
Key RequiredUniversal

local NEVERLOSE = loadstring(game:HttpGet("https://raw.githubusercontent.com/CludeHub/SourceCludeLib/refs/heads/main/NerverLoseLibEdited.lua"))()
local Window = NEVERLOSE:AddWindow("NEVERLOSE", "CS:GO CHEAT", 'original')
Window:AddTabLabel('Aimbot')
local RageBot = Window:AddTab('Ragebot', 'CrossHair')
local AntiAim = Window:AddTab('Anti Aim', 'retry')
local LegitBot = Window:AddTab('Legitbt', 'mouse')
Window:AddTabLabel('Visual')
local Players = Window:AddTab('Players', 'user')
local Weapon = Window:AddTab('Weapon', 'gun')
local Grenades = Window:AddTab('Grenades', 'grenade')
local World = Window:AddTab('World', 'earth')
local View = Window:AddTab('View', 'locked')
Window:AddTabLabel('Miscellaneous')
local Main = Window:AddTab('Main', 'list')
local Inventory = Window:AddTab('Inventory', 'sword')
local Scripts = Window:AddTab('Scripts', 'code')
local Config = Window:AddTab('Config', 'gear')
local movement = Main:AddSection('Movement', "left")
local spammers = Main:AddSection('Spammers', "left")
local other = Main:AddSection('Other', "right")
local buybot = Main:AddSection('BuyBot', "right")
local esp = Players:AddSection('ESP', "left")
local glow = Players:AddSection('Glow', "left")
local chams = Players:AddSection('Chams', "right")
local esp2 = Weapon:AddSection('ESP', "left")
local glow2 = Weapon:AddSection('Glow', "left")
local chams2 = Weapon:AddSection('Chams', "right")
local esp3 = Grenades:AddSection('ESP', "left")
local glow3 = Grenades:AddSection('Glow', "left")
local chams3 = Grenades:AddSection('Chams', "right")
local worldmain = World:AddSection('Main', "left")
local worldfog = World:AddSection('Fog', "left")
local worldmisc = World:AddSection('Misc', "right")
local worldhit = World:AddSection('Hit', "right")
local viewcamera = View:AddSection('Camera', "left")
local viewthirdperson = View:AddSection('Thirdperson', "left")
local viewviewmodel = View:AddSection('View Model', "right")
local viewmisc = View:AddSection('Misc', "right")
local ragemain = RageBot:AddSection('Main', "left")
local accuracy = RageBot:AddSection('Accuracy', "left")
local exploits = RageBot:AddSection('Exploits', "right")
local mindamage = RageBot:AddSection('Min. Damage', "right")
local ragemisc = RageBot:AddSection('Misc', "right")
local aimmain = AntiAim:AddSection('Main', "left")
local fakelag = AntiAim:AddSection('Fake Lag', "left")
local fakeangle = AntiAim:AddSection('Fake Angle', "right")
local aimmisc = AntiAim:AddSection('Misc', "right")
local legitmain = LegitBot:AddSection('Main', "left")
local recoil = LegitBot:AddSection('Recoil Control', "left")
local aims = LegitBot:AddSection('Aim', "right")
local delay = LegitBot:AddSection('Delay', "right")
local autofire = LegitBot:AddSection('Auto Fire', "right")
local inventory = Inventory:AddSection('Inventory', "left")
local inventory2 = Inventory:AddSection('Inventory 2', "right")
movement:AddToggle('Auto Jump', false, function(val)
print("Auto Jump", val)
end)
movement:AddToggle('Auto Strafe', false, function(val)
print("Auto Strafe", val)
end)
movement:AddSlider('Smoothing', 1, 100, 1, function(val)
print("Smoothing", val)
end)
movement:AddToggle('WASD Strafe', false, function(val)
print("WASD Strafe", val)
end)
movement:AddToggle('Circle Strafe', false, function(val)
print("Circle Strafe", val)
end)
movement:AddToggle('Quick Stop', false, function(val)
print("Quick Stop", val)
end)
movement:AddToggle('Strafe Assist', false, function(val)
