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The document is a Lua script designed for a game, likely on the Roblox platform, that implements various gameplay mechanics such as auto-parrying, ball detection, and player interaction. It includes functions for managing player entities, visualizing game elements, and executing animations based on game events. The script also contains configuration options for enabling or disabling features like anti-lag and gravity, along with settings for spam sensitivity and speed.

Uploaded by

itaitachi41
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
11 views

message 5

The document is a Lua script designed for a game, likely on the Roblox platform, that implements various gameplay mechanics such as auto-parrying, ball detection, and player interaction. It includes functions for managing player entities, visualizing game elements, and executing animations based on game events. The script also contains configuration options for enabling or disabling features like anti-lag and gravity, along with settings for spam sensitivity and speed.

Uploaded by

itaitachi41
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 31

print("free script")

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 Players = game:GetService("Players")

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 LocalPlayer = Players.LocalPlayer


local client_id = RbxAnalyticsService:GetClientId()
local RunTime = workspace.Runtime
local Alive = workspace.Alive
local Dead = workspace.Dead

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,
}

local CParry = "PhantomZ"

AutoParry.entity_properties = {
server_position = Vector3.zero,
velocity = Vector3.zero,
is_moving = false,
direction = 0,
distance = 0,
speed = 0,
dot = 0
}

local function linear_predict(a: any, b: any, time_volume: number)


return a + (b - a) * time_volume
end

function World:get_pointer()
local mouse_location = UserInputService:GetMouseLocation()
local ray = workspace.CurrentCamera:ScreenPointToRay(mouse_location.X,
mouse_location.Y, 0)

return CFrame.lookAt(ray.Origin, ray.Origin + ray.Direction)


end

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

local function createOrUpdateTrail()


local Trail = ball:FindFirstChild("Trail")
if not Trail then
Trail = Instance.new("Trail")
Trail.Name = "Trail"
Trail.FaceCamera = true
Trail.Parent = ball
end

local At1 = ball:FindFirstChild("at1")


local At2 = ball:FindFirstChild("at2")

if At1 and At2 then


Trail.Attachment0 = At1
Trail.Attachment1 = At2

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 function enableTrailAndDisableFF()


createOrUpdateTrail()

local Trail = ball:FindFirstChild("Trail")


if Trail then
Trail.Enabled = true
end

local ff = ball:FindFirstChild("ff")
if ff then
ff.Enabled = false
end
end

local function disableTrailAndEnableFF()


local Trail = ball:FindFirstChild("Trail")
if Trail then
Trail:Destroy()
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

local self = Helper.getBall()


local Visualize = Instance.new("Part",workspace)
Visualize.Color = Color3.new(0.14902, 0, 0)
Visualize.Material = Enum.Material.ForceField
Visualize.Transparency = 0.5
Visualize.Anchored = true
Visualize.CanCollide = false
Visualize.CastShadow = false
Visualize.Shape = Enum.PartType.Ball
Visualize.Size = Vector3.new(30,30,30)

local Highlight = Instance.new("Highlight")


Highlight.Parent = Visualize
Highlight.Enabled = true
Highlight.FillTransparency = 0
Highlight.OutlineColor = Color3.new(1, 1, 1)

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

for _, player in Alive:GetChildren() do


if not player then
continue
end

if player.Name ~= LocalPlayer.Name then


if not player:FindFirstChild('HumanoidRootPart') then
continue
end

local entity_direction = (player.HumanoidRootPart.Position -


workspace.CurrentCamera.CFrame.Position).Unit
local dot_product = camera_direction:Dot(entity_direction)
if dot_product > minimal_dot_product then
minimal_dot_product = dot_product
closest_entity = player
end
end
end

return closest_entity
end

function Player:get_closest_player_to_cursor()
local closest_player = nil
local minimal_dot_product = -math.huge

for _, player in workspace.Alive:GetChildren() do


if player == LocalPlayer.Character then
continue
end

if player.Parent ~= Alive then


continue
end

local player_direction = (player.PrimaryPart.Position -


workspace.CurrentCamera.CFrame.Position).Unit
local pointer = World.get_pointer()
local dot_product = pointer.LookVector:Dot(player_direction)

