mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
Over the past week, I have probably found 10 roblox hidden scripts... Here is one.
-- functions --------------------------
function onPlayerAdded(player)
-- override
end
--[[
if false then
delay(0, function()
while (game.Players.LocalPlayer == nil) do wait(1) end
while (game.Players.LocalPlayer:FindFirstChild("PlayerGui") == nil) do wait (1) end
local m = Instance.new("GuiMain")
local l = Instance.new("ImageLabel")
m.Name = "AdGUI"
l.BackgroundTransparency = 1
l.Image = "http://www.roblox.com/asset/?id=23573247"
l.Position = UDim2.new(.3,5,0,5)
l.Size = UDim2.new(0,470,0,165)
l.Parent = m
m.Parent = game.Players.LocalPlayer.PlayerGui
wait(15)
m:Remove()
end)
end
--]]
-- MultiplayerSharedScript.lua inserted here ------ Prepended to GroupBuild.lua and Join.lua --
local startTime = tick()
local loadResolved = false
local joinResolved = false
local playResolved = true
local playStartTime = 0
local cdnSuccess = 0
local cdnFailure = 0
function reportContentProvider(time, queueLength, blocking)
pcall(function()
game:HttpGet("http://www.roblox.com//Analytics/ContentProvider.ashx?t=" .. time .. "&ql=" .. queueLength, blocking)
end)
end
function reportCdn(blocking)
pcall(function()
local newCdnSuccess = settings().Diagnostics.CdnSuccessCount
local newCdnFailure = settings().Diagnostics.CdnFailureCount
local successDelta = newCdnSuccess - cdnSuccess
local failureDelta = newCdnFailure - cdnFailure
cdnSuccess = newCdnSuccess
cdnFailure = newCdnFailure
if successDelta > 0 or failureDelta > 0 then
game:HttpGet("http://www.roblox.com//Game/Cdn.ashx?source=client&success=" .. successDelta .. "&failure=" .. failureDelta, blocking)
end
end)
end
function reportDuration(category, result, duration, blocking)
pcall(function() game:HttpGet("http://www.roblox.com//Game/JoinRate.ashx?i=201573&c=" .. category .. "&r=" .. result .. "&d=" .. (math.floor(duration*1000)), blocking) end)
end
-- arguments ---------------------------------------
local threadSleepTime = ...
if threadSleepTime==nil then
threadSleepTime = 15
end
local test = false
print("! Joining game 'cf8a733b-2409-4688-8ebe-1f1241865ebe' place 14799793 at 68.168.101.62")
local closeConnection = game.Close:connect(function()
if 0 then
reportCdn(true)
if (not loadResolved) or (not joinResolved) then
local duration = tick() - startTime;
if not loadResolved then
loadResolved = true
reportDuration("GameLoad","Cancel", duration, true)
end
if not joinResolved then
joinResolved = true
reportDuration("GameJoin","Cancel", duration, true)
end
elseif not playResolved then
local duration = tick() - playStartTime;
playResolved = true
reportDuration("GameDuration","Success", duration, true)
end
end
end)
game:GetService("ChangeHistoryService"):SetEnabled(false)
game:GetService("ContentProvider"):SetThreadPool(16)
game:GetService("InsertService"):SetBaseCategoryUrl("http://www.roblox.com//Game/Tools/InsertAsset.ashx?nsets=10&type=base")
game:GetService("InsertService"):SetUserCategoryUrl("http://www.roblox.com//Game/Tools/InsertAsset.ashx?nsets=20&type=user&userid=%d")
game:GetService("InsertService"):SetCollectionUrl("http://www.roblox.com//Game/Tools/InsertAsset.ashx?sid=%d")
game:GetService("InsertService"):SetAssetUrl("http://www.roblox.com//Asset/?id=%d")
game:GetService("InsertService"):SetAssetVersionUrl("http://www.roblox.com//Asset/?assetversionid=%d")
game:GetService("InsertService"):SetAdvancedResults(true)
-- Bubble chat. This is all-encapsulated to allow us to turn it off with a config setting
pcall(function() game:GetService("Players"):SetChatStyle(Enum.ChatStyle.ClassicAndBubble) end)
local waitingForCharacter = false
local waitingForCharacterGuid = 'f8f5e3b2-be78-4dc7-a1de-1253f71c3192';
pcall( function()
if settings().Network.MtuOverride == 0 then
settings().Network.MtuOverride = 1400
end
end)
-- globals -----------------------------------------
client = game:GetService("NetworkClient")
visit = game:GetService("Visit")
-- functions ---------------------------------------
function setMessage(message)
-- todo: animated "..."
