Run it
Copy the script and paste it into your executor.
LIBRARY_URL =
Library
ok, result = (()
(:(LIBRARY_URL))()
)
ok (result) ~=
( .. (result) .. , )
Library = result
Library.Folder =
Flags = Library.Flags
Players = :()
RunService = :()
UserInputService = :()
Lighting = :()
Workspace = :()
ReplicatedStorage = :()
LocalPlayer = Players.LocalPlayer
CFG = {
PlayerESP = ,
EntityESP = ,
ArtifactESP = ,
EscapeESP = ,
ArtifactSpawnESP = ,
MaxDistance = ,
ShowDistance = ,
ShowRarity = ,
SpeedEnabled = ,
WalkSpeed = ,
FlyEnabled = ,
FlySpeed = ,
Noclip = ,
InfiniteJump = ,
Fullbright = ,
SilentFeet = ,
InfiniteStamina = ,
InstantPrompts = ,
AutoCollect = ,
AutoFarm = ,
AutoCollectRange = ,
AutoFarmDelay = ,
UnlockTPDelay = ,
}
ESP = {}
flyBV, flyBG
flying =
lastEmptyNotify =
unlockRunning =
savedLighting =
promptConnection =
COLORS = {
Good = .(, , ),
Warn = .(, , ),
Bad = .(, , ),
Muted = .(, , ),
}
Shared = ReplicatedStorage:()
Remotes = Shared:()
ArtifactsRF = Remotes:()
CollectArtifact = ArtifactsRF:()
GetInventory = ArtifactsRF:()
ShopRF = Remotes:()
SellAllArtifacts = ShopRF:()
CodesRF = Remotes:()
RedeemCode = CodesRF:()
LocationsRF = Remotes:()
FastTravel = LocationsRF LocationsRF:()
(title, content, style)
Library:({ Title = title, Content = content, Style = style , Duration = })
()
Workspace.CurrentCamera
(plr)
c = (plr LocalPlayer).Character
c c:()
(plr)
c = (plr LocalPlayer).Character
c c:()
(plr)
h = (plr)
h h.Health >
(obj)
obj
obj:()
obj
obj:()
obj.PrimaryPart
obj.PrimaryPart
r = obj:() obj:()
r
r
obj:(, )
(pos)
r = ()
r pos
r.AssemblyLinearVelocity = .zero
r.CFrame = .(pos + .(, , ))
(obj)
p = (obj)
p
(p.Position)
RARITY_COLORS = {
Common = .(, , ),
Uncommon = .(, , ),
Rare = .(, , ),
Epic = .(, , ),
Legendary = .(, , ),
Mythic = .(, , ),
}
RARITY_ORDER = { , , , , , }
(rarity)
RARITY_COLORS[rarity] .(, , )
(obj)
d = ESP[obj]
d
(()
d.Highlight
d.Highlight:()
d.Billboard
d.Billboard:()
)
ESP[obj] =
()
obj (ESP)
(obj)
(kind)
obj, data (ESP)
data.Kind == kind
(obj)
(obj, color, name, kind)
ESP[obj]
part = (obj)
part
adornee = obj:() obj part
hl = .()
hl.Adornee = adornee
hl.FillColor = color
hl.OutlineColor = .(, , )
hl.FillTransparency =
hl.OutlineTransparency =
hl.DepthMode = .HighlightDepthMode.AlwaysOnTop
hl.Parent = adornee
bb = .()
bb.Adornee = part
bb.Size = .(, )
bb.StudsOffset = .(, , )
bb.AlwaysOnTop =
bb.Parent = part
label = .()
label.Size = .(, )
label.BackgroundTransparency =
label.Font = .Font.GothamBlack
label.TextSize =
label.TextColor3 = color
label.TextStrokeTransparency =
label.Text = name
label.Parent = bb
ESP[obj] = {
Highlight = hl,
Billboard = bb,
Label = label,
Part = part,
Name = name,
Kind = kind ,
}
(obj)
obj
obj:() ~= obj:() ~=
()
list = {}
spawns = Workspace:()
spawns
active = spawns:()
active
.(list, active)
common = spawns:()
common
.(list, common)
dropped = Workspace:()
dropped
.(list, dropped)
newnew = Workspace:()
newnew
.(list, newnew)
list
()
n =
_, folder (())
_, child (folder:())
(child)
n +=
n
(obj)
(obj:() obj:() obj.Name)
(obj)
(obj)
id = obj:() obj:() obj.Name
spawnId = obj:() obj.Name
ok, res = (()
CollectArtifact:(id, spawnId)
)
ok (res) == res.Success
