Its not 100% foolproof, eventually they will find a way around it, but it should stall them for abit. I dont use this, but i’d figure it would help some people who are using ModuleScripts to store item info. This is more of an example of how to somewhat avoid hackers. you can change it to your currency, and the price value in the modulescript Local iteminfo = require(item) -like i said, have it a modulescript so we can access its info easier As Roblox changed this, they wanted to make it easy for beginner developers to script new GUIs, and adapt existing ones.), there is something special about each Player’s Player.PlayerGui Instance, which is where the players’ GUIs are stored. If typeof(item) ~= "Instance" or not item:IsA("ModuleScript") then return false end For historical reasons (once upon a time, clients shared memory with the server. lets check if the item is actually what we want and not some shenanigan the exploiter tried to pass the purchase is valid and you can display something here if you wantīuy() Local function buy(item) - have it be a ModuleScript that holds info about the item Only in very limited circumstances, Roblox may be able to offer compromised account owners the ability to recover lost inventory or the approximate value of that inventory. Since the server can access more than the client, it shouldnt be too much of a problem to prevent shop exploiting. Roblox does not guarantee that an individual’s account will be restored to its previous state, or that Roblox will be able to recover lost virtual items or virtual currency. I do agree, it could be a little time consuming at first but, once an exploiter has made a module to create a virtual workspace, they won’t need to create it again for each individual game since it should be reusable in almost every other game.Like the other posts, doing checks on client and server can shave off some kiddies. Game.PROPERTY = SOME_VALUE - if a script indexes 'game', we'll check if it indexed for a property first Local game = setmetatable(, Metatable) - a separate table could be used to store other tables which will represent the children of `game`, these separate tables could use the same metatable as game. since the global 'game' has been replaced with a table, we aren't actually indexing game Replacing the global game with a table which has a metatable when game is indexed, _index is called (assuming it’s a function and, a property wasn’t indexed for) which will return another fake object (a table) which can also be indexed. Now, you should join a non-FE Roblox game and open DLL injector file. They could have a virtual workspace using tables and metamethods (e.g. dll DLL Injector 2018 Free Download - Roblox Inject Tool - Remote DLL and Roblox Injector. The exploiter could also spoof the checked values, but that adds a huge layer of complexity that would hamper all but the most experienced exploiters. This is just a theory, it may take some time for me to apply it fully. So the exploiters can’t predict what snippet they will get.
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