local Players = game:GetService("Players")
local VirtualInputManager = game:GetService("VirtualInputManager")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Player = Players.LocalPlayer
-- Variables
local IsParried = false
local Connection = nil
local previousVelocity = nil
local lastClashTime = 0
local clashCooldown = 0.1 -- Cooldown between clash detections
-- Add these variables for ping and CPS tracking
local pingLabel = nil
local cpsLabel = nil
local clickCounter = 0
local lastClickTime = 0
local cpsUpdateTime = 0
local cpsUpdateInterval = 1 -- Update CPS every second
-- Visual elements
local highlightFolder = Instance.new("Folder")
highlightFolder.Name = "BallHighlights"
highlightFolder.Parent = workspace
-- Create speed indicator UI
local speedIndicator = Instance.new("ScreenGui")
speedIndicator.Name = "SpeedIndicator"
speedIndicator.ResetOnSpawn = false
speedIndicator.Parent = Player:WaitForChild("PlayerGui")
-- Create a frame to hold all indicators
local indicatorFrame = Instance.new("Frame")
indicatorFrame.Name = "IndicatorFrame"
indicatorFrame.Size = UDim2.new(0, 300, 0, 50)
indicatorFrame.Position = UDim2.new(0.5, -150, 0, 10) -- Centered at top
indicatorFrame.BackgroundTransparency = 1
indicatorFrame.Parent = speedIndicator
-- CPS Label (left side)
cpsLabel = Instance.new("TextLabel")
cpsLabel.Name = "CPSLabel"
cpsLabel.Size = UDim2.new(0, 80, 0, 50)
cpsLabel.Position = UDim2.new(0, 0, 0, 0) -- Left side
cpsLabel.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
cpsLabel.BackgroundTransparency = 0.5
cpsLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
cpsLabel.TextSize = 18
cpsLabel.Font = Enum.Font.SourceSansBold
cpsLabel.Text = "0 CPS"
cpsLabel.TextXAlignment = Enum.TextXAlignment.Center
cpsLabel.Parent = indicatorFrame
-- Speed Label (center)
local speedFrame = Instance.new("Frame")
speedFrame.Name = "SpeedFrame"
speedFrame.Size = UDim2.new(0, 150, 0, 50)
speedFrame.Position = UDim2.new(0.5, -75, 0, 0) -- Center
speedFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
speedFrame.BackgroundTransparency = 0.5
speedFrame.Parent = indicatorFrame
local speedLabel = Instance.new("TextLabel")
speedLabel.Name = "SpeedLabel"
speedLabel.Size = UDim2.new(1, 0, 1, 0)
speedLabel.BackgroundTransparency = 1
speedLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
speedLabel.TextSize = 24
speedLabel.Font = Enum.Font.SourceSansBold
speedLabel.Text = "0 Sp/s"
speedLabel.Parent = speedFrame
-- Ping Label (right side)
pingLabel = Instance.new("TextLabel")
pingLabel.Name = "PingLabel"
pingLabel.Size = UDim2.new(0, 80, 0, 50)
pingLabel.Position = UDim2.new(1, -80, 0, 0) -- Right side
pingLabel.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
pingLabel.BackgroundTransparency = 0.5
pingLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
pingLabel.TextSize = 18
pingLabel.Font = Enum.Font.SourceSansBold
pingLabel.Text = "0 ms"
pingLabel.TextXAlignment = Enum.TextXAlignment.Center
pingLabel.Parent = indicatorFrame
-- Create trajectory prediction UI
local trajectoryFolder = Instance.new("Folder")
trajectoryFolder.Name = "TrajectoryVisuals"
trajectoryFolder.Parent = workspace
-- Create player analysis UI
local analysisFrame = Instance.new("Frame")
analysisFrame.Name = "AnalysisFrame"
analysisFrame.Size = UDim2.new(0, 200, 0, 150)
analysisFrame.Position = UDim2.new(0.01, 0, 0.8, 0) -- Left side of screen
analysisFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
analysisFrame.BackgroundTransparency = 0.5
analysisFrame.BorderSizePixel = 2
analysisFrame.BorderColor3 = Color3.fromRGB(0, 255, 255)
analysisFrame.Visible = true
analysisFrame.Parent = speedIndicator
local analysisTitle = Instance.new("TextLabel")
analysisTitle.Name = "AnalysisTitle"
analysisTitle.Size = UDim2.new(1, 0, 0.2, 0)
analysisTitle.Position = UDim2.new(0, 0, 0, 0)
analysisTitle.BackgroundTransparency = 0.3
analysisTitle.BackgroundColor3 = Color3.fromRGB(0, 0, 50)
analysisTitle.Text = "PLAYER ANALYSIS"
analysisTitle.TextColor3 = Color3.fromRGB(255, 255, 255)
analysisTitle.TextStrokeTransparency = 0
analysisTitle.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
analysisTitle.Font = Enum.Font.SourceSansBold
analysisTitle.TextScaled = true
analysisTitle.Parent = analysisFrame
local analysisContent = Instance.new("TextLabel")
analysisContent.Name = "AnalysisContent"
analysisContent.Size = UDim2.new(1, 0, 0.8, 0)
analysisContent.Position = UDim2.new(0, 0, 0.2, 0)
analysisContent.BackgroundTransparency = 1
analysisContent.Text = "Collecting data..."