()
root = ()
root
,
best, bestDist, bestPart = , .huge,
_, folder (())
_, child (folder:())
(child)
p = (child)
p
d = (root.Position - p.Position).Magnitude
d < bestDist
bestDist, best, bestPart = d, child, p
best, bestPart
()
GetInventory
(, , )
ok, data = (()
GetInventory:()
)
ok (data) ~=
(, , )
artifacts = data.Artifacts (data.Payload data.Payload.Artifacts) data
(artifacts) ~=
(, , )
totalValue, totalCount, rows = , , {}
_, entry (artifacts)
count = (entry.Count)
value = (entry.Value)
count >
totalCount += count
totalValue += count * value
.(rows, {
Name = entry.Name entry.Id ,
Count = count,
Value = value,
Rarity = entry.Rarity ,
})
.(rows, (a, b)
(a.Count * a.Value) > (b.Count * b.Value)
)
totalValue, totalCount, rows
()
SellAllArtifacts
(, , )
ok = (()
SellAllArtifacts:()
)
(, ok , ok )
KNOWN_ENTITIES = {
, , , , , , ,
}
()
Workspace:()
()
out = {}
folder = ()
folder
out
_, child (folder:())
child:() child:()
.(out, child)
.(out, (a, b)
a.Name < b.Name
)
out
(model)
model model:()
Players:(model)
folder = ()
folder model:(folder)
model:() ~= model:()
()
out = {}
folder = Workspace:()
folder
out
_, child (folder:())
child.Name == child:() ==
.(out, child)
out
()
Workspace:() ==
()
cf = Workspace:()
(cf) ==
cf
()
()
cf = ()
cf
(cf.Position)
(, , )
actives = ()
#actives >
door = actives[]:(, )
(door (door)) (actives[])
(, , )
(, , )
LOCATION_NAMES = {
, , , , ,
, , , , ,
, , , , ,
, , , , ,
, , , , ,
}
STILL_LIFE_NAMES = {
, , , , , ,
, , , ,
, , , ,
}
CODES = { , , }
(name)
root = Workspace:()
root
_, folderName ({ , })
folder = root:(folderName)
folder
exact = folder:(name)
exact
exact
_, child (folder:())
compact = .(child.Name, , )
.(compact) == .(name) .(child.Name) == .(name)
child
()
out, seen = {}, {}
root = Workspace:()
root
out
_, folderName ({ , })
folder = root:(folderName)
folder
_, child (folder:())
seen[child.Name]
seen[child.Name] =
.(out, child)
.(out, (a, b)
a.Name < b.Name
)
out
()
out = {}
folder = Workspace:()
folder
_, child (folder:())
.(out, child)
.(out, (a, b)
a.Name < b.Name
)
out
()
out = {}
npc = Workspace:()
sl = npc npc:()
sl
_, child (sl:())
child.Name ~=
.(out, child)
.(out, (a, b)
a.Name < b.Name
)
out
(name)
FastTravel
ok = (()
FastTravel:(name)
)
ok
(, name, )
loc = (name)
loc (loc)
(, name, )
(, name .. , )
(code)
code = code .(code, , )
code ==
(, , )
ok = (()
RedeemCode:(code)
)
(ok , ok code ( .. code), ok )
(callback)
char = LocalPlayer.Character
char
_, d (char:())
(d)
()
((d)
d:()
n = .(d.Name)
.(n, ) .(n, ) .(n, ) .(n, )
d.Volume =
)
()
((d)
d:() d:()
n = .(d.Name)
.(n, ) .(n, )
d.Value =
)
()
flying
r = ()
r
flying =
flyBV = .()
flyBV.MaxForce = .(, , )
flyBV.Velocity = .zero
flyBV.Parent = r
flyBG = .()
flyBG.MaxTorque = .(, , )
flyBG.P =
flyBG.Parent = r
()
flying =
flyBV
flyBV:()
flyBV =
flyBG
flyBG:()
flyBG =
(enabled)
enabled
savedLighting
savedLighting = {
Brightness = Lighting.Brightness,
ClockTime = Lighting.ClockTime,
FogEnd = Lighting.FogEnd,
GlobalShadows = Lighting.GlobalShadows,
Ambient = Lighting.Ambient,
}
savedLighting
property, value savedLighting
Lighting[property] = value
savedLighting =
(enabled)
promptConnection
promptConnection:()
