Be a Brainrot Script
A new script is released for Be a Brainrot, this is lua based-code, you can unlock Auto Farm, Auto Grind, Speed Boost, Teleport, Anti AFK, Auto-Collect and many more functions with these scripts.

Download & Copy All Be a Brainrot Script (2026)
SwyHub
loadstring(game:HttpGet("https://api.jnkie.com/api/v1/luascripts/public/da18c7b3db7c1d82e01e3ac8b611af2186cf94aa973a2d48bb2302f2afc2fbac/download"))()Script Morph Skin Unlock Transform Catalog Emote
loadstring(game:HttpGet('https://raw.githubusercontent.com/Rhythmeudawn/Be-a-Brainrot/main/Be-a-Brainrot.lua'))()Be a Brainrot Script – Auto Escape
loadstring(game:HttpGet("https://raw.githubusercontent.com/KhSaeed90/Roblox/refs/heads/workspace/105626692504093"))()Auto divine Script for Be a Brainrot
loadstring(game:HttpGet("https://pastebin.com/raw/dyrVLzMV"))()Auto divine Script for Be a Brainrot
loadstring(game:HttpGet("https://pastebin.com/raw/dyrVLzMV"))()Be a Brainrot Script 2026 (No Key)
loadstring(game:HttpGet("https://raw.githubusercontent.com/gumanba/Scripts/main/BeaBrainrot"))()Be a Brainrot Open Source Script
local Fluent = loadstring(game:HttpGet("https://github.com/dawid-scripts/Fluent/releases/latest/download/main.lua"))()
local SaveManager = loadstring(game:HttpGet("https://raw.githubusercontent.com/dawid-scripts/Fluent/master/Addons/SaveManager.lua"))()
local InterfaceManager = loadstring(game:HttpGet("https://raw.githubusercontent.com/dawid-scripts/Fluent/master/Addons/InterfaceManager.lua"))()local Window = Fluent:CreateWindow({
Title = "Be a Brainrot Script",
SubTitle = "by Phemonaz",
TabWidth = 160,
Size = UDim2.fromOffset(580, 460),
Acrylic = false,
Theme = "Darker",
MinimizeKey = Enum.KeyCode.LeftControl
})local Tabs = {
Farm = Window:AddTab({ Title = "Farm", Icon = "dollar-sign" }),
Upgrades = Window:AddTab({ Title = "Upgrades", Icon = "arrow-up" }),
Automation = Window:AddTab({ Title = "Automation", Icon = "bot" }),
Misc = Window:AddTab({ Title = "Misc", Icon = "folder-cog" }),
Settings = Window:AddTab({ Title = "Settings", Icon = "cog" })
}
local Options = Fluent.Options
-----------------
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local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local LocalPlayer = Players.LocalPlayer
local Remotes = require(ReplicatedStorage.Shared.Remotes)
local PlayerState = require(ReplicatedStorage.Libraries.PlayerState.PlayerStateClient)
local SpeedModule = require(ReplicatedStorage.Shared.SpeedModule)
local BrainrotsData = require(ReplicatedStorage.Database.BrainrotsData)
local RaritiesData = require(ReplicatedStorage.Database.RaritiesData)
local MutationsData = require(ReplicatedStorage.Database.MutationsData)
repeat task.wait() until PlayerState.IsReady()
local function GetData(path)
return PlayerState.GetPath(path)
end
local autoCollect = false
local autoRebirth = false
local autoSpeedUpgrade = false
local autoEquipBest = false
local autoClaimGifts = false
local autoUpgradeBase = false
local autoSell = false
local collectInterval = 1
local rebirthInterval = 1
local speedUpgradeInterval = 1
local equipBestInterval = 4
local claimGiftsInterval = 1
local upgradeBaseInterval = 3
local sellInterval = 3
local speedUpgradeAmount = 1
local sellMode = "Exclude"
local excludedRarities = {}
local excludedMutations = {}
local excludedNames = {}
local function CollectCash()
for slot = 1, 20 do
task.spawn(function()
Remotes.CollectCash:Fire(slot)
end)