print("Strafe Assist", val)
end)
movement:AddToggle('Auto Peek', false, function(val)
print("Auto Peek", val)
end)
movement:AddToggle('Edge Jump', false, function(val)
print("Edge Jump", val)
end)
movement:AddToggle('Infinity Duck', false, function(val)
print("Infinity Duck", val)
end)
movement:AddToggle('Blockbot', false, function(val)
print("Blockbot", val)
end)
spammers:AddToggle('Clantag', false, function(val)
print("Clantag", val)
end)
spammers:AddToggle('Chat Spam', false, function(val)
print("Chat Spam", val)
end)
other:AddToggle('Anti Untrusted', false, function(val)
print("Anti Untrusted", val)
end)
other:AddDropdown('Event Log', {'Damage', 'Hurt', 'Spam'}, 'Damage', function(val)
print("Event Log", val)
end)
other:AddDropdown('Windows', {'BindList', 'SpectatorList', 'KeybindList'}, 'BindList', function(val)
print("Windows", val)
end)
other:AddToggle('Filter Server Ads', false, function(val)
print("Filter Server Ads", val)
end)
other:AddToggle('Filter Console', false, function(val)
print("Filter Console", val)
end)
other:AddToggle('Unlock Cvars', false, function(val)
print("Unlock Cvars", val)
end)
other:AddToggle('Fast Reload', false, function(val)
print("Fast Reload", val)
end)
other:AddToggle('Fast Weapon Switch', false, function(val)
print("Fast Weapon Switch", val)
end)
other:AddSlider('Fake Ping', 1, 100, 0, function(val)
print("Fake Ping", val)
end)
buybot:AddToggle('Enable BuyBot', false, function(val)
print("BuyBot Enabled:", val)
end)
buybot:AddDropdown('Primary', {'AK-47', 'M4A1-S', 'AWP', 'SG-553'}, 'AK-47', function(val)
print("Primary Selected:", val)
end)
buybot:AddDropdown('Secondary', {'Glock', 'USP-S', 'Deagle', 'P250'}, 'Glock', function(val)
print("Secondary Selected:", val)
end)
buybot:AddDropdown('Equipment', {'Kevlar', 'Helmet', 'Defuse Kit', 'Grenades'}, 'Kevlar', function(val)
print("Equipment Selected:", val)
end)
esp:AddToggle('Enable ESP', false, function(val)
print("ESP Enabled:", val)
end)
esp:AddToggle('Through Walls', false, function(val)
print("Through Walls ESP:", val)
end)
esp:AddDropdown('Bullet Tracer', {'None', 'Line', 'Beam', 'Laser'}, 'None', function(val)
print("Bullet Tracer Type:", val)
end)
esp:AddToggle('Dynamic Boxes', false, function(val)
print("Dynamic Boxes:", val)
end)
esp:AddToggle('In-Game Radar', false, function(val)
print("In-Game Radar Enabled:", val)
end)
esp:AddToggle('Dormant', false, function(val)
print("Dormant ESP:", val)
end)
esp:AddToggle('Shared ESP', false, function(val)
print("Shared ESP:", val)
end)
esp:AddDropdown('Sound ESP', {'None', 'Circle', 'Fade Circle', 'Wave'}, 'None', function(val)
print("Sound ESP:", val)
end)
esp:AddDropdown('Offscreen ESP', {'Arrow', 'Triangle', 'Line', 'Glow Dot'}, 'Arrow', function(val)
print("Offscreen ESP:", val)
end)
glow:AddToggle('Enable Glow', false, function(val)
print("Glow Enabled:", val)
end)
chams:AddToggle('Enable Chams', false, function(val)
print("Chams Enabled:", val)
end)
chams:AddToggle('Through Walls', false, function(val)
print("Through Walls:", val)
end)
chams:AddDropdown('Style', {'Textured', 'Flat', 'Glow', 'Glow Outline', 'Glass', 'Material'}, 'Textured', function(val)
print("Chams Style:", val)
end)
chams:AddToggle('Backtrack', false, function(val)
print("Backtrack Enabled:", val)
end)
chams:AddDropdown('Backtrack Style', {'Textured', 'Flat', 'Glow', 'Glow Outline', 'Glass', 'Material'}, 'Textured', function(val)
print("Backtrack Style:", val)
