local Players = game:GetService("Players")
local VirtualInputManager = game:GetService("VirtualInputManager")
local Player = Players.LocalPlayer
local IsParried = false
local Connection = nil
-- 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")
local speedFrame = Instance.new("Frame")
speedFrame.Name = "SpeedFrame"
speedFrame.Size = UDim2.new(0, 150, 0, 50)
speedFrame.Position = UDim2.new(0.85, 0, 0.1, 0) -- Top right corner
speedFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
speedFrame.BackgroundTransparency = 0.5
speedFrame.BorderSizePixel = 2
speedFrame.BorderColor3 = Color3.fromRGB(255, 0, 0)
speedFrame.Parent = speedIndicator
local speedLabel = Instance.new("TextLabel")
speedLabel.Name = "SpeedLabel"
speedLabel.Size = UDim2.new(1, 0, 1, 0)
speedLabel.BackgroundTransparency = 1
speedLabel.Text = "0 Sp/s"
speedLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
speedLabel.TextStrokeTransparency = 0
speedLabel.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
speedLabel.Font = Enum.Font.SourceSansBold
speedLabel.TextScaled = true
speedLabel.Parent = speedFrame
-- NEW: Create trajectory prediction UI
local trajectoryFolder = Instance.new("Folder")
trajectoryFolder.Name = "TrajectoryVisuals"
trajectoryFolder.Parent = workspace
-- NEW: 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
-- ParrySystem module integrated directly
local ParrySystem = {}
-- Configure parry window based on ball speed
function ParrySystem:GetParryWindow(ballSpeed)
local parryWindow = 0.4
if ballSpeed > 200 and ballSpeed <= 300 then
parryWindow = 0.5
elseif ballSpeed > 300 and ballSpeed <= 400 then
parryWindow = 1.3
elseif ballSpeed > 400 and ballSpeed <= 600 then
parryWindow = 0.3
elseif ballSpeed > 600 then
parryWindow = 0.3
end
return parryWindow
end
-- Less aggressive parry timing
function ParrySystem:ShouldParry(ballSpeed, distanceToPlayer)
local parryWindow = self:GetParryWindow(ballSpeed)
local estimatedTimeToReach = distanceToPlayer / ballSpeed
if ballSpeed > 400 then
return estimatedTimeToReach <= (parryWindow * 1.0)
else
return estimatedTimeToReach <= (parryWindow * 1.0)
end
end
-- Special function for ultra-fast 1v1 scenarios
function ParrySystem:Is1v1FastBall(ballSpeed, targetName)
return ballSpeed > 500 and targetName == Player.Name
end
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
-- NEW: 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
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 visuals
CreateOrUpdateVisuals(Ball, Distance)
-- NEW: Track ball target for player analysis
PlayerAnalysisSystem:TrackBallTarget(TargetName, Speed)
-- NEW: Update player analysis display
PlayerAnalysisSystem:UpdateAnalysisDisplay()
-- NEW: 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)
-- Special case for 1v1 ultra-fast balls - adjusted to be less early
if ParrySystem:Is1v1FastBall(Speed, TargetName) and not IsParried then
-- For extremely fast 1v1 balls, wait a bit longer before parrying
-- Added a distance check to prevent too-early parrying
if Distance / Speed <= 0.15 then -- Only parry when very close
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 0)
IsParried = true
end
-- Normal parry logic with improved timing
elseif TargetName == Player.Name
and not IsParried
and ParrySystem:ShouldParry(Speed, Distance) then
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 0)
IsParried = true
end
end)
-- Clean up highlights and UI when script stops
game.Players.PlayerRemoving:Connect(function(plr)
if plr == Player then
highlightFolder:Destroy()
speedIndicator:Destroy()
trajectoryFolder:Destroy()
local Ball = GetBall()
if Ball and Ball:FindFirstChild("DistanceLabel") then
Ball.DistanceLabel:Destroy()