if dot_product > minimal_dot_product then


minimal_dot_product = dot_product
closest_player = player
end
end

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')

if temp_remote and temp_remote.Name:find('\n') then


AutoParry.ball.properties.parry_remote = temp_remote
end
end
end

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

if not animation then


return
end

local sword_data =
ReplicatedStorage.Shared.ReplicatedInstances.Swords.GetSword:Invoke(currently_equip
ped)

if not sword_data or not sword_data['AnimationType'] then


return
end

local character = LocalPlayer.Character

if not character or not character:FindFirstChild('Humanoid') then


return
end

for _, object in ReplicatedStorage.Shared.SwordAPI.Collection:GetChildren()


do
if object.Name ~= sword_data['AnimationType'] then
continue
end

if not (object:FindFirstChild('GrabParry') or
object:FindFirstChild('Grab')) then
continue
end

local sword_animation_type = 'GrabParry'

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

if ball_properties.cooldown and not ball_properties.auto_spam then


return
end

ball_properties.parries += 1
AutoParry.ball.properties.last_hit = tick()

local camera = workspace.CurrentCamera


local camera_direction = camera.CFrame.Position

local direction = camera.CFrame


local target_position = AutoParry.entity_properties.server_position

if not ball_properties.auto_spam then


AutoParry.perform_grab_animation()

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

if current_curve == 'Randomizer' then


direction =
CFrame.new(LocalPlayer.Character.PrimaryPart.Position, Vector3.new(math.random(-
1000, 1000), math.random(-350, 1000), math.random(-1000, 1000)))
end

if current_curve == 'Boost' then


direction =
CFrame.new(LocalPlayer.Character.PrimaryPart.Position, target_position +
Vector3.new(0, 150, 0))
end

if current_curve == 'High' then


direction =
CFrame.new(LocalPlayer.Character.PrimaryPart.Position, target_position +
Vector3.new(0, 1000, 0))
end
end
else
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)

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 not target then


return false
end

local ball_properties = AutoParry.ball.properties


local current_target = target.Name

-- Early checks for certain conditions


if target.PrimaryPart:FindFirstChild('MaxShield') and current_target ~=
LocalPlayer.Name and ball_properties.distance < 50 then
return false
end

if AutoParry.ball.ball_entity:FindFirstChild('TimeHole1') and current_target ~=


LocalPlayer.Name and ball_properties.distance < 100 then
ball_properties.auto_spam = false
return false
end

if AutoParry.ball.ball_entity:FindFirstChild('WEMAZOOKIEGO') and current_target


~= LocalPlayer.Name and ball_properties.distance < 100 then
return false
end

if AutoParry.ball.ball_entity:FindFirstChild('At2') and ball_properties.speed


<= 0 then
return true
end

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

if not ball_properties.hell_hook_completed and current_target ==


LocalPlayer.Name and ball_properties.distance > 5 - math.random() then
return true
end

-- Predict future position using velocity


local future_position = ball_properties.position + (ball_properties.velocity *
(ball_properties.distance / ball_properties.maximum_speed))
local previous_position = ball_properties.last_curve_position or
ball_properties.position
local travel_direction = (future_position - previous_position).Unit

-- Angle calculations for better curve detection


local dot_product = ball_properties.velocity.Unit:Dot(travel_direction)
local angle_diff = math.acos(math.clamp(dot_product, -1, 1))

-- Dynamic threshold adjustments


local speed_factor = math.min(ball_properties.speed / 100, 40)
local angle_threshold = 40.046 * math.max(ball_properties.dot, 0)
local player_ping = Player.Entity.properties.ping
local dot_threshold = pry_cur - player_ping / 950

-- Adjust reach time based on velocity and ping


local reach_time = ball_properties.distance /
(ball_properties.velocity.Magnitude + 0.01) - (player_ping / 1000)
local enough_speed = ball_properties.maximum_speed > 100