promptConnection =
enabled
_, d (Workspace:())
d:()
d.HoldDuration =
promptConnection = Library:(Workspace.DescendantAdded:((d)
d:()
d.HoldDuration =
))
Window = Library:({
Title = ,
Subtitle = ,
Theme = ,
Width = ,
Height = ,
ToggleKey = .KeyCode.LeftControl,
IntroText = ,
MobileButtonText = ,
})
Tabs = {
Info = Window:({ Name = }),
ESP = Window:({ Name = }),
Player = Window:({ Name = }),
Artifacts = Window:({ Name = }),
Escape = Window:({ Name = }),
Codes = Window:({ Name = }),
Utility = Window:({ Name = }),
Teleport = Window:({ Name = }),
}
InfoSection = Tabs.Info:()
InfoSection:({
Title = ,
Content = ,
})
LiveStatus = Tabs.Info:():({
Rows = { , , , , },
})
(value, goodWhenTrue)
value
, goodWhenTrue COLORS.Good COLORS.Bad
, COLORS.Muted
()
LiveStatus:(, ((), ))
LiveStatus:(, (Workspace:(), ))
LiveStatus:(, (Workspace:(), ))
arts = ()
LiveStatus:(, arts, arts > COLORS.Good COLORS.Muted)
ents = #()
LiveStatus:(, ents, ents > COLORS.Bad COLORS.Muted)
VisualsSection = Tabs.ESP:()
VisualsSection:({
Name = ,
Flag = ,
Default = CFG.PlayerESP,
Callback = (v)
CFG.PlayerESP = v
,
})
VisualsSection:({
Name = ,
Description = ,
Flag = ,
Default = CFG.EntityESP,
Callback = (v)
CFG.EntityESP = v
,
})
VisualsSection:({
Name = ,
Description = ,
Flag = ,
Default = CFG.ArtifactESP,
Callback = (v)
CFG.ArtifactESP = v
,
})
VisualsSection:({
Name = ,
Flag = ,
Default = CFG.EscapeESP,
Callback = (v)
CFG.EscapeESP = v
,
})
VisualsSection:({
Name = ,
Description = ,
Flag = ,
Default = CFG.ArtifactSpawnESP,
Callback = (v)
CFG.ArtifactSpawnESP = v
,
})
LabelSection = Tabs.ESP:()
LabelSection:({
Name = ,
Flag = ,
Default = CFG.ShowRarity,
Callback = (v)
CFG.ShowRarity = v
()
,
})
LabelSection:({
Name = ,
Flag = ,
Default = CFG.ShowDistance,
Callback = (v)
CFG.ShowDistance = v
,
})
LabelSection:({
Name = ,
Flag = ,
Min = ,
Max = ,
Default = CFG.MaxDistance,
Increment = ,
Suffix = ,
Callback = (v)
CFG.MaxDistance = v
,
})
parts = {}
_, rarity RARITY_ORDER
.(parts, .(, RARITY_COLORS[rarity]:(), .(rarity)))
LabelSection:({ Text = .(parts, ), RichText = , Size = })
LabelSection:({
Name = ,
Style = ,
Callback = clearAllESP,
})
MovementSection = Tabs.Player:()
MovementSection:({
Name = ,
Flag = ,
Keybind = ,
Default = CFG.SpeedEnabled,
Callback = (v)
CFG.SpeedEnabled = v
v
h = ()
h
h.WalkSpeed =
,
})
MovementSection:({
Name = ,
Tooltip = ,
Flag = ,
Min = ,
Max = ,
Default = CFG.WalkSpeed,
Callback = (v)
CFG.WalkSpeed = v
,
})
MovementSection:({
Name = ,
Description = ,
Flag = ,
Keybind = ,
Default = CFG.FlyEnabled,
Callback = (v)
CFG.FlyEnabled = v
,
})
MovementSection:({
Name = ,
Flag = ,
Min = ,
Max = ,
Default = CFG.FlySpeed,
Callback = (v)
CFG.FlySpeed = v
,
})
MovementSection:({
Name = ,
Flag = ,
Keybind = ,
Default = CFG.Noclip,
Callback = (v)
CFG.Noclip = v
,
})
MovementSection:({
Name = ,
Flag = ,
Keybind = ,
Default = CFG.InfiniteJump,
Callback = (v)
CFG.InfiniteJump = v
,
})
StealthSection = Tabs.Player:()
StealthSection:({
Name = ,
Flag = ,
Default = CFG.SilentFeet,
Callback = (v)
CFG.SilentFeet = v
,
})
StealthSection:({
Name = ,
Flag = ,
Default = CFG.InfiniteStamina,
Callback = (v)
CFG.InfiniteStamina = v
,
})
