Skip to content

Instance

These functions provide advanced capabilities for interacting with Roblox Instances and their properties.

setfflag(flagName: string, value: any): boolean

Sets a Fast Flag (FFlag) to a specified value.

local success = setfflag("FFlagExampleFlag", true)

Returns: A boolean indicating whether the flag was successfully set.

isnetworkowner(instance: Instance): boolean

Checks if the local player is the network owner of the given instance.

local part = workspace.SomePart
local isOwner = isnetworkowner(part)

Returns: A boolean indicating network ownership.

gethui(): Instance

Retrieves a clone of the CoreGui service that can be used for GUI manipulation.

local hud = gethui()
local frame = Instance.new("Frame", hud)

Returns: A CoreGui instance.

firesignal(signal: RBXScriptSignal, ...args)

Fires a Roblox signal with the given arguments.

local part = workspace.SomePart
firesignal(part.Touched, otherPart)

getproperties(instance: Instance, [propertyType: number]): table

Retrieves all properties of an instance, optionally filtered by property type.

local properties = getproperties(workspace)

Returns: A table of property names.

gethiddenproperties(instance: Instance, [propertyType: number]): table

Retrieves all hidden properties of an instance, optionally filtered by property type.

local hidden_properties = gethiddenproperties(workspace)

Returns: A table of hidden property names.

getinstancelist(): table

Retrieves the internal instance list used by the exploit.

local instanceList = getinstancelist()

Returns: A table containing all instances.

setsimulationradius(radius: number)

Sets the simulation radius of the local player.

setsimulationradius(1000)

getsimulationradius(): number

Gets the current simulation radius of the local player.

local radius = getsimulationradius()

Returns: The current simulation radius.

fireclickdetector(clickDetector: Instance, [distance: number])

Simulates a click on a ClickDetector.

fireclickdetector(workspace.Button.ClickDetector)

firetouchinterest(part: Instance, touchingPart: Instance, isTouching: boolean)

Simulates a touch event between two parts.

firetouchinterest(workspace.TouchPart, game.Players.LocalPlayer.Character.HumanoidRootPart, true)
firetouchinterest(workspace.TouchPart, game.Players.LocalPlayer.Character.HumanoidRootPart, false)

fireproximityprompt(proximityPrompt: Instance)

Triggers a ProximityPrompt.

fireproximityprompt(workspace.Door.ProximityPrompt)

getcallbackvalue(instance: Instance, property: string): function

Retrieves the callback function associated with a property.

local event = Instance.new("BindableFunction")
event.OnInvoke = print

local callback = getcallbackvalue(event, "OnInvoke")

Returns: The callback function.

getconnections(signal: RBXScriptSignal): table

Retrieves all connections to a given signal.

local connections = getconnections(workspace.Part.Touched)

Returns: A table of Connection objects. Each Connection object has the following structure:

{
    Function = function,  -- The function attached to this connection
    State = boolean,      -- Whether the connection is currently enabled
    Thread = thread,      -- The thread associated with this connection (if any)
    Fire = function,      -- Function to fire this specific connection
    Defer = function,     -- Function to defer firing this connection
    Disable = function,   -- Function to disable this connection
    Enable = function,    -- Function to enable this connection
    Disconnect = function -- Function to disconnect this connection
}

Example usage and output:

local part = workspace.Part
local connections = getconnections(part.Touched)

for i, connection in ipairs(connections) do
    print("Connection", i)
    print("  Function:", connection.Function)
    print("  State:", connection.State)
    print("  Thread:", connection.Thread)

    -- You can interact with the connection
    connection.Fire()  -- Fires just this connection
    connection.Disable()  -- Disables this connection
    connection.Enable()   -- Enables this connection
    connection.Disconnect()  -- Disconnects this connection
end

getconnection(signal, index): Connection

Returns the Connection of signal at index. Alias of getconnections(signal)[index].

local part = workspace.Part
local connection = getconnection(part.Touched, 1)
print("  Function:", connection.Function)
print("  State:", connection.State)
print("  Thread:", connection.Thread)

getcustomasset(filePath: string): string

Loads a file from the workspace folder as a custom asset.

local imageId = getcustomasset("images/myImage.png")

Returns: A content ID for the custom asset.

isscriptable(instance: Instance, property: string): boolean

Checks if a property of an instance is scriptable.

local canScript = isscriptable(workspace.Part, "Transparency")

Returns: A boolean indicating if the property is scriptable.

setscriptable(instance: Instance, property: string, scriptable: boolean): boolean

Sets whether a property of an instance is scriptable.

local wasScriptable = setscriptable(workspace.Part, "Anchored", true)

Returns: The previous scriptable state of the property.

setrbxclipboard(content: string)

Sets the Roblox clipboard content.

setrbxclipboard("Hello, Roblox!")

getrendersteppedlist(descriptive: boolean): table

Returns all callbacks bound with RunService:BindToRenderStep. By default descriptive argument is false

If descriptive is passed as true then it will return a table of Renderstep objects, Each Renderstep object has the following structure:

{
    func = function,  -- The function attached to this renderstep
    priority = number,-- The priority that this renderstep is bound to
    name = string,    -- The name specified 
}
-- a non descriptive version
for i, v in getrendersteppedlist() do
    print(i, v)
end

-- a descriptive version
for i, v in getrendersteppedlist(true) do
    print(i, "function:", v.func, "priority:", v.priority, "name:", v.name)
end

replicatesignal(signal: RBXScriptSignal)

Replicates signal on the server.

If signal has one or multiple arguments, they must be provided in the call. Some signals require arguments, if you want to know their arguments you can go here

replicatesignal(game.Players.LocalPlayer.Kill) --> Kills you

local sword = game.Players.LocalPlayer.Character.ClassicSword
replicatesignal(sword.Activated) --> Swings the sword

replicatesignal(Instance.new("TextButton").MouseButton1Down, 1, 1) --> Invokes a server-sided MouseButton1Down connection on the server

getpcd(instance: TriangleMeshPart): string, string

Returns a 16-byte hash and binary data corresponding to TriangleMeshPart’s PhysicalConfigData property.

getpcd(Instance.new("UnionOperation")) -- (hash), (binarydata)

getunionassetid(instance: UnionOperation): string

Equivalent to gethiddenproperty(union, "AssetId")

getunionassetid(Instance.new("UnionOperation")) -- -> rbxassetid://1818

getbspval(instance: Instance, string: property, boolean: base64): string

Reads a BinaryString property’s value. Useful for reading conventionally unreadable BinaryString properties such as Terrain.SmoothGrid, PartOperation.PhysicsData, BinaryStringValue.Value, and so on.

print(getbspval(game, "Tags"))