end)
chams:AddToggle('On Shot', false, function(val)
print("On Shot Enabled:", val)
end)
chams:AddDropdown('On Shot Style', {'Textured', 'Flat', 'Glow', 'Glow Outline', 'Glass', 'Material'}, 'Textured', function(val)
print("On Shot Style:", val)
end)
chams:AddToggle('Ragdolls', false, function(val)
print("Ragdolls Enabled:", val)
end)
chams:AddDropdown('Ragdoll Style', {'Textured', 'Flat', 'Glow', 'Glow Outline', 'Glass', 'Material'}, 'Textured', function(val)
print("Ragdoll Style:", val)
end)
esp2:AddToggle('Enable ESP', false, function(val)
print("Weapon ESP Enabled:", val)
end)
esp2:AddToggle('Through Walls', false, function(val)
print("Weapon ESP Through Walls:", val)
end)
glow2:AddToggle('Enable Glow', false, function(val)
print("Weapon Glow Enabled:", val)
end)
chams2:AddToggle('Enable Chams', false, function(val)
print("Weapon Chams Enabled:", val)
end)
chams2:AddToggle('Through Walls', false, function(val)
print("Weapon Chams Through Walls:", val)
end)
chams2:AddDropdown('Style', {'Textured', 'Flat', 'Glow', 'Glow Outline', 'Glass', 'Material'}, 'Textured', function(val)
print("Weapon Chams Style:", val)
end)
esp3:AddToggle('Enable ESP', false, function(val)
print("Grenade ESP Enabled:", val)
end)
esp3:AddToggle('Through Walls', false, function(val)
print("Grenade ESP Through Walls:", val)
end)
esp3:AddToggle('Warning', false, function(val)
print("Grenade Warning Enabled:", val)
end)
esp3:AddToggle('Trajectory', false, function(val)
print("Grenade Trajectory Enabled:", val)
end)
esp3:AddToggle('Prediction', false, function(val)
print("Grenade Prediction Enabled:", val)
end)
chams3:AddToggle('Enable Chams', false, function(val)
print("Grenade Chams Enabled:", val)
end)
chams3:AddToggle('Through Walls', false, function(val)
print("Grenade Chams Through Walls:", val)
end)
glow3:AddToggle('Through Walls', false, function(val)
print("Grenade Chams Through Walls:", val)
end)
chams3:AddDropdown('Style', {'Textured', 'Flat', 'Glow', 'Glow Outline', 'Glass', 'Material'}, 'Textured', function(val)
print("Grenade Chams Style:", val)
end)
worldmain:AddToggle('Night Mode', false, function(val)
print("Night Mode:", val)
end)
worldmain:AddDropdown('Sky Box', {'Night 1', 'Night 2', 'Night 3', 'Day 1', 'Day 2', 'Day 3'}, 'Night 3', function(val)
print("Sky Box Selected:", val)
end)
worldmain:AddToggle('Post Processing', false, function(val)
print("Post Processing:", val)
end)
worldmain:AddSlider('Asus Walls', 0, 100, 50, function(val)
print("Asus Walls Transparency:", val)
end)
worldmain:AddSlider('Asus Props', 0, 100, 50, function(val)
print("Asus Props Transparency:", val)
end)
worldmain:AddDropdown('Removals', {'Smoke', 'Flashbang', 'Both'}, 'Smoke', function(val)
print("Removals Selected:", val)
end)
worldmain:AddDropdown('Ragdoll Physics', {'Default', 'Rubber', 'Metal', 'Ragdoll Off'}, 'Default', function(val)
print("Ragdoll Physics:", val)
end)
worldfog:AddToggle('Enable Fog', false, function(val)
print("Fog Enabled:", val)
end)
worldfog:AddSlider('Start Distance', 0, 10000, 500, function(val)
print("Fog Start Distance:", val)
end)
worldfog:AddSlider('End Distance', 0, 10000, 1000, function(val)
print("Fog End Distance:", val)
end)
worldfog:AddSlider('Density', 0, 100, 10, function(val)
print("Fog Density:", val)
end)
worldmisc:AddToggle('NoScope Crosshair', false, function(val)
print("NoScope Crosshair:", val)
end)
worldmisc:AddDropdown('Autowall Crosshair', {'Off', 'Red/Green', 'Penetrable Only', 'Always On'}, 0, function(val)
