
chandelier
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Everything posted by chandelier
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ahh now you mentioned it xD thanks for pointing that out, yepp it does look more decent if i do that
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ahh i just realized that i input dot instead of comma xD, well thankyou for replying, it does work, and im now working on updating all my menu and submenu thankyou so much my good man
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hello again, here iam with my curiosity and experiment on lua scripting today i will make menu and the goal is to switch between language using menu text before making this, i ve read some past topic posted by RCPOLSKI heres his topic link RCPOLSI's Topic Link but i will try to make my version with the goal that i want. local lang = {' English'. ' Español'} local langC = 0 local hackEN = {'Position'. 'Teleport'} local hackSP = {'Posición'. 'Teletransportarse'} function SelectLanguage() local menu = gg.choice({lang[1], lang[2]}, nil,'ONLY SELECT ONE LANGUAGE') if menu == nil then os.exit end if menu == 1 then langC = 1 Main() end end if menu == 2 then langC = 2 Main() end end end function Main() if langC == 1 then local menu = gg.choice({hackEN[1], hackEN[2]}, nil,'ONLY SELECT ONE HACK') if menu == nil then os.exit end if menu == 1 then --Position Hack end if menu == 2 then --Teleport Hack end end if langC == 2 then local menu = gg.choice({hackSP[1], hackSP[2]}, nil,'ONLY SELECT ONE HACK') if menu == nil then os.exit end if menu == 1 then --Position Hack end if menu == 2 then --Teleport Hack end end end while true do if gg.isVisible() then gg.setVisible(false) SelectLanguage() end gg.sleep(100) end i wonder what i write above is correct or not, i havent try it yet. maybe perhaps, you can shorten the script text length?
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ahh it does work, thankyou so much, i apreciate it, hope to see you again in my next question xD
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ahh i see, it does work if i do that, thankyou.. a question from me, what if i have so many phase grouping that more than 3? do i need increment for it? so i dont have to write SET_POSITION(phaseValues[i][1], phaseValues[i][2], phaseValues[i][3].............................., phaseValues[i][1000])
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hm maybe for now i will keep them outside function also in a case where i want to put another phase grouping like this : local phaseValues = {{171, 172, 200},{181, 182, 300},{191, 192, 400}} is it allowed to be written like that? after added that, so the full code will be this : function SET_POSITION(P1, P2, P3) local saved = gg.getListItems() local edited = {} for i, v in ipairs(saved) do if v.name == "P1" then v.value = P1 table.insert(edited, v) elseif v.name == "P2" then v.value = P2 table.insert(edited, v) elseif v.name == "P3" then v.value = P3 table.insert(edited, v) end end if #edited > 0 then gg.setValues(edited) gg.addListItems(edited) else gg.toast("NO MATCHING P1/P2/P3 FOUND.") end end local function createPhaseDisplayer(phaseValues, buffInfo, progressSymbol, backgroundSymbol) local phasesCount = #phaseValues local currentPhase = 0 return function () currentPhase = currentPhase + 1 if currentPhase > phasesCount then os.exit() end local indicatorFirstPart = string.rep(progressSymbol, currentPhase) local indicatorSecondPart = string.rep(backgroundSymbol, phasesCount - currentPhase) local indicator = indicatorFirstPart .. indicatorSecondPart local phaseValue = phaseValues[currentPhase] local buffInfo = buffInfo local displayMessage = string.format("\n%s : %s", buffInfo, indicator) gg.toast(displayMessage, true) end end local phaseValues = {{171, 172, 200},{181, 182, 300},{191, 192, 400}} local buffInfo = "MISSION" local symbol1 = "=" local symbol2 = "-" local displayPhase = createPhaseDisplayer(phaseValues, buffInfo, symbol1, symbol2) for i = 1, #phaseValues do SET_POSITION(phaseValues[i]) displayPhase() end