end
if Ball and Ball:FindFirstChild("Highlight") then
Ball.Highlight:Destroy()
end
-- Clean up trajectory points
for _, point in pairs(trajectoryPoints) do
if point.Part then
point.Part:Destroy()
end
end
end
end)
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local VirtualInputManager = game:GetService("VirtualInputManager")
-- Player setup
local Player = Players.LocalPlayer
-- Variables
local IsHolding = false
local ClicksPerSecond = 30
local ClickDelay = 1 / ClicksPerSecond
local LastClick = 0
local Connection
local Enabled = true -- Auto-clicker starts enabled
-- Create status indicator
local statusGui = Instance.new("ScreenGui")
statusGui.Name = "AutoFClickerStatus"
statusGui.ResetOnSpawn = false
statusGui.Parent = Player:WaitForChild("PlayerGui")
local statusLabel = Instance.new("TextLabel")
statusLabel.Name = "StatusLabel"
statusLabel.Size = UDim2.new(0, 200, 0, 30)
statusLabel.Position = UDim2.new(0, 10, 0.9, 50)
statusLabel.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
statusLabel.BackgroundTransparency = 0.5
statusLabel.TextColor3 = Color3.fromRGB(0, 255, 0)
statusLabel.TextSize = 14
statusLabel.Font = Enum.Font.SourceSansBold
statusLabel.Text = "F-Key Clicker: ENABLED [Z]"
statusLabel.Parent = statusGui
-- Function to update status display
function UpdateStatus()
if Enabled then
statusLabel.Text = "F-Key Clicker: ENABLED [Z]"
statusLabel.TextColor3 = Color3.fromRGB(0, 255, 0)
else
statusLabel.Text = "F-Key Clicker: DISABLED [Z]"
statusLabel.TextColor3 = Color3.fromRGB(255, 0, 0)
end
end
-- Function to press F key
function PressF()
-- Simulate F key press and release
VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.F, false, game)
task.wait(0.01) -- Small delay between press and release
VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.F, false, game)
end
-- Main loop
Connection = RunService.Heartbeat:Connect(function()
if Enabled and IsHolding then
local currentTime = tick()
if currentTime - LastClick >= ClickDelay then
LastClick = currentTime
PressF()
end
end
end)
-- Input detection for mouse
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
IsHolding = true
end
end)
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
IsHolding = false
end
end)
-- Toggle key (Z)
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.KeyCode == Enum.KeyCode.Z and not gameProcessed then
Enabled = not Enabled
UpdateStatus()
-- Notification
game.StarterGui:SetCore("SendNotification", {
Title = "F-Key Clicker",
Text = Enabled and "F-key clicker enabled" or "F-key clicker disabled",
Duration = 2
})
end
end)
-- Initial status update
UpdateStatus()
-- Notification
game.StarterGui:SetCore("SendNotification", {
Title = "F-Key Clicker Loaded",
Text = "Hold LMB to auto-press F key. Press Z to toggle on/off.",
Duration = 5
})
-- Cleanup
Players.PlayerRemoving:Connect(function(plr)
if plr == Player then
if Connection then
Connection:Disconnect()
end
if statusGui then
statusGui:Destroy()
end
end
end)
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local VirtualInputManager = game:GetService("VirtualInputManager")
local Player = Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local HRP = Character:WaitForChild("HumanoidRootPart")
-- Configuration
local EMERGENCY_REACH_DISTANCE = 12 -- Maximum distance to consider "in reach"
local REACTION_THRESHOLD = 0.15 -- Time in seconds before ball hits to trigger emergency parry
local RESET_DISTANCE = 30 -- Distance at which to reset ball tracking
local CLASH_DETECTION_SENSITIVITY = 30 -- Lower = more sensitive to clash detection
local POST_CLASH_PARRY_DELAY = 0.05 -- Time to wait after clash before allowing another parry
-- Variables
local ballsBeingTracked = {}
