
Key RequiredUniversal

-- Quantum Services
local UserInputService = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local TweenService = game:GetService("TweenService")
-- Quantum Variables
local player = Players.LocalPlayer
local balls = {}
local lastRefreshTime = os.time()
local reach = 10
local magnetStrength = 0
local reachCircle = nil
-- Function to refresh the list of balls in the workspace
local function refreshBalls(force)
if not force and lastRefreshTime + 2 > os.time() then
print("Quantum refresh too early")
return
end
lastRefreshTime = os.time()
table.clear(balls)
for _, v in pairs(Workspace:GetDescendants()) do
if v.Name == "TPS" or v.Name == "ESA" or v.Name == "MRS" or v.Name == "PRS" or v.Name == "MPS" then
table.insert(balls, v)
end
end
end
-- Initial refresh of balls
refreshBalls(true)
-- Function to create GUI for reach adjustment
local function createReachGUI()
local screenGui = Instance.new("ScreenGui", player.PlayerGui)
screenGui.Name = "QuantumReachGUI"
local frame = Instance.new("Frame", screenGui)
frame.Size = UDim2.new(0.2, 0, 0.1, 0)
frame.Position = UDim2.new(0.01, 0, 0.01, 0)
frame.BackgroundColor3 = Color3.new(0, 0, 0)
frame.BackgroundTransparency = 0.5
frame.BorderSizePixel = 0
local corner = Instance.new("UICorner", frame)
corner.CornerRadius = UDim.new(0.1, 0)
local textLabel = Instance.new("TextLabel", frame)
textLabel.Size = UDim2.new(1, 0, 0.5, 0)
textLabel.Text = "Quantum Reach: " .. reach
textLabel.Font = Enum.Font.SourceSansBold
textLabel.TextScaled = true
textLabel.TextColor3 = Color3.new(1, 1, 1)
textLabel.BackgroundTransparency = 1
local decrementButton = Instance.new("TextButton", frame)
decrementButton.Size = UDim2.new(0.5, 0, 0.5, 0)
decrementButton.Position = UDim2.new(0, 0, 0.5, 0)
decrementButton.Text = "-"
decrementButton.Font = Enum.Font.SourceSansBold
decrementButton.TextScaled = true
decrementButton.TextColor3 = Color3.new(1, 1, 1)
decrementButton.BackgroundColor3 = Color3.new(0.2, 0.2, 0.2)
local incrementButton = Instance.new("TextButton", frame)
incrementButton.Size = UDim2.new(0.5, 0, 0.5, 0)
incrementButton.Position = UDim2.new(0.5, 0, 0.5, 0)
incrementButton.Text = "+"
incrementButton.Font = Enum.Font.SourceSansBold
incrementButton.TextScaled = true
incrementButton.TextColor3 = Color3.new(1, 1, 1)
incrementButton.BackgroundColor3 = Color3.new(0.2, 0.2, 0.2)
decrementButton.MouseButton1Click:Connect(function()
reach = math.max(1, reach - 1) -- Ensure reach doesn't go below 1
textLabel.Text = "Quantum Reach: " .. reach
createReachCircle()
end)
incrementButton.MouseButton1Click:Connect(function()
reach = reach + 1
textLabel.Text = "Quantum Reach: " .. reach
createReachCircle()
end)
end
-- Function to create a visible reach circle
local function createReachCircle()
if reachCircle then
reachCircle.Size = Vector3.new(reach * 2, reach * 2, reach * 2)
else
reachCircle = Instance.new("Part", Workspace)
reachCircle.Shape = Enum.PartType.Ball
reachCircle.Size = Vector3.new(reach * 2, reach * 2, reach * 2)
reachCircle.Anchored = true
reachCircle.CanCollide = false
reachCircle.Transparency = 0.8
reachCircle.Material = Enum.Material.ForceField
reachCircle.Color = Color3.new(0, 0, 1)
RunService.RenderStepped:Connect(function()
if player.Character and player.Character:FindFirstChild("HumanoidRootPart") then
reachCircle.Position = player.Character.HumanoidRootPart.Position
end
end)
end
end
-- Function to handle quantum input
local function onQuantumInputBegan(input, gameProcessedEvent)
-- Ignore certain key inputs
local ignoredKeys = {
[Enum.KeyCode.W] = true,
[Enum.KeyCode.A] = true,
[Enum.KeyCode.S] = true,
[Enum.KeyCode.D] = true,
[Enum.KeyCode.Space] = true
}
if ignoredKeys[input.KeyCode] then
return
end
if not gameProcessedEvent then
if input.KeyCode == Enum.KeyCode.Comma then
reach = math.max(1, reach - 1) -- Ensure reach doesn't go below 1
StarterGui:SetCore("SendNotification", {
Title = "QuantumReach",
Text = "Quantum reach set to: " .. reach,
Duration = 0.5,
})
createReachCircle()
elseif input.KeyCode == Enum.KeyCode.Period then
reach = reach + 1
StarterGui:SetCore("SendNotification", {
Title = "QuantumReach",
Text = "Quantum reach set to: " .. reach,
Duration = 0.5,
})
createReachCircle()
else
refreshBalls(false)
for _, v in pairs(player.Character["Right Leg"]:GetDescendants()) do
if v.Name == "TouchInterest" and v.Parent then
for _, e in pairs(balls) do
if (e.Position - player.Character["Right Leg"].Position).magnitude < reach then
firetouchinterest(e, v.Parent, 0)
firetouchinterest(e, v.Parent, 1)
break
end
end
end
end
end
end
end
-- Connect the quantum input began event to the handler function
UserInputService.InputBegan:Connect(onQuantumInputBegan)
-- Function to apply a subtle magnetic effect to the ball
local function applyMagneticEffect()
RunService.RenderStepped:Connect(function()
for _, ball in pairs(balls) do
if ball and ball.Parent and player.Character and player.Character:FindFirstChild("HumanoidRootPart") then
local distance = (ball.Position - player.Character.HumanoidRootPart.Position).magnitude
if distance < reach then
local direction = (player.Character.HumanoidRootPart.Position - ball.Position).unit
ball.Velocity = ball.Velocity + direction * magnetStrength
end
end
end
end)
end
-- Function to ensure a second touch to the ball for better interaction
local function ensureSecondTouch()
RunService.RenderStepped:Connect(function()
for _, v in pairs(player.Character["Right Leg"]:GetDescendants()) do
if v.Name == "TouchInterest" and v.Parent then
for _, e in pairs(balls) do
if (e.Position - player.Character["Right Leg"].Position).magnitude < reach then
firetouchinterest(e, v.Parent, 0)
firetouchinterest(e, v.Parent, 1)
break
end
end
end
end
end)
end
-- Create initial reach circle and GUI
createReachCircle()
createReachGUI()
applyMagneticEffect()
ensureSecondTouch()
print("=====================")
print("QuantumReach by QuantumDev")
print("=====================")

I have better, i will make it public when i can, 4 days
I think it got patched bc I can't use it
yeah patched
use spj reach fr
kk