Introduction
Welcome to the Oxygen-U Documentation!
- This documentation was written by bruvzz (Ducky).
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Getting Started
Hey there! Welcome to Oxygen-U!
Let's get you started with checking or installing some dependencies Oxygen-U requires to run properly:
Requirements:
-
x64 Bit Installation of Windows 10 / 11:
-
VC_Redist x64:
-
VC_Redist x86:
-
.NET Framework 4.7.2 or above:
-
WebView2:
Downloading Oxygen-U
There are 2 official sources to download Oxygen-U from.
Downloading from oxygenu.xyz:
-
Go to oxygenu.xyz (if you aren't already).
-
Click
Downloadon the top right of the front page.- If your browser is preventing from downloading Oxygen-U, press
Ctrl + Jand clickKeep Dangerous File.
- If your browser is preventing from downloading Oxygen-U, press
-
Create a new folder on your Desktop.
Right Click>New>New Folder.
-
Drag and extract Oxygen-U into the folder you just created.
Downloading from WeAreDevs:
-
Click the button that says "For Microsoft Store edition".
-
The process should now download.
- If your browser is preventing from downloading Oxygen-U, press
Ctrl + Jand clickKeep Dangerous File.
- If your browser is preventing from downloading Oxygen-U, press
-
Create a new folder on your Desktop.
Right Click>New>New Folder.
-
Drag and extract Oxygen-U into the folder you just created.
Getting a Key
- Here is how to get a key with Oxygen-U:
How to Get A Key:
When you first open Oxygen-U, you will be brought up with a small box.
-
Inside of the box, you should have these 3 things:
-
The TextBox (
"Key Here") -
Continue Button
-
Get Key Button
-
-
Click the
Get Keybutton. -
Once you have clicked the
Get Keybutton, you will then go through a couple of Linkvertises.-
This is to help monitize Oxygen-U.
-
Make sure you are going through
Free Accesswhen doing this process.
-
-
Once you have finished, you will then be brought to the key screen.
-
Copy your key, then do
Ctrl + Ain the textbox inside Oxygen-U. -
Delete the text that's already inside of the textbox.
-
Paste your key then click
Continue.
-
Congratulations! You should now be authenticated and the user-interface should now be in front of you.
User Interface
- This is the current user-interface of Oxygen-U.
Labeling the User Interface:
-
Search
- This is where you put your own scripts. Basically, your script box.
-
Home
- The Home button is where you can see everything like you are now.
-
Script Hub
- This is the Script Hub button. You can find scripts here by searching for the title!
- Integrated with scriptblox.com API.
-
Settings
- This is where you can control your Oxygen-U with some very simple settings.
-
Script Editor
- This is where you can place your code to execute in-game after your injection process.
-
Tab
- Tabs are used to have many other script editors inside your user interface. More coding!
-
Execute
- This is the button you press to execute your scripts.
-
Inject
- This is the button to begin the injection process into the game.
-
Clear Editor
- This is the button that will clear any text that is inside the designated tab you are in.
-
Open File
- This is the button to open any
.txtand/or.luaformat files.
- This is the button to open any
-
Save File
- This is the button to save any code that is inside your script editor.
-
Console
- This is the console! This is where you can all the action happen. Downloading the dll, injection finishing, and more!
-
Power Button
- This is the button to close Oxygen-U.
API Reference
Welcome to the reference page for Oxygen-U.
-
Here, you will be able to see all of the supported functions Oxygen-U has in store.
-
Before we start, here are some generics you should probably know when reading a function:
-
union<T, X>refers to functions that can return more then 1 type for that specific argument/return value. -
?refers to optional parameters. Example:<bool?> -
<void>refers to functions with no return results (as in other languages) -
variantrefers to parameters/return values that could be any type. -
...refers to variable amounts of parameters/return values.
-
Environment Functions
Get Global Environment:
<table> getgenv(<void>)
- Returns the
environmentthat will be applied to each script ran by Oxygen-U.
Get Roblox Environment:
<table> getrenv(<void>)
- Returns the Roblox
environment.