-- Function to get all balls (works for both regular and class PvP)
local function GetAllBalls()
local balls = {}
-- Check regular balls folder
if workspace:FindFirstChild("Balls") then
for _, ball in ipairs(workspace.Balls:GetChildren()) do
if ball:IsA("BasePart") and (ball:GetAttribute("realBall") or ball.Name == "Ball") then
table.insert(balls, ball)
end
end
end
-- Check for class PvP balls (usually in ReplicatedStorage or workspace)
for _, ball in ipairs(workspace:GetChildren()) do
if ball:IsA("BasePart") and (ball.Name == "Ball" or ball.Name:find("Ball")) then
if ball:FindFirstChild("zoomies") or ball:FindFirstChild("BodyVelocity") then
table.insert(balls, ball)
end
end
end
return balls
end
-- Function to get ball velocity
local function GetBallVelocity(ball)
if ball:FindFirstChild("zoomies") and ball.zoomies:FindFirstChild("VectorVelocity") then
return ball.zoomies.VectorVelocity
elseif ball:FindFirstChild("BodyVelocity") then
return ball.BodyVelocity.Velocity
else
-- Estimate velocity by position change if no velocity component found
if ballsBeingTracked[ball] and ballsBeingTracked[ball].lastPosition then
local currentPosition = ball.Position
local lastPosition = ballsBeingTracked[ball].lastPosition
local deltaTime = 0.03 -- Approximate time between frames
return (currentPosition - lastPosition) / deltaTime
end
end
return Vector3.new(0, 0, 0)
end
-- Function to check if ball is targeting the player
local function IsBallTargetingPlayer(ball)
-- Check for target attribute (regular gameplay)
if ball:GetAttribute("target") == Player.Name then
return true
end
-- For class PvP, check if ball is moving toward player
local velocity = GetBallVelocity(ball)
if velocity.Magnitude > 10 then
local directionToPlayer = (HRP.Position - ball.Position).Unit
local ballDirection = velocity.Unit
local dotProduct = directionToPlayer:Dot(ballDirection)
-- If dot product is high, ball is moving toward player
if dotProduct > 0.7 then
return true
end
end
return false
end
-- Enhanced clash detection function
local function DetectClash(ball)
if not ballsBeingTracked[ball] then return false end
local currentVelocity = GetBallVelocity(ball)
local previousVelocity = ballsBeingTracked[ball].lastVelocity
if not previousVelocity then return false end
-- Multiple clash detection methods
-- 1. Velocity magnitude change
local velocityChangeMagnitude = (currentVelocity - previousVelocity).Magnitude
-- 2. Direction change
local currentDirection = currentVelocity.Unit
local previousDirection = previousVelocity.Unit
local directionChange = currentDirection:Dot(previousDirection)
-- 3. Speed change
local currentSpeed = currentVelocity.Magnitude
local previousSpeed = previousVelocity.Magnitude
local speedChange = math.abs(currentSpeed - previousSpeed)
-- Detect clash using multiple criteria
if velocityChangeMagnitude > CLASH_DETECTION_SENSITIVITY or
directionChange < 0 or
speedChange > CLASH_DETECTION_SENSITIVITY * 2 then
return true
end
return false
end
-- Function to perform emergency parry
local function PerformEmergencyParry(ball)
-- Send parry input
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0)
task.wait(0.01)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 0)
-- Mark this ball as having had an emergency parry attempt
if ballsBeingTracked[ball] then
ballsBeingTracked[ball].emergencyParryAttempted = true
ballsBeingTracked[ball].lastParryTime = tick()
end
end
-- Update character reference when character changes
Player.CharacterAdded:Connect(function(newCharacter)
Character = newCharacter
HRP = Character:WaitForChild("HumanoidRootPart")
end)
-- Main update loop
RunService.Heartbeat:Connect(function()
-- Update character reference if needed
