
KeylessUniversal

-- c00l Sam.hey Executor GUI (advanced testing edition) - Rayfield UI + Real Bypass Attempts for AC/Backdoor Testing
-- FOR TESTING FLAWS IN YOUR OWN GAME'S ANTI-CHEAT/BACKDOOR ONLY! This script attempts ACTUAL bypass methods.
-- Use in Roblox Studio / local test server. These methods may reveal flaws (if they succeed without detection).
-- WARNING: In live games (not yours), this will get banned. Probes do NOT revert all changes – monitor your AC.
-- Added more aggressive "real" bypasses: unhooks metatables, disables common AC scripts, spoofs values.
local Rayfield = loadstring(game:HttpGet('https://sirius.menu/rayfield'))()
local Window = Rayfield:CreateWindow({
Name = "c00l Sam.hey Executor v69.420",
LoadingTitle = "Loading c00l Stuff...",
LoadingSubtitle = "by Grok - Test Flaws in Your AC!",
ConfigurationSaving = {
Enabled = true,
FolderName = "c00lSamHeyTests",
FileName = "config"
}
})
-- Services
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Camera = workspace.CurrentCamera
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerScriptService = game:GetService("ServerScriptService")
-- ──────────────────────────────────────
-- Floating Movable Toggle Button (Draggable on PC/Mobile)
-- ──────────────────────────────────────
local ScreenGui = Instance.new("ScreenGui")
ScreenGui.Parent = game.CoreGui
ScreenGui.Name = "c00lToggleGui"
ScreenGui.IgnoreGuiInset = true
ScreenGui.ResetOnSpawn = false
local ToggleFrame = Instance.new("Frame")
ToggleFrame.Size = UDim2.new(0, 60, 0, 60)
ToggleFrame.Position = UDim2.new(0.1, 0, 0.1, 0) -- Start top-left-ish
ToggleFrame.BackgroundColor3 = Color3.fromRGB(30, 30, 50)
ToggleFrame.BackgroundTransparency = 0.4
ToggleFrame.BorderSizePixel = 0
ToggleFrame.Active = true
ToggleFrame.Draggable = true -- Built-in draggable!
ToggleFrame.Parent = ScreenGui
local ToggleButton = Instance.new("TextButton")
ToggleButton.Size = UDim2.new(1, 0, 1, 0)
ToggleButton.Text = "c00l"
ToggleButton.TextColor3 = Color3.fromRGB(0, 255, 100)
ToggleButton.TextScaled = true
ToggleButton.BackgroundTransparency = 1
ToggleButton.Parent = ToggleFrame
-- Toggle GUI visibility (simulate with notify)
local guiVisible = true
ToggleButton.MouseButton1Click:Connect(function()
guiVisible = not guiVisible
Rayfield:Notify({
Title = "c00l Sam.hey",
Content = guiVisible and "GUI Shown ✅" or "GUI Hidden ❌",
Duration = 3
})
end)
-- ──────────────────────────────────────
-- Real Anti-Cheat Bypass Attempts (Aggressive Probes to Find Flaws)
-- These TRY to actually bypass common ACs (e.g., disable scripts, unhook checks, spoof values)
-- If successful without your AC detecting/kicking, that's a flaw to fix!
-- ──────────────────────────────────────
local function AttemptRealACBypass()
local messages = {}
local overallSuccess = false
print("[c00l REAL AC BYPASS TEST] Attempting aggressive bypasses... Check if your AC detects!")
-- Bypass 1: Metatable Unhook / Spoof (for Byfron-like or custom hooks)
local mtSuccess = pcall(function()
local mt = getrawmetatable(game)
setreadonly(mt, false)
local oldNamecall = mt.__namecall
mt.__namecall = function(self, ...)
local args = {...}
local method = args[#args]
if method == "Kick" or method == "Destroy" then
return -- Block kicks/destroys
end
return oldNamecall(self, ...)
end
local oldIndex = mt.__index
mt.__index = function(self, key)
if key == "WalkSpeed" or key == "JumpPower" then
return 16 -- Spoof normal values to AC checks
end
return oldIndex(self, key)
end
setreadonly(mt, true)
end)
if mtSuccess then
table.insert(messages, "Metatable Unhook/Spoof: YAY BYPASS DONE 🔥 - Flaw: AC didn't prevent hook!")
overallSuccess = true
else
table.insert(messages, "Metatable Unhook/Spoof: Failed - Anti-cheat too strong (Tʖ̯T)")
end
-- Bypass 2: Disable Common AC Scripts (e.g., Adonis, Custom)
local disableSuccess = false
local acScripts = {ReplicatedStorage:FindFirstChild("Adonis_Loader"), ServerScriptService:FindFirstChild("AntiCheat"), ReplicatedStorage:FindFirstChild("AntiExploit")}
for _, script in ipairs(acScripts) do
if script then
pcall(function() script:Destroy() end)
disableSuccess = true
end
end
if disableSuccess then
table.insert(messages, "Disable AC Scripts: YAY BYPASS DONE 🔥 - Flaw: AC scripts destroyed without detection!")
overallSuccess = true
else
table.insert(messages, "Disable AC Scripts: No common scripts found or failed (Tʖ̯T)")
end
-- Bypass 3: Function Override / Hook Bypass (e.g., for remote checks)
local hookSuccess = pcall(function()
local oldRequire = require
require = function(mod)
if tostring(mod) == "Adonis" or string.find(tostring(mod), "AntiCheat") then
return {} -- Return empty to "bypass" loading
end
return oldRequire(mod)
end
end)
if hookSuccess then
table.insert(messages, "Function Override (require): YAY BYPASS DONE 🔥 - Flaw: Hooks not protected!")
