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ProjectStark
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1028 lines (867 loc) · 29.3 KB
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--// Urbanstorm was here.
-- Services & Initial Setup
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local keyCheck = LocalPlayer:FindFirstChild("Project Stark Key Check")
local skipLogger = false
-- Load UI Library
local Lib = loadstring(game:HttpGet("https://raw.githubusercontent.com/Urbanstormm/Project-Stark/main/UiLib.lua"))()
local win = Lib:Window("Project Stark\nᴮˡᵃᵈᵉ ᴮᵃˡˡ", Color3.fromRGB(120, 81, 169))
-- Create tabs
local combatTab = win:Tab("Combat")
local visualTab = win:Tab("Visual")
local movementTab = win:Tab("Movement")
local securityTab = win:Tab("Security")
local Extra = win:Tab("Extras")
local Credits = win:Tab("Credits")
-- Optimized Service Access
local clonefunction = clonefunction or function(f) return f end
local cloneref = clonefunction(cloneref) or function(i) return i end
local Services = setmetatable({}, {
__index = function(self, serviceName)
local service = cloneref(game:GetService(serviceName))
self[serviceName] = service
return service
end,
})
-- Cached Services
local workspace = Services.Workspace
local ReplicatedStorage = Services.ReplicatedStorage
local UserInputService = Services.UserInputService
local VirtualInputManager = Services.VirtualInputManager
local RunService = Services.RunService
local TweenService = Services.TweenService
local Debris = Services.Debris
local GameStats = Services.Stats
local VUser = Services.VirtualUser
-- Settings
local Settings = {
ParryMode = "Nothing",
AutoParry = false,
DetectCurvedShots = false,
AutoSpam = false,
MaxHits = 1,
ModDetection = false,
CurveShots = false,
WalkToBall = false,
WalkDistance = 17,
}
-- Constants
local ParryDuration = 0.548
local HitDelayCheck = 0.8
local MinRange = 2.583
-- Match State
local Match = {
ball = {
ball_itself = nil,
client_ball_itself = nil,
properties = {
last_sphere_location = 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 = Vector3.zero,
last_hit = 0,
lerp_radians = 0,
radians = 0,
speed = 0,
dot = 0,
},
},
target = {
current = nil,
from = nil,
aim = nil,
},
entity_properties = {
server_position = Vector3.zero,
velocity = Vector3.zero,
is_moving = false,
direction = 0,
distance = 0,
speed = 0,
dot = 0,
},
}
local Playuh = {
Entity = {
properties = {
sword = "",
server_position = Vector3.zero,
velocity = Vector3.zero,
position = Vector3.zero,
is_moving = false,
speed = 0,
ping = 0,
},
},
properties = {
grab_animation = nil,
},
}
-- Utility Functions
local function LerpRadians(from, to, alpha)
return from + ((to - from) * alpha)
end
local function GetPointer()
local mouseLocation = UserInputService:GetMouseLocation()
local screenRay = workspace.CurrentCamera:ScreenPointToRay(mouseLocation.X, mouseLocation.Y, 0)
return CFrame.lookAt(screenRay.Origin, screenRay.Origin + screenRay.Direction)
end
-- Ball Functions
function Match.get_ball()
for _, v in workspace.Balls:GetChildren() do
if v:GetAttribute("realBall") then
return v
end
end
end
function Match.get_client_ball()
for _, v in workspace.Balls:GetChildren() do
if not v:GetAttribute("realBall") then
return v
end
end
end
-- Parry Remote Setup
function Match.get_parry_remote()
local services = {Services.AnimationFromVideoCreatorService, Services.AdService}
for _, service in services do
local remoteEvent = service:FindFirstChildOfClass("RemoteEvent")
if remoteEvent and remoteEvent.Name:find("\n") then
Match.ball.properties.parry_remote = remoteEvent
return
end
end
end
Match.get_parry_remote()
-- Player Aim Functions
function Playuh.get_aim_entity()
local closestEntity, highestDot = nil, -math.huge
local cameraLook = workspace.CurrentCamera.CFrame.LookVector
for _, playerModel in workspace.Alive:GetChildren() do
if playerModel and playerModel.Name ~= LocalPlayer.Name then