print("Autowall Crosshair Mode:", val)
end)
worldmisc:AddToggle('Damage Indicator', false, function(val)
print("Damage Indicator:", val)
end)
worldmisc:AddToggle('Preserve Killfeed', false, function(val)
print("Preserve Killfeed:", val)
end)
worldmisc:AddDropdown('Reveals', {'None', 'Reveal Ranks', 'Reveal Money', 'Reveal Both'}, 0, function(val)
print("Reveals Option:", val)
end)
worldhit:AddToggle('Hit Marker', false, function(val)
print("Hit Marker Enabled:", val)
end)
worldhit:AddToggle('Hit Sound', false, function(val)
print("Hit Sound Enabled:", val)
end)
worldhit:AddSlider('Volume', 0, 100, 50, function(val)
print("Hit Sound Volume:", val)
end)
worldhit:AddToggle('Client Bullet Impacts', false, function(val)
print("Client Bullet Impacts Enabled:", val)
end)
worldhit:AddToggle('Server Bullet Impacts', false, function(val)
print("Server Bullet Impacts Enabled:", val)
end)
worldhit:AddSlider('Duration', 0, 10, 5, function(val)
print("Bullet Impacts Duration:", val)
end)
viewcamera:AddSlider('FOV', 60, 150, 90, function(val)
print("FOV Set To:", val)
end)
viewcamera:AddSlider('Force FOV in Scope', 60, 150, 90, function(val)
print("Force FOV In Scope:", val)
end)
viewcamera:AddSlider('Remove Scope', 0, 100, 100, function(val)
print("Remove Scope Amount:", val)
end)
viewcamera:AddSlider('Remove Visual Recoil', 0, 100, 100, function(val)
print("Visual Recoil Removed:", val)
end)
viewviewmodel:AddSlider('FOV', 60, 150, 90, function(val)
print("Viewmodel FOV:", val)
end)
viewviewmodel:AddSlider('X', -50, 50, 0, function(val)
print("Viewmodel X Offset:", val)
end)
viewviewmodel:AddSlider('Y', -50, 50, 0, function(val)
print("Viewmodel Y Offset:", val)
end)
viewviewmodel:AddSlider('Z', -50, 50, 0, function(val)
print("Viewmodel Z Offset:", val)
end)
viewviewmodel:AddSlider('ROLL', -180, 180, 0, function(val)
print("Viewmodel Roll:", val)
end)
viewthirdperson:AddSlider('Enable Thirdperson', 0, 1, 0, function(val)
print("Thirdperson Enabled:", val)
end)
viewthirdperson:AddToggle('Distance', false, function(val)
print("Thirdperson Distance Toggle:", val)
end)
viewthirdperson:AddSlider('In Spectators', 0, 1, 0, function(val)
print("Thirdperson In Spectators:", val)
end)
viewmisc:AddToggle('Aspect Ratio', false, function(val)
print("Aspect Ratio Enabled:", val)
end)
viewmisc:AddSlider('Value', 0, 200, 100, function(val)
print("Aspect Ratio Value:", val)
end)
ragemain:AddToggle('Enable Ragebot', false, function(val)
print("Ragebot Enabled:", val)
end)
ragemain:AddToggle('Silent Aim', false, function(val)
print("Silent Aim:", val)
end)
ragemain:AddSlider('Fov', 0, 180, 90, function(val)
print("Ragebot FOV:", val)
end)
ragemain:AddToggle('Override Resolver', false, function(val)
print("Override Resolver:", val)
end)
accuracy:AddSlider('Hit Chance', 0, 100, 50, function(val)
print("Hit Chance:", val)
end)
accuracy:AddToggle('Static Point Scale', false, function(val)
print("Static Point Scale Enabled:", val)
end)
accuracy:AddDropdown('Safe Points', {'Off', 'Center Only', 'Force Center'}, 0, function(val)
print("Safe Points Mode:", val)
end)
accuracy:AddDropdown('Force Conditions', {'None', 'Force Head', 'Force Limbs', 'Force Both'}, 0, function(val)
print("Force Conditions Selected:", val)
end)
accuracy:AddToggle('Head Safety if Lethal', false, function(val)
print("Head Safety if Lethal Enabled:", val)
end)