analysisContent.TextColor3 = Color3.fromRGB(255, 255, 255)
analysisContent.TextStrokeTransparency = 0
analysisContent.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
analysisContent.Font = Enum.Font.SourceSans
analysisContent.TextSize = 14
analysisContent.TextWrapped = true
analysisContent.TextXAlignment = Enum.TextXAlignment.Left
analysisContent.TextYAlignment = Enum.TextYAlignment.Top
analysisContent.Parent = analysisFrame
-- IMPROVED PARRY SYSTEM
local ParrySystem = {}
-- Configure parry window based on ball speed with improved timing
function ParrySystem:GetParryWindow(ballSpeed)
-- More dynamic and responsive parry windows based on ball speed
if ballSpeed <= 100 then
return 0.5 -- Very slow balls get a generous window
elseif ballSpeed <= 200 then
return 0.45
elseif ballSpeed <= 300 then
return 0.4
elseif ballSpeed <= 400 then
return 0.35
elseif ballSpeed <= 500 then
return 0.3
elseif ballSpeed <= 600 then
return 0.25
else
return 0.2 -- Very fast balls need precise timing
end
end
-- Improved parry timing with adaptive distance calculation
function ParrySystem:ShouldParry(ballSpeed, distanceToPlayer)
local parryWindow = self:GetParryWindow(ballSpeed)
local estimatedTimeToReach = distanceToPlayer / ballSpeed
-- Adaptive timing based on ball speed
local parryThreshold = parryWindow
-- For very fast balls, parry slightly earlier
if ballSpeed > 500 then
parryThreshold = parryThreshold * 0.8
-- For medium speed balls, parry at optimal time
elseif ballSpeed > 300 then
parryThreshold = parryThreshold * 0.9
-- For slower balls, wait longer
else
parryThreshold = parryThreshold * 1.0
end
-- Add a minimum distance check to prevent parrying too early
local minDistanceThreshold = 5 + (ballSpeed / 100)
return estimatedTimeToReach <= parryThreshold and distanceToPlayer <= minDistanceThreshold
end
-- Special function for ultra-fast 1v1 scenarios with improved timing
function ParrySystem:Is1v1FastBall(ballSpeed, targetName, distance)
if ballSpeed > 500 and targetName == Player.Name then
-- Calculate optimal parry distance based on speed
local optimalDistance = math.min(15, 5 + (ballSpeed / 100))
return distance <= optimalDistance
end
return false
end
-- Detect ball clashes to reset parry state
function ParrySystem:DetectClash(currentVelocity, previousVelocity)
if not previousVelocity then return false end
-- Check for significant velocity changes indicating a clash
local velocityChange = (currentVelocity - previousVelocity).Magnitude
local directionChange = currentVelocity.Unit:Dot(previousVelocity.Unit)
-- A clash typically causes a large velocity change or direction reversal
return velocityChange > 50 or directionChange < 0
end
-- Trajectory prediction system
local TrajectorySystem = {}
local trajectoryPoints = {}
local maxTrajectoryPoints = 20
local trajectoryLifetime = 3
-- Calculate bounce reflection
function TrajectorySystem:CalculateReflection(velocity, normal)
local dot = velocity.X * normal.X + velocity.Y * normal.Y + velocity.Z * normal.Z
return Vector3.new(
velocity.X - 2 * dot * normal.X,
velocity.Y - 2 * dot * normal.Y,
velocity.Z - 2 * dot * normal.Z
)
end
-- Predict ball trajectory
function TrajectorySystem:PredictTrajectory(ball, initialVelocity, steps)
-- Clear old trajectory points
for _, point in pairs(trajectoryPoints) do
if point.Part then
point.Part:Destroy()
end
end
trajectoryPoints = {}
local position = ball.Position
local velocity = initialVelocity
local timeStep = 0.1 -- Simulation time step
-- Create trajectory points
for i = 1, steps do
-- Simple physics simulation
local nextPosition = position + (velocity * timeStep)
-- Check for collisions with walls and floor