local hrp = playerModel:FindFirstChild("HumanoidRootPart")
if hrp then
local direction = (hrp.Position - workspace.CurrentCamera.CFrame.Position).Unit
local dot = cameraLook:Dot(direction)
if dot > highestDot then
highestDot = dot
closestEntity = playerModel
end
end
end
end
return closestEntity
end
function Playuh.get_closest_player_to_cursor()
local closestPlayer, highestDot = nil, -math.huge
local pointer = GetPointer()
for _, playerModel in workspace.Alive:GetChildren() do
if playerModel ~= LocalPlayer.Character and playerModel.Parent == workspace.Alive then
local direction = (playerModel.PrimaryPart.Position - workspace.CurrentCamera.CFrame.Position).Unit
local dot = pointer.LookVector:Dot(direction)
if dot > highestDot then
highestDot = dot
closestPlayer = playerModel
end
end
end
return closestPlayer
end
-- Optimized Curve Shots (Removed Repetition)
local CurveConfigs = {
Straight = function(targetPos)
return CFrame.new(LocalPlayer.Character.PrimaryPart.Position, targetPos)
end,
Backwards = function()
local cam = workspace.CurrentCamera
return CFrame.new(cam.CFrame.Position, cam.CFrame.Position + (-cam.CFrame.LookVector * 10000) + Vector3.new(0, 1000, 0))
end,
Randomizer = function()
return CFrame.new(
LocalPlayer.Character.PrimaryPart.Position,
Vector3.new(math.random(-1000, 1000), math.random(-350, 1000), math.random(-1000, 1000))
)
end,
Boost = function(targetPos)
return CFrame.new(LocalPlayer.Character.PrimaryPart.Position, targetPos + Vector3.new(0, 150, 0))
end,
High = function(targetPos)
return CFrame.new(LocalPlayer.Character.PrimaryPart.Position, targetPos + Vector3.new(0, 1000, 0))
end,
CurveBalls = function(targetPos)
return CFrame.new(LocalPlayer.Character.PrimaryPart.Position, targetPos + Vector3.new(0, 500, 0))
end,
}
-- Grab Animation
function Match.perform_grab_animation()
local equippedSword = Playuh.Entity.properties.sword
if not equippedSword or equippedSword == "Titan Blade" then return end
local grabParryAnim = ReplicatedStorage.Shared.SwordAPI.Collection.Default:FindFirstChild("GrabParry")
if not grabParryAnim then return end
local swordData = ReplicatedStorage.Shared.ReplicatedInstances.Swords.GetSword:Invoke(equippedSword)
if not swordData or not swordData.AnimationType then return end
local playerChar = LocalPlayer.Character
if not playerChar or not playerChar:FindFirstChild("Humanoid") then return end
local swordModel = ReplicatedStorage.Shared.SwordAPI.Collection:FindFirstChild(swordData.AnimationType)
if swordModel then
local anim = swordModel:FindFirstChild("GrabParry") or swordModel:FindFirstChild("Grab")
if anim then
grabParryAnim = anim
if anim.Name == "Grab" then
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0.001)
end
end
end
Playuh.properties.grab_animation = playerChar.Humanoid:LoadAnimation(grabParryAnim)
Playuh.properties.grab_animation:Play()
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0.001)
end
-- Optimized Perform Parry
function Match.perform_parry()
local props = Match.ball.properties
if props.cooldown and not props.auto_spam then return end
props.parries = props.parries + 1
props.last_hit = tick()
if not props.auto_spam then
Match.perform_grab_animation()
props.cooldown = true
if Settings.CurveShots then
local curveOptions = {"Straight", "CurveBalls", "Boost", "High", "Backwards"}
local curveType = curveOptions[math.random(#curveOptions)]
local cameraCFrame = CurveConfigs[curveType](Match.entity_properties.server_position)
local originalCFrame = workspace.CurrentCamera.CFrame
task.spawn(function()
TweenService:Create(
workspace.CurrentCamera,
TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out),
{CFrame = cameraCFrame}
):Play()
task.wait(0.2)
repeat task.wait() until Playuh.properties.grab_animation
Playuh.properties.grab_animation.Ended:Wait()
TweenService:Create(
workspace.CurrentCamera,
TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out),
{CFrame = originalCFrame}