-- Dynamically calculate ball distance threshold


local ball_distance_threshold = 15 - math.min(ball_properties.distance / 1000,
15) + angle_threshold + speed_factor

if enough_speed and reach_time > player_ping / 10 then


ball_distance_threshold = math.max(ball_distance_threshold - 15, 15)
end

if ball_properties.distance < ball_distance_threshold then


return false
end
-- Determine if the angle difference suggests a curve
if angle_diff > (0.5 + (ball_properties.speed / 310)) then
ball_properties.auto_spam = false
return true -- Early return for curves detected based on angle difference
end

if ball_properties.lerp_radians < 0.018 then


ball_properties.last_curve_position = ball_properties.position
ball_properties.last_warping = tick()
end

if (tick() - ball_properties.last_warping) < (reach_time / 1.5) then


return true
end

ball_properties.last_curve_position = ball_properties.position

-- Final check for curve detection based on dot product threshold


return ball_properties.dot < dot_threshold
end
local old_from_target = nil

function AutoParry:is_spam()
if not auto_pary_enabled then return false end
local target = AutoParry.target.current

if not target then


return false
end

if AutoParry.target.from ~= LocalPlayer.Character then


old_from_target = AutoParry.target.from
end

local take_time = (tick() - self.last_hit)

if self.parries < 3 - spam_sensetive and AutoParry.target.from ==


old_from_target then
return false
end

local player_ping = Player.Entity.properties.ping


local distance_threshold = (self.spam_accuracy / 3.5) + (player_ping / 80)

local ball_properties = AutoParry.ball.properties


local reach_time = ball_properties.distance / ball_properties.maximum_speed -
(player_ping / 1000)

if (tick() - self.last_hit) > 0.8 and self.entity_distance >


distance_threshold and self.parries < 3 then
self.parries = 1

return false
end

if ball_properties.lerp_radians > 0.028 then


if self.parries < 2 then
self.parries = 1
end

return false
end

if (tick() - ball_properties.last_warping) < (reach_time / 1.3) and


self.entity_distance > distance_threshold and self.parries < 4 then
if self.parries < 3 then
self.parries = 1
end

return false
end

if math.abs(self.speed - self.old_speed) < 5.2 and self.entity_distance >


distance_threshold and self.speed < 60 and self.parries < 3 then
if self.parries < 3 then
self.parries = 0
end

return false
end

if self.speed < 10 then


self.parries = 1

return false
end

if self.maximum_speed < self.speed and self.entity_distance >


distance_threshold then
self.parries = 1

return false
end

if self.entity_distance > self.range and self.entity_distance >


distance_threshold then
if self.parries < 2 then
self.parries = 1
end

return false
end

if self.ball_distance > self.range and self.entity_distance >


distance_threshold then
if self.parries < 2 then
self.parries = 2
end

return false
end

if self.last_position_distance > self.spam_accuracy and self.entity_distance


> distance_threshold then
if self.parries < 4 then
self.parries = 2
end

return false
end

if self.ball_distance > self.spam_accuracy and self.ball_distance >


distance_threshold then
if self.parries < 3 then
self.parries = 2
end

return false
end

if self.entity_distance > self.spam_accuracy and self.entity_distance >


(distance_threshold - math.pi) then
if self.parries < 3 then
self.parries = 2
end

return false
end

return true
end

RunService:BindToRenderStep('server position simulation', 1, function()


local ping = Stats.Network.ServerStatsItem['Data Ping']:GetValue()

if not LocalPlayer.Character then


return
end

if not LocalPlayer.Character.PrimaryPart then


return
end

local PrimaryPart = LocalPlayer.Character.PrimaryPart


local old_position = PrimaryPart.Position

task.delay(ping / 1000, function()


Player.Entity.properties.server_position = old_position
end)
end)