game:SetMessage(message)
end
function showErrorWindow(message)
if 0 then
if (not loadResolved) or (not joinResolved) then
local duration = tick() - startTime;
if not loadResolved then
loadResolved = true
reportDuration("GameLoad","Failure", duration, false)
end
if not joinResolved then
joinResolved = true
reportDuration("GameJoin","Failure", duration, false)
end
elseif not playResolved then
local duration = tick() - playStartTime;
playResolved = true
reportDuration("GameDuration","Failure", duration, false)
end
end
game:SetMessage(message)
end
function stat(typeID)
if not test then
pcall(function() game:HttpGet("http://www.roblox.com/Game/Statistics.ashx?UserID=201573&AssociatedCreatorID=3741896&AssociatedCreatorType=User&AssociatedPlaceID=14799793&TypeID=" .. typeID, false) end)
end
end
function analytics(name)
if not test and false then
pcall(function() game:HttpGet("http://www.roblox.com/Analytics/Measurement.ashx?IPFilter=Primary&SecondaryFilterName=UserId&SecondaryFilterValue=201573&Type=" .. name, false) end)
end
end
function analyticsGuid(name, guid)
if not test and false then
pcall(function() game:HttpGet("http://www.roblox.com/Analytics/Measurement.ashx?IPFilter=Primary&SecondaryFilterName=guid&SecondaryFilterValue=" .. guid .. "&Type=" .. name, false) end)
end
end
function reportError(err)
print("***ERROR*** " .. err)
if not test then visit:SetUploadUrl("") end
client:Disconnect()
wait(4)
showErrorWindow("Error: " .. err)
end
-- called when the client connection closes
function onDisconnection(peer, lostConnection)
if lostConnection then
if waitingForCharacter then analyticsGuid('Waiting for Character Lost Connection',waitingForCharacterGuid) end
showErrorWindow("You have lost the connection to the game")
else
if waitingForCharacter then analyticsGuid('Waiting for Character Game Shutdown',waitingForCharacterGuid) end
showErrorWindow("This game has shut down")
end
end
function requestCharacter(replicator)
-- prepare code for when the Character appears
local connection
connection = player.Changed:connect(function (property)
if property=="Character" then
game:ClearMessage()
waitingForCharacter = false
analyticsGuid("Waiting for Character Success", waitingForCharacterGuid)
connection:disconnect()
if 0 then
if not joinResolved then
local duration = tick() - startTime;
joinResolved = true
reportDuration("GameJoin","Success", duration, false)
playStartTime = tick()
playResolved = false
end
end
end
end)
setMessage("Requesting character")
if 0 and not loadResolved then
local duration = tick() - startTime;
loadResolved = true
reportDuration("GameLoad","Success", duration, false)
end
local success, err = pcall(function()
replicator:RequestCharacter()
setMessage("Waiting for character")
waitingForCharacter = true
analyticsGuid('Waiting for Character Begin',waitingForCharacterGuid);
end)
if not success then
reportError(err)
return
end
end
-- called when the client connection is established
function onConnectionAccepted(url, replicator)
local waitingForMarker = true
local success, err = pcall(function()
if not test then
visit:SetPing("http://www.roblox.com/Game/ClientPresence.ashx?PlaceID=14799793&UserID=201573", 300)
stat(5)
end
game:SetMessageBrickCount()
replicator.Disconnection:connect(onDisconnection)
-- Wait for a marker to return before creating the Player
local marker = replicator:SendMarker()
marker.Received:connect(function()
waitingForMarker = false
requestCharacter(replicator)
end)
end)
if not success then
reportError(err)
return
end
-- TODO: report marker progress
while waitingForMarker do
workspace:ZoomToExtents()
wait(0.5)
end
end
-- called when the client connection fails
function onConnectionFailed(_, error)
showErrorWindow("Failed to connect to the Game. (ID=" .. error .. ")")
end
-- called when the client connection is rejected
function onConnectionRejected()
connectionFailed:disconnect()
showErrorWindow("This game is not available. Please try another")
end
idled = false
function onPlayerIdled(time)
if time > 20*60 then
showErrorWindow(string.format("You were disconnected for being idle %d minutes", time/60))
client:Disconnect()
if not idled then
idled = true
end
end
end
-- main ------------------------------------------------------------
analytics('Start Join Script')
pcall(function() settings().Diagnostics:LegacyScriptMode() end)
local success, err = pcall(function()
game:SetRemoteBuildMode(true)
setMessage("Creating Player")
player = game:GetService("Players"):CreateLocalPlayer(201573)
player:SetSuperSafeChat(false)
player.Idled:connect(onPlayerIdled)
-- Overriden
onPlayerAdded(player)
pcall(function() player.Name = [========[mattchewy]========] end)
player.CharacterAppearance = "http://www.roblox.com/Asset/CharacterFetch.ashx?userId=201573&placeId=14799793"
if not test then visit:SetUploadUrl("")end
analytics('Created Player')
setMessage("Connecting to Server")
client.ConnectionAccepted:connect(onConnectionAccepted)
client.ConnectionRejected:connect(onConnectionRejected)
connectionFailed = client.ConnectionFailed:connect(onConnectionFailed)
client.Ticket = "6/3/2010 2:04:01 PM;DAWERpY3AqAPFhtqESa9F/5ghUHo2DMsA/kPZR17n2u0346+f2JOXpLFSSmDp0eRa+E63r4gPEh7flQEhijCD0oK0rNYz5Bfbx+BzXDtIzifm5X7sSkUVvjVaWJ2BarRWeEuVtvqHJ1H4qT3hX8oAwc9a47ZlBE3U5Lfid/RGU8="
client:Connect("68.168.101.62", 64626, 0, threadSleepTime)
analytics('Connect Client')
end)
if not success then
reportError(err)
end
if not test then
-- TODO: Async get?
