message 5
message 5
task.spawn(function()
coroutine.wrap(function()
local nowprediction = true
local auto_parry_enabled = false
local anti_lag_enabled = false
local personnel_detector_enabled = false
local ball_trial_Enabled = false
local spam_speed = 1
local spam_sensetive = 1
local lastBetweentarget = 0
local lastTarget = os.clock()
local strength = 0
local gravity_enabled = false
local current_curve = nil
local ai_Enabled = false
local auto_win = true
local tp_hit = false
local dymanic_curve_check_enabled = false
local visualize_Enabled = false
local parry_mode = "Nothing"
local target_Ball_Distance = 0
local auto_pary_enabled=false
local pry_cur=0.548
local sense=0.8
local mul=2.583
local farm_method = "Controlled"
local selected_axis = "Y"
local selected_speed = 100
function getgelp()
local nurysium_module = {}
local Services = {
game:GetService('AnimationFromVideoCreatorService'),
game:GetService('AdService')
}
function nurysium_module.isAlive(Entity)
return Entity.Character and workspace.Alive:FindFirstChild(Entity.Name) and
workspace.Alive:FindFirstChild(Entity.Name).Humanoid.Health > 0
end
function nurysium_module.getBall()
for index, ball in workspace:WaitForChild("Balls"):GetChildren() do
if ball:IsA("BasePart") and ball:GetAttribute("realBall") then
return ball
end
end
end
return nurysium_module;
end
local Helper = getgelp()
local RobloxReplicatedStorage =
cloneref(game:GetService('RobloxReplicatedStorage'))
local RbxAnalyticsService = cloneref(game:GetService('RbxAnalyticsService'))
local ReplicatedStorage = cloneref(game:GetService('ReplicatedStorage'))
local UserInputService = cloneref(game:GetService('UserInputService'))
local VirtualInputManager = game:GetService("VirtualInputManager")
local NetworkClient = cloneref(game:GetService("NetworkClient"))
local TweenService = cloneref(game:GetService('TweenService'))
local VirtualUser = cloneref(game:GetService('VirtualUser'))
local HttpService = cloneref(game:GetService('HttpService'))
local RunService = cloneref(game:GetService('RunService'))
local LogService = cloneref(game:GetService('LogService'))
local Lighting = cloneref(game:GetService('Lighting'))
local CoreGui = cloneref(game:GetService('CoreGui'))
local Players = cloneref(game:GetService('Players'))
local Debris = cloneref(game:GetService('Debris'))
local Stats = cloneref(game:GetService('Stats'))
local uis = game:GetService("UserInputService")
local chance="100%"
local function chancer(chance)
local number = tonumber(chance:match("%d+")) -- Extract the number from the
string like "100%"
if number then
local randomValue = math.random(1, 100) -- Generate a random number between
1 and 100
if randomValue <= number then
return true
else
return false
end
else
error("Invalid chance format")
end
end
if not game:IsLoaded() then
game.Loaded:Wait()
end
setfpscap(200)
local AutoParry = {
ball = nil,
target = nil,
entity_properties = nil
}
local Player = {
Entity = nil,
properties = {
grab_animation = nil
}
}
Player.Entity = {
properties = {
sword = '',
server_position = Vector3.zero,
velocity = Vector3.zero,
position = Vector3.zero,
is_moving = false,
speed = 0,
ping = 0
}
}
local World = {}
AutoParry.ball = {
training_ball_entity = nil,
client_ball_entity = nil,
ball_entity = nil,
properties = {
last_ball_pos = Vector3.zero,
aero_dynamic_time = tick(),
hell_hook_completed = true,
last_position = Vector3.zero,
rotation = Vector3.zero,
position = Vector3.zero,
last_warping = tick(),
parry_remote = nil,
is_curved = false,
last_tick = tick(),
auto_spam = false,
cooldown = false,
respawn_time = 0,
parry_range = 0,
spam_range = 0,
maximum_speed = 0,
old_speed = 0,
parries = 0,
direction = 0,
distance = 0,
velocity = 0,
last_hit = 0,
lerp_radians = 0,
radians = 0,
speed = 0,
dot = 0
}
}
AutoParry.target = {
current = nil,
from = nil,
aim = nil,
}
AutoParry.entity_properties = {
server_position = Vector3.zero,
velocity = Vector3.zero,
is_moving = false,
direction = 0,
distance = 0,
speed = 0,
dot = 0
}
function World:get_pointer()
local mouse_location = UserInputService:GetMouseLocation()
local ray = workspace.CurrentCamera:ScreenPointToRay(mouse_location.X,
mouse_location.Y, 0)
function AutoParry.get_ball()
for _, ball in workspace.Balls:GetChildren() do
if ball:GetAttribute("realBall") then
return ball
end
end
end
function AutoParry.get_client_ball()
for _, ball in workspace.Balls:GetChildren() do
if not ball:GetAttribute("realBall") then
return ball
end
end
end
function makingtrail()
local ball = nil
Trail.Color = ColorSequence.new{
ColorSequenceKeypoint.new(0.00, Color3.new(0.00, 0.00,
0.00)), -- Black
ColorSequenceKeypoint.new(0.14, Color3.new(0.25, 0.25,
0.25)), -- Dark Gray
ColorSequenceKeypoint.new(0.30, Color3.new(0.50, 0.50,
0.50)), -- Gray
ColorSequenceKeypoint.new(0.48, Color3.new(0.75, 0.75,
0.75)), -- Light Gray
ColorSequenceKeypoint.new(0.69, Color3.new(0.85, 0.85,
0.85)), -- Lighter Gray
ColorSequenceKeypoint.new(0.88, Color3.new(0.95, 0.95,
0.95)), -- Almost White
ColorSequenceKeypoint.new(1.00, Color3.new(1.00, 1.00,
1.00)) -- White
}
Trail.WidthScale = NumberSequence.new{
NumberSequenceKeypoint.new(0.00, 0.5, 0.00),
NumberSequenceKeypoint.new(1.00, 0.00, 0.00)
}
Trail.Transparency = NumberSequence.new{
NumberSequenceKeypoint.new(0.00, 0.00, 0.00),
NumberSequenceKeypoint.new(1.00, 1.00, 0.00)
}
Trail.Enabled = true
end
end
local ff = ball:FindFirstChild("ff")
if ff then
ff.Enabled = false
end
end
local ff = ball:FindFirstChild("ff")
if ff then
ff.Enabled = true
end
end
ball = Helper.getBall()
if ball then
if ball_trial_Enabled then
enableTrailAndDisableFF()
else
disableTrailAndEnableFF()
end
end
end
RunService.PreSimulation:Connect(function()
if visualize_Enabled and LocalPlayer then
Visualize.Transparency = 0
Visualize.Material = Enum.Material.ForceField
Visualize.Size =
Vector3.new(AutoParry.ball.properties.parry_range,AutoParry.ball.properties.parry_r
ange,AutoParry.ball.properties.parry_range)
Visualize.CFrame =
CFrame.new(LocalPlayer.Character.PrimaryPart.Position)
else
Visualize.Material = Enum.Material.ForceField
Visualize.Transparency = 1
end
end)
function Player:get_aim_entity()
local closest_entity = nil
local minimal_dot_product = -math.huge
local camera_direction = workspace.CurrentCamera.CFrame.LookVector
return closest_entity
end
function Player:get_closest_player_to_cursor()
local closest_player = nil
local minimal_dot_product = -math.huge
return closest_player
end
function AutoParry.get_parry_remote()
local Services =
{cloneref(game:GetService("AnimationFromVideoCreatorService")),cloneref(game:GetSer
vice('AdService'))}
for _, v in pairs(Services) do
local temp_remote = v:FindFirstChildOfClass('RemoteEvent')
AutoParry.get_parry_remote()
function AutoParry.perform_grab_animation()
local animation =
ReplicatedStorage.Shared.SwordAPI.Collection.Default:FindFirstChild('GrabParry')
local currently_equipped = Player.Entity.properties.sword
if not currently_equipped or currently_equipped == 'Titan Blade' then
return
end
local sword_data =
ReplicatedStorage.Shared.ReplicatedInstances.Swords.GetSword:Invoke(currently_equip
ped)
if not (object:FindFirstChild('GrabParry') or
object:FindFirstChild('Grab')) then
continue
end
if object:FindFirstChild('Grab') then
sword_animation_type = 'Grab'
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game,
0.001) -- Mouse Dow -- Mouse Up
end
animation = object[sword_animation_type]
end
Player.properties.grab_animation =
character.Humanoid:LoadAnimation(animation)
Player.properties.grab_animation:Play()
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game,
0.001) -- Mouse Dow -- Mouse Up
end
function AutoParry.perform_parry()
local ball_properties = AutoParry.ball.properties
ball_properties.parries += 1
AutoParry.ball.properties.last_hit = tick()
ball_properties.cooldown = true
if current_curve == 'Stright' then
direction =
CFrame.new(LocalPlayer.Character.PrimaryPart.Position, target_position)
end
if chancer(chance) then
if current_curve == 'Backwards' then
direction = CFrame.new(camera_direction, (camera_direction + (-
camera.CFrame.LookVector * 10000)) + Vector3.new(0, 1000, 0))
end
task.delay(sense, function()
if ball_properties.parries > 0 then
ball_properties.parries -= 1
end
end)
return
end
local VirtualInputManager = game:GetService("VirtualInputManager")
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0.001) --
Mouse Dow -- Mouse Up
task.delay(sense, function()
if ball_properties.parries > 0 then
ball_properties.parries -= 1
end
end)
end
function AutoParry.reset()
nowprediction = true
AutoParry.ball.properties.is_curved = false
AutoParry.ball.properties.auto_spam = false
AutoParry.ball.properties.cooldown = false
AutoParry.ball.properties.maximum_speed = 0
AutoParry.ball.properties.parries = 0
AutoParry.entity_properties.server_position = Vector3.zero
AutoParry.target.current = nil
AutoParry.target.from = nil
end
ReplicatedStorage.Remotes.PlrHellHooked.OnClientEvent:Connect(function(hooker:
Model)
if hooker.Name == LocalPlayer.Name then
AutoParry.ball.properties.hell_hook_completed = true
return
end
AutoParry.ball.properties.hell_hook_completed = false
end)
ReplicatedStorage.Remotes.PlrHellHookCompleted.OnClientEvent:Connect(function()
AutoParry.ball.properties.hell_hook_completed = true
end)
function AutoParry.is_curved()
local target = AutoParry.target.current
if AutoParry.ball.ball_entity:FindFirstChild('AeroDynamicSlashVFX') then
Debris:AddItem(AutoParry.ball.ball_entity.AeroDynamicSlashVFX, 0)
ball_properties.auto_spam = false
ball_properties.aero_dynamic_time = tick()
end
if RunTime:FindFirstChild('Tornado') then
if ball_properties.distance > 5 and (tick() -
ball_properties.aero_dynamic_time) < (RunTime.Tornado:GetAttribute("TornadoTime")
or 1) + 0.314159 then
return true
end
end
ball_properties.last_curve_position = ball_properties.position
function AutoParry:is_spam()
if not auto_pary_enabled then return false end
local target = AutoParry.target.current
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return true
end
RunService.PreSimulation:Connect(function()
NetworkClient:SetOutgoingKBPSLimit(math.huge)
player_properties.sword = character:GetAttribute('CurrentlyEquippedSword')
player_properties.ping = Stats.Network.ServerStatsItem['Data
Ping']:GetValue()
player_properties.velocity = character.PrimaryPart.AssemblyLinearVelocity
player_properties.speed = Player.Entity.properties.velocity.Magnitude
player_properties.is_moving = Player.Entity.properties.speed > 30
end)
print(CParry)
RunService.PreSimulation:Connect(function()
makingtrail()
end)
AutoParry.ball.ball_entity = AutoParry.get_ball()
AutoParry.ball.client_ball_entity = AutoParry.get_client_ball()
RunService.PreSimulation:Connect(function()
local ball = AutoParry.ball.ball_entity
ball_properties.position = ball.Position
ball_properties.velocity = ball.AssemblyLinearVelocity
if zoomies then
ball_properties.velocity = ball.zoomies.VectorVelocity
end
ball_properties.distance = (Player.Entity.properties.server_position -
ball_properties.position).Magnitude
ball_properties.speed = ball_properties.velocity.Magnitude
ball_properties.direction = (Player.Entity.properties.server_position -
ball_properties.position).Unit
ball_properties.dot =
ball_properties.direction:Dot(ball_properties.velocity.Unit)
ball_properties.radians = math.rad(math.asin(ball_properties.dot))
ball_properties.lerp_radians = linear_predict(ball_properties.lerp_radians,
ball_properties.radians, 0.8)
target_Ball_Distance = (ball_properties.position -
AutoParry.entity_properties.server_position).Magnitude
ball_properties.maximum_speed = math.max(ball_properties.speed,
ball_properties.maximum_speed)
AutoParry.target.aim = (not uis.TouchEnabled and
Player.get_closest_player_to_cursor() or Player.get_aim_entity())
AutoParry.target.current = Alive:FindFirstChild(ball:GetAttribute('target'))
end
ball_properties.rotation = ball_properties.position
AutoParry.entity_properties.server_position = target_server_position
AutoParry.entity_properties.velocity = target_velocity
AutoParry.entity_properties.distance =
LocalPlayer:DistanceFromCharacter(target_server_position)
AutoParry.entity_properties.direction =
(Player.Entity.properties.server_position - target_server_position).Unit
AutoParry.entity_properties.speed = target_velocity.Magnitude
AutoParry.entity_properties.is_moving = target_velocity.Magnitude > 0.1
AutoParry.entity_properties.dot = AutoParry.entity_properties.is_moving and
math.max(AutoParry.entity_properties.direction:Dot(target_velocity.Unit), 0)
end)
local dropdown_emotes_table = {}
local emote_instances = {}
table.insert(dropdown_emotes_table, emote_name)
emote_instances[emote_name] = emote
end
LocalPlayer.Idled:Connect(function()
VirtualUser:CaptureController()
VirtualUser:ClickButton2(Vector2.zero)
end)
local looped_emotes = {
"Emote108",
"Emote225",
"Emote300",
"Emote301"
}
local staff_roles = {
'content creator',
'contributor',
'trial qa',
'tester',
'mod'
}
Players.PlayerAdded:Connect(function(player)
local is_friend = LocalPlayer:IsFriendsWith(player.UserId)
if player_is_staff then
game:Shutdown()
return
end
end)
workspace.Balls.ChildRemoved:Connect(function(child)
is_respawned = false
workspace.Balls.ChildAdded:Connect(function()
if is_respawned then
return
end
is_respawned = true
ball_properties.respawn_time = tick()
AutoParry.ball.ball_entity = AutoParry.get_ball()
AutoParry.ball.client_ball_entity = AutoParry.get_client_ball()
AutoParry.ball.ball_entity:GetAttributeChangedSignal('target'):Connect(function()
if target == LocalPlayer.Name then
ball_properties.cooldown = false
return
end
ball_properties.cooldown = false
ball_properties.old_speed = ball_properties.speed
ball_properties.last_position = ball_properties.position
ball_properties.parries += 1
task.delay(1, function()
if ball_properties.parries > 0 then
ball_properties.parries -= 1
end
end)
end)
end)
RunService.PreSimulation:Connect(function()
coroutine.wrap(function()
if not AutoParry.ball.properties.auto_spam then
return
end
task.spawn(function()
for v = 1,spam_speed do
AutoParry.perform_parry()
end
end)
end)()
end)
ReplicatedStorage.Remotes.ParrySuccessAll.OnClientEvent:Connect(function(slash:
any, root: any)
task.spawn(function()
if root.Parent and root.Parent ~= LocalPlayer.Character then
if root.Parent.Parent ~= Alive then
return
end
AutoParry.ball.properties.cooldown = false
end
end)
if AutoParry.ball.properties.auto_spam then
for v = 1,spam_speed do
AutoParry.perform_parry()
end
end
ReplicatedStorage.Remotes.ParrySuccess.OnClientEvent:Connect(function()
if LocalPlayer.Character.Parent ~= Alive then
return
end
Player.properties.grab_animation:Stop()
if AutoParry.ball.properties.auto_spam then
for v = 1,spam_speed do
AutoParry.perform_parry()
end
end
ball = nil
end)
local status = "Idle" -- Initialize status
task.spawn(function()
RunService.PostSimulation:Connect(function()
coroutine.wrap(function()
if not auto_parry_enabled then
AutoParry.reset()
status = "Idle" -- Reset status when auto parry is disabled
return
end
ball_properties.is_curved = AutoParry.is_curved()
local distance_to_last_position =
LocalPlayer:DistanceFromCharacter(ball_properties.last_position)
if ball_properties.auto_spam then
status = "Auto Spam Active" -- Update status
return
end
if ball_properties.is_curved then
status = "Curved Ball Detected" -- Update status
return
else
status = "Not Curved" -- Update status
end
ball_properties.last_ball_pos = ball_properties.position
AutoParry.perform_parry()
status = "Parry Performed" -- Update status
-- Cooldown management
task.spawn(function()
repeat
RunService.PreSimulation:Wait(0)
until (tick() - ball_properties.last_hit) > 1 - (ping_threshold /
100)
ball_properties.cooldown = false
status = "Idle" -- Reset status after cooldown
end)
end)()
end)
end)
--------------
local function get_character()
return LocalPlayer and LocalPlayer.Character
end
return visualizer
end
-- Toggle handling
local visualizerPart = nil
local function toggle_visualizer()
if Visualise2 then
if not visualizerPart then
visualizerPart = create_circle_visualizer()
end
else
if visualizerPart then
visualizerPart:Destroy()
visualizerPart = nil
end
end
end
-- Update the visualizer position
RunService.Heartbeat:Connect(function()
if Visualise2 and visualizerPart then
local humanoidRootPart = get_humanoid_root_part()
if humanoidRootPart then
visualizerPart.Position = humanoidRootPart.Position
end
end
end)
-- Example toggle (for testing, you can replace this with a keybind toggle)
RunService.RenderStepped:Connect(function()
toggle_visualizer()
end)
-- Visualizer Settings
-- Visualizer Logic
local sphere
sphere = Instance.new("Part")
sphere.Shape = Enum.PartType.Ball
sphere.Anchored = true
sphere.CanCollide = false
sphere.CastShadow = false
sphere.Transparency = 1 -- Hidden by default
sphere.Material = Enum.Material.ForceField
sphere.Parent = Workspace
end
if ball then
local velocity = ball.Velocity.Magnitude
velocityText.Text = string.format("Ball Velocity: %.2f", velocity)
end
end
return velocityText
end
-- Main Loops
RunService.RenderStepped:Connect(function()
update_visualizer()
end)
--------------
local Tabs = {
Home = Window:AddTab({ Title = "Info", Icon = "newspaper" }),
Main = Window:AddTab({ Title = "Auto Parry", Icon = "sword" }),
Tabs.Home:AddParagraph({
Title = "server de ikorz",
Content = [[Welcome to server de ikorz!