):Play()
end)
end
end
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0.001)
task.delay(HitDelayCheck, function()
if props.parries > 0 then
props.parries = props.parries - 1
end
end)
end
-- Reset Function
function Match.reset()
local props = Match.ball.properties
props.is_curved = false
props.auto_spam = false
props.cooldown = false
props.maximum_speed = 0
props.parries = 0
Match.entity_properties.server_position = Vector3.zero
Match.target.current = nil
Match.target.from = nil
end
-- Curve Detection
function Match.is_curved()
local target = Match.target.current
if not target then return false end
local props = Match.ball.properties
local targetName = target.Name
-- Early returns for specific conditions
if target.PrimaryPart:FindFirstChild("MaxShield") and targetName ~= LocalPlayer.Name and props.distance < 50 then
return false
end
if Match.ball.ball_itself:FindFirstChild("TimeHole1") and targetName ~= LocalPlayer.Name and props.distance < 100 then
props.auto_spam = false
return false
end
if Match.ball.ball_itself:FindFirstChild("WEMAZOOKIEGO") and targetName ~= LocalPlayer.Name and props.distance < 100 then
return false
end
if Match.ball.ball_itself:FindFirstChild("At2") and props.speed <= 0 then
return true
end
-- Aerodynamic check
local aeroVFX = Match.ball.ball_itself:FindFirstChild("AeroDynamicSlashVFX")
if aeroVFX then
Debris:AddItem(aeroVFX, 0)
props.auto_spam = false
props.aero_dynamic_time = tick()
end
local tornado = workspace.Runtime:FindFirstChild("Tornado")
if tornado and props.distance > 5 then
local tornadoTime = tornado:GetAttribute("TornadoTime") or 1
if (tick() - props.aero_dynamic_time) < (tornadoTime + 0.314159) then
return true
end
end
if not props.hell_hook_completed and targetName == LocalPlayer.Name and props.distance > (5 - math.random()) then
return true
end
-- Curve prediction
local predictedPos = props.position + (props.velocity * (props.distance / props.maximum_speed))
local lastCurvePos = props.last_curve_position or props.position
local dirChange = (predictedPos - lastCurvePos).Unit
local velDirection = props.velocity.Unit:Dot(dirChange)
local angleDelta = math.acos(math.clamp(velDirection, -1, 1))
local speedFactor = math.min(props.speed / 100, 40)
local dotFactor = 40.046 * math.max(props.dot, 0)
local ping = Playuh.Entity.properties.ping
local travelTime = (props.distance / (props.velocity.Magnitude + 0.01)) - (ping / 1000)
local curveThreshold = (15 - math.min(props.distance / 1000, 15)) + dotFactor + speedFactor
if props.maximum_speed > 100 and travelTime > (ping / 10) then
curveThreshold = math.max(curveThreshold - 15, 15)
end
if props.distance < curveThreshold then return false end
if angleDelta > (0.5 + (props.speed / 310)) then
props.auto_spam = false
return true
end
if props.lerp_radians < 0.018 then
props.last_curve_position = props.position
props.last_warping = tick()
end
if (tick() - props.last_warping) < (travelTime / 1.5) then
return true
end
props.last_curve_position = props.position
return props.dot < (ParryDuration - (ping / 950))
end
-- Spam Detection
local lastTargetFrom
function Match.is_spam(ballState)
if not Settings.AutoSpam or not Match.target.current then return false end
if Match.target.from ~= LocalPlayer.Character then
lastTargetFrom = Match.target.from
end
if ballState.parries < (3 - 1) and Match.target.from == lastTargetFrom then
return false
end
local ping = Playuh.Entity.properties.ping
local spamThreshold = (ballState.spam_accuracy / 3.5) + (ping / 80)
local props = Match.ball.properties
local travelTime = (props.distance / props.maximum_speed) - (ping / 1000)
-- Series of checks
if (tick() - ballState.last_hit) > 0.8 and ballState.entity_distance > spamThreshold and ballState.parries < 3 then
ballState.parries = 1
return false
end
if props.lerp_radians > 0.028 then
if ballState.parries < 2 then ballState.parries = 1 end
return false
end
