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 [v1.6.0.0] Lua Script Obfuscator [No Bytecode]

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m27frogy
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PostSubject: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   September 6th 2012, 4:44 pm

Note:  This is a copy of a post made by StefanBashkir (i.e. MrNicNac.)  This is by no means my plugin.

I spent a good 12 hours on making something that dynamically obfuscates code. The point of obfuscation is to make something hard to read or comprehend, as the definition states. So, I did just that. First, here's an image of what this plugin will do (your results will vary).

[Only admins are allowed to see this image]

What It Does
•The plugin finds all of your local variables and functions with names larger than 4-5 characters. (anything lower is usually not straightforward anyways) and it replaces all of them with a special hash of certain 8-bit characters. These names will be from 8-15 bytes long. Then, all of the strings in the script are collected and replaced by a table index. The strings are stored at the very top, unobfuscated. Afterwords, the plugin will then exploit Lua's whitespace handling and find all of the spaces in the script and replace the spaces with a large set of escape characters through a comment followed by another space. This makes the code very, very hard to read. It will probably daunt anyone trying to even edit the code.


If you want to give it a go, then here's the download link.
Versions

1.0.0.0
•LuaObfuscator -- Direct download

1.6.0.0
•LuaObfuscator -- Direct download

1.6.0.1
•LuaObfuscator -- RbxPlugin package


•Fixed lengthy string captures.
•Fixed captures eating up large scripts, thus ruining the code.
•Now fully supports double-bracket strings. Leveled literals are still not supported, but not used in mainstream code anyways.
•Added "Read-me" file (Doesn't exist in RbxPlugin package)


Extra
If you want to make sure nobody else can use your place, then before you obfuscate any script, make sure you add the following to the top of all of your code.
Code:
if game.CreatorId ~= YourUserID then game.RequestShutdown = function() print("This server is shutting down.") end end


Last edited by m27frogy on July 6th 2015, 7:37 pm; edited 1 time in total
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naknak
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   October 1st 2012, 10:18 pm

:O

You know if I still played Roblox, I'd love you for this. Unless it was relatively simple to replicate.. But either way lol
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m27frogy
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   October 28th 2012, 8:23 pm

I actually figured out a way to remove the --[==[Blah]==], but I doubt anyone will think of that.
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branefreez
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   December 13th 2012, 5:12 pm

Can you make the download links view-able for non-admins? I'd like to use it to test a loadstring(BLAH.BLAH.Value)() H4X that I have been trying to verify its validity. I would really appreciate it.
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m27frogy
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   December 27th 2012, 7:04 pm

branefreez wrote:
Can you make the download links view-able for non-admins? I'd like to use it to test a loadstring(BLAH.BLAH.Value)() H4X that I have been trying to verify its validity. I would really appreciate it.

Depends. Is the value a string value or a bunch or random numbers?
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branefreez
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   February 25th 2013, 4:45 pm

I actually cant remember... But I'm wondering what would happen if I obfuscate this:

Code:
loadstring('\B\Y\T\E\C\O\D\E')()
and run it through a table :

Code:
local bytes = {"B", "Y", "T", "E", "C", "O", "D", "E"}

loadstring(table.concat(bytes, "\"))()

But... I'm to lazy to try it... It would probably error, anyways [The roblox Dev's are smart enough to prevent that].
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m27frogy
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   February 27th 2013, 10:09 am

Bytecode in general is removed. Not that they ban it in some round about way, they simply have prevented loadstring from running bytecode.
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branefreez
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   March 1st 2013, 6:31 pm

Well, if bytecode is in Decimal notation, what about Hexadecimal or binary or Octal notations being run by loadstring()() ???
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m27frogy
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   March 1st 2013, 6:36 pm

Think of it like this:

Code:
function loadstring(...)
if (arguments are string code)
--blah.
elseif (arguments are bytecode)
--blah
else
--improper formatting error
end
end

So, they simply modified it to this:

Code:
function loadstring(...)
if (arguments are string code)
--blah.
else
--improper formatting error
end
end

loadstring has no way of handling bytecode. Period. loadstring will NEVER run bytecode, it only knows how to run NORMAL LUA.
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branefreez
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   March 1st 2013, 6:41 pm

Wow... I never thought of it like that. Thank you for clearing up the confusion cluttering my head. :)
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m27frogy
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   March 1st 2013, 6:45 pm

It's okay. You have to remember, these languages are actually programmed from languages. :3 All the way down to binary.
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   March 1st 2013, 6:52 pm

I'm now wondering if it is possible to use CE to find the loadstring()() function and edit it..... I is a h4xx0r!
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m27frogy
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PostSubject: Re: [v1.6.0.0] Lua Script Obfuscator [No Bytecode]   July 6th 2015, 7:38 pm

Updated it for my own usage.  Probably good idea to couple this with LuaSrcDiet for some totally unreadable code. ;)
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