if game.UserInputService.TouchEnabled and not game.UserInputService.KeyboardEnabled then --Mobile
while wait() do
game:GetService("ReplicatedStorage").Events.BuyCrate:InvokeServer("Galactic")
game:GetService("ReplicatedStorage").Events.ClaimCrateReward:FireServer("Galactic")
end
elseif game.GuiService:IsTenFootInterface() then --Console
lp:Kick("Okay..I give up..How is this possible")
end
print("Without remote spy \nStill Cooking")
--[[
Since I'm the first to find this particular weakness in the game, I'll tell you how this happened.
Decompliled Code Keys:
1. Locating the module that controls the crates. ( game.ReplicatedStorage_upvr:WaitForChild("CratesConfig") )
2. The module is referenced again when creating a new table, which will hold certain data.
(From decompliled code:
local tbl = {}
for i, v in pairs(module_upvr_2) do --
table.insert(tbl, {
rarity = i; -- We will need this for the future. ( so rarity will be each time a variable that symbolize the crate and it includes another table which there are its info)
cost = v.PriceInfo.Cost;
info = v;
Each subtable of the main table (module_upvr_2), loads the crate name where "i" is located.
So rarity will be i (the crate)
3. Finally, all the data corresponding to each of the contents of the table are collected in the table. (bad explanation)
Decompliled Code Keys:
for i_2, v_2_upvr in ipairs(tbl) do
local p = v_2_upvr.rarity -- v_2_upvr : each main "category/table of the table (module_upvr_2)" and getting access to rarity
]]
getgenv().DupeMoney = false
getgenv().DupeNegativeMoney = false
local r = game:GetService("ReplicatedStorage")
local b = r.Events.BuyCrate
local c = r.Events.ClaimCrateReward
function DupeMoney(par)
b:InvokeServer(par)
c:FireServer(par)
end
function a(str,d)
local m = Instance.new("Message",workspace)
m.Text = str or "Fuck you bitch"
task.wait(d)
m:Destroy()
end
a("How to use: \nPress Q for reloading this message \nPress Z to enable/disable Dupe-Money Function. \nPress X to enable/disable Dupe-Decrease Money Function. \nPress C to enable Inf Dupe Money Function",12)
game.TextChatService.TextChannels.RBXGeneral:SendAsync("Script was made by Is_AlreadyInUse in scriptblox.")
game.UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.KeyCode == Enum.KeyCode.Z then
getgenv().DupeNegativeMoney = false
getgenv().DupeMoney = not getgenv().DupeMoney
a("Dupe Money Has Changed to "..tostring(getgenv().DupeMoney),2)
repeat
DupeMoney("Galactic")
task.wait()
until getgenv().DupeMoney == false
elseif input.KeyCode == Enum.KeyCode.X then
getgenv().DupeNegativeMoney = not getgenv().DupeNegativeMoney
getgenv().DupeMoney = false
a("Dupe Negative Money Has Changed to "..tostring(getgenv().DupeNegativeMoney),2)
repeat
DupeMoney("Candy")
task.wait()
until getgenv().DupeNegativeMoney == false
elseif input.KeyCode == Enum.KeyCode.C then
while wait() do
DupeMoney("Galactic")
end
elseif input.KeyCode == Enum.KeyCode.Q then
a("How to use: \nPress Q for reloading this message \nPress Z to enable/disable Dupe-Money Function. \nPress X to enable/disable Dupe-Decrease Money Function. \nPress C to enable Inf Dupe Money Function",12)
end
end)
--[[
⠀⢠⡿⠿⠿⠿⢿⣿⣿⣷⣦⡀⠀⠀⠀⠀⠀⠀⢀⣴⣾⣿⣿⡿⠿⠿⠿⠿⣦⠀
⠀⠀⠀⠀⠀⠀⠀⠈⠙⠿⣿⡿⠆⠀⠀⠀⠀⠰⣿⣿⠿⠋⠁⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⣀⣤⡤⠄⢤⣀⡈⢿⡄⠀⠀⠀⠀⢠⡟⢁⣠⡤⠠⠤⢤⣀⠀⠀⠀⠀
⠐⢄⣀⣼⢿⣾⣿⣿⣿⣷⣿⣆⠁⡆⠀⠀⢰⠈⢸⣿⣾⣿⣿⣿⣷⡮⣧⣀⡠⠀
⠰⠛⠉⠙⠛⠶⠶⠏⠷⠛⠋⠁⢠⡇⠀⠀⢸⡄⠈⠛⠛⠿⠹⠿⠶⠚⠋⠉⠛⠆
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣾⡇⠀⠀⢸⣷⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⠞⢻⠇⠀⠀⠘⡟⠳⡄⠀⠀⠀⠀⠀⠀⠀ ⠀Καλως ορισατε
⠰⣄⡀⠀⠀⣀⣠⡤⠞⠠⠁⠀⢸⠀⠀⠀⠀⡇⠀⠘⠄⠳⢤⣀⣀⠀⠀⣀⣠⠀ στον κοσμο
⠀⢻⣏⢻⣯⡉⠀⠀⠀⠀⠀⠒⢎⣓⠶⠶⣞⡱⠒⠀⠀⠀⠀⠀⢉⣽⡟⣹⡟⠀ του AlreadyInUse
⠀⠀⢻⣆⠹⣿⣆⣀⣀⣀⣀⣴⣿⣿⠟⠻⣿⣿⣦⣀⣀⣀⣀⣰⣿⠟⣰⡟⠀⠀ + (GameDeveloper_333)
⠀⠀⠀⠻⣧⡘⠻⠿⠿⠿⠿⣿⣿⣃⣀⣀⣙⣿⣿⠿⠿⠿⠿⠟⢃⣴⠟⠀⠀⠀
⠀⠀⠀⠀⠙⣮⠐⠤⠀⠀⠀⠈⠉⠉⠉⠉⠉⠉⠁⠀⠀⠀⠤⠊⡵⠋⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠈⠳⡀⠀⠀⠀⠀⠀⠲⣶⣶⠖⠀⠀⠀⠀⠀⢀⠜⠁⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠈⠀⠀⠀⠀⠀⢀⣿⣿⡀⠀⠀⠀⠀⠀⠁⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⣿⣿⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢿⡿⠀⠀⠀⠀⠀
]]