RunService.PreSimulation:Connect(function()
NetworkClient:SetOutgoingKBPSLimit(math.huge)

local character = LocalPlayer.Character

if not character then


return
end

if not character.PrimaryPart then


return
end

local player_properties = Player.Entity.properties

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

if not ball then


return
end

local zoomies = ball:FindFirstChild('zoomies')

local ball_properties = AutoParry.ball.properties

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

if not (ball_properties.lerp_radians < 0) and not


(ball_properties.lerp_radians > 0) then
ball_properties.lerp_radians = 0.027
end

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())

if ball:GetAttribute('from') ~= nil then


AutoParry.target.from = Alive:FindFirstChild(ball:GetAttribute('from'))
end

AutoParry.target.current = Alive:FindFirstChild(ball:GetAttribute('target'))

if AutoParry.target == nil then


return

end

ball_properties.rotation = ball_properties.position

if AutoParry.target.current and AutoParry.target.current.Name ==


LocalPlayer.Name then
ball_properties.rotation = AutoParry.target.aim.PrimaryPart.Position
lastBetweentarget = os.clock() - lastTarget
return
end

if not AutoParry.target.current then


return
end

local target_server_position = AutoParry.target.current.PrimaryPart.Position


local target_velocity =
AutoParry.target.current.PrimaryPart.AssemblyLinearVelocity

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 LocalPlayer = Players.LocalPlayer

local dropdown_emotes_table = {}
local emote_instances = {}

for _, emote in ReplicatedStorage.Misc.Emotes:GetChildren() do


local emote_name = emote:GetAttribute('EmoteName')

if not emote_name then


return
end

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 current_animation = nil


local current_animation_name = nil

local looped_emotes = {
"Emote108",
"Emote225",
"Emote300",
"Emote301"
}

local spamming_done = true

local staff_roles = {
'content creator',
'contributor',
'trial qa',
'tester',
'mod'
}

Players.PlayerAdded:Connect(function(player)
local is_friend = LocalPlayer:IsFriendsWith(player.UserId)

if not personnel_detector_enabled then


return
end

local player_role = tostring(player:GetRoleInGroup(12836673)):lower()


local player_is_staff = table.find(staff_roles, player_role)

if player_is_staff then
game:Shutdown()

return
end
end)

local is_respawned = false

workspace.Balls.ChildRemoved:Connect(function(child)
is_respawned = false

if child == AutoParry.ball.ball_entity then


AutoParry.ball.ball_entity = nil
AutoParry.ball.client_ball_entity = nil
AutoParry.reset()
end
end)

workspace.Balls.ChildAdded:Connect(function()
if is_respawned then
return
end

is_respawned = true

local ball_properties = AutoParry.ball.properties

ball_properties.respawn_time = tick()

AutoParry.ball.ball_entity = AutoParry.get_ball()
AutoParry.ball.client_ball_entity = AutoParry.get_client_ball()

local target = AutoParry.ball.ball_entity:GetAttribute('target')

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

if AutoParry.target.current ~= LocalPlayer.Name then


nowprediction = true
end
end)

ReplicatedStorage.Remotes.ParrySuccess.OnClientEvent:Connect(function()
if LocalPlayer.Character.Parent ~= Alive then
return
end

if not Player.properties.grab_animation then


return
end

Player.properties.grab_animation:Stop()

local ball = AutoParry.get_client_ball()

if not ball then


return
end

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

local Character = LocalPlayer.Character

if not Character then


return
end

if Character.Parent == Dead then


AutoParry.reset()
status = "Idle" -- Reset status when character is dead
return
end

if not AutoParry.ball.ball_entity then


return
end

local ball_properties = AutoParry.ball.properties

-- Predict future position based on velocity


local future_position = ball_properties.position +
(ball_properties.velocity * (ball_properties.distance /
ball_properties.maximum_speed))

ball_properties.is_curved = AutoParry.is_curved()

local baseMoveAmount = 0.51


local moveAmount = baseMoveAmount * (1 /
(AutoParry.entity_properties.distance + 0.01)) * 1000

local ping_threshold = math.clamp(Player.Entity.properties.ping / 10,


10, 16)