accuracy:AddDropdown('Body Aim', {'Default', 'Prefer Body', 'Force Body', 'After Misses'}, 0, function(val)
print("Body Aim Mode:", val)
end)
accuracy:AddSlider('Max Misses', 0, 10, 2, function(val)
print("Max Misses To Force Safepoint:", val)
end)
exploits:AddToggle('Hide Shots', false, function(val)
print("Hide Shots Enabled:", val)
end)
exploits:AddToggle('Double Tap', false, function(val)
print("Double Tap Enabled:", val)
end)
exploits:AddDropdown('Mode', {'Default', 'Teleport'}, 0, function(val)
print("Double Tap Mode:", val)
end)
exploits:AddToggle('Teleport Boost', false, function(val)
print("Teleport Boost Enabled:", val)
end)
mindamage:AddSlider('Visible', 0, 100, 30, function(val)
print("Minimum Damage Visible:", val)
end)
mindamage:AddSlider('Autowall', 0, 100, 20, function(val)
print("Minimum Damage Autowall:", val)
end)
ragemisc:AddToggle('Auto Stop', false, function(val)
print("Auto Stop Enabled:", val)
end)
ragemisc:AddDropdown('Conditions', {'Always', 'Only Lethal', 'Force Head', 'Force Body'}, 0, function(val)
print("Auto Stop Condition:", val)
end)
ragemisc:AddToggle('Auto Scope', false, function(val)
print("Auto Scope Enabled:", val)
end)
aimmain:AddToggle('Enable Antiaim', false, function(val)
print("Antiaim Enabled:", val)
end)
aimmain:AddDropdown('Pitch', {'Off', 'Up', 'Down', 'Zero', 'Jitter'}, 0, function(val)
print("Pitch Selected:", val)
end)
aimmain:AddDropdown('Yaw Base', {'Local View', 'At Target', 'Backwards', 'Left', 'Right'}, 0, function(val)
print("Yaw Base Selected:", val)
end)
aimmain:AddSlider('Yaw Add', -180, 180, 0, function(val)
print("Yaw Add:", val)
end)
aimmain:AddDropdown('Yaw Modifier', {'Off', 'Center', 'Jitter', 'Random'}, 0, function(val)
print("Yaw Modifier Selected:", val)
end)
aimmain:AddSlider('Yaw Modifier Degree', 0, 180, 0, function(val)
print("Yaw Modifier Degree:", val)
end)
fakelag:AddToggle('Enable Fake Lag', false, function(val)
print("Fake Lag Enabled:", val)
end)
fakelag:AddDropdown('Triggers', {'Always', 'On Peek', 'On Move', 'On Shot'}, 0, function(val)
print("Fake Lag Trigger:", val)
end)
fakelag:AddSlider('Limit', 1, 16, 14, function(val)
print("Fake Lag Limit:", val)
end)
fakelag:AddSlider('Trigger Limit', 1, 16, 8, function(val)
print("Fake Lag Trigger Limit:", val)
end)
fakelag:AddSlider('Randomization', 0, 100, 0, function(val)
print("Fake Lag Randomization:", val)
end)
fakeangle:AddToggle('Enable Fake Angles', false, function(val)
print("Fake Angles Enabled:", val)
end)
fakeangle:AddSlider('Inverter', -180, 180, 0, function(val)
print("Inverter Value:", val)
end)
fakeangle:AddSlider('Fake Limits', 0, 60, 30, function(val)
print("Fake Limits:", val)
end)
fakeangle:AddDropdown('Fake Options', {'Static', 'Jitter', 'Switch', 'Random'}, 0, function(val)
print("Fake Options Selected:", val)
end)
fakeangle:AddDropdown('LBY Mode', {'Normal', 'Opposite', 'Break LBY'}, 0, function(val)
print("LBY Mode Selected:", val)
end)
fakeangle:AddDropdown('Freestanding Desync', {'Off', 'On Damage', 'On Peek'}, 0, function(val)
print("Freestanding Desync Mode:", val)
end)
fakeangle:AddDropdown('Desync On-Shot', {'Off', 'Static', 'Switch', 'Jitter'}, 0, function(val)
print("Desync On-Shot Mode:", val)
end)
aimmain:AddDropdown('Slow Walk', {'Off', 'Always On', 'On Key'}, 0, function(val)
print("Slow Walk Mode:", val)
end)
aimmain:AddDropdown('Leg Movement', {'Sliding', 'Walking'}, 0, function(val)
print("Leg Movement Style:", val)
end)
aimmain:AddToggle('Fake Duck', false, function(val)
