webhook.lewisakura.moe
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Submitted URL: http://webhook.lewisakura.moe/
Effective URL: https://webhook.lewisakura.moe/
Submission: On February 20 via api from US — Scanned from DE
Effective URL: https://webhook.lewisakura.moe/
Submission: On February 20 via api from US — Scanned from DE
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SECURITY WARNING You are currently accessing the proxy over HTTP. This is a very bad idea, especially if you're doing this in your code. Please use HTTPS instead. CLOUDFLARE BANS I have begun to issue Cloudflare bans for games that are consistent abusers of the service. If you are caught by this, please message me (@lewisakura) on the DevForum. WEBHOOKPROXY A Discord webhook proxy, primarily for Roblox games. Get started! DevForum WHY USE WEBHOOKPROXY? EASY TO INTEGRATE Simply replace discord.com with webhook.lewisakura.moe in your webhook URL when sending. That's it. TRIED AND TESTED Proudly served 50,604 unique webhooks and 20,247,700,277 requests. KEPT UP The proxy will be kept online, even if Discord brings webhooks back for Roblox. We aren't going to break all of your code on a whim. If it's offline, berate me on the DevForum! COMPLIES WITH TOS Whilst there have been worries over proxies in the past, WebhookProxy is built to comply to the Discord terms of service by enforcing ratelimits itself and having other anti-abuse measures. Also, it has been previously stated that this sort of thing is okay by Discord staff. OPTIONAL RATELIMIT HANDLING Using POST /api/webhooks/:id/:token/queue, you can optionally stop writing ratelimit code by hand over and over. With a highly generous soft ratelimit of 10/1s, your messages are guaranteed to be sent no matter what, even if you go over Discord's ratelimit. We'll handle it. Please respect Discord ratelimits. If you do not respect ratelimits, your webhooks will be slowed down (which can cause long yield times) or blocked completely. This is 5 requests per 2 seconds. Whilst ratelimits are enforced by the proxy itself (so it won't spam Discord), it is not an excuse to start spamming the proxy. Respect ratelimits in your code. Invalid data (e.g., Discord would return status code 400 if you sent it) will trigger a harsher ratelimit. Validate your data before sending. A thing by lewisakura. Running version f566cab. Is someone abusing the proxy? Report abuse GETTING STARTED × You're probably starting with some code like this: local httpService = game:GetService("HttpService") httpService:PostAsync("https://discord.com/api/webhooks/{WEBHOOK_ID}/{WEBHOOK_TOKEN}", httpService:JSONEncode({ content = "Hello, world!" }) ) It's very simple to convert this over to WebhookProxy. Just swap out discord.com with webhook.lewisakura.moe. local httpService = game:GetService("HttpService") httpService:PostAsync("https://webhook.lewisakura.moe/api/webhooks/{WEBHOOK_ID}/{WEBHOOK_TOKEN}", httpService:JSONEncode({ content = "Hello, world!" }) ) And in no time at all, your webhooks are back to functioning! If you're sending many requests a second, consider switching to the queue system: local httpService = game:GetService("HttpService") httpService:PostAsync("https://webhook.lewisakura.moe/api/webhooks/{WEBHOOK_ID}/{WEBHOOK_TOKEN}/queue", httpService:JSONEncode({ content = "Hello, world!" }) ) This will make sure all of your messages hit Discord at some point, no matter what!