task.wait(0.1)
end
end
local function Rebirth()
Remotes.RequestRebirth:Fire()
end
local function SpeedUpgrade(amount)
Remotes.SpeedUpgrade:Fire(amount)
end
local function EquipBestBrainrots()
Remotes.EquipBestBrainrots:Fire()
end
local function ClaimGifts()
for i = 1, 9 do
task.spawn(function()
Remotes.ClaimGift:Fire(i)
end)
task.wait(0.5)
end
end
local function UpgradeBase()
Remotes.UpgradeBase:Fire()
end
local function SellBrainrots()
local stored = GetData("StoredBrainrots") or {}
local shouldSell = (sellMode == "Exclude")
for slotKey, brainrot in pairs(stored) do
local index = brainrot.Index
local mutation = brainrot.Mutation or "Default"
local level = brainrot.Level or 1
local data = BrainrotsData[index]
if data then
local name = index
local rarity = data.Rarity
local isExcluded = false
if excludedRarities[rarity] then
isExcluded = true
end
if not isExcluded and excludedMutations[mutation] then
isExcluded = true
end
if not isExcluded and excludedNames[name] then
isExcluded = true
end
if (sellMode == "Exclude" and not isExcluded) or (sellMode == "Include" and isExcluded) then
task.spawn(function()
Remotes.SellThis:Fire(slotKey)
end)
task.wait(0.1)
end
end
end
end
task.spawn(function()
while true do
if autoCollect then
CollectCash()
end
task.wait(collectInterval)
end
end)
task.spawn(function()
while true do
if autoRebirth then
local speed = GetData("Speed") or 0
local rebirths = GetData("Rebirths") or 0
local nextCost = 40 + rebirths * 10
if speed >= nextCost then
Rebirth()
end
end
task.wait(rebirthInterval)
end
end)
task.spawn(function()
while true do
if autoSpeedUpgrade then
SpeedUpgrade(speedUpgradeAmount)
end
task.wait(speedUpgradeInterval)
end
end)
task.spawn(function()
while true do
if autoEquipBest then
EquipBestBrainrots()
end
task.wait(equipBestInterval)
end
end)
task.spawn(function()
while true do
if autoClaimGifts then
ClaimGifts()
end
task.wait(claimGiftsInterval)
end
end)
task.spawn(function()
while true do
if autoUpgradeBase then
UpgradeBase()
end
task.wait(upgradeBaseInterval)
end
end)
task.spawn(function()
while true do
if autoSell then
SellBrainrots()
end
task.wait(sellInterval)
end
end)
Tabs.Farm:AddSection("Collection")
local collectToggle = Tabs.Farm:AddToggle("AutoCollect", {Title = "Auto Collect Cash", Default = false})
collectToggle:OnChanged(function()
autoCollect = Options.AutoCollect.Value
end)
local collectSlider = Tabs.Farm:AddSlider("CollectInterval", {
Title = "Collect Interval",
Default = 1,
Min = 0.5,
Max = 10,
Rounding = 1,
Callback = function(v)
collectInterval = v
end
})
Tabs.Upgrades:AddSection("Rebirth")
local rebirthToggle = Tabs.Upgrades:AddToggle("AutoRebirth", {Title = "Auto Rebirth", Default = false})
rebirthToggle:OnChanged(function()
autoRebirth = Options.AutoRebirth.Value
end)
local rebirthSlider = Tabs.Upgrades:AddSlider("RebirthInterval", {
Title = "Rebirth Interval",
Default = 1,
Min = 0.5,
Max = 10,
Rounding = 1,
Callback = function(v)
rebirthInterval = v
end
})
Tabs.Upgrades:AddButton({
Title = "Rebirth Once",
Callback = function()
Rebirth()
end
})
Tabs.Upgrades:AddSection("Speed Upgrades")
local speedUpgradeToggle = Tabs.Upgrades:AddToggle("AutoSpeedUpgrade", {Title = "Auto Upgrade Speed", Default = false})
speedUpgradeToggle:OnChanged(function()
autoSpeedUpgrade = Options.AutoSpeedUpgrade.Value
end)
local speedUpgradeSlider = Tabs.Upgrades:AddSlider("SpeedUpgradeInterval", {
Title = "Upgrade Speed Interval",
Default = 1,
Min = 0.5,