print("Fake Duck Enabled:", val)
end)
legitmain:AddToggle('Enable Legit Bot', false, function(val)
print("Legit Bot Enabled:", val)
end)
legitmain:AddDropdown('Activation', {'Always On', 'On Key'}, 0, function(val)
print("Legitbot Activation:", val)
end)
legitmain:AddDropdown('Disable Aimbot If', {'None', 'Flashed', 'Air', 'Reloading'}, 0, function(val)
print("Disable Aimbot Condition:", val)
end)
legitmain:AddSlider('Backtracking', 0, 200, 100, function(val)
print("Backtracking Ticks:", val)
end)
legitmain:AddSlider('Draw FOV', 0, 180, 90, function(val)
print("FOV Radius:", val)
end)
legitmain:AddToggle('Autopistol', false, function(val)
print("Autopistol Enabled:", val)
end)
recoil:AddToggle('Enable RCS', false, function(val)
print("RCS Enabled:", val)
end)
recoil:AddToggle('Standalone', false, function(val)
print("Standalone RCS Enabled:", val)
end)
recoil:AddSlider('Pitch', 0, 100, 50, function(val)
print("RCS Pitch:", val)
end)
recoil:AddSlider('Yaw', 0, 100, 50, function(val)
print("RCS Yaw:", val)
end)
aims:AddSlider('FOV', 0, 180, 90, function(val)
print("Aimbot FOV:", val)
end)
aims:AddSlider('Smooth', 1, 100, 50, function(val)
print("Aimbot Smooth:", val)
end)
delay:AddSlider('After Kill', 0, 1, 0, function(val)
print("After Kill Delay Enabled:", val)
end)
delay:AddSlider('First Bullet Delay', 0, 500, 100, function(val)
print("First Bullet Delay (ms):", val)
end)
autofire:AddToggle('Enable Auto Fire', false, function(val)
print("Auto Fire Enabled:", val)
end)
autofire:AddSlider('Hitchance', 0, 100, 50, function(val)
print("Auto Fire Hitchance:", val)
end)
-- INVENTORY SECTION
inventory:AddToggle('Enable Inventory', false, function(val)
print("Inventory Enabled:", val)
end)
inventory:AddDropdown('Glove Changer', {'Crimson Weave', 'Vice', 'Pandora', 'Emerald Web'}, 0, function(val)
print("Glove Selected:", val)
end)
inventory:AddDropdown('Knife Changer', {'Karambit', 'Butterfly', 'M9 Bayonet', 'Talon'}, 0, function(val)
print("Knife Selected:", val)
end)
inventory:AddDropdown('Skin Quality', {'Factory New', 'Minimal Wear', 'Field-Tested', 'Well-Worn', 'Battle-Scarred'}, 0, function(val)
print("Skin Quality Selected:", val)
end)
inventory:AddDropdown('Stickers', {'Holo', 'Foil', 'Gold', 'Paper'}, 0, function(val)
print("Sticker Type:", val)
end)
inventory:AddToggle('StatTrak', false, function(val)
print("StatTrak Enabled:", val)
end)
inventory:AddSlider('StatTrak Kills', 0, 99999, 0, function(val)
print("StatTrak Kills Set:", val)
end)
inventory:AddDropdown('Weapon Charms', {'Skull', 'Star', 'Heart', 'Diamond'}, 0, function(val)
print("Charm Selected:", val)
end)
inventory:AddDropdown('Inventory Display', {'Grid View', 'List View', 'Compact', 'Detailed'}, 0, function(val)
print("Inventory Display Mode:", val)
end)
inventory:AddToggle('Enable Medal Case', false, function(val)
print("Medal Case Enabled:", val)
end)
inventory:AddDropdown('Medal Display', {'Show All', 'Favorites Only', 'Hide Duplicates'}, 0, function(val)
print("Medal Display Option:", val)
end)
inventory:AddSlider('Medal Size', 0, 100, 50, function(val)
print("Medal Size Set:", val)
end)
inventory:AddToggle('Enable Loadout Presets', false, function(val)
print("Loadout Presets Enabled:", val)
end)
inventory:AddDropdown('Loadout Preset', {'Aggressive', 'Defensive', 'Default', 'Eco'}, 0, function(val)
print("Loadout Preset Selected:", val)
end)
inventory:AddSlider('Item Glow Intensity', 0, 100, 20, function(val)
