local WindUI = loadstring(game:HttpGet("https://github.com/Footagesus/WindUI/releases/latest/download/main.lua"))()
WindUI:SetNotificationLower(true)
local THROW_COOLDOWN = 4
local isThrowing = false
local DisplayPopupEvent = game:GetService("ReplicatedStorage"):WaitForChild("DisplayPopup", 5)
if DisplayPopupEvent then
for _, Connection in pairs(getconnections(DisplayPopupEvent.OnClientEvent)) do
hookfunction(Connection.Function, newcclosure(function(...)
return
end))
end
end
local ThrowRejectedEvent = game:GetService("ReplicatedStorage").Assets.Events.ThrowRejected
local isHooked = false
for _, Connection in pairs(getconnections(ThrowRejectedEvent.OnClientEvent)) do
local old; old = hookfunction(Connection.Function, newcclosure(function(...)
if isHooked then
return old(...)
end
isHooked = true
task.spawn(function()
if setthreadidentity then
setthreadidentity(7)
elseif set_thread_identity then
set_thread_identity(7)
end
WindUI:Notify({
Title = "Throw Rejected",
Content = "Versuchen Sie, die ausgewählte Münze zu ändern",
Icon = "x",
Duration = 3
})
end)
local success, result = pcall(old, ...)
isHooked = false
if success then
return result
end
end))
end
local SETTINGS = {
SelectedCoin = "Basic Coin",
SelectedBuyCoin = "Basic Coin",
autoThrow = false,
autoBuy = false,
autoBuyAll = false,
coinNames = {}
}
if workspace:FindFirstChild("CoinImages") then
for _, child in workspace.CoinImages:GetChildren() do
table.insert(SETTINGS.coinNames, child.Name)
end
end
if #SETTINGS.coinNames == 0 then
table.insert(SETTINGS.coinNames, "Basic Coin")
end
SETTINGS.SelectedBuyCoin = SETTINGS.coinNames[1]
local function fireThrowEvent()
local Event = game:GetService("ReplicatedStorage").Assets.Events.CoinLanded
Event:FireServer(
3,
Vector3.new(-54.6961669922, 0.72600001096725, -163.96905517578),
SETTINGS.SelectedCoin,
nil,
nil
)
end
local Window = WindUI:CreateWindow({
Title = "Throw a Coin",
Icon = "door-open",
Author = "by Bebedi",
})
local Farm = Window:Tab({
Title = "Farm",
Icon = "tractor",
})
local Shop = Window:Tab({
Title = "Shop",
Icon = "store",
})
local Upgrades = Window:Tab({
Title = "Upgrades",
Icon = "circle-fading-arrow-up",
})
local Section = Farm:Section({
Title = "Coin",
Opened = true
})
local Section2 = Shop:Section({
Title = "Shop",
Opened = true
})
local Section3 = Upgrades:Section({
Title = "Upgrades",
Opened = true
})
Section:Dropdown({
Title = "Münze auswählen",
Values = SETTINGS.coinNames,
Callback = function(selected)
SETTINGS.SelectedCoin = selected
print("Ausgewählt:", selected)
end
})
Section2:Dropdown({
Title = "Münze kaufen",
Values = SETTINGS.coinNames,
Callback = function(selected)
SETTINGS.SelectedBuyCoin = selected
local Event = game:GetService("ReplicatedStorage").Assets.Events.BuyCoin
Event:FireServer(selected)
print("Gekauft:", selected)
end
})
local autoBuyThread = nil
Section2:Toggle({
Title = "Automatisch ausgewählte Münze kaufen",
Callback = function(state)
SETTINGS.autoBuy = state
if autoBuyThread then
task.cancel(autoBuyThread)
autoBuyThread = nil
end
if state then
autoBuyThread = task.spawn(function()
while SETTINGS.autoBuy do
local Event = game:GetService("ReplicatedStorage").Assets.Events.BuyCoin
Event:FireServer(SETTINGS.SelectedBuyCoin)
task.wait(1)
end
end)
end
end
})
local autoBuyAllThread = nil
Section2:Toggle({
Title = "Alle Münzen automatisch kaufen",
Callback = function(state)
SETTINGS.autoBuyAll = state
if autoBuyAllThread then
task.cancel(autoBuyAllThread)
autoBuyAllThread = nil
end
if state then
autoBuyAllThread = task.spawn(function()
while SETTINGS.autoBuyAll do
local Event = game:GetService("ReplicatedStorage").Assets.Events.BuyCoin
for _, coinName in ipairs(SETTINGS.coinNames) do
if not SETTINGS.autoBuyAll then break end
Event:FireServer(coinName)
task.wait(0.1)
end
task.wait(1)
end
end)
end
end
})
Section2:Button({
Title = "Alle verkaufen",
Callback = function()
local Event = game:GetService("ReplicatedStorage").Assets.Events.SellAll
Event:FireServer()
end
})
Section3:Button({
Title = "Glücksmultiplikator verbessern",
Callback = function()
local Event = game:GetService("ReplicatedStorage").Assets.Events.RequestUpgrade
Event:FireServer("Luck Multiplier")
end
})
Section3:Button({
Title = "Wertmultiplikator verbessern",
Callback = function()
local Event = game:GetService("ReplicatedStorage").Assets.Events.RequestUpgrade
Event:FireServer("Value Multiplier")
end
})
local autoSellThread = nil
Section2:Toggle({
Title = "Alle automatisch verkaufen",
Callback = function(state)
if autoSellThread then
task.cancel(autoSellThread)
autoSellThread = nil
end
if state then
autoSellThread = task.spawn(function()
while state do
local Event = game:GetService("ReplicatedStorage").Assets.Events.SellAll
Event:FireServer()
task.wait(1)
end
end)
end
end
})
local autoLuckThread = nil
Section3:Toggle({
Title = "Automatisch Glücksmultiplikator verbessern",
Callback = function(state)
if autoLuckThread then
task.cancel(autoLuckThread)
autoLuckThread = nil
end
if state then
autoLuckThread = task.spawn(function()
while state do
local Event = game:GetService("ReplicatedStorage").Assets.Events.RequestUpgrade
Event:FireServer("Luck Multiplier")
task.wait(1)
end
end)
end
end
})
local autoValueThread = nil
Section3:Toggle({
Title = "Automatisch Wertmultiplikator verbessern",
Callback = function(state)
if autoValueThread then
task.cancel(autoValueThread)
autoValueThread = nil
end
if state then
autoValueThread = task.spawn(function()
while state do
local Event = game:GetService("ReplicatedStorage").Assets.Events.RequestUpgrade
Event:FireServer("Value Multiplier")
task.wait(1)
end
end)
end
end
})
local ThrowButton
ThrowButton = Section:Button({
Title = "Münze werfen",
Callback = function()
if isThrowing then return end
isThrowing = true
fireThrowEvent()
if ThrowButton and ThrowButton.SetLocked then
ThrowButton:SetLocked(true)
end
task.wait(THROW_COOLDOWN)
if ThrowButton and ThrowButton.SetLocked then
ThrowButton:SetLocked(false)
end
isThrowing = false
end
})
local throwThread = nil
Section:Toggle({
Title = "Automatisch werfen",
Callback = function(state)
SETTINGS.autoThrow = state
if throwThread then
task.cancel(throwThread)
throwThread = nil
end
if state then
throwThread = task.spawn(function()
while SETTINGS.autoThrow do
fireThrowEvent()
task.wait(THROW_COOLDOWN)
end
end)
end
end
})
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