Get Registry:
<table> getreg(<void>)
- Returns the
Luaregistry.
Get Garbage Collection:
<table> getgc(<bool?>)
- Returns a
tablewith allgcobjects. Usegetgc(true)to include tables.
Get Instances:
<table> getinstances(<void>)
- Returns a
tablewith instances.
Get Nil Instances:
<table> getnilinstances(<void>)
- Returns a
tablewith instances parented tonil.
Get Loaded Modules:
<table> getloadedmodules(<void>)
- Returns a
tablewith all loadedmodulescurrently in game.
Get Connections:
<table> getconnections(<RBXScriptSignal> Signal)
- Returns a
tablewith all connections to the givensignal.
Connections:
| Connection | Description |
|---|---|
| .Function | The function connected to the connection. |
| :Enable | Enables the connection. |
| :Disable | Disables the connection. |
| :Fire | Fires the connection. |
Fire Signal:
<void> firesignal(<RBXScriptSignal> Signal, <variant?> Args...)
- Fires all signals connected to the
signal. If given, the arguments will be used to call the function.
Fire Click Detector:
<void> fireclickdetector(<Instance> ClickDetector, <number?> Distance = 0, <string?>)
- Fires the
clickdetector. If no distance supplied, it will default to0.
Fire Proximity Prompt:
<void> fireproximityprompt(<ProximityPrompt> Prompt)
- Fires the
proximityprompttrigger.
Fire Touch Interest:
<void> firetouchinterest(<BasePart> totouch, <BasePart> Part, <uint?> toggle)
- Touches part with
totouch.
Actions:
| Action | Toggle |
|---|---|
| Begins the touch. | 0 |
| Ends the touch. | 1 |
Set Scriptable:
<void> setscriptable(<Instance> Object, <string> Property, <bool> toggle)
- Sets the property's scriptable state to
toggle.
Get Hidden Property:
<variant> gethiddenproperty(<Instance> Object, <string> Property)
- Returns the
valueof the property that cannot be accessed through Lua.
Set Hidden Property:
<void> sethiddenproperty(<Instance> Object, <string> Property, <variant> Value)
- Sets the given property to new
value.
Set Simulation Radius:
<void> setsimulationradius(<int> Radius)
- Sets the
LocalPlayer's simulation radius to givenarg.
Script Functions
Get Script Environment:
<table> getsenv(<LocalScript, ModuleScript> Script)
- Returns the global environment of the given script.
Get Calling Script:
<Instance> getcallingscript(<void>)
- Gets the script that is calling this function.
Get Script Closure:
<function> getscriptclosure(<Instance> Script)
- Returns the closure from the given script, can be used to gather
upvaluesorconstants.
Get Script Hash:
<string> getscripthash(<Instance> Script)
- Returns a SHA384 hash of the scripts bytecode. You can use this to detect changes of a script.
Get Script Bytecode:
<string> getscriptbytecode(<Instance> Script)
- Returns the bytecode of the given script. This can be used in a dissassembler.
Table Functions
Get Raw Metatable:
<table> getrawmetatable(<table> a1)
- Returns the
__metatableofa1.
Set Raw Metatable:
<bool> setrawmetatable(<table> a1, <table> a2)
- Sets the
__metatableofa1toa2.
Set Read Only:
<void> setreadonly(<table> a1, <bool> a2)
- Sets the read-only value of
a1toa2.
Is Read Only:
<bool> isreadonly(<table> a1)
- Returns if
a1is read-only.
Input Functions
Is Active:
<bool> iswindowactive(<void>)
- Returns if the window is focused.
Keyboard:
<void> keypress(<uint> keycode)
- Simulates a key press for the specified keycode. You can find a list of codes here.
<void> keyrelease(<uint> key)
- Releases
keyon the keyboard.
Left Click:
<void> mouse1click(<void>)
- Simulates a full left mouse button press.
<void> mouse1press(<void>)
- Simulates a left mouse button press without releasing it.
<void> mouse1release(<void>)
- Simulates a left mouse button release.
