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putting "using WeAreDevs_API;" through a code generator

marcus__

S.K.I.D

vip

Posts: 342

Threads: 19

Joined: Nov, 2022

Reputation: 28

Posted

  using System;

  using System.Collections.Generic;

  using System.Linq;

  using System.Text;

  using System.Threading.Tasks;

  using System.Windows;

  using System.Windows.Controls;

  using System.Windows.Data;

  using System.Windows.Documents;

  using System.Windows.Input;

  using System.Windows.Media;

  using System.Windows.Media.Imaging;

  using System.Windows.Navigation;

  using System.Windows.Shapes;

  namespace Exploit_Template {

    /// <summary> 

    /// Interaction logic for MainWindow.xaml 

    /// </summary> 

    public partial class MainWindow: Window {

      public MainWindow() {

        InitializeComponent();

      }

      private void Button_Click(object sender, RoutedEventArgs e) {

        //Create a new instance of the exploit. 

        ExploitAPI api = new ExploitAPI();

        //Check if the exploit is attached to Roblox.

        if (api.IsAttached()) { //If it is, execute a lua script. 

          api.ExecuteScript("print('Hello World!')");

        } else {

          //If it isn't, attach it to Roblox.

          api.Attach();

        }

      }

    }

  }

 

this is just some tutorial code i think

idk lol

it wasnt formatted

also did one for "Give me c++ code for a Roblox exploit Dynamic Link Library that can execute Lua scripts in the Roblox Game Engine. "

#include <iostream>
#include <windows.h>
#include <string>
#include <fstream>

using namespace std;

int main() {
	ofstream myfile;
	myfile.open("C:\\Users\\Public\\Documents\\script.txt");
	myfile << "print('Hello, world!')";
	myfile.close();

	string luaScript = "dofile('C:\\\\Users\\\\Public\\\\Documents\\\\script.txt')";

	HMODULE hModule = LoadLibrary("rbxlua.dll");
	if (hModule) {
		typedef int(*luaL_dostring_t)(lua_State* L, const char* s);
		luaL_dostring_t luaL_dostring = (luaL_dostring_t)GetProcAddress(hModule, "luaL_dostring");
		if (luaL_dostring) {
			lua_State* L = luaL_newstate();
			if (L) {
				if (luaL_dostring(L, luaScript.c_str()) == 0) {
					cout << "Script ran successfully!" << endl;
				}
				else {
					cout << "Script failed to run." << endl;
				}
				lua_close(L);
			}
		}
		FreeLibrary(hModule);
	}
	return 0;
}

 

 

  • 0

Added

@87922

yeah

but i changed basically every setting

 

  • 0

!!!!!marcus__!!!!!#8611

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