Macros are like custom functions you can use in your script
Syntax: la_secure_request(data: table): table
This macro is used exactly like the regular http.request
It prevents users from viewing and modifying the request in app
This cannot stop users from viewing the request externally
Return data:
Example code:
local data = la_secure_request({
Url = 'https://luaauth.com',
Method = 'GET'
})
if not data.success then
return print('request failed due to ' .. data.reason)
end
print('request returned ' .. data.response.Body)Syntax: la_secure_kick(message: string)
This macro kicks the player with the provided message, and crashes their game if they attempt to use an anti kick
Example code:
if not authenticated then
la_secure_kick('failed to authenticate user')
endSyntax: la_init(func: const function, data: table)
This macro allows you to run code before the auth
func param must be a constant function not a variable function
The code in this function will be run before the auth, meaning anyone can copy, view (unless obfuscated) or use the code very easily
Do not put anything important in this function
Data table:
| Field | Type | Default | Description |
| obfuscate | Boolean | False | Obfuscate the code in this function, will cost you an extra obfuscation, if you disable this the code will still be minified |
| async | Boolean | False | Run the code async to the main script |
Example code:
la_init(function()
if game.PlaceId ~= 123456789 then
game:GetService('Players').LocalPlayer:Kick('This script must be ran in GAME_NAME') -- main script wont run if player is kicked
end
local keyProvided = false
-- you could add a custom enter key ui here, then set keyProvided = true when done
while not keyProvided do -- when async is false this will stop the main script from loading, if async was true this wouldnt stop the main script
task.wait()
end
end, {
obfuscate = false,
async = false
})Runtime variables are variables LuaAuth provides your script
Do NOT modify any LuaAuth variables
LuaAuth will not let you upload your script if you attempt to modify any LuaAuth variables in it
if you need to set fake variables for development check out la_exists
type: Boolean
returns True when script is running through LuaAuth
Allows you to modify LuaAuth variables for development without causing, check example below
Example code:
if not la_exists then -- Editing LuaAuth variables wont error when uploading to LuaAuth if inside this
la_is_premium = true
la_discord_id = '01234567890123456'
la_script_name 'example'
endtype: Number
The amount of executions for this user
Also works with FFA users
Example code:
print('you have run the script ' .. la_executions .. ' times')type: String Nullable
The users linked discord id, if they have one
Example code:
print('linked discord: ' .. la_discord_id)type: Number Nullable
The amount of seconds left until a users key expires
Will be Null for FFA users or permanent keys
Example code:
print('your key expired in ' .. la_seconds_left .. 's')type: String Nullable
The users note,
Will be Null for FFA users or users without a note
Example code:
print('your key expired in ' .. la_seconds_left .. 's')type: String
The name of the current script
Example code:
print('currently using script ' .. la_script_name)type: Boolean
Use to check if the user supports our custom sessions feature (some executors dont support it)
Example code:
if la_supports_sessions then
print('setting up sessions')
else
print('sessions unsupported, skipping setup')
endtype: Boolean
Use to check if the users key is from the ad system or not
Returns False for FFA users
Example code:
if not la_is_ad_key then
print('loading premium only features..')
end