local ReplicatedFirst = game:GetService("ReplicatedFirst")
local ui = require(ReplicatedFirst.ui)
if ui and ui.Inventory and ui.Inventory.Settings then
if ui.Inventory.Settings["Deflect Keybind"] ~= nil then
ui.Inventory.Settings["Deflect Keybind"] = "F1"
print("Changed Success")
keypress(70)
task.wait(0.1)
keyrelease(70)
else
warn("Error this dont found")
end
end
task.wait(1)
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
local BallShadow = nil
local BallObject = nil
local PreviousPosition = nil
local LastParry = 0
local function GetBallColor(target)
if not target then return Color3.new(1, 1, 1) end
local highlight = target:FindFirstChildOfClass("Highlight")
if highlight then return highlight.FillColor end
return target:IsA("Part") and target.Color or Color3.new(1, 1, 1)
end
local function GetVisualHeight(shadow)
if not shadow then return 0 end
return math.min(((math.max(0, shadow.Size.X - 5)) * 20) + 3, 100)
end
local function TriggerParry()
keypress(112)
keyrelease(112)
end
RunService.RenderStepped:Connect(function(dt)
BallShadow = (BallShadow and BallShadow.Parent) and BallShadow or workspace.FX:FindFirstChild("BallShadow")
BallObject = (BallObject and BallObject.Parent) and BallObject or (workspace:FindFirstChild("Ball") or workspace:FindFirstChild("Part"))
if not BallShadow or not BallObject or not Player.Character or not Player.Character.PrimaryPart then
PreviousPosition = nil
return
end
local rootPart = Player.Character.PrimaryPart
local height = GetVisualHeight(BallShadow)
local currentPos = Vector3.new(BallShadow.Position.X, BallShadow.Position.Y + height, BallShadow.Position.Z)
if PreviousPosition then
local velocity = (currentPos - PreviousPosition).Magnitude / dt
local ping = Player:GetNetworkPing()
local dynamicDistance = 12 + (velocity * ping * 0.3)
local flatDistance = (Vector3.new(rootPart.Position.X, 0, rootPart.Position.Z) - Vector3.new(currentPos.X, 0, currentPos.Z)).Magnitude
if GetBallColor(BallObject) ~= Color3.new(1, 1, 1) then
if flatDistance <= dynamicDistance and (tick() - LastParry) > 0.02 then
TriggerParry()
LastParry = tick()
end
end
end
PreviousPosition = currentPos
end)
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