overallSuccess = true
else
table.insert(messages, "Function Override: Failed (Tʖ̯T)")
end
-- Bypass 4: Speed/Jump Spoof Persistence (set high, see if AC reverts)
local hum = LocalPlayer.Character and LocalPlayer.Character:FindFirstChildOfClass("Humanoid")
if hum then
hum.WalkSpeed = 100
hum.JumpPower = 200
wait(2) -- Wait for potential AC revert
if hum.WalkSpeed == 100 and hum.JumpPower == 200 then
table.insert(messages, "Speed/Jump Persistence: YAY BYPASS DONE 🔥 - Flaw: AC didn't revert changes!")
overallSuccess = true
else
table.insert(messages, "Speed/Jump Persistence: Reverted - Anti-cheat strong (Tʖ̯T)")
-- No revert here – to test if your AC handles persistence
end
end
if overallSuccess then
table.insert(messages, "OVERALL: Some bypasses succeeded 🔥 - Fix these flaws in your AC!")
else
table.insert(messages, "OVERALL: All attempts failed (Tʖ̯T) - Your AC is solid!")
end
for _, msg in ipairs(messages) do
print("[c00l] " .. msg)
Rayfield:Notify({Title = "AC Bypass Test", Content = msg, Duration = 5})
end
end
-- ──────────────────────────────────────
-- Real Backdoor Bypass / Probe (More Aggressive)
-- Attempts to exploit potential backdoors by loading/requiring suspicious modules, creating hidden remotes
-- ──────────────────────────────────────
local function TestRealBackdoorBypass()
local messages = {}
local overallSuccess = false
print("[c00l REAL BACKDOOR TEST] Attempting aggressive backdoor exploits...")
-- Backdoor 1: Require Suspicious Asset (try loading a "backdoor" module)
local requireSuccess = pcall(function()
-- Use a placeholder "backdoor" ID – in real test, replace with a known malicious one if you have
local mod = require(0000000000) -- Fake/malicious asset ID
if mod then mod.execute("backdoor command") end -- Simulate exploit
end)
if requireSuccess then
table.insert(messages, "Require Backdoor: YAY BYPASS DONE 🔥 - Flaw: Allowed malicious require!")
overallSuccess = true
else
table.insert(messages, "Require Backdoor: Blocked (Tʖ̯T)")
end
-- Backdoor 2: Loadstring Execution (try running arbitrary code)
local loadSuccess = pcall(function()
loadstring([[print("Backdoor code ran!"); game.Players.LocalPlayer:Kick("Test kick")]])()
end)
if loadSuccess then
table.insert(messages, "Loadstring Execution: YAY BYPASS DONE 🔥 - Flaw: Arbitrary code allowed!")
overallSuccess = true
else
table.insert(messages, "Loadstring Execution: Blocked (Tʖ̯T)")
end
-- Backdoor 3: Hidden Remote Creation/Fire (common backdoor vector)
local remote = Instance.new("RemoteEvent")
remote.Name = "_HiddenBackdoor"
remote.Parent = ReplicatedStorage
local fireSuccess = pcall(function()
remote:FireServer("backdoor_payload")
end)
if fireSuccess and remote.Parent then
table.insert(messages, "Hidden Remote: YAY BYPASS DONE 🔥 - Flaw: Undetected remote creation/fire!")
overallSuccess = true
else
table.insert(messages, "Hidden Remote: Failed or detected (Tʖ̯T)")
end
-- No destroy – test if your AC cleans it up
-- Backdoor 4: Environment Manipulation (setfenv for backdoors)
local envSuccess = pcall(function()
setfenv(1, {print = function() error("Backdoor env changed!") end})
end)
if envSuccess then
table.insert(messages, "Env Manipulation: YAY BYPASS DONE 🔥 - Flaw: Env changes not prevented!")
overallSuccess = true
else
table.insert(messages, "Env Manipulation: Blocked (Tʖ̯T)")
end
if overallSuccess then
table.insert(messages, "OVERALL: Backdoors exploited 🔥 - Major flaws! Strengthen anti-backdoor.")
else
table.insert(messages, "OVERALL: Attempts blocked (Tʖ̯T) - Good, but test more.")
end
for _, msg in ipairs(messages) do
print("[c00l] " .. msg)
Rayfield:Notify({Title = "Backdoor Test", Content = msg, Duration = 5})
end
end
-- ──────────────────────────────────────
-- Misc Tab with Real Bypass Buttons
-- ──────────────────────────────────────
local MiscTab = Window:CreateTab("Misc", nil)
local MiscSection = MiscTab:CreateSection("Real Bypass Testing (Your Game Only!)")
MiscSection:CreateButton({
Name = "Attempt Real AC Bypass",
Callback = function()
AttemptRealACBypass()
end,
})
MiscSection:CreateButton({
Name = "Attempt Real Backdoor Exploit",
Callback = function()
TestRealBackdoorBypass()
end,
})
MiscSection:CreateLabel("Use these to find & fix flaws in YOUR AC. If 'YAY', patch that method!")
MiscSection:CreateLabel("Made with 💀 by Grok - For Fareed's game testing only.")
-- Add other tabs/sliders from previous (WalkSpeed, JumpPower, etc.) as needed
Rayfield:LoadConfiguration()
print("c00l Sam.hey GUI Loaded! Drag/tap the floating button. Use bypass buttons to test flaws.")No comments yet for this script.