WorldSection = Tabs.Player:()
WorldSection:({
Name = ,
Description = ,
Flag = ,
Keybind = ,
Default = CFG.Fullbright,
Callback = (v)
CFG.Fullbright = v
(v)
,
})
InventorySection = Tabs.Artifacts:()
InventoryStats = InventorySection:({
Rows = { , , },
})
InventorySection:({
Name = ,
Description = ,
ButtonText = ,
Style = ,
Callback = ()
total, count, rows = ()
total
InventoryStats:(, count)
InventoryStats:(, .. total, COLORS.Good)
count ==
InventoryStats:(, )
(, , )
top = rows[]
InventoryStats:(, .(, top.Name, top.Count), (top.Rarity))
(, .. count .. .. total, )
()
_, row (rows)
(.(
,
row.Name, row.Count, row.Value, row.Count * row.Value, row.Rarity
))
,
})
InventorySection:({
Name = ,
Description = ,
ButtonText = ,
Style = ,
Confirm = ,
ConfirmText = ,
Callback = sellAll,
})
FarmSection = Tabs.Artifacts:()
AutoCollectToggle = FarmSection:({
Name = ,
Description = ,
Flag = ,
Default = CFG.AutoCollect,
Callback = (v)
CFG.AutoCollect = v
,
})
FarmSection:({
Name = ,
Description = ,
Flag = ,
Keybind = ,
Default = CFG.AutoFarm,
Callback = (v)
CFG.AutoFarm = v
AutoCollectToggle:(v, )
,
})
FarmSection:({
Name = ,
Flag = ,
Min = ,
Max = ,
Default = CFG.AutoCollectRange,
Suffix = ,
Callback = (v)
CFG.AutoCollectRange = v
,
})
FarmSection:({
Name = ,
Tooltip = ,
Flag = ,
Min = ,
Max = ,
Increment = ,
Default = CFG.AutoFarmDelay,
Suffix = ,
Callback = (v)
CFG.AutoFarmDelay = v
,
})
FarmSection:({
Name = ,
ButtonText = ,
Style = ,
Callback = ()
art = ()
art (art)
(, .. (art), )
(, , )
,
})
FarmSection:({
Name = ,
ButtonText = ,
Style = ,
Callback = ()
n = ()
(, n == (n .. ), n == )
,
})
ExitSection = Tabs.Escape:()
EscapeStats = ExitSection:({
Rows = { , , },
})
()
open = ()
EscapeStats:(, open , open COLORS.Good COLORS.Muted)
EscapeStats:(, (Workspace:() ))
count = #()
EscapeStats:(, count, count > COLORS.Good COLORS.Muted)
ExitSection:({
Name = ,
Style = ,
Callback = tpActiveEscape,
})
ExitSection:({
Name = ,
Description = ,
ButtonText = ,
Style = ,
Callback = ()
open = (Workspace:())
seq = (Workspace:())
actives = ()
(, open)
(, seq)
(, #actives)
(, .. open .. .. #actives)
,
})
RedeemSection = Tabs.Codes:()
RedeemSection:({
Name = ,
Description = ,
Placeholder = ,
Flag = ,
Callback = (text, enterPressed)
enterPressed
(text)
,
})
RedeemSection:({
Name = ,
Style = ,
Callback = ()
(Flags.CodeInput)
,
})
KnownCodesSection = Tabs.Codes:()
_, code (CODES)
KnownCodesSection:({
Name = code,
ButtonText = ,
Style = ,
Callback = ()
(code)
,
})
KnownCodesSection:({
Name = ,
Style = ,
Callback = ()
_, code (CODES)
(code)
.()
,
})
HelpersSection = Tabs.Utility:()
HelpersSection:({
Name = ,
Description = ,
Flag = ,
Default = CFG.InstantPrompts,
Callback = (v)
CFG.InstantPrompts = v
(v)
,
})
QuickSection = Tabs.Teleport:()
QuickSection:({
Name = ,
ButtonText = ,
Style = ,
Callback = ()
_, part = ()
part
(part.Position)
(, , )
(, , )
,
})
QuickSection:({
Name = ,
ButtonText = ,
Style = ,
Callback = tpActiveEscape,
})
QuickSection:({
Name = ,
Description = ,
Flag = ,
Min = ,
Max = ,
Increment = ,
Default = CFG.UnlockTPDelay,
Suffix = ,
Callback = (v)
CFG.UnlockTPDelay = v
,
})
EntitySection = Tabs.Teleport:()