Right Click:
<void> mouse2click(<void>)
- Simulates a full right mouse button press.
<void> mouse2press(<void>)
- Clicks down on the right mouse button.
<void> mouse2release(<void>)
- Simulates a right mouse button release.
Mouse Movement:
<void> mousescroll(<number> number)
- Scrolls the mouse wheel virtually by
numberpixels.
<void> mousemoverel(<number> a1, <number> a2)
- Moves the mouse cursor relatively to the current mouse position by coordinates
a1anda2.
<void> mousemoveabs(<number> a1, <number> a2)
- Move's your mouse to the
a1anda2coordinates in pixels from top left of the window.
Hooking Functions
Hook Function:
<function> hookfunction(<function> old, <function> new)
- Hooks function
old, replacing it with the functionnew. Theoldfunction is returned, you must use this function in order to call the original function.
Hook Metamethod:
<function> hookmetamethod(<Object> object, <string> metamethod, <function> a1)
- Hooks the
metamethodpassed inobject's metatable witha1.
New C Closure:
<function> newcclosure(<function> a1)
- Pushes a new CClosure that invokes the function
a1upon call.
Reflection Functions
Loadstring:
<function> loadstring(<string> chunk, <string?> chunkName)
- Loads
chunkas a Lua function with optionalchunkNameand returns it.
Check Caller:
<bool> checkcaller(<void>)
- Returns
trueif the current thread was created by Oxygen-U.
Is Lua Closure:
<bool> islclosure(<function> a1)
- Returns
trueifa1is an LClosure.
Dump String:
<string> dumpstring(<string> script)
- Returns the Oxygen-U formatted bytecode for source string
script.
Decompile:
<string> decompile(<Instance> script)
- Decompiles
scriptand returns the decompiled output.
Console Functions
Console Print:
<void> rconsoleprint(<string> text)
- Prints
textinto the console.
Console Info:
<void> rconsoleinfo(<string> text)
- Prints
textinto the console, with[INFO]written before it.
Console Error:
<void> rconsoleerr(<string> text)
- Prints
textinto the console, with[ERROR]written before it.
Console Clear:
<void> rconsoleclear(<void>)
- Clears all text from the console.
Console Name:
<void> rconsolename(<string> title)
- Sets the console's title to
title.
Console Input:
<string> rconsoleinput(<void>)
- Yields the current thread until the user inputs text and presses
Enter. Returns the input they put in.
Console Close:
<void> rconsoleclose(<void>)
- Closes the console.
Print Console:
<void> printconsole(<string> message, <byte> red, <byte> green, <byte> blue)
- Prints
messageinto the internal and integrated console with RGB value.
Console Colors:
| Name | Type |
|---|---|
| Black | @@BLACK@@ |
| Blue | @@BLUE@@ |
| Green | @@GREEN@@ |
| Cyan | @@CYAN@@ |
| Red | @@RED@@ |
| Magenta | @@MAGENTA@@ |
| Light Gray | @@LIGHT_GRAY@@ |
| Dark Gray | @@DARK_GRAY@@ |
| Light Blue | @@LIGHT_BLUE@@ |
| Light Green | @@LIGHT_GREEN@@ |
| Light Cyan | @@LIGHT_CYAN@@ |
| Light Red | @@LIGHT_RED@@ |
| Light Magenta | @@LIGHT_MAGENTA@@ |
| Yellow | @@YELLOW@@ |
| White | @@WHITE@@ |
Example:
rconsolename("console") -- Sets the name of the console to 'console'
rconsoleprint("gamer\n")
rconsoleprint("@@YELLOW@@") -- Changes the text color to Yellow
rconsoleprint("gamer but yellow\n")
rconsoleerr("omg error!")
rconsolewarn("omg warning!")
wait(3)
rconsoleclear() -- Clears all text
wait(1)
rconsoleclose() -- Closes the console
You must use \n at the end of rconsoleprint to make a new line.
rconsoleinfo, rconsolewarn, and rconsoleerr do this automatically.
Filesystem Functions
Read File:
<string> readfile(<string> path)
- Returns the contents of the file located at
path.