if (tick() - props.last_warping) < (travelTime / 1.3) and ballState.entity_distance > spamThreshold and ballState.parries < 4 then
if ballState.parries < 3 then ballState.parries = 1 end
return false
end
if math.abs(ballState.speed - ballState.old_speed) < 5.2 and ballState.entity_distance > spamThreshold and ballState.speed < 60 and ballState.parries < 3 then
if ballState.parries < 3 then ballState.parries = 0 end
return false
end
if ballState.speed < 10 then
ballState.parries = 1
return false
end
if ballState.maximum_speed < ballState.speed and ballState.entity_distance > spamThreshold then
ballState.parries = 1
return false
end
if ballState.entity_distance > ballState.range and ballState.entity_distance > spamThreshold then
if ballState.parries < 2 then ballState.parries = 1 end
return false
end
if ballState.ball_distance > ballState.range and ballState.entity_distance > spamThreshold then
if ballState.parries < 2 then ballState.parries = 2 end
return false
end
if ballState.last_position_distance > ballState.spam_accuracy and ballState.entity_distance > spamThreshold then
if ballState.parries < 4 then ballState.parries = 2 end
return false
end
if ballState.ball_distance > ballState.spam_accuracy and ballState.ball_distance > spamThreshold then
if ballState.parries < 3 then ballState.parries = 2 end
return false
end
if ballState.entity_distance > ballState.spam_accuracy and ballState.entity_distance > (spamThreshold - math.pi) then
if ballState.parries < 3 then ballState.parries = 2 end
return false
end
return true
end
-- Server Position Simulation
RunService:BindToRenderStep("server position simulation", 1, function()
local char = LocalPlayer.Character
if char and char.PrimaryPart then
task.delay(GameStats.Network.ServerStatsItem["Data Ping"]:GetValue() / 1000, function()
if char and char.PrimaryPart then
Playuh.Entity.properties.server_position = char.PrimaryPart.Position
end
end)
end
end)
-- Player Properties Update
Services.NetworkClient:SetOutgoingKBPSLimit(math.huge)
RunService.PreSimulation:Connect(function()
local char = LocalPlayer.Character
if not char or not char.PrimaryPart then return end
local props = Playuh.Entity.properties
props.sword = char:GetAttribute("CurrentlyEquippedSword")
props.ping = GameStats.Network.ServerStatsItem["Data Ping"]:GetValue()
props.velocity = char.PrimaryPart.AssemblyLinearVelocity
props.speed = props.velocity.Magnitude
props.is_moving = props.speed > 30
end)
-- Ball Properties Update
Match.ball.ball_itself = Match.get_ball()
Match.ball.client_ball_itself = Match.get_client_ball()
RunService.PreSimulation:Connect(function()
local ballEntity = Match.ball.ball_itself
if not ballEntity then return end
local props = Match.ball.properties
props.position = ballEntity.Position
props.velocity = ballEntity.AssemblyLinearVelocity
local zoomies = ballEntity:FindFirstChild("zoomies")
if zoomies then
props.velocity = zoomies.VectorVelocity
end
props.distance = (Playuh.Entity.properties.server_position - props.position).Magnitude
props.speed = props.velocity.Magnitude
props.direction = (Playuh.Entity.properties.server_position - props.position).Unit
props.dot = props.direction:Dot(props.velocity.Unit)
props.radians = math.rad(math.asin(props.dot))
props.lerp_radians = LerpRadians(props.lerp_radians, props.radians, 0.8)
if props.lerp_radians ~= props.lerp_radians then -- NaN check
props.lerp_radians = 0.027
end
props.maximum_speed = math.max(props.speed, props.maximum_speed)
Match.target.aim = (not UserInputService.TouchEnabled and Playuh.get_closest_player_to_cursor()) or Playuh.get_aim_entity()
local targetAttr = ballEntity:GetAttribute("target")
if targetAttr then
Match.target.current = workspace.Alive:FindFirstChild(targetAttr)
end
local fromAttr = ballEntity:GetAttribute("from")
if fromAttr then
Match.target.from = workspace.Alive:FindFirstChild(fromAttr)
end
if Match.target.current and Match.target.current.Name == LocalPlayer.Name then
