If you're tired of toxic players ruining the vibe of your game, setting up a roblox custom report system script is honestly the best way to take back control. We all know the default Roblox report button is well, it's there, but as a developer, you never actually see those reports. They go straight to Roblox's moderation team, which is fine for site-wide bans, but it doesn't help you kick a griefer out of your specific server or track repeat offenders in your own community.
Creating your own system sounds like a massive headache, but it's actually pretty straightforward once you break it down. You basically just need a way for players to type a message and a way for that message to reach you, usually through a Discord webhook or a Trello board.
Why the built-in system isn't enough
Let's be real for a second. When someone is flying around your map or spamming the chat with nonsense, you want to know about it now. The built-in report system is a black box. You have no idea if someone was reported twenty times in your game unless you've built a way to track it.
By using a roblox custom report system script, you get the data directly. You can see who is reporting whom, what the specific issue is, and even what server it happened in. It gives you the power to actually moderate your own community instead of just hoping the automated systems catch the bad guys. Plus, it makes your player base feel safer knowing the devs are actually listening.
Setting up the User Interface
Before you even touch a script, you need something for the players to interact with. Most people go for a simple menu that pops up when you click a button on the side of the screen.
You'll want a ScreenGui, a Frame to hold everything, and then a few key elements: * A TextBox for the player to type the offender's name. * Another TextBox (or a larger one) for the description of what happened. * A TextButton to submit the report. * Maybe a dropdown menu for "Reason" (like Exploiting, Harassment, or Glitching) to make things organized.
Don't go overboard with the design right away. Just make sure it's functional. You can always make it look fancy with UI strokes and gradients later. The important thing is that the buttons actually do something when they're clicked.
The logic behind the script
The heart of the roblox custom report system script is the communication between the client (the player) and the server. You can't just send a report directly from a local script because that's a massive security risk, and it simply won't work for things like Discord webhooks.
Instead, you use a RemoteEvent. When the player hits "Submit," the local script gathers the text from those boxes and "fires" the event to the server. The server script then catches that information, checks if it's valid (so people don't spam you), and sends it off to your chosen destination.
Handling the RemoteEvent
In your ReplicatedStorage, create a RemoteEvent and name it something like ReportEvent. In your local script, it'll look something like this:
```lua local button = script.Parent local event = game.ReplicatedStorage:WaitForChild("ReportEvent")
button.MouseButton1Click:Connect(function() local target = script.Parent.Parent.TargetName.Text local reason = script.Parent.Parent.Reason.Text
if target ~= "" and reason ~= "" then event:FireServer(target, reason) -- Maybe close the UI and show a "Thank You" message here end end) ```
It's simple, right? But don't forget to add some basic checks. You don't want people sending empty reports or spamming the button 50 times a second.
Sending reports to Discord
This is the part most people are looking for. Since Roblox doesn't have a built-in "inbox" for developers to read player messages, Discord is the go-to solution. You'll use webhooks, which are basically a way for your Roblox game to "post" a message into a specific Discord channel.
A quick warning though: Discord actually blocks direct requests from Roblox servers because of how much they get spammed. To get around this, you'll need a "proxy." There are a few free ones out there like Lewisly's or others provided by the community. You just swap out the discord.com part of your webhook URL with the proxy's URL.
On the server side, your roblox custom report system script will use HttpService. It looks a bit like this:
```lua local HttpService = game:GetService("HttpService") local event = game.ReplicatedStorage.ReportEvent local webhookURL = "YOUR_PROXY_URL_HERE"
event.OnServerEvent:Connect(function(player, target, reason) local data = { ["content"] = "New Player Report!", ["embeds"] = {{ ["title"] = "Report from " .. player.Name, ["description"] = "Target: " .. target .. "\nReason: " .. reason, ["color"] = 16711680 -- Red color }} }
local finalData = HttpService:JSONEncode(data) HttpService:PostAsync(webhookURL, finalData) end) ```
Making it safe and professional
If you just leave the script like that, someone with a cheat engine or even just a fast clicking finger will flood your Discord channel in seconds. You need a debounce or a cooldown.
Implementing a cooldown
Basically, you want to record the last time a player sent a report. If they try to send another one within, say, five minutes, the server should just ignore it. You can store this in a simple table on the server.
```lua local lastReport = {}
event.OnServerEvent:Connect(function(player, target, reason) if lastReport[player.UserId] and tick() - lastReport[player.UserId] < 300 then -- Tell the player they're reporting too fast return end
lastReport[player.UserId] = tick() -- Proceed with sending the report end) ```
Filtering the text
Roblox is very strict about their "Community Standards." Even though this report is only going to you, if you're displaying this text anywhere in-game or if Roblox's automated systems catch unfiltered text being processed, you could get into trouble.
It's always a good idea to run the reason and target through TextService:FilterStringAsync. It's a bit of extra work, but it keeps your game compliant with Roblox's rules. Better safe than sorry, especially when it comes to moderation tools.
Testing and refining
Once you've got the roblox custom report system script running, go into a test session. Try to break it. Send a report with a really long message. Try to spam the button. See how it looks in your Discord channel.
Is the information clear? Does it tell you which server the report came from? (You can use game.JobId for that). Knowing the specific server is a lifesaver if you need to join and witness the behavior yourself.
You might also want to add a "Screenshot" feature—well, not an actual screenshot since that's hard to do in Roblox scripts—but maybe a log of the last 10 things said in chat. That gives you context. If the report says "he's being mean," having the chat logs right there in the Discord embed makes your job a whole lot easier.
Final thoughts on moderation
Building a roblox custom report system script is a huge step toward making your game a better place. It shows your players that you actually care about their experience. When people see that a game is actively moderated, they're more likely to stick around and, frankly, less likely to act like jerks in the first place.
Don't feel like you have to make it perfect on the first try. Start with the basic UI and a simple webhook. As your game grows, you can add more features like automated bans for players who get reported by five different people, or an in-game dashboard where your moderators can see all active reports.
The cool thing about Roblox is how much you can customize these things. You aren't stuck with what the platform gives you—you can build exactly what your community needs. So, get that script running and start cleaning up your servers!