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ahhh i dont know why it works just by deleting +1 on #phaseValues , and adding [i] on SET_BUFF(phaseValues()) well as long as it works im good and i found another problem when im trying to put them on function and call them back inside a function function BUFF_TRIGGER() local symbol1 = "=" local symbol2 = "-" local displayPhase = createPhaseDisplayer(phaseValues, buffInfo, symbol1, symbol2) for i = 1, #phaseValues do SET_BUFF(phaseValues[i]) displayPhase() end end function SET_BUFF(BUFF) gg.sleep(6000) local saved_buff = gg.getListItems() local edited_buff = {} for i, v in ipairs(saved_buff) do if v.name == "BUFF" then v.value = BUFF v.freeze = true table.insert(edited_buff, v) end end if #edited_buff > 0 then gg.setValues(edited_buff) gg.addListItems(edited_buff) else gg.toast("NO MATCHING BUFF FOUND.") end end local function createPhaseDisplayer(phaseValues, buffInfo, progressSymbol, backgroundSymbol) local phasesCount = #phaseValues local currentPhase = 0 return function () currentPhase = currentPhase + 1 if currentPhase > phasesCount then os.exit() end local indicatorFirstPart = string.rep(progressSymbol, currentPhase) local indicatorSecondPart = string.rep(backgroundSymbol, phasesCount - currentPhase) local indicator = indicatorFirstPart .. indicatorSecondPart local phaseValue = phaseValues[currentPhase] local buffInfo = buffInfo local displayMessage = string.format("\n%s : %s", buffInfo, indicator) gg.toast(displayMessage, true) end end function Main() local phaseValues = {171, 172, 200} local buffInfo = "MISSION" BUFF_TRIGGER() end Main()
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oof after i implemented on some part of my script, theres some error about bad argument for key 'value' : string expected, got table (field'setValue') function SET_BUFF(BUFF) gg.sleep(6000) local saved_buff = gg.getListItems() local edited_buff = {} for i, v in ipairs(saved_buff) do if v.name == "BUFF" then v.value = BUFF v.freeze = true table.insert(edited_buff, v) end end if #edited_buff > 0 then gg.setValues(edited_buff) gg.addListItems(edited_buff) else gg.toast("NO MATCHING BUFF FOUND.") end end local function createPhaseDisplayer(phaseValues, buffInfo, progressSymbol, backgroundSymbol) local phasesCount = #phaseValues local currentPhase = 0 return function () currentPhase = currentPhase + 1 if currentPhase > phasesCount then os.exit() end local indicatorFirstPart = string.rep(progressSymbol, currentPhase) local indicatorSecondPart = string.rep(backgroundSymbol, phasesCount - currentPhase) local indicator = indicatorFirstPart .. indicatorSecondPart local phaseValue = phaseValues[currentPhase] local buffInfo = buffInfo local displayMessage = string.format("\n%s : %s", buffInfo, indicator) gg.toast(displayMessage, true) end end local phaseValues = {171, 172, 200} local buffInfo = "MISSION" local symbol1 = "=" local symbol2 = "-" local displayPhase = createPhaseDisplayer(phaseValues, buffInfo, symbol1, symbol2) for i = 1, #phaseValues + 1 do SET_BUFF(phaseValues) displayPhase() end the toast in displayPhase() works fine
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awesome work, at first idk what it does, im fine as long as the goal is reached, well i tried it and already experiment on it. and will put the code here on my full script, thankyou so much my good man
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the goal is to make gg toast like this, by using loop and condition. and toast with value at that specific phase phase 1 Symbol : =----- 10 phase 2 Symbol : ==--- 20 phase 3 Symbol : ===-- 30 phase 4 Symbol : ====- 40 phase 5 Symbol : ===== 50 if more than max phase length then os.exit() local initialPhase = {10, 20, 30, 40, 50} local initialSymbol1 = '=' local initialSymbol2 = '-' while true do --length = initialPhase.Max.Length; if phase = length then phase = initialPhase + 1 symbol1 = symbol1 + initialSymbol1 symbol2max = initialSymbol2 * length symbol2 = symbol2max - initialSymbol2 gg.toast('Symbol :'..symbol..symbol2..' !!', true) gg.toast('\n'..initialPhase, true) else os.exit() end end