Max = 10,
Rounding = 1,
Callback = function(v)
speedUpgradeInterval = v
end
})
local speedAmountDropdown = Tabs.Upgrades:AddDropdown("SpeedAmount", {
Title = "Upgrade Speed Amount",
Values = {"1", "5", "10"},
Default = 1,
Multi = false,
})
speedAmountDropdown:OnChanged(function(value)
speedUpgradeAmount = tonumber(value)
end)
Tabs.Upgrades:AddSection("Base Upgrades")
local upgradeBaseToggle = Tabs.Upgrades:AddToggle("AutoUpgradeBase", {Title = "Auto Upgrade Base", Default = false})
upgradeBaseToggle:OnChanged(function()
autoUpgradeBase = Options.AutoUpgradeBase.Value
end)
local upgradeBaseSlider = Tabs.Upgrades:AddSlider("UpgradeBaseInterval", {
Title = "Upgrade Base Interval",
Default = 3,
Min = 0.5,
Max = 10,
Rounding = 1,
Callback = function(v)
upgradeBaseInterval = v
end
})
Tabs.Upgrades:AddButton({
Title = "Upgrade Base Once",
Callback = function()
UpgradeBase()
end
})
Tabs.Automation:AddSection("Best Brainrots")
local equipBestToggle = Tabs.Automation:AddToggle("AutoEquipBest", {Title = "Auto Equip Best Brainrots", Default = false})
equipBestToggle:OnChanged(function()
autoEquipBest = Options.AutoEquipBest.Value
end)
local equipBestSlider = Tabs.Automation:AddSlider("EquipBestInterval", {
Title = "Equip Best Interval",
Default = 4,
Min = 0.5,
Max = 10,
Rounding = 1,
Callback = function(v)
equipBestInterval = v
end
})
Tabs.Automation:AddSection("Gifts / Rewards")
local claimGiftsToggle = Tabs.Automation:AddToggle("AutoClaimGifts", {Title = "Auto Claim Free Gifts", Default = false})
claimGiftsToggle:OnChanged(function()
autoClaimGifts = Options.AutoClaimGifts.Value
end)
local claimGiftsSlider = Tabs.Automation:AddSlider("ClaimGiftsInterval", {
Title = "Claim Gifts Interval",
Default = 1,
Min = 0.5,
Max = 10,
Rounding = 1,
Callback = function(v)
claimGiftsInterval = v
end
})
Tabs.Automation:AddSection("Auto Sell")
local sellToggle = Tabs.Automation:AddToggle("AutoSell", {Title = "Enable Auto Sell", Default = false})
sellToggle:OnChanged(function()
autoSell = Options.AutoSell.Value
end)
local sellSlider = Tabs.Automation:AddSlider("SellInterval", {
Title = "Sell Interval",
Default = 3,
Min = 0.5,
Max = 10,
Rounding = 1,
Callback = function(v)
sellInterval = v
end
})
local modeDropdown = Tabs.Automation:AddDropdown("SellMode", {
Title = "Sell Mode",
Values = {"Exclude Selected", "Exclude Non Selected"},
Description = "so bassicaly exclude selected means it will sell what u dont select but exclude non selected will sell what you select.",
Default = 1,
Multi = false,
})
modeDropdown:OnChanged(function(value)
if value == "Exclude Selected" then
sellMode = "Exclude"
else
sellMode = "Include"
end
end)
local rarityList = {}
for rarity, _ in pairs(RaritiesData) do
table.insert(rarityList, rarity)
end
table.sort(rarityList)
local rarityDropdown = Tabs.Automation:AddDropdown("ExcludeRarities", {
Title = "Filter Rarities",
Values = rarityList,
Multi = true,
Default = {},
})
rarityDropdown:OnChanged(function(selected)
excludedRarities = selected
end)
local mutationList = {"Default"}
for mutation, _ in pairs(MutationsData) do
table.insert(mutationList, mutation)
end
table.sort(mutationList)
local mutationDropdown = Tabs.Automation:AddDropdown("ExcludeMutations", {
Title = "Filter Mutations",
Values = mutationList,
Multi = true,
Default = {},
})
mutationDropdown:OnChanged(function(selected)
excludedMutations = selected
end)
local nameList = {}
for name, _ in pairs(BrainrotsData) do
table.insert(nameList, name)
end
table.sort(nameList)
if #nameList > 50 then
nameList = {table.unpack(nameList, 1, 50)}
end
local nameDropdown = Tabs.Automation:AddDropdown("ExcludeNames", {
Title = "Filter Names",
Values = nameList,
Multi = true,
Default = {},
})
nameDropdown:OnChanged(function(selected)
excludedNames = selected
end)
Tabs.Automation:AddButton({
Title = "Sell All (Filters Apply)",
Callback = function()
SellBrainrots()
end
})
Tabs.Misc:AddSection("Useful")
local storedLasers = {}
local function findLasers()
local found = {}
for _, base in ipairs(workspace.Map.Bases:GetChildren()) do
local lasers = base:FindFirstChild("LasersModel")
if lasers then
table.insert(found, lasers)
end
end
return found
end
local function deleteLasers()
for _, model in ipairs(findLasers()) do
if not storedLasers[model] then
local clone = model:Clone()
clone.Parent = nil
storedLasers[model] = {
Clone = clone,
Parent = model.Parent
}
model:Destroy()
end
end
end
local function restoreLasers()
for _, data in pairs(storedLasers) do
if data.Clone then
data.Clone.Parent = data.Parent
end
end
storedLasers = {}
end
local lasertoggle = Tabs.Misc:AddToggle("LasersToggle", {Title = "Remove Laser Doors", Default = false})
lasertoggle:OnChanged(function()
if Options.LasersToggle.Value then
deleteLasers()
else
restoreLasers()
end
end)
Options.LasersToggle:SetValue(false)
local RunService = game:GetService("RunService")
local Camera = workspace.CurrentCamera
local savedCFrame = Camera.CFrame
local enabled = false
RunService:BindToRenderStep("AntiShake_Pre", Enum.RenderPriority.Camera.Value, function()
if enabled then
savedCFrame = Camera.CFrame
end
end)
RunService:BindToRenderStep("AntiShake_Post", Enum.RenderPriority.Camera.Value + 2, function()
if enabled then
Camera.CFrame = savedCFrame
end
end)
local Toggle = Tabs.Misc:AddToggle("AntiShake", {Title = "Anti Camera Shake", Default = false})
Toggle:OnChanged(function()
enabled = Options.AntiShake.Value
end)
Options.AntiShake:SetValue(false)
local RunService = game:GetService("RunService")
local Camera = workspace.CurrentCamera
local storedSpeeds = {}
local speedConnection = nil
local savedCFrame = Camera.CFrame
local isShaking = false
local isFrozen = false
local stopTimer = nil
local function freezeBosses()
if isFrozen then return end
isFrozen = true
for _, boss in ipairs(workspace.Bosses:GetChildren()) do
local humanoid = boss:FindFirstChildOfClass("Humanoid")
if humanoid and not storedSpeeds[boss] then
storedSpeeds[boss] = humanoid.WalkSpeed
humanoid.WalkSpeed = 0
end
end
speedConnection = RunService.Heartbeat:Connect(function()
for _, boss in ipairs(workspace.Bosses:GetChildren()) do
local humanoid = boss:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid.WalkSpeed = 0
end
end
end)
end
local function restoreBosses()
if not isFrozen then return end
isFrozen = false
if speedConnection then
speedConnection:Disconnect()
speedConnection = nil
end
for _, boss in ipairs(workspace.Bosses:GetChildren()) do
local humanoid = boss:FindFirstChildOfClass("Humanoid")
if humanoid and storedSpeeds[boss] then
humanoid.WalkSpeed = storedSpeeds[boss]
end
end
storedSpeeds = {}
end
local preShakeConnection = nil
local postShakeConnection = nil
local function startShakeDetection()
RunService:BindToRenderStep("ShakeDetect_Pre", Enum.RenderPriority.Camera.Value, function()
savedCFrame = Camera.CFrame
end)
RunService:BindToRenderStep("ShakeDetect_Post", Enum.RenderPriority.Camera.Value + 2, function()
if not Options.FreezeBossesToggle.Value then return end
local posDiff = (Camera.CFrame.Position - savedCFrame.Position).Magnitude
local prevShaking = isShaking
isShaking = posDiff > 0.01
if isShaking and not prevShaking then
if stopTimer then
task.cancel(stopTimer)
stopTimer = nil
end
freezeBosses()
elseif not isShaking and prevShaking then
if stopTimer then
task.cancel(stopTimer)
end
stopTimer = task.delay(3, function()
stopTimer = nil
restoreBosses()
end)
end
end)
end
local function stopShakeDetection()
RunService:UnbindFromRenderStep("ShakeDetect_Pre")
RunService:UnbindFromRenderStep("ShakeDetect_Post")
isShaking = false
if stopTimer then
task.cancel(stopTimer)
stopTimer = nil
end
restoreBosses()
end
local Toggle = Tabs.Misc:AddToggle("FreezeBossesToggle",
{
Title = "Freeze Chasing Bosses",
Description = "will freeze all bosses that chase you",
Default = false
})
Toggle:OnChanged(function()
if Options.FreezeBossesToggle.Value then
startShakeDetection()
else
stopShakeDetection()
end
end)
Options.FreezeBossesToggle:SetValue(false)
local RunService = game:GetService("RunService")
local storedSpeeds = {}
local speedConnection = nil
local function getHighestBaseNumber()
local highest = -1
for _, boss in ipairs(workspace.Bosses:GetChildren()) do
local num = tonumber(boss.Name:match("^base(%d+)$"))
if num and num > highest then
highest = num
end
end
return highest
end
local function isProtectedModel(boss)
local highest = getHighestBaseNumber()
if highest == -1 then return false end
return boss.Name == "base" .. highest
end
local function freezeBosses()
for _, boss in ipairs(workspace.Bosses:GetChildren()) do
if isProtectedModel(boss) then continue end
local humanoid = boss:FindFirstChildOfClass("Humanoid")
if humanoid and not storedSpeeds[boss] then
storedSpeeds[boss] = humanoid.WalkSpeed
humanoid.WalkSpeed = 0
end
end
end
local function forceSpeeds()
speedConnection = RunService.Heartbeat:Connect(function()
for _, boss in ipairs(workspace.Bosses:GetChildren()) do
if isProtectedModel(boss) then continue end
local humanoid = boss:FindFirstChildOfClass("Humanoid")
if humanoid then
if humanoid.WalkSpeed ~= 0 then
humanoid.WalkSpeed = 0
end
end
end
end)
end
local function restoreSpeeds()
if speedConnection then
speedConnection:Disconnect()
speedConnection = nil
end
for _, boss in ipairs(workspace.Bosses:GetChildren()) do
local humanoid = boss:FindFirstChildOfClass("Humanoid")
if humanoid and storedSpeeds[boss] then
humanoid.WalkSpeed = storedSpeeds[boss]
end
end
storedSpeeds = {}
end
local fbbtoggle = Tabs.Misc:AddToggle("freezebadbosses",
{
Title = "Freeze Bad Bosses",
Description = "will freeze all bosses besides the last one",
Default = false
})
fbbtoggle:OnChanged(function()
if Options.freezebadbosses.Value then
freezeBosses()
forceSpeeds()
else
restoreSpeeds()
end
end)
Options.freezebadbosses:SetValue(false)
Tabs.Farm:AddSection("Brainrots")
local Players = game:GetService("Players")
local MarketplaceService = game:GetService("MarketplaceService")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local rootPart = character:WaitForChild("HumanoidRootPart")
local VIP_GAMEPASS_ID = 1760093100
local hasVIP = false
local vipOk, vipResult = pcall(function()
return MarketplaceService:UserOwnsGamePassAsync(player.UserId, VIP_GAMEPASS_ID)
end)
if vipOk then hasVIP = vipResult end
player.CharacterAdded:Connect(function(c)
character = c
rootPart = c:WaitForChild("HumanoidRootPart")