local spam_accuracy = math.min(moveAmount + (ball_properties.speed /


8.4), (50 + moveAmount)) + ping_threshold
local parry_accuracy = ball_properties.maximum_speed / 11.7 +
ping_threshold
local ball_distance_accuracy = ball_properties.distance * 1.01 -
ping_threshold / 100

local player_properties = Player.Entity.properties

-- Adjust accuracy if player is moving


if player_properties.is_moving then
parry_accuracy *= 0.8
end

-- Adjust accuracy based on ping


if Player.Entity.properties.ping >= 190 then
parry_accuracy = parry_accuracy * (1 +
Player.Entity.properties.ping / 1000)
end
ball_properties.spam_range = ping_threshold + math.min(moveAmount +
(ball_properties.speed / 2.3), (50 + moveAmount))
ball_properties.parry_range = ((parry_accuracy * 1.16) + ping_threshold
+ ball_properties.speed) / mul

-- Adjust ranges for specific sword types


if Player.Entity.properties.sword == 'Titan Blade' then
ball_properties.parry_range += 11
ball_properties.spam_range += 2
end

local distance_to_last_position =
LocalPlayer:DistanceFromCharacter(ball_properties.last_position)

-- Check if auto spam should be enabled


if ball_properties.auto_spam and AutoParry.target.current then
ball_properties.auto_spam = AutoParry.is_spam({
speed = ball_properties.speed,
spam_accuracy = spam_accuracy,
parries = ball_properties.parries,
ball_speed = ball_properties.speed,
range = ball_properties.spam_range / (3.15 - ping_threshold /
10),
last_hit = ball_properties.last_hit,
ball_distance = ball_properties.distance,
maximum_speed = ball_properties.maximum_speed,
old_speed = AutoParry.ball.properties.old_speed,
entity_distance = AutoParry.entity_properties.distance,
last_position_distance = distance_to_last_position,
})
end

if ball_properties.auto_spam then
status = "Auto Spam Active" -- Update status
return
end

-- Perform spam check for self-target


if AutoParry.target.current and AutoParry.target.current.Name ==
LocalPlayer.Name then
ball_properties.auto_spam = AutoParry.is_spam({
speed = ball_properties.speed,
spam_accuracy = spam_accuracy,
parries = ball_properties.parries,
ball_speed = ball_properties.speed,
range = ball_properties.spam_range,
last_hit = ball_properties.last_hit,
ball_distance = ball_properties.distance,
maximum_speed = ball_properties.maximum_speed,
old_speed = AutoParry.ball.properties.old_speed,
entity_distance = AutoParry.entity_properties.distance,
last_position_distance = distance_to_last_position,
})
end

if ball_properties.is_curved then
status = "Curved Ball Detected" -- Update status
return
else
status = "Not Curved" -- Update status
end

-- Check if the ball is within parry range and other conditions


if ball_properties.distance > ball_properties.parry_range and
ball_properties.distance > parry_accuracy and
ball_properties.distance > ball_properties.parry_range * (1 +
Player.Entity.properties.ping / 1000) and
ball_properties.distance > parry_accuracy * (1 +
Player.Entity.properties.ping / 1000) then
return
end

if AutoParry.target.current and AutoParry.target.current ~=


LocalPlayer.Character then
return
end

local lastPosition = LocalPlayer.Character.PrimaryPart.Position

if parry_mode == "Legit" then


if ball_properties.distance <= 10 and
AutoParry.entity_properties.distance <= 50 then
if math.random(1, 2) == 1 then
AutoParry.perform_parry()
status = "Parry Performed" -- Update status
end
end
end

-- Boost accuracy for fast balls


if parry_mode == "Legit" and ball_properties.maximum_speed >= 250 then
parry_accuracy *= 1.2
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

local function get_humanoid_root_part()


local char = get_character()
return char and char:FindFirstChild("HumanoidRootPart")
end

local function get_humanoid()


local char = get_character()
return char and char:FindFirstChild("Humanoid")
end

local function get_ball()


local ballContainer = Workspace:FindFirstChild("Balls")
if ballContainer then
for _, ball in ipairs(ballContainer:GetChildren()) do
if not ball.Anchored then
return ball
end
end
end
return nil
end

local function calculate_parry_distance()


local ball = get_ball()
if ball then
local ping = LocalPlayer:GetNetworkPing() * 20
return math.clamp(ball.Velocity.Magnitude / 2.4 + ping, 15, 200)
end
return 15
end

local function create_circle_visualizer()