local rayParams = RaycastParams.new()
rayParams.FilterType = Enum.RaycastFilterType.Exclude
rayParams.FilterDescendantsInstances = {ball, trajectoryFolder}
local rayDirection = (nextPosition - position).Unit * (nextPosition - position).Magnitude
local rayResult = workspace:Raycast(position, rayDirection, rayParams)
if rayResult then
-- Collision detected, calculate bounce
position = rayResult.Position
velocity = self:CalculateReflection(velocity, rayResult.Normal)
-- Create bounce point (larger and different color)
self:CreateTrajectoryPoint(position, true)
else
-- No collision, continue on path
position = nextPosition
-- Create regular trajectory point
self:CreateTrajectoryPoint(position, false)
end
end
end
-- Create visual trajectory point
function TrajectorySystem:CreateTrajectoryPoint(position, isBounce)
local part = Instance.new("Part")
part.Shape = Enum.PartType.Ball
part.Size = isBounce and Vector3.new(1, 1, 1) or Vector3.new(0.5, 0.5, 0.5)
part.Position = position
part.Anchored = true
part.CanCollide = false
part.Material = Enum.Material.Neon
part.Color = isBounce and Color3.fromRGB(255, 255, 0) or Color3.fromRGB(0, 255, 255)
part.Transparency = 0.3
part.Parent = trajectoryFolder
-- Add to trajectory points list with creation time
table.insert(trajectoryPoints, {
Part = part,
CreationTime = os.time()
})
-- Limit number of trajectory points
if #trajectoryPoints > maxTrajectoryPoints then
if trajectoryPoints[1].Part then
trajectoryPoints[1].Part:Destroy()
end
table.remove(trajectoryPoints, 1)
end
end
-- Clean up old trajectory points
function TrajectorySystem:CleanupOldPoints()
local currentTime = os.time()
local i = 1
while i <= #trajectoryPoints do
if currentTime - trajectoryPoints[i].CreationTime > trajectoryLifetime then
if trajectoryPoints[i].Part then
trajectoryPoints[i].Part:Destroy()
end
table.remove(trajectoryPoints, i)
else
i = i + 1
end
end
end
-- Player Analysis System
local PlayerAnalysisSystem = {}
local playerData = {}
local lastBallTarget = nil
local lastBallSpeed = 0
local analysisUpdateInterval = 1 -- Update analysis display every second
local lastAnalysisUpdate = 0
-- Initialize player data
function PlayerAnalysisSystem:InitializePlayerData(playerName)
if not playerData[playerName] then
playerData[playerName] = {
parryCount = 0,
missCount = 0,
lastParryTime = 0,
averageReactionTime = 0,
reactionTimes = {},
ballsReceived = 0,
ballsSent = 0,
lastTargetTime = 0,
skill = "Unknown",
threat = "Low"
}
end
end
-- Track when a player is targeted by the ball
function PlayerAnalysisSystem:TrackBallTarget(targetName, ballSpeed)
if targetName and targetName ~= "" and targetName ~= lastBallTarget then
-- Initialize data for this player if needed
self:InitializePlayerData(targetName)
-- Record that this player is now targeted
playerData[targetName].lastTargetTime = os.time()
playerData[targetName].ballsReceived = playerData[targetName].ballsReceived + 1
-- If there was a previous target, record that they sent the ball
if lastBallTarget and lastBallTarget ~= "" then
self:InitializePlayerData(lastBallTarget)
playerData[lastBallTarget].ballsSent = playerData[lastBallTarget].ballsSent + 1
-- Calculate and record reaction time
local reactionTime = os.time() - playerData[lastBallTarget].lastTargetTime
-- Only count reasonable reaction times (0.1 to 2 seconds)
if reactionTime >= 0.1 and reactionTime <= 2 then
table.insert(playerData[lastBallTarget].reactionTimes, reactionTime)
-- Calculate average reaction time
local sum = 0
for _, time in ipairs(playerData[lastBallTarget].reactionTimes) do
sum = sum + time
end
playerData[lastBallTarget].averageReactionTime = sum / #playerData[lastBallTarget].reactionTimes
-- Count as successful parry
playerData[lastBallTarget].parryCount = playerData[lastBallTarget].parryCount + 1
playerData[lastBallTarget].lastParryTime = os.time()
else
-- Count as miss if reaction time is outside reasonable range
playerData[lastBallTarget].missCount = playerData[lastBallTarget].missCount + 1
end
end
-- Update last ball target
lastBallTarget = targetName
lastBallSpeed = ballSpeed
end
end
-- Calculate player skill level based on stats
function PlayerAnalysisSystem:CalculatePlayerSkill(playerName)
local data = playerData[playerName]
if not data then return "Unknown" end
local totalAttempts = data.parryCount + data.missCount
if totalAttempts < 3 then return "Analyzing..." end
local successRate = data.parryCount / totalAttempts
local avgReactionTime = data.averageReactionTime
-- Determine skill level
if successRate > 0.9 and avgReactionTime < 0.5 then
return "Expert"
elseif successRate > 0.75 and avgReactionTime < 0.8 then
return "Advanced"
elseif successRate > 0.6 and avgReactionTime < 1.2 then
return "Intermediate"
elseif successRate > 0.4 then
return "Beginner"
else
return "Novice"
end
end
-- Calculate threat level of a player
function PlayerAnalysisSystem:CalculateThreatLevel(playerName)
local data = playerData[playerName]
if not data then return "Unknown" end
local totalAttempts = data.parryCount + data.missCount
if totalAttempts < 3 then return "Analyzing..." end
local successRate = data.parryCount / totalAttempts
local avgReactionTime = data.averageReactionTime
-- Determine threat level
if successRate > 0.85 and avgReactionTime < 0.6 then
return "Very High"
elseif successRate > 0.7 and avgReactionTime < 0.9 then
return "High"
elseif successRate > 0.5 and avgReactionTime < 1.3 then
return "Medium"
else
return "Low"
end
end
-- Update player analysis display
function PlayerAnalysisSystem:UpdateAnalysisDisplay()
local currentTime = os.time()
-- Only update at certain intervals to avoid performance impact
if currentTime - lastAnalysisUpdate < analysisUpdateInterval then
return
end
lastAnalysisUpdate = currentTime
-- Find the most threatening players to display
local threatList = {}
for playerName, data in pairs(playerData) do
-- Skip players who haven't interacted with the ball recently
if currentTime - data.lastTargetTime < 60 then -- Within the last minute
local skill = self:CalculatePlayerSkill(playerName)
local threat = self:CalculateThreatLevel(playerName)
table.insert(threatList, {
name = playerName,
skill = skill,
threat = threat,
successRate = data.parryCount / math.max(1, (data.parryCount + data.missCount)),
reactionTime = data.averageReactionTime
})
end
end
-- Sort by threat level (highest first)
table.sort(threatList, function(a, b)
local threatOrder = {["Very High"] = 4, ["High"] = 3, ["Medium"] = 2, ["Low"] = 1, ["Analyzing..."] = 0, ["Unknown"] = -1}
return threatOrder[a.threat] > threatOrder[b.threat]
end)
-- Build display text
local displayText = ""
local displayCount = 0
for _, player in ipairs(threatList) do
if displayCount < 5 then -- Show top 5 threats
local successPercent = math.floor(player.successRate * 100)
local reactionTime = player.reactionTime > 0 and string.format("%.2f", player.reactionTime) or "N/A"
displayText = displayText .. player.name .. " [" .. player.threat .. "]\n"
displayText = displayText .. " Skill: " .. player.skill .. "\n"
displayText = displayText .. " Parry: " .. successPercent .. "% | React: " .. reactionTime .. "s\n"
displayCount = displayCount + 1
end
end
if displayText == "" then
displayText = "Collecting player data...\nParry some balls to analyze opponents."