end)
local RarityDropdown = Tabs.Farm:AddDropdown("RarityDropdown", {
Title = "Rarity Filter",
Values = {"Common", "Rare", "Epic", "Legendary", "Mythic", "Brainrot God", "Secret", "Divine", "MEME", "OG"},
Multi = true,
Default = {},
})
RarityDropdown:OnChanged(function() end)
local MutationDropdown = Tabs.Farm:AddDropdown("MutationDropdown", {
Title = "Mutation Filter",
Values = {"Normal", "Gold", "Diamond", "Rainbow", "Candy"},
Multi = true,
Default = {},
})
MutationDropdown:OnChanged(function() end)
local loopToken = 0
local function getSelected(optValue)
local t = {}
for v, state in next, optValue do
if state then table.insert(t, v) end
end
return t
end
local function slotRefIsAllowed(model)
local slotRef = model:GetAttribute("SlotRef")
if slotRef == nil then return true end
local slotNum = tonumber(slotRef:match("Slot(%d+)$"))
if slotNum == nil then return true end
if slotNum >= 9 then return hasVIP end
return true
end
local function modelMatchesFilters(model)
if not slotRefIsAllowed(model) then return false end
local selectedRarities = getSelected(Options.RarityDropdown.Value)
local selectedMutations = getSelected(Options.MutationDropdown.Value)
if #selectedRarities == 0 and #selectedMutations == 0 then return true end
local rarity = model:GetAttribute("Rarity")
local mutation = model:GetAttribute("Mutation")
for _, r in ipairs(selectedRarities) do
if rarity == r then return true end
end
for _, m in ipairs(selectedMutations) do
if m == "Normal" then
if mutation == nil then return true end
else
if mutation == m then return true end
end
end
return false
end
local function findCarryPrompt(model)
for _, desc in ipairs(model:GetDescendants()) do
if desc:IsA("ProximityPrompt")
and desc.Name == "Carry"
and desc.Parent:IsA("BasePart")
and desc.ActionText == "Steal" then
return desc
end
end
return nil
end
local function getValidModels()
local validModels = {}
for _, model in ipairs(workspace.Brainrots:GetChildren()) do
if model:IsA("Model") and modelMatchesFilters(model) then
table.insert(validModels, model)
end
end
return validModels
end
local function runLoop(token)
while loopToken == token do
rootPart.CFrame = CFrame.new(708, 39, -2123)
task.wait(0.5)
if loopToken ~= token then break end
local validModels = getValidModels()
if #validModels == 0 then
task.wait(0.9)
continue
end
local target = validModels[math.random(1, #validModels)]
if not target or not target.Parent then
task.wait(0.2)
continue
end
local pivot = target:GetPivot()
rootPart.CFrame = pivot * CFrame.new(0, 3, 0)
task.wait(0.3)
if loopToken ~= token then break end
local prompt = findCarryPrompt(target)
if prompt then
fireproximityprompt(prompt)
end
task.wait(0.3)
if loopToken ~= token then break end
rootPart.CFrame = CFrame.new(739, 39, -2122)
task.wait(0.9)
end
end
local Toggle = Tabs.Farm:AddToggle("BrainrotFarmToggle", {Title = "Farm Selected Brainrots", Default = false})
Toggle:OnChanged(function()
if Options.BrainrotFarmToggle.Value then
loopToken = loopToken + 1
local token = loopToken
task.spawn(function()
local ok, err = pcall(runLoop, token)
if not ok then
warn("BrainrotFarm error:", err)
end
end)
else
loopToken = loopToken + 1
end
end)
Options.BrainrotFarmToggle:SetValue(false)
Tabs.Upgrades:AddSection("Brainrots")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Remotes = require(ReplicatedStorage.Shared.Remotes)
local upgradeRemote = Remotes.UpgradeBrainrot