Write File:
<void> writefile(<string> path, <string> content)
- Writes
contentto the suppliedpath.
Append File:
<void> appendfile(<string> path, <string> content)
Appends content to the file contents at path.
Load File:
<function> loadfile(<string> path)
- Loads the contents of the file located at
pathas a Lua function and returns it.
List Files:
<table> listfiles(<string> folder)
- Returns a table of all files in
folder.
Is File:
<bool> isfile(<string> path)
- Returns
trueifpathis a file.
Is Folder:
<bool> isfolder(<string> path)
- Returns
trueifpathis a folder.
Make Folder:
<void> makefolder(<string> path)
- Creates a new folder at
path.
Delete Folder:
<void> delfolder(<string> path)
- Deletes the folder located at
path.
Delete File:
<void> delfile(<string> path)
- Deletes the file located at
path.
Miscellaneous Functions
Set Clipboard:
<void> setclipboard(<string> content)
- Sets
contentto the clipboard.
Set Fast Flag:
<void> setfflag(<string> flag, <string> value)
- Sets
flag's value tovalue.
You can find a list of all Fast Flags here: FFlag Watcher | FFlag Tracker
Get Namecall Method:
<string> getnamecallmethod(<void>)
- Returns the namecall method if the function is called in an
__namecallmetatable hook.
Set Namecall Method:
<void> setnamecallmethod(<string> method)
- Sets the current namecall method to the new namecall method. Must be called in a
__namecallmetatable hook.
Identify Executor:
<string> identifyexecutor(<void>)
- Returns
Oxygen-Uif the current executor is Oxygen-U.
Set FPS Cap:
<void> setfpscap(<uint> cap)
- Sets the fps cap to
cap.
Save Instance:
<void> saveinstance(<table> a1)
- Saves the current game into your workspace folder. You can use table
a1to customize options for this.
| Option | Value |
|---|---|
| mode | optikmized / full / scripts |
| noscripts | true / false |
| scriptcache | true / false |
| timeout | any number |
Message Box:
<uint> messagebox(<string> text, <string> title, <uint> flag)
- Creates a message box.
Flags:
| Flag | Value |
|---|---|
| OK | 0 |
| OK / Cancel | 1 |
| Abort / Retry / Ignore | 2 |
| Yes / No / Cancel | 3 |
| Yes / No | 4 |
| Retry / Cancel | 5 |
| Cancel / Try Again / Continue | 6 |
Return Values:
| Value | Description |
|---|---|
| 1 | OK was clicked. |
| 2 | Cancel was clicked. |
| 3 | Abort was clicked. |
| 4 | Retry was clicked. |
| 5 | Ignore was clicked |
| 6 | Yes was clicked. |
| 7 | No was clicked. |
| 10 | Try Again was clicked. |
| 11 | Continue was clicked. |
Libraries
Oxygen-U has a wide variety of libraries to choose from!
- Let's start with the Bit32 Library.
Bit32 Library
Bit Divide:
<int> bit.bdiv(<uint> dividend, <uint> divisor)
- Divides
dividendbydivisor, remainder is not returned.
Bit Add:
<int> bit.badd(<uint> a, <uint> b)
- Adds
awithb, allows overflows.
Bit Subtract:
<int> bit.bsub(<uint> a, <uint> b)
- Subtracts
awithb, allows overflows.
Bit Multiply:
<int> bit.bmul(<uint> a, <uint> b)
- Multiplies
ausingb, allows overflows.
Bit And:
<int> bit.band(<uint> x, <uint> disp)
- Returns the bitwise and of its operands.
Bit Or:
<int> bit.bor(<uint> x, <uint> disp)
- Returns the bitwise or of its operands.
Bit Xor:
<int> bit.bxor(<uint> x, <uint> disp)
- Returns the bitwise exclusive or of its operands.
Bit Not:
<int> bit.bnot(<uint> x)
- Returns the bitwise negation of
x.
To Hex:
<string> bit.tohex(<uint> val)
- Returns
valto a hex string.
