
Keyless

local VirtualInputManager = game:GetService("VirtualInputManager")
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/xHeptc/Kavo-UI-Library/main/source.lua"))()
local Window = Library.CreateLib("Kill anyone", "DarkTheme")
local Tab = Window:NewTab("Kill")
local Section = Tab:NewSection("Kill")
local uniform = workspace:WaitForChild("Uniform")
local uniformgiver = nil
Section:NewButton("Get shotgun", "Gives you shotgun so the script works", function()
for _, obj in uniform:GetChildren() do
if not obj then continue end
if obj.Name ~= "Uniform Giver" then continue end
local coathanger = obj:FindFirstChild("Coathanger")
if not coathanger then continue end
local shirt = coathanger:FindFirstChildOfClass("Shirt")
if not shirt then continue end
if shirt.ShirtTemplate ~= "http://www.roblox.com/asset/?id=316069182" then continue end
uniformgiver = obj
end
local clickpart = uniformgiver:WaitForChild("ClickPart")
local prompt = clickpart:WaitForChild("ProximityPrompt")
local function triggerProximityPrompt()
prompt:InputHoldBegin()
task.wait()
prompt:InputHoldEnd()
end
local humanoidrootpart = LocalPlayer.Character:WaitForChild("HumanoidRootPart")
humanoidrootpart.CFrame = clickpart.CFrame
task.wait(0.1)
triggerProximityPrompt(prompt)
end)
local selectedPlayerName = nil
local function getPlayerList()
local playerNames = {}
for _, player in ipairs(Players:GetPlayers()) do
if player ~= LocalPlayer then
table.insert(playerNames, player.Name)
end
end
return playerNames
end
local playerDropdown = Section:NewDropdown("Select Player", "Choose a player to target", getPlayerList(), function(selected)
selectedPlayerName = selected
end)
local function updateDropdown()
task.wait(0.1)
local updatedList = getPlayerList()
playerDropdown:Refresh(updatedList)
if selectedPlayerName and not Players:FindFirstChild(selectedPlayerName) then
selectedPlayerName = nil
end
end
Players.PlayerAdded:Connect(updateDropdown)
Players.PlayerRemoving:Connect(updateDropdown)
local function Kill(victimName)
if not victimName then return end
local targetPlayer = Players:FindFirstChild(victimName)
if not targetPlayer or not targetPlayer.Character then return end
local targetHumanoid = targetPlayer.Character:FindFirstChildOfClass("Humanoid")
local shotgun = LocalPlayer.Backpack:FindFirstChild("Shotgun") or (LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Shotgun"))
if shotgun and shotgun:FindFirstChild("Receiver") and targetHumanoid then
shotgun.Receiver:FireServer("Damage", targetHumanoid, math.huge)
end
end
Section:NewButton("Kill player", "Kills the selected player", function()
Kill(selectedPlayerName)
end)
Section:NewButton("Kill all players", "kills every player", function()
for i, v in Players:GetChildren() do
if v.Name == Players.LocalPlayer.Name then continue end
Kill(v.Name)
end
end)
Section:NewButton("God mode", "makes you invincible", function()
local shotgun = LocalPlayer.Backpack:FindFirstChild("Shotgun") or (LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Shotgun"))
if shotgun and shotgun:FindFirstChild("Receiver") then
shotgun.Receiver:FireServer("Damage", LocalPlayer.Character:FindFirstChildOfClass("Humanoid"), 0/0)
end
end)
It’s not a backdoor; it’s an exploit involving the shotgun's remote event. Setting the value to 0/0 does indeed make my character invincible, but that invincibility can be reset at any time. Don't mistake it for a backdoor—it isn't one. It’s more of a remote event exploit.
@onarchawee It's technically a backdoor because it allows you to have a server side control over other players health, and the 0/0 is setting the players health value to NaN which means you cannot lose health but can only set health to 0 to die but it does error the server code because its trying to subtract a number from not a number value
@TheBestHaker A backdoor is an injected, hidden entry point that allows arbitrary server-side code execution (e.g., via require()). What happens here is simply an unvalidated input vulnerability: the game's shotgun RemoteEvent accepts client arguments without server-side validation. Sending bad parameters (like 0/0 to cause NaN) is like walking through an unlocked front door—it's bad game logic, not a server backdoor
@onarchawee I already know all that, I'm just saying because it lets you use server logic at anytime if you know what İ mean, because the developers didn't secure their code
@TheBestHaker Abusing bad server logic isn't 'using server logic'—it’s triggering an unhandled exception. Insecure code makes a game exploitable, but it doesn't make it a backdoor.