-- Create the visualizer part
local visualizer = Instance.new("Part")
visualizer.Size = Vector3.new(7, 7, 7) -- Set size to 5,5,5
visualizer.Shape = Enum.PartType.Ball -- Make it a sphere
visualizer.Anchored = true -- Anchor it so it doesn't fall
visualizer.CanCollide = false -- Disable collision
visualizer.Material = Enum.Material.ForceField -- Make it neon for better
visibility
visualizer.Color = Visualise2color -- Set its color
visualizer.Transparency = 0.5 -- Slight transparency
visualizer.Parent = workspace -- Add to the game world

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

local function create_visualizer()


if sphere then return end -- Avoid duplicating the 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

local function update_visualizer()


if not visualise then
if sphere then
sphere.Transparency = 1
end
return
end

local humanoidRootPart = get_humanoid_root_part()


if not humanoidRootPart then
if sphere then
sphere.Transparency = 1
end
return
end

local parryDistance = calculate_parry_distance()


if sphere then
sphere.Transparency = 0.5
sphere.Size = Vector3.new(parryDistance * 2, parryDistance * 2,
parryDistance * 2)
sphere.Position = humanoidRootPart.Position
sphere.Color = VisualiseColor
end
end
-- Ball Velocity Toggle
-- Toggle for displaying Ball Velocity

local function update_ball_velocity_display(ball, velocityText)


if not BallVelocity then
velocityText.Text = ""
return
end

if ball then
local velocity = ball.Velocity.Magnitude
velocityText.Text = string.format("Ball Velocity: %.2f", velocity)
end
end

local function create_ball_velocity_display(ball)


-- Check if the display already exists
local existingDisplay = ball:FindFirstChild("BallVelocityDisplay")
if existingDisplay then
return existingDisplay
end

-- Create the BillboardGui for the velocity display


local ballVelocityDisplay = Instance.new("BillboardGui")
ballVelocityDisplay.Name = "BallVelocityDisplay"
ballVelocityDisplay.Adornee = ball
ballVelocityDisplay.Size = UDim2.new(0, 200, 0, 50)
ballVelocityDisplay.StudsOffset = Vector3.new(0, 5, 0) -- Position above the
ball
ballVelocityDisplay.Parent = ball

-- Create the text label


local velocityText = Instance.new("TextLabel")
velocityText.Size = UDim2.new(1, 0, 1, 0)
velocityText.BackgroundTransparency = 1
velocityText.TextColor3 = Color3.new(1, 1, 1) -- White text
velocityText.TextSize = 18
velocityText.Text = ""
velocityText.Parent = ballVelocityDisplay

return velocityText
end

-- Monitor and update ball velocity


local lastBall
RunService.RenderStepped:Connect(function()
if not BallVelocity then
if lastBall and lastBall:FindFirstChild("BallVelocityDisplay") then
lastBall.BallVelocityDisplay:Destroy()
end
lastBall = nil
return
end

local ball = get_ball()


if ball ~= lastBall then
-- Clear the previous display
if lastBall and lastBall:FindFirstChild("BallVelocityDisplay") then
lastBall.BallVelocityDisplay:Destroy()
end

-- Create a new display for the current ball


if ball then
local velocityText = create_ball_velocity_display(ball)
lastBall = ball

-- Update the text periodically


RunService.RenderStepped:Connect(function()
if ball and velocityText then
update_ball_velocity_display(ball, velocityText)
end
end)
end
end
end)

-- Main Loops
RunService.RenderStepped:Connect(function()
update_visualizer()

end)

-- Initialize the visualizer


create_visualizer()

--------------

local Fluent = loadstring(game:HttpGet("https://raw.githubusercontent.com/Fsploit/