To Bit:
<int> bit.tobit(<uint> val)
- Returns
valinto proper form for bitwise operations.
Left Shift:
<int> bit.lshift(<uint> x, <uint> disp)
- Returns the number
xshifteddispbits to the left.
Right Shift:
<int> bit.rshift(<uint> x, <uint> disp)
- Returns the number
xshifteddispbits to the left.
Arithmetic Shift:
<int> bit.arshift(<int> x, <int> disp)
-
Returns the number
xshifteddispbits to the right. The numberdispmay be any representable integer. Negative displacements shift to the left.- This shift operation is what is called an arithmetic shift. Vacant bits on the left are filled with copies of the higher bit of
x; vacant bits on the right are filled with zeros. In particular, displacements with absolute values higher than 31 result in zero or0xFFFFFFFF(all original bits are shifted out).
- This shift operation is what is called an arithmetic shift. Vacant bits on the left are filled with copies of the higher bit of
Crypt Library
Encrypt:
<string> crypt.encrypt(<string> data, <string> key)
- Encrypts
datawithkey.
Decrypt:
<string> crypt.decrypt(<string> data, <string> key)
- Decrypts
datawithkey.
Base64 Encode:
<string> crypt.base64.encode(<string> data)
- Encodes
datawith base64.
Base64 Decode:
<string> crypt.base64.decode(<string> data)
- Decodes
datawith base64.
Hash:
<string> crypt.hash(<string> data)
- Hashes
datawith SHA-384.
Derive:
<string> crypt.derive(<string> value, <uint> length)
- Derives a secret key from
valuewith the length oflength.
Random:
<string> crypt.random(<uint> size)
- Generates a random string with
size(cannot be negative or exceed 1024).
Debug Library
Get Constants:
<table> debug.getconstants(<function> f)
- Returns the constants in function
for at levelf.
Get Constant:
<variant> debug.getconstant(<function> f, <int> idx)
- Returns the constant at index
idxin functionfor levelf.
Set Constant:
<void> debug.setconstant(<function> f, <int> idx, union<number, bool, string> value)
- Set constant
idxto tuplevalueat level or functionf.
Get Upvalues:
<table> debug.getupvalues(<function> f)
- Retrieve the upvalues in function
for at levelf.
Get Upvalue:
<variant> debug.getupvalue(union<function, number> f, <number> idx)
- Returns the upvalue with name
idxin function or levelf.
Set Upvalue:
<void> debug.setupvalue(<function> f, <int> idx, <table> value)
- Set upvalue
idxtovalueat level or functionf.
Get Proto:
<table, function> debug.getproto(<function> f, <int> idx, <bool?> activated)
- Gets the inner
functionoffatindex.
Set Proto:
<void> debug.setproto(<function> fi, <number> index, <function> replacement)
- Replaces
fiatindexwith functionreplacementat level or functionfi.
Get Stack:
<table> debug.getstack(<function> f, <int> idx)
- Gets the method stack at level or function
f.
Set Stack:
<void> debug.setstack(<function> f, <int> idx, <table> value)
- Sets the stack indice at
indicetovalueat level or functionf.
Set Metatable:
<table> debug.setmetatable(<table> o, <table> mt)
- Set the metatable of
otomt.
Get Registry:
<table> debug.getregistry(<void>)
- Returns the Lua registry.
Get Info:
<table> debug.getinfo(<function> f)
- Returns a table of information about function
f.
Info:
| Name | Type | Description |
|---|---|---|
| name | String | The name of the function. |
| short_src | String | A shorter version of source. |
| what | String | What the function is: Lua = Lua function - C = C function |
| currentline | Integer | The line that is currently active. |
| nups | Integer | The number of upvalues that the function has. |
| func | Function | The function that is active. |
| source | String | Where the function was defined. |
Drawing Library
Drawing.New:
<object> Drawing.new(<string> type)
- Creates a new drawing object with
type. Returns the object.
Credentials
bruvzz - Oxygen-U Documentation
Oxygen-U Team - Making Oxygen-U possible! :D