if not Character or not Character:FindFirstChild("HumanoidRootPart") then
Character = Player.Character
if not Character then return end
HRP = Character:FindFirstChild("HumanoidRootPart")
if not HRP then return end
end
-- Get all balls
local balls = GetAllBalls()
-- Track each ball
for _, ball in ipairs(balls) do
-- Initialize tracking for new balls
if not ballsBeingTracked[ball] then
ballsBeingTracked[ball] = {
lastPosition = ball.Position,
lastVelocity = GetBallVelocity(ball),
emergencyParryAttempted = false,
approachId = 0,
lastTargetChange = 0,
lastTarget = ball:GetAttribute("target"),
lastClashTime = 0,
lastParryTime = 0,
consecutiveClashes = 0
}
end
-- Calculate distance to player
local distance = (HRP.Position - ball.Position).Magnitude
-- Check for clash with enhanced detection
local clashDetected = DetectClash(ball)
local currentTime = tick()
-- Handle clash detection
if clashDetected then
-- Record clash time
ballsBeingTracked[ball].lastClashTime = currentTime
ballsBeingTracked[ball].consecutiveClashes = (ballsBeingTracked[ball].consecutiveClashes or 0) + 1
-- Immediately reset emergency parry flag to allow for follow-up parries
ballsBeingTracked[ball].emergencyParryAttempted = false
ballsBeingTracked[ball].approachId = ballsBeingTracked[ball].approachId + 1
end
-- Check if target changed
local currentTarget = ball:GetAttribute("target")
if currentTarget ~= ballsBeingTracked[ball].lastTarget then
ballsBeingTracked[ball].lastTarget = currentTarget
ballsBeingTracked[ball].lastTargetChange = currentTime
ballsBeingTracked[ball].approachId = ballsBeingTracked[ball].approachId + 1
ballsBeingTracked[ball].emergencyParryAttempted = false
ballsBeingTracked[ball].consecutiveClashes = 0
end
-- Check if ball is targeting player and within reach
if distance <= EMERGENCY_REACH_DISTANCE and IsBallTargetingPlayer(ball) then
-- Get ball velocity and calculate time to impact
local velocity = GetBallVelocity(ball)
local speed = velocity.Magnitude
if speed > 0 then
local timeToImpact = distance / speed
-- Check if enough time has passed since last clash
local timeSinceLastClash = currentTime - (ballsBeingTracked[ball].lastClashTime or 0)
local timeSinceLastParry = currentTime - (ballsBeingTracked[ball].lastParryTime or 0)
-- If ball is about to hit and we can parry again
local canParry = not ballsBeingTracked[ball].emergencyParryAttempted or
(timeSinceLastClash > POST_CLASH_PARRY_DELAY and
timeSinceLastParry > POST_CLASH_PARRY_DELAY)
if timeToImpact <= REACTION_THRESHOLD and canParry then
-- For consecutive clashes, be more aggressive with parrying
if ballsBeingTracked[ball].consecutiveClashes >= 2 or timeToImpact < REACTION_THRESHOLD * 0.7 then
PerformEmergencyParry(ball)
end
end
end
elseif distance > RESET_DISTANCE then
-- Reset tracking when ball is far away
ballsBeingTracked[ball].emergencyParryAttempted = false
ballsBeingTracked[ball].approachId = ballsBeingTracked[ball].approachId + 1
ballsBeingTracked[ball].consecutiveClashes = 0
end
-- Update position and velocity tracking
ballsBeingTracked[ball].lastPosition = ball.Position
ballsBeingTracked[ball].lastVelocity = GetBallVelocity(ball)
end
-- Clean up tracking for balls that no longer exist
for ball, _ in pairs(ballsBeingTracked) do
if not ball or not ball.Parent then
ballsBeingTracked[ball] = nil
end
end
end)
-- Final status message in console
print("=== Blade Ball Parry System ===")
print("✓ Main Parry System: Active")
print("✓ F-Key Clicker: Active (Toggle with Z)")
print("✓ Player Analysis System: Active")
print("✓ Trajectory Prediction: Active")
print("=====================================")
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