- Fixed Parry
- Fixed Spam
- Fixed Manual Spam
- Anti cheat Bypassed
- Fixed Lag
- go to dsc to buy premuim
]]
})
end
do
local auto_parry = Tabs.Main:AddToggle("ap",{
Title = "Auto Parry",
Description = "Parry the ball with precision and accuracy",
Default = true,
})
local auto_pary = Tabs.Main:AddToggle("apa",{
Title = "Auto Spam",
Description = "Autospam",
Default = false,
})
auto_parry:OnChanged(function(v)
auto_parry_enabled = v
end)
auto_pary:OnChanged(function(v)
auto_pary_enabled = v
end)
parry_mode:OnChanged(function(v)
parry_mode = tostring(v)
print(v)
end)
personnel_detector2:OnChanged(function(v)
personnel_detector_enabled = v
end)
anti_lag:OnChanged(function(v)
anti_lag_enabled = v
if anti_lag_enabled then
local lighting = game:GetService("Lighting")
lighting.GlobalShadows = false
lighting.Brightness = 0
for _, v in pairs(workspace:GetDescendants()) do
if v:IsA("Part") or v:IsA("MeshPart") then
else
local lighting = game:GetService("Lighting")
lighting.GlobalShadows = true
lighting.Brightness = 2
for _, v in pairs(workspace:GetDescendants()) do
if v:IsA("Part") or v:IsA("MeshPart") then
elseif v:IsA("ParticleEmitter") or v:IsA("Smoke") or
v:IsA("Fire") then
v.Enabled = true
end
end
end
end)
end
do
local ball_trail = Tabs.Visual:AddToggle("bt",{
Title = "Ball Trail",
Description = "Trail For Your Balls",
Default = false,
})
visualizeee:OnChanged(function(v)
BallVelocity = v
end)
visualize:OnChanged(function(v)
visualize_Enabled = v
end)
ball_trail:OnChanged(function(v)
ball_trial_Enabled = v
end)
end
do
local dymanic_curve_check = Tabs.Setting:AddToggle("dcc",{
Title = "Curve Detect",
Description = "Auto Spam",
Default = true,
})
dymanic_curve_check:OnChanged(function(v)
dymanic_curve_check_enabled = v
end)
adjust_spam_speed:OnChanged(function(v)
spam_speed = v
end)
adjust_spam_sped:OnChanged(function(v)
selected_axis = v
end)
adjust_spam_spd:OnChanged(function(v)
selected_speed = v
end)
adjust_spam_sp:OnChanged(function(v)
farm_method = v
end)
end
do
local Slider = Tabs.Config:AddSlider("Slider", {
Title = "Walk speed",
Description = "Edits the players walkspeed",
Default = 30,
Min = 0,
Max = 500,
Rounding = 1,
Callback = function(Value)
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = Value
print("Hi")
end
})
local Slider = Tabs.Config:AddSlider("Slider", {
Title = "Jump power",
Description = "Edits The player Jump Power",
Default = 40,
Min = 0,
Max = 500,
Rounding = 1,
Callback = function(Value)
game.Players.LocalPlayer.Character.Humanoid.JumpPower = Value
print("Hi")
end
})
local Slider = Tabs.Config:AddSlider("Slider", {
Title = "FOV",
Description = "Edits the Camera Field of View [FOV]",
Default = 70,
Min = 0,
Max = 500,
Rounding = 1,
Callback = function(Value)
local FovNumber = Value
local Camera = workspace.CurrentCamera
Camera.FieldOfView = FovNumber
print("Hi")
end
})
local Slider = Tabs.Config:AddSlider("Slider", {
Title = "Gravity",
Description = "Edits your Gravity",
Default = 197,
Min = 0,
Max = 500,
Rounding = 1,
Callback = function(Value)
workspace.Gravity = Value
print("Hi")
end
})
end