print("Item Glow Intensity:", val)
end)
inventory:AddDropdown('Item Outline Style', {'Soft', 'Sharp', 'Blurred', 'Neon'}, 0, function(val)
print("Outline Style Selected:", val)
end)
inventory:AddToggle('Auto Equip New Skins', false, function(val)
print("Auto Equip Enabled:", val)
end)
inventory:AddSlider('Inventory Volume', 0, 100, 50, function(val)
print("Inventory Volume:", val)
end)
inventory:AddDropdown('Inspect Animation', {'Spin', 'Flip', 'Zoom', 'Glitch'}, 0, function(val)
print("Inspect Animation Selected:", val)
end)
inventory:AddToggle('Enable Pattern Override', false, function(val)
print("Pattern Override Enabled:", val)
end)
inventory:AddSlider('Pattern Index', 0, 1000, 0, function(val)
print("Pattern Index Set:", val)
end)
-- INVENTORY2 SECTION
inventory2:AddToggle('Enable Inventory2', false, function(val)
print("Inventory2 Enabled:", val)
end)
inventory2:AddDropdown('Case Opening Style', {'Classic', 'Fast Open', 'Cinematic', 'Silent'}, 0, function(val)
print("Case Opening Style:", val)
end)
inventory2:AddDropdown('Case Glow', {'Rainbow', 'Pulse', 'Static', 'Fade'}, 0, function(val)
print("Case Glow Selected:", val)
end)
inventory2:AddToggle('Auto Case Open', false, function(val)
print("Auto Case Open Enabled:", val)
end)
inventory2:AddSlider('Case Open Speed', 1, 10, 5, function(val)
print("Case Open Speed:", val)
end)
inventory2:AddDropdown('Display Mode', {'Showcase', 'Stacked', 'Hidden', 'Full View'}, 0, function(val)
print("Display Mode Selected:", val)
end)
inventory2:AddDropdown('Background Theme', {'Dark', 'Light', 'Cyber', 'Retro'}, 0, function(val)
print("Background Theme Selected:", val)
end)
inventory2:AddToggle('Enable Trade-Up Simulator', false, function(val)
print("Trade-Up Simulator Enabled:", val)
end)
inventory2:AddDropdown('Trade-Up Result', {'Higher Tier', 'Same Tier', 'Random', 'Secret'}, 0, function(val)
print("Trade-Up Result Selected:", val)
end)
inventory2:AddSlider('Skin Brightness', 0, 100, 50, function(val)
print("Skin Brightness:", val)
end)
inventory2:AddDropdown('Music Kit', {'Rock', 'Trap', 'Electronic', 'Classic'}, 0, function(val)
print("Music Kit Selected:", val)
end)
inventory2:AddSlider('Music Volume', 0, 100, 50, function(val)
print("Music Volume Set:", val)
end)
inventory2:AddDropdown('Item Rotation', {'Static', 'Auto Rotate', 'Mouse Control', 'Spin'}, 0, function(val)
print("Item Rotation Mode:", val)
end)
inventory2:AddToggle('Enable Skin Shaders', false, function(val)
print("Skin Shaders Enabled:", val)
end)
inventory2:AddSlider('Shader Intensity', 0, 100, 50, function(val)
print("Shader Intensity:", val)
end)
inventory2:AddDropdown('Skin Reflection', {'Matte', 'Glossy', 'Pearlescent', 'Chrome'}, 0, function(val)
print("Reflection Type Selected:", val)
end)
inventory2:AddToggle('Enable Scratch Wear', false, function(val)
print("Scratch Wear Enabled:", val)
end)
inventory2:AddSlider('Scratch Amount', 0, 100, 20, function(val)
print("Scratch Amount:", val)
end)



Do not look at the source LOL
wow cool I skidded it just now thx
The source have a Key System, why its not in this example?
@TsunamiServices i forgot it because i always edit the script
Pls make mobile support
@SyrexGenesisXIsBackA already have mobile suppor
@Clude But when I execute it it doesn't loads
@SyrexGenesisXIsBackA use the other neverlose script
@SyrexGenesisXIsBackA execute it again
@Clude works now thanks
how do I close/open the ui?
What kind of game is this?