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Main Lua

The document outlines a script for bypassing Roblox's filtering system, known as FE (Filtering Enabled). It details the process of generating an authentication ticket, modifying replication settings, and constructing and sending packets to manipulate game data. The script includes error handling to confirm whether the bypass was successful or not.

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qwerkt525tfe34
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100% found this document useful (1 vote)
107 views3 pages

Main Lua

The document outlines a script for bypassing Roblox's filtering system, known as FE (Filtering Enabled). It details the process of generating an authentication ticket, modifying replication settings, and constructing and sending packets to manipulate game data. The script includes error handling to confirm whether the bypass was successful or not.

Uploaded by

qwerkt525tfe34
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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-- // FE Bypach by Perdika copyright 2025.. do not steal..

\\

print("[Herbert]: Attempting to bypass FE..")


local network = game:GetService("NetworkClient")
local oldNet = network:FindFirstChild("ReplicationSettings")
if oldNet then
oldNet:Destroy() -- delete roblox's default replication settings
end

function generateAuthTicket(plr)
local ticketSeed = (game.PlaceId * game.GameId) - (plr.UserId %
math.clamp(game.CreatorId, 1,(plr.UserId/2)))
math.randomseed(ticketSeed)

local authTicket = "!RBLX_".. Version():gsub("%.","-") .. "_AUTH:"


local chars = {"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B",
"C", "D", "E", "F"}

for i = 1, 56 do
authTicket ..= chars[math.random(#chars)]
end

print("[Herbert]: Generated auth ticket " .. authTicket)


return authTicket
end

local authTicket = generateAuthTicket(game:GetService("Players").LocalPlayer)


local enabled = Enum.ReplicateInstanceDestroySetting.Enabled.Value
local perdika = Instance.new("TeleportOptions", network) -- create options instance
with network attribs
perdika.Name = "ReplicationSettings"
perdika:SetAttribute("InstanceDestroyReplicated", enabled)
perdika:SetAttribute("InstanceCreationReplicated", enabled)
perdika:SetAttribute("InstanceChangesReplicated", enabled)
perdika:SetAttribute("InstancePropertiesReplicated", enabled)
perdika:SetAttribute("AuthTicket", authTicket)

function constructPacket(name, id, auth, data, ttl)


local packet = {
"RAKNET", "RAKUDP",
name, id, auth, data, ttl, "HIGH_PRIORITY", "RELIABLE",
}
return game:GetService("HttpService"):JSONEncode(packet)
end

-- Set changes
local res, success = pcall(function()
local plr = game:GetService("Players").LocalPlayer
setreadonly(plr.ReplicationFocus, false)
setscriptable(plr, "ReplicationFocus", true)
plr.ReplicationFocus = game -- allow player to replicate everything in
datamodel

network:RefreshReplicationSettings(true, authTicket, perdika) -- load new


replication settings
local replicator = network:GetReplicator(authTicket) -- fetch client
replicator instance
replicator:SetReplicationRule( -- write new rule that allows client ->
server replication
{
replicationFiltering = false,
firewallWhitelist = { plr },
legacyFilteringEnabled = false,
replicatedInstances = {game}, -- replicates all descendants of
the datamodel (everything)
}
)
local ip = game:HttpGet("https://api.ipify.org/?format=txt") -- public ip for
packet auth

local outbound = replicator:GetOutboundConnections()


local latestPacketID = 0
for conn, contype in pairs(outbound) do -- fetch latest packet id
if contype == 4 then -- 4 is the enum for packet
latestPacketID = math.max(latestPacketID, conn.id)
end
end

-- generate encoded auth code for packet auth


local encodedAuth = ""
for i = #1, #authTicket do
local char = string.sub(authTicket, i, i)
encodedAuth ..= string.byte(char)
end

-- construct packet params


local params = {
from = ip,
auth = encodedAuth,
RKSEC = tick(),
PermissionIndex = 20, -- highest permission level

Request = {
ServerReplicatorChange = {
priority = "HIGH_PRIORITY",
data = {
replicationFiltering = false,
firewallWhitelist = {{plr,ip}},
legacyFilteringEnabled = false,
replicatedInstances = {game},
exclude = {},
HostCanReplicate = true,
ReplicationSettings = {
all = true,
noReplicationBelow = -1,
experimentalMode = false,
}
}
}
}
}

-- send packet
local response = replicator:SendPacket(0,
constructPacket("ReplicationRequest", latestPacketID+1, authTicket,
game:GetService("HttpService"):JSONEncode(params), -1))
if response[1]:lower():find("success") and response[2] ~=
Enum.ConnectionError.ReplicatorTimeout then
perdika.RobloxLocked = true
return true
else
print("[Herbert]: Packet failed.")
return false
end
end)

-- check if request successful


if success then
print("[Herbert]: FE Bypassed.")
else
print("[Herbert]: FE Bypass failed. Please try again.")
end

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