Help Patching An Exploit (Tools)

Hello,

Since it’s long time which is used this simple exploit on roblox.
With a Executor if you use the Dev Dex You have in-game access to practically the game studio.
So if you go to open the “Player” category Your player list will pop up if you open a specific player, you will be able to access their Inventory.
From this you can copy a tools and paste it in your Inventory, And the copy of that tools will pop up in your inventory.

So my question is
There a script to prevent this?
A script that kicks you as soon as you clone the tools in that method into your inventory.

I have not even noticed similar posts, so if anyone could know the solution to the problem, it would surely help a lot of other people.

Thank You.

1 Like

It probably only clones them on the client, so I doubt there is anything to worry about. If you want to be sure, in the server script, check if they actually have the tool, and if they don’t, kick them.

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As @Pokemoncraft5290 said above, you can do a sanity check to make sure a player actually has a tool. You can save what tools a player has on the server, and when a player tries to use a tool, check with the server data to make sure the player has the tools.

Wrong, With Some Type of tools in the case of a weapon the exploiters can kill all by copying the tools.
This is what they are doing in my game.

Do you have any ideas on how to do it?

Probably exploiting a weakness in remote events. Did you check if they have the tool?

They Don’t have any kind of tool, They Excute the dev ex, and they kill the other players. (With the gun that they copy)

Check if their is a bunch of the same tool in one backpack like this

player.Backpack.ChildAdded:Connect(function()
    for _, item in pairs(player.Backpack:GetChildren()) do
        if #item > 1 then
            if item.Name == "ToolName" then
                player:Kick()
            end
        end
    end
end)

So if they clone it they get kicked

Thank You Let me test it, I’ll let you know shortly if it works.

Ok if it doesnt work please let me know

Where this script should go? inside the weapon?

No serverscriptservice :grinning_face_with_smiling_eyes:

i made mistake here

player.Backpack.ChildAdded:Connect(function()
    for _, item in pairs(player.Backpack:GetChildren()) do
        if #item.Parent > 1 then
            if item.Name == "ToolName" then
                player:Kick()
            end
        end
    end
end)

Yes, I but Player is not defined.

Do i need to put local player = game:GetService("Players")

No try this tell me if works

--server script
game.Players.PlayerAdded:Wait()
local module = require(script.ModuleScript)

local player = module.Player()

player:FindFirstChild("Backpack").ChildAdded:Connect(function()
	module.KickPlayer()
end)

--module script
local module = {}

function module.Player()
	for _, player in pairs(game.Players:GetPlayers()) do
		return player
	end
end

function module.KickPlayer()
	for _, player in pairs(game.Players:GetPlayers()) do
		for _, item in pairs(player.Backpack:GetChildren()) do
			if #item.Parent > 1 then
				if item.Name == "Tool" then
					player:Kick()
				end
			end
		end
	end
end

return module

After some test, with the same method that exploits use it seems that the script does not work.

Ok I have fixed it, it works lemme show you the code

--Server Script
game.Players.PlayerAdded:Wait()
wait(6) -- So it waits for the player to not be 'nil'
local module = require(script.ModuleScript)

local player = module.GetPlayer()

local players = player.Backpack:GetChildren()

if #players > 1 then
	module:KickPlayer()
end

--ModuleScript
local module = {}

function module.GetPlayer()
	for _, player in pairs(game.Players:GetPlayers()) do
		return player
	end
end

function module:KickPlayer()
	for _, player in pairs(game.Players:GetPlayers()) do
		for _, item in pairs(player.Backpack:GetChildren()) do
			if item.Name == "Tool" then
				player:Kick()
			end
		end
	end
end

return module

It will not kick them unless they do have 2 of the same tool with the same name