
Key Required VerifiedUniversal

--credit to triple and fsploit
resolve_parry_Remote()
getgenv().aura_Enabled = true
getgenv().triple = {
["AutoParry"] = true,
["PingBased"] = true,
["PingBasedOffset"] = 0,
["DistanceToParry"] = 0.5, -- Parry Range V2 (not done)
["BallSpeedCheck"] = true,
["ParryRange"] = 20, -- Parry Range
["SpamRange"] = 15 -- Spam Range
}
local Players = game:GetService("Players")
local Player = Players.LocalPlayer or Players.PlayerAdded:Wait()
local ReplicatedTriple = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local Stats = game:GetService("Stats")
local workspace = game:GetService("Workspace")
local TriplEx = loadstring(game:HttpGet("https://pastebin.com/raw/q3WCffrK"))()
local triple = ReplicatedTripleWaitForChild("Remotes", 9e9)
local tripleBalls = workspace:WaitForChild("Balls", 9e9)
local hit_Sound = Instance.new("Sound", Player.PlayerGui)
hit_Sound.SoundId = "rbxassetid://0"
hit_Sound.Volume = 5
--credit fsploit for this
local aura_table = {
canParry = true,
is_Spamming = false,
parry_Range = getgenv().triple.ParryRange,
spam_Range = getgenv().triple.SpamRange,
hit_Count = 0,
hit_Time = tick(),
ball_Warping = tick(),
is_ball_Warping = false
}
local function IsTheTarget()
return Player.Character:FindFirstChild("Highlight")
end
local function FindBall()
for _, ball in ipairs(tripleBalls:GetChildren()) do
if ball:GetAttribute("realBall") == true then
return ball
end
end
end
local function get_closest_entity(Object)
local closest
local max_distance = math.huge
for _, entity in ipairs(workspace.Alive:GetChildren()) do
if entity.Name ~= Player.Name then
local distance = (Object.Position - entity.HumanoidRootPart.Position).Magnitude
if distance < max_distance then
closest = entity
max_distance = distance
end
end
end
return closest
end
local function resolve_parry_Remote()
for _, service in ipairs({game:GetService("AdService"), game:GetService("SocialService")}) do
local temp_remote = service:FindFirstChildOfClass("RemoteEvent")
if temp_remote and temp_remote.Name:find("\n") then
parry_remote = temp_remote
break
end
end
end
triple.ParrySuccess.OnClientEvent:Connect(function()
if getgenv().hit_sound_Enabled then
hit_Sound:Play()
end
if getgenv().hit_effect_Enabled then
local hit_effect = game:GetObjects("rbxassetid://0")[1]
hit_effect.Parent = FindBall()
hit_effect:Emit(3)
task.delay(5, function()
hit_effect:Destroy()
end)
end
end)
triple.ParrySuccessAll.OnClientEvent:Connect(function()
aura_table.hit_Count += 1
task.delay(0.15, function()
aura_table.hit_Count -= 1
end)
end)
workspace:WaitForChild("Balls").ChildRemoved:Connect(function()
aura_table.hit_Count = 0
aura_table.is_ball_Warping = false
aura_table.is_Spamming = false
end)
RunService.PreRender:Connect(function()
local Ball = FindBall()
if not Ball then return end
local BallPosition = Ball.Position
local BallVelocity = Ball.AssemblyLinearVelocity.Magnitude
local Distance = Player:DistanceFromCharacter(BallPosition)
local Ping = BallVelocity * (Stats.Network.ServerStatsItem["Data Ping"]:GetValue() / 1000)
if getgenv().triple.PingBased then
Distance -= Ping + getgenv().triple.PingBasedOffset
end
if getgenv().triple.BallSpeedCheck and BallVelocity == 0 then return end
if (Distance / BallVelocity) <= getgenv().triple.DistanceToParry and IsTheTarget() and getgenv().triple.AutoParry then
triple:WaitForChild("ParryButtonPress"):Fire()
end
local closest = get_closest_entity(Player.Character.PrimaryPart)
if closest then
if workspace.Alive:FindFirstChild(closest.Name) and workspace.Alive:FindFirstChild(closest.Name).Humanoid.Health > 0 then
if aura_table.is_Spamming and Player:DistanceFromCharacter(closest.HumanoidRootPart.Position) <= aura_table.spam_Range then
parry_remote:FireServer(0.5, CFrame.new(workspace.CurrentCamera.CFrame.Position, workspace.CurrentCamera.CFrame.Position + workspace.CurrentCamera.CFrame.LookVector * 100), {[closest.Name] = closest.HumanoidRootPart.Position}, {closest.HumanoidRootPart.Position.X, closest.HumanoidRootPart.Position.Y}, false)
end
end
end
if (Ball.Position - Player.Character.PrimaryPart.Position).Magnitude <= aura_table.parry_Range and not aura_table.is_Spamming and not aura_table.is_ball_Warping then