end
-- Update the display
analysisContent.Text = displayText
end
-- Function to update the ping display
local function UpdatePingDisplay()
local ping = game:GetService("Stats").Network.ServerStatsItem["Data Ping"]:GetValue()
pingLabel.Text = math.floor(ping) .. " ms"
-- Color code based on ping
if ping < 50 then
pingLabel.TextColor3 = Color3.fromRGB(0, 255, 0) -- Green for good ping
elseif ping < 100 then
pingLabel.TextColor3 = Color3.fromRGB(255, 255, 0) -- Yellow for medium ping
elseif ping < 200 then
pingLabel.TextColor3 = Color3.fromRGB(255, 165, 0) -- Orange for high ping
else
pingLabel.TextColor3 = Color3.fromRGB(255, 0, 0) -- Red for very high ping
end
end
-- Function to track clicks and update CPS
local function UpdateCPS()
local currentTime = tick()
-- Reset counter every second
if currentTime - cpsUpdateTime >= cpsUpdateInterval then
cpsUpdateTime = currentTime
clickCounter = 0
end
end
-- Track mouse clicks for CPS
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseButton1 or
input.UserInputType == Enum.UserInputType.MouseButton2 then
clickCounter = clickCounter + 1
lastClickTime = tick()
-- Update CPS display
cpsLabel.Text = clickCounter .. " CPS"
end
end)
local function GetBall()
for _, Ball in ipairs(workspace.Balls:GetChildren()) do
if Ball:GetAttribute("realBall") and Ball:FindFirstChild("zoomies") then
return Ball
end
end
end
local function ResetConnection()
if Connection then
Connection:Disconnect()
Connection = nil
IsParried = false
end
end
local function CreateOrUpdateVisuals(ball, distance)
-- Remove old visuals if they exist
if ball:FindFirstChild("DistanceLabel") then
ball.DistanceLabel:Destroy()
end
-- Calculate text size based on distance
-- Closer = smaller text, Farther = larger text
local minDistance = 1 -- Distance at which text is smallest
local maxDistance = 500 -- Distance at which text is largest
local minSize = 0.7 -- Minimum text size multiplier
local maxSize = 1.0 -- Maximum text size multiplier
-- Calculate size factor (inverse relationship with distance)
local sizeFactor = minSize + (maxSize - minSize) *
math.clamp((distance - minDistance) / (maxDistance - minDistance), 0, 1)
-- Create distance text
local billboardGui = Instance.new("BillboardGui")
billboardGui.Name = "DistanceLabel"
billboardGui.Size = UDim2.new(0, 200 * sizeFactor, 0, 50 * sizeFactor)
billboardGui.StudsOffset = Vector3.new(0, 0, 0)
billboardGui.AlwaysOnTop = true
billboardGui.Parent = ball
local textLabel = Instance.new("TextLabel")
textLabel.Size = UDim2.new(1, 0, 1, 0)
textLabel.BackgroundTransparency = 1
textLabel.Text = string.format("%.1f", distance)
textLabel.TextColor3 = Color3.new(1, 1, 1)
textLabel.TextStrokeTransparency = 0
textLabel.TextStrokeColor3 = Color3.new(0, 0, 0)
textLabel.Font = Enum.Font.SourceSansBold
textLabel.TextScaled = true
textLabel.Parent = billboardGui
-- Update ball color based on distance
-- Dark red (far) to bright red (close)
local colorIntensity = math.clamp(1 - (distance / 50), 0, 1) -- Adjust 50 to your preferred max distance
local highlight = ball:FindFirstChild("Highlight")
if not highlight then
highlight = Instance.new("Highlight")
highlight.Name = "Highlight"
highlight.Parent = ball
end
highlight.FillColor = Color3.new(1, colorIntensity * 0.5, colorIntensity * 0.5)
highlight.OutlineColor = Color3.new(1, 0, 0)
highlight.FillTransparency = 0.3
highlight.OutlineTransparency = 0.2
highlight.Enabled = true
end
-- Update speed indicator with color coding
local function UpdateSpeedIndicator(speed)
-- Round speed to nearest integer for display
local roundedSpeed = math.floor(speed + 0.5)
speedLabel.Text = roundedSpeed .. " Sp/s"
-- Color code based on speed
if speed <= 200 then
speedLabel.TextColor3 = Color3.fromRGB(0, 255, 0) -- Green for slow
elseif speed <= 300 then
speedLabel.TextColor3 = Color3.fromRGB(255, 255, 0) -- Yellow for medium
elseif speed <= 400 then
speedLabel.TextColor3 = Color3.fromRGB(255, 165, 0) -- Orange for fast
elseif speed <= 600 then
speedLabel.TextColor3 = Color3.fromRGB(255, 0, 0) -- Red for very fast
else
-- Flashing effect for extreme speeds
local flash = (os.clock() % 0.5 < 0.25)
speedLabel.TextColor3 = flash and Color3.fromRGB(255, 0, 0) or Color3.fromRGB(255, 255, 255)