EntityDropdown = EntitySection:({
Name = ,
Options = KNOWN_ENTITIES,
Default = KNOWN_ENTITIES[],
Searchable = ,
Flag = ,
})
Library.ConfigIgnore.EntityTarget =
EntitySection:({
Name = ,
Style = ,
Callback = ()
name = Flags.EntityTarget
folder = ()
e = name folder folder:(name)
e (e)
(, name, )
(, (name) .. , )
,
})
EntitySection:({
Name = ,
Description = ,
ButtonText = ,
Style = ,
Callback = ()
names = .(KNOWN_ENTITIES)
_, e (())
.(names, e.Name)
.(names, e.Name)
EntityDropdown:(names, )
(, #() .. )
,
})
EntitySection:({
Name = ,
ButtonText = ,
Style = ,
Callback = ()
list = ()
#list ==
(, , )
i, e (list)
Library.Unloaded
(e)
(, .(, i, #list, e.Name))
.(CFG.UnlockTPDelay)
(, , )
,
})
EntitySection:({
Name = ,
Description = ,
ButtonText = ,
Style = ,
Callback = ()
list = ()
()
_, e (list)
(e.Name, e:() )
(, #list .. )
,
})
LocationSection = Tabs.Teleport:()
LocationSection:({
Name = ,
Options = LOCATION_NAMES,
Default = LOCATION_NAMES[],
Searchable = ,
Flag = ,
})
Library.ConfigIgnore.LocationTarget =
LocationSection:({
Name = ,
Style = ,
Callback = ()
Flags.LocationTarget
(Flags.LocationTarget)
,
})
UnlockProgress = LocationSection:({
Name = ,
Min = ,
Max = ,
Default = ,
})
UnlockProgress:()
LocationSection:({
Name = ,
Description = ,
ButtonText = ,
Style = ,
Callback = ()
unlockRunning
(, , )
locs = ()
#locs ==
(, , )
unlockRunning =
(, .. #locs .. )
i, loc (locs)
unlockRunning Library.Unloaded
(loc)
UnlockProgress:(.(, i, #locs, loc.Name))
UnlockProgress:(i / #locs)
.(CFG.UnlockTPDelay)
finished = unlockRunning
unlockRunning =
UnlockProgress:(finished )
(, finished , finished )
,
})
LocationSection:({
Name = ,
ButtonText = ,
Style = ,
Callback = ()
unlockRunning =
,
})
StillLifeSection = Tabs.Teleport:()
StillLifeSection:({
Name = ,
Options = STILL_LIFE_NAMES,
Default = STILL_LIFE_NAMES[],
Searchable = ,
Flag = ,
})
Library.ConfigIgnore.StillLifeTarget =
StillLifeSection:({
Name = ,
Style = ,
Callback = ()
name = Flags.StillLifeTarget
folder = Workspace:()
n = name folder folder:(name)
n (n)
(, name, )
(, (name) .. , )
,
})
StillLifeSection:({
Name = ,
ButtonText = ,
Style = ,
Callback = ()
(, )
_, n (())
Library.Unloaded
(n)
.(CFG.UnlockTPDelay)
_, a (())
Library.Unloaded
(a)
.(CFG.UnlockTPDelay)
(, , )
,
})
SettingsTab = Window:()
SettingsTab:():({
Title = ,
Content = .. Library.Version,
})
()
cam = ()
cam
origin = cam.CFrame.Position
obj, data (ESP)
obj.Parent data.Part data.Part.Parent
(obj)
dist = (origin - data.Part.Position).Magnitude
on = dist <= CFG.MaxDistance
data.Billboard.Enabled = on
data.Highlight.Enabled = on
on
data.Label.Text = CFG.ShowDistance (data.Name .. .. .(dist) .. ) data.Name
CFG.PlayerESP
_, plr (Players:())
plr ~= LocalPlayer (plr) plr.Character ESP[plr.Character]
(plr.Character, .(, , ), plr.DisplayName plr.Name, )
()
CFG.EntityESP
folder = ()
folder
_, child (folder:())
(child:() child:()) ESP[child]
(child, .(, , ), child.Name, )
_, child (Workspace:())
ESP[child] (child)
(child, .(, , ), child.Name, )
()
CFG.ArtifactESP
_, folder (())
_, child (folder:())
(child) ESP[child]
display = (child)
rarity = child:()
label = display
CFG.ShowRarity rarity
label = display .. .. (rarity) ..
