Server scripts are not able to be read by clients under normal conditions. Assuming this is to protect against leaking the place file (ie; obtained by the game being uncopylocked, etc) you can simply delete the server script.
If you are confident, post an example/template game with this system and set it to un-copylocked and link it here
A even better thing would be a baseplate with all that code in and some user with a script executor or something similar (I am not promoting any exploits here) to test it then, But that may be against TOS though, Dont qoute me on it if it is.
You can just run the scripts in Studio using the command bar. You’d need to have some exploit-exclusive functions emulation with setfenv if the script has any.
Regardless of serverscript position, the source of the script is not replicated to the client. As such, it is impossible for the client to decompile serverscripts, even if placed in the workspace. (ModuleScripts are decompilable though)