tree.lua
tree.lua
BladeBall_Section.Create_Toggle({
name = 'Enable Auto-Parry',
flag = 'Enable_Auto_Parry',
callback = function(state)
getgenv().Auto_Parry = state -- setting the boolean of autoparry as the
state in this toggle makes it so that the autoparry will operate if the toggle is
on
end
})
BladeBall_Section.Create_Dropdown({
name = 'Curve Direction',
flag = 'Curve_Direction',
options = {'Back', 'Right', 'Left', 'Up'},
default = curve_direction,
callback = function(value)
curve_direction = value -- useless if the way of parrying is not via remote
end
})
BladeBall_Section.Create_Slider({
name = 'Curve Force',
flag = 'Curve_Force',
min = 10,
max = 100,
default = curve_force,
callback = function(value)
curve_force = value -- useless too if the remote isn't being used for
parrying
end
})
BladeBall_Section.Create_Dropdown({
name = 'AI Play Mode',
flag = 'AI_Play_Mode',
options = {'Legit', 'Blatant'},
default = ai_mode,
callback = function(value)
getgenv().AI_Mode = value -- better way to check which ai mode is selected
end
})
BladeBall_Section.Create_Toggle({
name = 'Enable Auto-Spam',
flag = 'Enable_Auto_Spam',
callback = function(state)
getgenv().Auto_Spam = state -- assign the boolean as state of the toggle so
that the autospam loop will pnly operat if the toggle is pne
end
})
BladeBall_Section.Create_Toggle({
name = 'Enable Visual Parry Circle',
flag = 'Enable_Visual_Parry_Circle',
callback = function(state)
show_parry_circle = state -- this is how toggles should be, assign the
boolean for the loops as the state to the corresponding toggle
end
})
BladeBall_Section.Create_Button({
name = "Spawn Prince Ball & Sword",
callback = function()
SpawnPrinceBall() -- this is the proper format for a button
end
})
Library_Window:Show()
local Ball_Properties = {}
local Player_Properties = {}
local Logic_Properties = {}
RunService.PreSimulation:Connect(function()
-- this will be used to update necessary information simultaneously
for aa in pairs(Player_Properties) do
Player_Properties[aa] = nil
end
return
end
Player_Properties.Position = HRP.Position
Player_Properties.Speed = HRP.Velocity.Magnitude
Player_Properties.Ping = game:GetService("Stats").Network.ServerStatsItem["Data
Ping"]:GetValue()
for a in pairs(Ball_Properties) do
Ball_Properties[a] = nil
end
return
end
Ball_Properties.Ball = Ball
Ball_Properties.Velocity = Ball.zoomies.VectorVelocity
Ball_Properties.Speed = Ball_Properties.Velocity.Magnitude
Ball_Properties.Position = Ball_Properties.Position
Ball_Properties.Target = Ball_Properties.Ball:GetAttribute("target")
end)
workspace.Balls.ChildAdded:Connect(function()
Ball_Properties.Ball:GetAttributeChangedSignal("target"):Connect(function()
Logic_Properties.Parried = false
end)
end)
if Player_Properties.Position:DistanceFromCharacter(Ball_Properties.Position) <=
Ball_Properties.Speed + (Player_Properties.Ping / 1000) / math.pi then
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0)
Logic_Properties.Parried = true
Logic_Properties.Cooldown = tick()