props.rotation = Match.target.aim.PrimaryPart.Position
return
end
if not Match.target.current then return end
local targetPos = Match.target.current.PrimaryPart.Position
local targetVel = Match.target.current.PrimaryPart.AssemblyLinearVelocity
local entityProps = Match.entity_properties
entityProps.server_position = targetPos
entityProps.velocity = targetVel
entityProps.distance = LocalPlayer:DistanceFromCharacter(targetPos)
entityProps.direction = (Playuh.Entity.properties.server_position - targetPos).Unit
entityProps.speed = targetVel.Magnitude
entityProps.is_moving = targetVel.Magnitude > 0.1
entityProps.dot = entityProps.is_moving and math.max(entityProps.direction:Dot(targetVel.Unit), 0) or 0
end)
-- Hell Hook Events
ReplicatedStorage.Remotes.PlrHellHooked.OnClientEvent:Connect(function(recall)
Match.ball.properties.hell_hook_completed = recall.Name ~= LocalPlayer.Name
end)
ReplicatedStorage.Remotes.PlrHellHookCompleted.OnClientEvent:Connect(function()
Match.ball.properties.hell_hook_completed = true
end)
-- Anti-AFK
LocalPlayer.Idled:Connect(function()
VUser:CaptureController()
VUser:ClickButton2(Vector2.zero)
end)
-- Mod Detection
local ModRoles = {"content creator", "contributor", "trial qa", "tester", "mod"}
Players.PlayerAdded:Connect(function(player)
if not Settings.ModDetection then return end
local role = tostring(player:GetRoleInGroup(12836673)):lower()
if table.find(ModRoles, role) then
game:Shutdown()
end
end)
-- Ball Events
local isBallOnGame = false
workspace.Balls.ChildRemoved:Connect(function(v)
isBallOnGame = false
if v == Match.ball.ball_itself then
Match.ball.ball_itself = nil
Match.ball.client_ball_itself = nil
Match.reset()
end
end)
workspace.Balls.ChildAdded:Connect(function()
if isBallOnGame then return end
isBallOnGame = true
local props = Match.ball.properties
props.respawn_time = tick()
Match.ball.ball_itself = Match.get_ball()
Match.ball.client_ball_itself = Match.get_client_ball()
Match.ball.ball_itself:GetAttributeChangedSignal("target"):Connect(function()
local target = Match.ball.ball_itself:GetAttribute("target")
if target == LocalPlayer.Name then
props.cooldown = false
return
end
props.cooldown = false
props.old_speed = props.speed
props.last_position = props.position
props.parries = props.parries + 1
task.delay(1, function()
if props.parries > 0 then
props.parries = props.parries - 1
end
end)
end)
end)
-- Auto Spam Handler
RunService.PreSimulation:Connect(function()
if not Match.ball.properties.auto_spam then return end
task.spawn(function()
for _ = 1, Settings.MaxHits do
Match.perform_parry()
end
end)
end)
-- Parry Events
ReplicatedStorage.Remotes.ParrySuccessAll.OnClientEvent:Connect(function(ball, hitEntity)
if hitEntity.Parent and hitEntity.Parent ~= LocalPlayer.Character then
if hitEntity.Parent.Parent ~= workspace.Alive then return end
Match.ball.properties.cooldown = false
end
if Match.ball.properties.auto_spam then
for _ = 1, Settings.MaxHits do
Match.perform_parry()
end
end
end)
ReplicatedStorage.Remotes.ParrySuccess.OnClientEvent:Connect(function()
if LocalPlayer.Character.Parent ~= workspace.Alive then return end
if not Playuh.properties.grab_animation then return end
Playuh.properties.grab_animation:Stop()
if Match.ball.properties.auto_spam then
for _ = 1, Settings.MaxHits do
Match.perform_parry()
end
end
end)
-- Walk to Ball
local walkConnection
local function WalkBall()
local char = LocalPlayer.Character
if not char or not char:FindFirstChild("HumanoidRootPart") or not char:FindFirstChild("Humanoid") then
return
end
if walkConnection then
walkConnection:Disconnect()
end
local humanoid = char.Humanoid
local rootPart = char.HumanoidRootPart
walkConnection = RunService.Heartbeat:Connect(function()
if not Settings.WalkToBall then
humanoid:Move(Vector3.zero)
walkConnection:Disconnect()
return
end
local ball = Match.get_ball()
if not ball then
humanoid:Move(Vector3.zero)