parry_remote:FireServer(0.5, CFrame.new(workspace.CurrentCamera.CFrame.Position, workspace.CurrentCamera.CFrame.Position + workspace.CurrentCamera.CFrame.LookVector * 100), {[closest.Name] = closest.HumanoidRootPart.Position}, {closest.HumanoidRootPart.Position.X, closest.HumanoidRootPart.Position.Y}, false)
aura_table.canParry = false
aura_table.hit_Time = tick()
aura_table.hit_Count += 1
task.delay(0.15, function()
aura_table.hit_Count -= 1
end)
end
task.spawn(function()
repeat
RunService.PreRender:Wait()
until (tick() - aura_table.hit_Time) >= 1
aura_table.canParry = true
end)
end)
task.spawn(function()
RunService.PreRender:Connect(function()
if not getgenv().aura_Enabled then
return
end
if closest_Entity then
if workspace.Alive:FindFirstChild(closest_Entity.Name) and workspace.Alive:FindFirstChild(closest_Entity.Name).Humanoid.Health > 0 then
if aura_table.is_Spamming then
if local_player:DistanceFromCharacter(closest_Entity.HumanoidRootPart.Position) <= aura_table.spam_Range then
parry_remote:FireServer(
0.5,
CFrame.new(camera.CFrame.Position, Vector3.zero),
{[closest_Entity.Name] = closest_Entity.HumanoidRootPart.Position},
{closest_Entity.HumanoidRootPart.Position.X, closest_Entity.HumanoidRootPart.Position.Y},
false
)
end
end
end
end
end)
RunService.Heartbeat:Connect(function()
if not getgenv().aura_Enabled then
return
end
local ping = Stats.Network.ServerStatsItem['Data Ping']:GetValue() / 10
local self = TriplEx.getBall()
if not self then
return
end
self:GetAttributeChangedSignal('target'):Once(function()
aura_table.canParry = true
end)
if self:GetAttribute('target') ~= local_player.Name or not aura_table.canParry then
return
end
get_closest_entity(local_player.Character.PrimaryPart)
local player_Position = local_player.Character.PrimaryPart.Position
local ball_Position = self.Position
local ball_Velocity = self.AssemblyLinearVelocity
if self:FindFirstChild('zoomies') then
ball_Velocity = self.zoomies.VectorVelocity
end
local ball_Direction = (local_player.Character.PrimaryPart.Position - ball_Position).Unit
local ball_Distance = local_player:DistanceFromCharacter(ball_Position)
local ball_Dot = ball_Direction:Dot(ball_Velocity.Unit)
local ball_Speed = ball_Velocity.Magnitude
local ball_speed_Limited = math.min(ball_Speed / 1000, 0.1)
local ball_predicted_Distance = (ball_Distance - ping / 15.5) - (ball_Speed / 3.5)
local target_Position = closest_Entity.HumanoidRootPart.Position
local target_Distance = local_player:DistanceFromCharacter(target_Position)
local target_distance_Limited = math.min(target_Distance / 10000, 0.1)
local target_Direction = (local_player.Character.PrimaryPart.Position - closest_Entity.HumanoidRootPart.Position).Unit
local target_Velocity = closest_Entity.HumanoidRootPart.AssemblyLinearVelocity
local target_isMoving = target_Velocity.Magnitude > 0
local target_Dot = target_isMoving and math.max(target_Direction:Dot(target_Velocity.Unit), 0)
aura_table.spam_Range = math.max(ping / 10, 15) + ball_Speed / 7
aura_table.parry_Range = math.max(math.max(ping, 4) + ball_Speed / 3.5, 9.5)
aura_table.is_Spamming = aura_table.hit_Count > 1 or ball_Distance < 13.5
if ball_Dot < -0.2 then
aura_table.ball_Warping = tick()
end
task.spawn(function()
if (tick() - aura_table.ball_Warping) >= 0.15 + target_distance_Limited - ball_speed_Limited or ball_Distance <= 10 then
aura_table.is_ball_Warping = false
return
end
aura_table.is_ball_Warping = true
end)
if ball_Distance <= aura_table.parry_Range and not aura_table.is_Spamming and not aura_table.is_ball_Warping then
parry_remote:FireServer(
0.5,
CFrame.new(camera.CFrame.Position, Vector3.new(math.random(0, 100), math.random(0, 1000), math.random(100, 1000))),
{[closest_Entity.Name] = target_Position},
{target_Position.X, target_Position.Y},
false
)
aura_table.canParry = false
aura_table.hit_Time = tick()
aura_table.hit_Count += 1
task.delay(0.15, function()
aura_table.hit_Count -= 1
end)
end
task.spawn(function()
repeat
RunService.Heartbeat:Wait()
until (tick() - aura_table.hit_Time) >= 1
aura_table.canParry = true
end)
end)
end)
initializate('triple_temp')



Rizz
good release