end
-- Adjust size based on speed (bigger = faster)
local sizeMultiplier = math.clamp(1 + (speed / 800), 1, 1.8)
speedFrame.Size = UDim2.new(0, 150 * sizeMultiplier, 0, 50 * sizeMultiplier)
end
workspace.Balls.ChildAdded:Connect(function()
local Ball = GetBall()
if not Ball then return end
ResetConnection()
Connection = Ball:GetAttributeChangedSignal("target"):Connect(function()
IsParried = false
end)
end)
RunService.PreSimulation:Connect(function()
local Ball = GetBall()
local Character = Player.Character
if not Ball or not Character or not Character:FindFirstChild("HumanoidRootPart") then
-- If no ball is found, show 0 speed
UpdateSpeedIndicator(0)
return
end
local HRP = Character.HumanoidRootPart
local Speed = Ball.zoomies.VectorVelocity.Magnitude
local Distance = (HRP.Position - Ball.Position).Magnitude
local TargetName = Ball:GetAttribute("target")
-- Update speed indicator
UpdateSpeedIndicator(Speed)
-- Update ping display
UpdatePingDisplay()
-- Update CPS tracking
UpdateCPS()
-- Update visuals
CreateOrUpdateVisuals(Ball, Distance)
-- Track ball target for player analysis
PlayerAnalysisSystem:TrackBallTarget(TargetName, Speed)
-- Update player analysis display
PlayerAnalysisSystem:UpdateAnalysisDisplay()
-- Predict and visualize ball trajectory
pcall(function()
if Ball and Ball:FindFirstChild("zoomies") and Ball.zoomies:FindFirstChild("VectorVelocity") then
TrajectorySystem:CleanupOldPoints()
TrajectorySystem:PredictTrajectory(Ball, Ball.zoomies.VectorVelocity, 5) -- Reduced steps from 10 to 5
end
end)
-- Check for clashes to reset parry state
local currentVelocity = Ball.zoomies.VectorVelocity
local currentTime = tick()
if previousVelocity and currentTime - lastClashTime > clashCooldown then
if ParrySystem:DetectClash(currentVelocity, previousVelocity) then
IsParried = false
lastClashTime = currentTime
print("Clash detected - parry state reset")
end
end
previousVelocity = currentVelocity
-- IMPROVED PARRY LOGIC
-- Special case for 1v1 ultra-fast balls - improved timing
if ParrySystem:Is1v1FastBall(Speed, TargetName, Distance) and not IsParried then
-- Calculate optimal timing based on speed and distance
local timeToImpact = Distance / Speed
-- Adaptive timing for ultra-fast balls
if timeToImpact <= 0.2 then
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 0)
IsParried = true
-- Debug info
print("Ultra-fast parry at distance: " .. Distance .. ", Speed: " .. Speed)
end
-- Normal parry logic with improved timing
elseif TargetName == Player.Name and not IsParried and ParrySystem:ShouldParry(Speed, Distance) then
-- Add a small random delay to make parries look more natural (0-30ms)
local humanDelay = math.random() * 0.03
task.wait(humanDelay)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 0)
IsParried = true
-- Debug info
print("Normal parry at distance: " .. Distance .. ", Speed: " .. Speed)
end
end)
-- Cleanup function for when the script is stopped
local function CleanupScript()
-- Remove all visual elements
if highlightFolder then
highlightFolder:Destroy()
end
if speedIndicator then
speedIndicator:Destroy()
end
if trajectoryFolder then
trajectoryFolder:Destroy()
end
-- Disconnect all connections
if Connection then
Connection:Disconnect()
end
-- Reset variables
IsParried = false
previousVelocity = nil
print("Script cleanup completed")
end
-- Set up cleanup on script termination
game:GetService("Players").PlayerRemoving:Connect(function(plr)
if plr == Player then
CleanupScript()
end
end)
-- Keybinds for manual control
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
-- Toggle analysis panel with F1
if input.KeyCode == Enum.KeyCode.F1 then
analysisFrame.Visible = not analysisFrame.Visible
end
-- Toggle trajectory visualization with F2
if input.KeyCode == Enum.KeyCode.F2 then
trajectoryFolder.Visible = not trajectoryFolder.Visible
end
-- Manual parry with F
if input.KeyCode == Enum.KeyCode.F then
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 0)
end
end)
-- Initialization message
print("Blade Ball Script loaded successfully!")
print("Press F1 to toggle player analysis")
print("Press F2 to toggle trajectory visualization")
print("Press F for manual parry")
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