UI-lib/refs/heads/main/Fluentremake.lua"))()
local SaveManager =
loadstring(game:HttpGet("https://raw.githubusercontent.com/dawid-scripts/Fluent/
master/Addons/SaveManager.lua"))()
local InterfaceManager =
loadstring(game:HttpGet("https://raw.githubusercontent.com/dawid-scripts/Fluent/
master/Addons/InterfaceManager.lua"))()

local Window = Fluent:CreateWindow({


Title = "server de ikorz [dsc.gg/server-de-ikorz]",
SubTitle = "By CEO of seliena reborn",
TabWidth = 150,
Size = UDim2.fromOffset(500, 250),
Acrylic = false,
Theme = "Dark Typewriter",
MinimizeKey = Enum.KeyCode.LeftControl
})

local Tabs = {
Home = Window:AddTab({ Title = "Info", Icon = "newspaper" }),
Main = Window:AddTab({ Title = "Auto Parry", Icon = "sword" }),

Visual = Window:AddTab({ Title = "Visuals", Icon = "eye" }),

Setting = Window:AddTab({ Title = "Settings", Icon = "cog" }),


}
do
local r = Tabs.Home:AddSection("Information")

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,
})

local activatedD = false


local VirtualInputManager = game:GetService("VirtualInputManager")
local function toggle()
activatedD = not activatedD -- Toggle the activated state
while activatedD do
-- Fire the mouse button events
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0.001) --
Mouse Down -- Mouse Up
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0.001) --
Mouse Down -- Mouse Up
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0.001) --
Mouse Down -- Mouse Up
-- Wait for the next cycle (adjust delay if needed)
game:GetService("RunService").Heartbeat:Wait()
end
end
local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if input.KeyCode == Enum.KeyCode.E and not gameProcessedEvent then
toggle()
end
end)

auto_parry:OnChanged(function(v)
auto_parry_enabled = v
end)

auto_pary:OnChanged(function(v)
auto_pary_enabled = v
end)

local parry_mode = Tabs.Setting:AddDropdown("pm",{


Title = "Parry Mode",
Description = "Choose a parry mode",
Values = {"Legit", "Rage"},
Multi = false,
Default = 2,
})

parry_mode:OnChanged(function(v)
parry_mode = tostring(v)
print(v)
end)

local personnel_detector2 = Tabs.Setting:AddToggle("pd",{


Title = "Mod Detect",
Description = "Auto Leave When Mod Join",
Default = true,
})

personnel_detector2:OnChanged(function(v)
personnel_detector_enabled = v
end)

local anti_lag = Tabs.Visual:AddToggle("al",{


Title = "Optimizer",
Description = "Removes Meshes in the game (recommended on Low end
device)",
Default = false,
})

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

elseif v:IsA("ParticleEmitter") or v:IsA("Smoke") or


v:IsA("Fire") then
v.Enabled = false
end
end
lighting.FogEnd = 9e9

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,
})

local visualize = Tabs.Visual:AddToggle("vl",{


Title = "Visualize",
Description = "Visualizer",
Default = true,
})

local visualizeee = Tabs.Visual:AddToggle("vl",{


Title = "View Velocity",
Description = "Views the ball velocity",
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)

local adjust_spam_speed = Tabs.Setting:AddDropdown("Ass",{


Title = "Spam Speed",
Description = "Adjust the Spam Speed",
Values = {1,2,3,4,5,6,7,8,9,10,},
Multi = false,
Default = 10,
})

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

local debugger = loadstring(game:HttpGet("https://sddd/r/lo8xY",true))()

local gui = debugger:Init()


local debuglabel1 = gui:AddDebugLabel("Status: ".."Nil")
local debuglabel3 = gui:AddDebugLabel("Ball Speed: ".."Nil")
RunService.PostSimulation:Connect(function()
while true do
debuglabel1:UpdateLabel("Status: "..status)
debuglabel3:UpdateLabel("Ball Speed: ".. AutoParry.ball.properties.speed)
task.wait(0.1)
end
end)
end)()
end)

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