loadfile("http://www.roblox.com/Analytics/GamePerfMonitor.ashx")("cf8a733b-2409-4688-8ebe-1f1241865ebe", 14799793)
end
if 0 then
delay(60*5, function()
while true do
reportCdn(false)
wait(60*5)
end
end)
local cpTime = 30
delay(cpTime, function()
while cpTime <= 480 do
reportContentProvider(cpTime, game:GetService("ContentProvider").RequestQueueSize, false)
wait(cpTime)
cpTime = cpTime * 2
end
end)
end
analytics('Join Finished')
|
|
Legend26Join Date: 2008-09-08 Post Count: 10586 |
How did you retreive this? |
|
sncplay42Join Date: 2008-11-27 Post Count: 11891 |
|
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
|
|
|
workspace:ZoomToExtents()
game.Close:connect()
:3333 |
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
|
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
I'm trying to find a way to give people badges with a glitch so Telamon will give me 2000R$, and I found these files. |
|
sncplay42Join Date: 2008-11-27 Post Count: 11891 |
http://www.roblox.com/game/gameserver.ashx
game:GetService("BadgeService"):SetAwardBadgeUrl(url .. "/Game/Badge/AwardBadge.ashx?UserID=%d&BadgeID=%d&PlaceID=%d&" .. access)
But you'd need to know the value of "access", which is only ever given to the ROBLOX game servers. |
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
I have found like 5 more, but now they won't show up. |
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
@snc, my software should catch everything that the client sends to the server, but the badges won't send. |
|
sncplay42Join Date: 2008-11-27 Post Count: 11891 |
That's because the Roblox game *server* sends them to the Roblox site. |
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
Oh, well, then what is access?? How could we find it...
"local placeId, port, sleeptime, access, url, killID, deathID, timeout = ..." |
|
WyomingJoin Date: 2008-02-05 Post Count: 8453 |
And don't forget this one:
http://www.roblox.com/Game/MultiplayerSharedScript.lua
Also, if it all shows as one messy chunk in your browser, view the source, that should get it into proper lined view. |
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
I use Fiddler2... It does all the hard work for me. |
|
sncplay42Join Date: 2008-11-27 Post Count: 11891 |
Well, the .luas are what the .ashxs process into the script that gets sent to the game. |
|
cyrus1222Join Date: 2009-01-29 Post Count: 5141 |
client.Ticket = "6/3/2010 2:04:01 PM;DAWERpY3AqAPFhtqESa9F/5ghUHo2DMsA/kPZR17n2u0346+f2JOXpLFSSmDp0eRa+E63r4gPEh7flQEhijCD0oK0rNYz5Bfbx+BzXDtIzifm5X7sSkUVvjVaWJ2BarRWeEuVtvqHJ1H4qT3hX8oAwc9a47ZlBE3U5Lfid/RGU8="
Where did it get the letters? |
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
ASP.net made them and put them in the script. |
|
cyrus1222Join Date: 2009-01-29 Post Count: 5141 |
If you know who made them why can't you use some of their code to "Decode" it? |
|
WyomingJoin Date: 2008-02-05 Post Count: 8453 |
Because:
1) Hashes can't be decoded, that's how they're designed.
2) Because we don't HAVE that code. It's not like: "Oh I know microsoft made my version of Windows, so I'll just walk up to them and ask them how to hack it". |
|
mattchewyJoin Date: 2008-02-19 Post Count: 7300 |
ASP.net is the server-side language Roblox uses. Roblox makes the code, they just use ASP.net to put it in the html. |
|
bloccoJoin Date: 2008-08-14 Post Count: 29474 |
I saved 4 locations to Roblox scripts. Somewhere. I can't remember all of them, or where they are. |
|
cyrus1222Join Date: 2009-01-29 Post Count: 5141 |
Now what you said makes more sense.
I thought you meant they randomized the characters and roblox used them. not Roblox used them to randomize the characters. |
|
bloccoJoin Date: 2008-08-14 Post Count: 29474 |
|
|
Stiki500Join Date: 2008-11-13 Post Count: 1193 |
|
|
|