(child, (rarity), label, )
()
CFG.EscapeESP
_, esc (())
door = esc:(, ) esc
ESP[door]
(door, .(, , ), , )
()
CFG.ArtifactSpawnESP
spawns = Workspace:()
spawns
_, d (spawns:())
(d:() d:()) ESP[d] (d)
.(d.Name, ) d:()
(d, .(, , ), , )
()
.(()
Library.Unloaded
.()
Library.Unloaded
ok, err = (scanESP)
ok
( .. (err))
)
.(()
Library.Unloaded
(refreshLiveStatus)
(refreshEscapeStats)
.()
)
.(()
Library.Unloaded
.()
CFG.AutoCollect CFG.AutoFarm
root = ()
root
any =
_, folder (())
_, child (folder:())
Library.Unloaded CFG.AutoCollect
(child)
any =
p = (child)
p (root.Position - p.Position).Magnitude <= CFG.AutoCollectRange
(child)
(, .. (child), )
.()
any .() - lastEmptyNotify >
lastEmptyNotify = .()
(, )
)
.(()
Library.Unloaded
.(CFG.AutoFarmDelay)
CFG.AutoFarm
root = ()
root
art, part = ()
art part
root.AssemblyLinearVelocity = .zero
root.CFrame = part.CFrame + .(, , )
.()
(art)
(, .. (art), )
.() - lastEmptyNotify >
lastEmptyNotify = .()
(, )
)
characterSweep =
Library:(RunService.RenderStepped:((dt)
characterSweep += dt
characterSweep >=
characterSweep =
CFG.SilentFeet
()
CFG.InfiniteStamina
()
CFG.SpeedEnabled
h = ()
h
h.WalkSpeed = .(CFG.WalkSpeed, , )
CFG.FlyEnabled
flying
()
cam = ()
flyBV flyBG cam
cf = cam.CFrame
dir = .zero
UserInputService:(.KeyCode.W)
dir += cf.LookVector
UserInputService:(.KeyCode.S)
dir -= cf.LookVector
UserInputService:(.KeyCode.A)
dir -= cf.RightVector
UserInputService:(.KeyCode.D)
dir += cf.RightVector
UserInputService:(.KeyCode.Space)
dir += .yAxis
UserInputService:(.KeyCode.LeftShift)
dir -= .yAxis
flyBV.Velocity = dir.Magnitude > dir.Unit * CFG.FlySpeed .zero
flyBG.CFrame = cf
flying
()
CFG.Noclip
char = LocalPlayer.Character
char
_, p (char:())
p:()
p.CanCollide =
CFG.Fullbright
Lighting.Brightness =
Lighting.ClockTime =
Lighting.FogEnd =
Lighting.GlobalShadows =
Lighting.Ambient = .(, , )
))
Library:(UserInputService.JumpRequest:(()
CFG.InfiniteJump
h = ()
h
h:(.HumanoidStateType.Jumping)
))
Library:(LocalPlayer.CharacterAdded:(()
()
))
Library:(()
unlockRunning =
CFG.AutoCollect =
CFG.AutoFarm =
()
()
()
()
CFG.SpeedEnabled
h = ()
h
h.WalkSpeed =
)
Library:()
Library:({
Title = ,
Content = ,
Style = ,
Duration = ,
})Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
Theme and menu key: Amber, to match the Backrooms look. Left Ctrl opens and closes the menu, like your original. Info: live status that updates itself, showing Escape Open, World Event, Blackout, Artifacts Out and Entities in colour. ESP: all the toggles, plus a new Show Distance toggle and a colour key for the rarities. Player: grouped into Movement, Stealth and World. Speed, Fly, Noclip, Infinite Jump and Fullbright each have an empty hotkey box you can set. Artifacts: An inventory panel showing Owned, Total Value and Top Item. Sell All needs a second click to confirm. Auto Collect locks while Auto Farm is on, since they’d fight each other. Escape: shows exit status, with teleport and print-status buttons. Codes: pressing Enter in the code box redeems it. Each known code has its own button, plus Redeem All. Teleport: Entities, Locations and NPCs are now searchable dropdowns with one Go button each, instead of about 50 separate buttons. Entities has a Refresh button that adds whatever has spawned in-game. Unlock All shows a progress bar. Settings: the built-in RetroSlop settings tab (themes, configs, autoload, unload) plus your Credits section.
Universal