local MaxLevelInput = Tabs.Upgrades:AddInput("MaxUpgradeLevel", {
Title = "Max Upgrade Level",
Default = "",
Placeholder = "Enter max level...",
Numeric = true,
Finished = false,
Callback = function() end,
})
MaxLevelInput:OnChanged(function() end)
local isUpgrading = false
local function getMyPlot()
for i = 1, 5 do
local plot = workspace.Plots[tostring(i)]
if plot and plot:FindFirstChild("YourBase") then
return tostring(i)
end
end
return nil
end
local function getSlotInfo(plotId, slot)
local ok, result = pcall(function()
local podium = workspace.Plots[plotId].Podiums[tostring(slot)]
if not podium then return nil end
local upgradePart = podium:FindFirstChild("Upgrade")
if not upgradePart then return nil end
local gui = upgradePart:FindFirstChild("SurfaceGui")
if not gui then return nil end
local frame = gui:FindFirstChild("Frame")
if not frame then return nil end
local levelChange = frame:FindFirstChild("LevelChange")
if not levelChange then return nil end
return tonumber(levelChange.Text:match("Level (%d+)%s*>"))
end)
if ok then return result end
return nil
end
local function upgradeLoop()
while isUpgrading do
local maxLevel = tonumber(MaxLevelInput.Value) or 10
local plotId = getMyPlot()
if not plotId then
task.wait(0.05)
continue
end
for slot = 1, 30 do
if not isUpgrading then break end
local currentLevel = getSlotInfo(plotId, slot)
if currentLevel and currentLevel < maxLevel then
upgradeRemote:Fire(slot)
task.wait(0.05)
end
task.wait(0.05)
end
task.wait(0.05)
end
end
local UpgradeToggle = Tabs.Upgrades:AddToggle("AutoUpgradeToggle", {Title = "Auto Upgrade Brainrots", Default = false})
UpgradeToggle:OnChanged(function()
isUpgrading = Options.AutoUpgradeToggle.Value
if isUpgrading then
task.spawn(upgradeLoop)
end
end)
Options.AutoUpgradeToggle:SetValue(false)
-----------------
-----------------
InterfaceManager:SetLibrary(Fluent)
SaveManager:SetLibrary(Fluent)
SaveManager:IgnoreThemeSettings()
SaveManager:SetIgnoreIndexes({})
InterfaceManager:SetFolder("BrainrotScript")
SaveManager:SetFolder("BrainrotScript")
InterfaceManager:BuildInterfaceSection(Tabs.Settings)
SaveManager:BuildConfigSection(Tabs.Settings)
SaveManager:LoadAutoloadConfig()
Window:SelectTab(1)How to Use Be a Brainrot Script in Roblox
Running a script usually follows a simple process.
- First of all, open Roblox.
- Join the Be a Brainrot game.
- Launch a script executor tool.
- Copy the script from the official website of Be a Brainrot Script.
- Paste the Be a Brainrot Script into the executor.
- Click on the execute button.
Frequently Asked Questions (FAQs)
What is the Be a Brainrot Script?
A Be a Brainrot game script is a chaotic, meme-style game script (often used in Roblox) that uses fast, repetitive, and absurd elements to entertain players.
Is it available for free?
Generally, yes – most versions can be used without paying. That said, not every site offering it is reliable, so it’s important to download from sources you trust.
Does it work on all devices?
Most game script executors are made for PC. While a few mobile versions are available, their compatibility is often limited.
What executor should I use?
To run the script, you’ll need a Roblox executor such as Delta, Hydrogen, or Fluxus.
Why isn’t the script working?
It could be patched, outdated, or incompatible with your executor. Try updating or checking for a newer version.
Is using it completely safe?
Scripts can be risky, so only use trusted sources to avoid unsafe code.