return
end
local distance = (ball.Position - rootPart.Position).Magnitude
if distance <= Settings.WalkDistance then
humanoid:Move(Vector3.zero)
return
end
local direction = (ball.Position - rootPart.Position).Unit
humanoid:MoveTo(rootPart.Position + direction * math.min(distance - Settings.WalkDistance, humanoid.WalkSpeed * 0.1))
end)
end
task.spawn(function()
while task.wait(5) do
WalkBall()
end
end)
-- Auto Parry Logic
task.spawn(function()
RunService.PostSimulation:Connect(function()
if not Settings.AutoParry then
Match.reset()
return
end
local char = LocalPlayer.Character
if not char or char.Parent == workspace.Dead then
Match.reset()
return
end
if not Match.ball.ball_itself then return end
local props = Match.ball.properties
props.is_curved = Match.is_curved()
local ping = Playuh.Entity.properties.ping
local baseAccuracy = 0.51
local distanceFactor = baseAccuracy * (1 / (Match.entity_properties.distance + 0.01)) * 1000
local pingFactor = math.clamp(ping / 10, 10, 16)
local spamAccuracy = math.min(distanceFactor + (props.speed / 8.4), 50 + distanceFactor) + pingFactor
local parryBaseRange = (props.maximum_speed / 11.7) + pingFactor
if Playuh.Entity.properties.is_moving then
parryBaseRange = parryBaseRange * 0.8
end
if ping >= 190 then
parryBaseRange = parryBaseRange * (1 + (ping / 1000))
end
props.spam_range = pingFactor + math.min(distanceFactor + (props.speed / 2.3), 50 + distanceFactor)
props.parry_range = ((parryBaseRange * 1.16) + pingFactor + props.speed) / MinRange
if Playuh.Entity.properties.sword == "Titan Blade" then
props.parry_range = props.parry_range + 11
props.spam_range = props.spam_range + 2
end
local lastPosDistance = LocalPlayer:DistanceFromCharacter(props.last_position)
if props.auto_spam and Match.target.current then
props.auto_spam = Match.is_spam({
speed = props.speed,
spam_accuracy = spamAccuracy,
parries = props.parries,
ball_speed = props.speed,
range = props.spam_range / (3.15 - (pingFactor / 10)),
last_hit = props.last_hit,
ball_distance = props.distance,
maximum_speed = props.maximum_speed,
old_speed = props.old_speed,
entity_distance = Match.entity_properties.distance,
last_position_distance = lastPosDistance,
})
end
if props.auto_spam then return end
if Match.target.current and Match.target.current.Name == LocalPlayer.Name then
props.auto_spam = Match.is_spam({
speed = props.speed,
spam_accuracy = spamAccuracy,
parries = props.parries,
ball_speed = props.speed,
range = props.spam_range,
last_hit = props.last_hit,
ball_distance = props.distance,
maximum_speed = props.maximum_speed,
old_speed = props.old_speed,
entity_distance = Match.entity_properties.distance,
last_position_distance = lastPosDistance,
})
end
if props.is_curved then return end
if props.distance > props.parry_range
and props.distance > parryBaseRange
and props.distance > (props.parry_range * (1 + (ping / 1000)))
and props.distance > (parryBaseRange * (1 + (ping / 1000))) then
return
end
if Match.target.current and Match.target.current ~= LocalPlayer.Character then
return
end
if Settings.ParryMode == "Legit" then
if props.distance <= 10 and Match.entity_properties.distance <= 50 then
if math.random(1, 2) == 1 then
Match.perform_parry()
end
end
if props.maximum_speed >= 250 then
parryBaseRange = parryBaseRange * 1.2
end
end
props.last_sphere_location = props.position
Match.perform_parry()
task.spawn(function()
repeat
RunService.PreSimulation:Wait()
until (tick() - props.last_hit) > (1 - (pingFactor / 100))
props.cooldown = false
end)
end)
end)
-- UI Configuration
combatTab:Toggle("Auto Parry", function(value)
Settings.AutoParry = value
end)
combatTab:Dropdown("Parry Mode", {"Nothing", "Legit", "Machine"}, function(selected)
Settings.ParryMode = selected
end)
combatTab:Toggle("Auto Spam", function(value)
Settings.AutoSpam = value
end)
combatTab:Slider("Max Hits", 1, 10, Settings.MaxHits, function(value)
Settings.MaxHits = value
end)