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hello, i made some hack/cheat menu on aurcus, is open source with no encrypt, if you interested you can check this Aurcus Lua GG Script Menu
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ah so it can be like that, what about if i need to edit them again with different value at the same time the first, 3 values was 100;50;1 and the second, 3 values are 200;150;1 then the 3rd, 3 values 300;200;1 do i need to make an array? local array1 = {100;50;1} local array2 = {200;150;1} local array3 = {300;200;1}
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hello, im still new at scripting, i tried something and it works but i need simplifier scripting, heres some part of my code local posX = gg.getListItems() local posY = gg.getListItems() local posZ = gg.getListItems() for i, v in ipairs(posX) do if v.name == 'posX' and v.flags == gg.TYPE_FLOAT then v.value = 100 end end for i, v in ipairs(posZ) do if v.name == 'posZ' and v.flags == gg.TYPE_FLOAT then v.value = 1 end end for i, v in ipairs(posY) do if v.name == 'posY' and v.flags == gg.TYPE_FLOAT then v.value = 50 end end gg.setValues(posX) gg.setValues(posZ) gg.setValues(posY) gg.addListItems(posX) gg.addListItems(posZ) gg.addListItems(posY) local searchResults = gg.getResults(10, nil, nil, nil, 1, 100, gg.TYPE_FLOAT) if searchResults.name == "posX" then for i, v in ipairs(searchResults) do searchResults[i].freeze = true searchResults[i].name = 'posX' end end if searchResults.name == "posY" then for i, v in ipairs(searchResults) do searchResults[i].freeze = true searchResults[i].name = 'posY' end end if searchResults.name == "posZ" then for i, v in ipairs(searchResults) do searchResults[i].freeze = true searchResults[i].name = 'posZ' end end gg.addListItems(searchResults) gg.clearResults() do i need an arraylist / tablelist and pointer ? for my 3 float value 100;1;50 because i need to input all values more than hundreds, if i still using script code above, it will very long writing
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gg.searchNumber ('1008981770', gg.TYPE_DWORD) gg.refineNumber ('1008981770') searchResults = gg.getResults(5) searchResults[3].name = 'Target' gg.addListItems(searchResults) gg.clearResults() Target = gg.getListItems() gg.loadResults(Target) for i, v in ipairs(searchResults) do if Target.name == "Target" and v.flags == gg.TYPE_DWORD then v.value = '0' v.freeze = true v.freezeType = gg.FREEZE_NORMAL end end Help me solve my problem
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View File AURCUS LUA GG SCRIPT MENU Script Creator : venelett / chandelier (ingame name) Script error contact youtube : Aurcus Venelett Game to hack/cheat : Aurcus Online MMORPG Global version for Android This lua gg script menu do almost known hack/cheat in the game aurcus online global any version script is not encrypted, it means you can view all codes and function in there regards, venelett/chandelier Submitter chandelier Submitted 05/28/2025 Category LUA scripts
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- AurcusOnline
- Aurcus
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(and 5 more)
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Version 1.26.0
894 downloads
Script Creator : venelett / chandelier (ingame name) Script error contact youtube : Aurcus Venelett Game to hack/cheat : Aurcus Online MMORPG Global version for Android (any version) script is not encrypted, it means you can view all codes and function in there this lua gg script menu do almost known hack/cheat in the game aurcus online global HIT AREA RANGE TALK FAR NPC WATERGUN BOOM LAZY FARM TELEPORTER MAP LOOP SKILLS POTION RESET STATUS PANEL RESET COOLDOWN TEMP QTY DUPE TEMP UPGRADE EQUIP BLACKSMITH EXCHANGE WEAPON BASIC CLASS PAST EVENTS SUMMON MOBS PEEK ALL REWARDS GET ANY BUFFS regards, venelett/chandelier-
- AurcusOnline
- Aurcus
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(and 5 more)
Tagged with: