still writing arch v2
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Replied to thread : [question] writing an rlua function (post inline)
well you could do that, but the offsets for luau source arent the same as roblox's
so you'll have to still write your own version compatible for roblox
and then u have to update it weekly so organizing ur offsets + obfuscation in one place would be a good idea
(dont take luas_hash from the lualib, trust me)
Replied to thread : Bruh help (PF Script)
https://github.com/xChonkster/RobloxScripts/blob/main/Misc/aimsp%20v2.lua
shameless plug
also idk why darkhub isnt working
Replied to thread : Where to put the wearedevs c++ api's import function ?
[EDIT]
const auto module = LoadLibraryA("path_to_dll");
const auto launch_exploit = reinterpret_cast<bool(__cdecl*)(void)>(GetProcAddress(module, "LaunchExploit"));
const auto send_luac = reinterpret_cast<bool(__cdecl*)(const char*)>(GetProcAddress(module, "SendLuaCScript"));
const auto send_command = reinterpret_cast<bool(__cdecl*)(const char*)>(GetProcAddress(module, "SendCommand"));
const auto send_l_lua = reinterpret_cast<bool(__cdecl*)(const char*)>(GetProcAddress(module, "SendLimitedLuaScript")); // why
const auto send_lua = reinterpret_cast<bool(__cdecl*)(const char*)>(GetProcAddress(module, "SendLuaScript"));
Replied to thread : Universal aimbot and esp (pf supported)
Created a new thread : Universal aimbot and esp (pf supported)
hello there
so i made this aimbot and esp
updated url, didnt work for some reason
https://github.com/xChonkster/RobloxScripts/blob/main/Misc/aimsp.lua
and decided to release it
the comments in the script explain everything (if i forgot something lmk)
is there any way i can improve on this (besides game support)
thanks, enjoy
Created a new thread : next roblox update
if you havent been informed already, roblox's update (if it will even be pushed) will permanently patch all exploits for a while
it will now be alot harder to make and maintain exploits as a whole
basically what roblox did is inline a bunch of functions
what that means is this
int add(int a, int b)
{
return a + b;
};
int main()
{
std::cout << add(1, 1) << std::endl;
};
without inlining, this is what it will compile to (mostly)
with inlining, this same code would compile to this (ignoring the cout stream stuff)
int main()
{
std::cout << 1 + 1 << std::endl;
// as you can see add() is no longer called, and instead it runs the code inside the function without the call
// now this is a very barebones example but you get the point, no more function calling
};
so yeah goodluck remaking roblox functions
ignore formatting im on phone ok bai
Replied to thread : shld i release my lbi
yes, but every lbi is slow compared to bytecode conversion/protoconv or anything in that nature
Created a new thread : shld i release my lbi
Replied to thread : [REL] Delta Executor - HookFunction, DrawingLib, DarkHub & More!
features: hyperion
Replied to thread : Function Checker | Check your DLL's Functions | Open Source
this is bad in every way
local funcs = {"print"}
for _,v in pairs(funcs) do
if getfenv()[v] then
print(v .. " exists")
else
warn(v .. " doesnt exist")
end
end
Replied to thread : [release] getsenv, getgenv, and getreg [c++ implentation]
getsenv wrong af but nice ig