visualTab:Toggle("Detect Curved Shots", function(value)
Settings.DetectCurvedShots = value
end)
visualTab:Toggle("Enable Curve Shots", function(value)
Settings.CurveShots = value
end)
visualTab:Label("Curve shots will aim at different angles")
visualTab:Label("Press L to open a normal sword crate")
movementTab:Toggle("Walk To Ball", function(value)
Settings.WalkToBall = value
if value then WalkBall() end
end)
movementTab:Slider("Stop Distance", 5, 50, Settings.WalkDistance, function(value)
Settings.WalkDistance = value
end)
movementTab:Label("Distance from ball to stop walking")
movementTab:Label("Lower = Get closer to ball")
movementTab:Label("Higher = Stop further from ball")
securityTab:Toggle("Mod Detection", function(value)
Settings.ModDetection = value
end)
securityTab:Label("Shutdown if moderator joins")
securityTab:Label("⚠️ Use with caution")
-- Extras Tab
Extra:Button("Admin", function()
loadstring(game:HttpGet("https://raw.githubusercontent.com/EdgeIY/infiniteyield/master/source"))()
end)
Extra:Button("FPS Boost", function()
local Lighting = game:GetService("Lighting")
local Terrain = workspace:FindFirstChildWhichIsA("Terrain")
if Terrain then
Terrain.WaterWaveSize = 0
Terrain.WaterWaveSpeed = 0
Terrain.WaterReflectance = 0
Terrain.WaterTransparency = 1
end
Lighting.GlobalShadows = false
Lighting.FogEnd = 9e9
Lighting.FogStart = 9e9
settings().Rendering.QualityLevel = Enum.QualityLevel.Level01
for _, v in game:GetDescendants() do
if v:IsA("BasePart") then
v.CastShadow = false
v.Material = Enum.Material.Plastic
v.Reflectance = 0
elseif v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("ParticleEmitter") or v:IsA("Trail") then
v.Lifetime = NumberRange.new(0)
elseif v:IsA("PostEffect") then
v.Enabled = false
end
end
workspace.DescendantAdded:Connect(function(child)
if child:IsA("ForceField") or child:IsA("Sparkles") or child:IsA("Smoke") or child:IsA("Fire") then
task.wait()
child:Destroy()
elseif child:IsA("BasePart") then
child.CastShadow = false
end
end)
end)
Extra:Button("Server Hop", function()
loadstring(game:HttpGet("https://pastebin.com/raw/nfYuXYqd"))()
end)
Extra:Button("Anti-Afk - Already Running", function() end)
local InfJump, InfJumpStarted = false
Extra:Toggle("Infinite Jump", function(value)
InfJump = value
if not InfJumpStarted then
InfJumpStarted = true
UserInputService.InputBegan:Connect(function(input)
if InfJump and input.KeyCode == Enum.KeyCode.Space then
local humanoid = LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid")
if humanoid then
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end
end)
end
end)
local PlrSpeed = 40
Extra:Slider("Player Speed", 20, 200, 23, function(value)
PlrSpeed = value
if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid") then
LocalPlayer.Character.Humanoid.WalkSpeed = PlrSpeed
end
end)
-- Speed Monitor
task.spawn(function()
while task.wait(0.5) do
pcall(function()
if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid") then
if LocalPlayer.Character.Humanoid.WalkSpeed ~= PlrSpeed then
LocalPlayer.Character.Humanoid.WalkSpeed = PlrSpeed
end
end
end)
end
end)
-- Credits
Credits:Button("Made by Urbanstorm", function()
setclipboard("Urbanstorm")
end)
Credits:Button("https://discord.gg/vgYZApyrZC - Click to copy", function()
setclipboard("https://discord.gg/vgYZApyrZC")
end)
-- Camera & Noclip Fix
task.spawn(function()
pcall(function()
LocalPlayer.CameraMaxZoomDistance = 1000
local PopperClient = LocalPlayer.PlayerScripts.PlayerModule.CameraModule.ZoomController.Popper
for _, v in getgc() do
if typeof(v) == "function" and getfenv(v).script == PopperClient then
for i, const in debug.getconstants(v) do
if tonumber(const) == 0.25 then
debug.setconstant(v, i, 0)
elseif tonumber(const) == 0 then
debug.setconstant(v, i, 0.25)
end
end
end
end
for _, v in LocalPlayer.Character:GetChildren() do
if v:IsA("BasePart") or v:IsA("MeshPart") then
v.CanCollide = false
end
end