide = originals[customPart.Name].CanCollide
customPart.Massless = originals[customPart.Name].Massless
end
end
for i,v in pairs(bodyParts) do
if string.lower(part) == string.lower(i) or part == "all" then
if i ~= "Humanoid" and type(v) ~= "table" then
v.Size = originals[i].Size
v.Transparency = originals[i].Transparency
v.CanCollide = originals[i].CanCollide
v.Massless = originals[i].Massless
elseif type(v) == "table" then
for o,b in pairs(v) do
b.Size = originals[o].Size
b.Transparency = originals[o].Transparency
b.Massless = originals[o].Massless
for _,z in pairs(collisions[o]) do
if z.Enabled == true and z.Part0 == b then
z.Enabled = false
end
end
end
end
end
end
end
local function getChecks()
if bodyParts.Humanoid:GetState() == Enum.HumanoidStateType.Dead then
return 2
end
if extenderSitCheck.Value then
if bodyParts.Humanoid.Sit then
return 1
end
end
if ignoreSelfTeamToggled.Value then
if game.PlaceId == 2039118386 then -- Neighborhood War
local selfTeam
local playerTeam
pcall(function()
selfTeam = lPlayer.Character.HumanoidRootPart.BrickColor
playerTeam = bodyParts.HumanoidRootPart.BrickColor
end)
if selfTeam == playerTeam then
return 1
end
else
if lPlayer.Team == player.Team then
return 1
end
end
end
if ignoreSelectedTeamsToggled.Value then
local teamList = ignoreTeamList:GetActiveValues()
if table.find(teamList, tostring(player.Team)) then
return 1
end
end
if ignoreSelectedPlayersToggled.Value then
local playerList = ignorePlayerList:GetActiveValues()
if table.find(playerList, tostring(player.Name)) then
return 1
end
end
return 0
end
-- here's the actual expander code
local Heartbeat
Heartbeat = game:GetService("RunService").Heartbeat:Connect(function(deltaTime)
timer += deltaTime
if timer >= (extenderUpdateRate.Value / 100) then -- divided by 100 because milliseconds
timer = 0
local bodyPartList = extenderPartList:GetActiveValues()
local checks = getChecks()
if checks == 2 then
reset("all")
for _,v in pairs(CharacterAdded) do
v:Disconnect()
end
Heartbeat:Disconnect()
return
elseif checks == 1 then
reset("all")
return
end
if extenderToggled.Value then
if table.find(bodyPartList, "Custom Part") then
local customPart = character:FindFirstChild(customPartNameInput.Value)
if customPart then
customPart.Size = Vector3.new(extenderSize.Value, extenderSize.Value, extenderSize.Value)
customPart.Transparency = extenderTransparency.Value
customPart.CanCollide = false
customPart.Massless = true
end
else
reset("custompart")
end
for i,v in pairs(bodyParts) do
if table.find(bodyPartList, i) then
if type(v) ~= "table" then
if i ~= "HumanoidRootPart" then
v.Massless = true
end
v.Size = Vector3.new(extenderSize.Value, extenderSize.Value, extenderSize.Value)
v.Transparency = extenderTransparency.Value
v.CanCollide = false
else
for o,b in pairs(v) do
b.Massless = true
b.Size = Vector3.new(extenderSize.Value, extenderSize.Value, extenderSize.Value)
b.Transparency = extenderTransparency.Value
for _,z in pairs(collisions[o]) do
if z.Enabled == false and z.Part0 == b then
z.Enabled = true
end
end
end
end
else
reset(i)
end
end
else
reset("all")
end
end
end)
local PlayerRemoving
PlayerRemoving = game.Players.PlayerRemoving:Connect(function(v)
if v == player then
Heartbeat:Disconnect()
PlayerRemoving:Disconnect()
end
end)
end
for _,player in ipairs(game.Players:GetPlayers()) do
if player ~= lPlayer then
task.spawn(function()
if player.Character then
-- why use coroutine.wrap after I've been abusing task.spawn? fuck you that's why
coroutine.wrap(extendCharacter)(player.Character)
end
player.CharacterAdded:Connect(function(v)
coroutine.wrap(extendCharacter)(v)
end)
end)
end
end
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(v)
coroutine.wrap(extendCharacter)(v)
end)
end)
-- now, where are my schizo meds?
Here’s a step-by-step guide to using the Hitbox Expander Script from Pastebin:
- Click on the “COPY” button to automatically copy the script.
- Paste the copied script into your script application.
- Run the script and you’re all set.
These simple instructions allow players to quickly and easily utilize the script to enhance their Roblox gaming experience.
If you are unable to copy or you do not want to use this script now, then you can download this script, click on the download button below to download.
Overview of Hitbox Expander Script
The Hitbox Expander Script has gotten a lot of attention in the Roblox community because it could change how games are played. It’s important to have a basic idea of the script and what it means on the Roblox platform before getting into the specifics.
What is the Hitbox Expander Script?
In video games, hitboxes are forms that can’t be seen that are used to find collisions. Increasing these hitboxes can change how the game is played, either by making it easier or harder for players.
Definition & Function
To change the hitboxes in the game, the Hitbox Expander Script is basically an editing tool. It’s not just Roblox; code like this has been seen in other games as well, trying to change the rules of the game to help the player.
Origin & Popularity
Players are still arguing about where it came from. Some say it came from mod communities, while others say it was made by players who wanted more power over the game. Its rising popularity shows that it might change how games are played.
Introduction to Hitbox Expander Script
More specifically, the script is being used more and more in games besides just Roblox. For now, its major use is still changing the way games are played, either by giving players advantages or new challenges.
Understanding Through Indian Companies
The script is well known in the gaming community around the world, and it’s interesting to note that Indian game companies have started using similar tools. Scripts like these are being looked at by companies like Nazara Technologies and JetSynthesys for their games, which shows a worldwide trend.
Role in Roblox Game
Roblox, which is known for its user-made games, has a lot of room for tools like the Hitbox Expander.
Implementation & Impact
The script can completely change how players interact with things, other players, and barriers once it is added to Roblox. Depending on the goal of the game, changing the size of the hitbox could help players avoid obstacles or hit their opponents more easily.
Features of Hitbox Expander Script
| Feature | Description |
| Customizability | Allows players to adjust hitbox dimensions |
| Integration | Easily integrates with various games |
| User Control | Gives players more control over gameplay experience |
Relative You tube Video
FAQs
How does Roblox’s Hitbox Expander Script work?
It changes the size of the hitbox, which changes how collisions are detected in the game.
Can I use the tool without getting in trouble?
If the game has terms of service, then yes. It might be okay in some games, but a cheat in others.
How can the script be put into the game?
You need to know how to change games and maybe use third-party tools.
Conclusion
The Hitbox Expander Script, especially in Roblox, shows how games are changing and how much players want to make them their own. As gaming systems change and adapt to user needs, these kinds of tools will likely become even more important to the gaming experience.