
Key Required VerifiedUniversal
local Players = game:GetService("Players")
local Virtual_Input_Manager = game:GetService("VirtualInputManager")
local Player = Players.LocalPlayer or Players.PlayerAdded:Wait()
local Balls = workspace:WaitForChild("Part")
local function Verify_Ball(Ball)
if typeof(Ball) == "Instance" and Ball:IsA("MeshPart") then
return true
end
return false
end
local function Is_Target()
if Player.Character then
local Highlight = Player.Character:FindFirstChild("Highlight")
if Highlight then
return Highlight.FillTransparency ~= 1
end
end
return false
end
local function Parry()
Virtual_Input_Manager:SendKeyEvent(true, Enum.KeyCode.F, false, game)
Virtual_Input_Manager:SendKeyEvent(false, Enum.KeyCode.F, false, game)
end
local function Start(Ball)
if Verify_Ball(Ball) then
local Old_Position = Ball.Position
local Old_Tick = tick()
Ball:GetPropertyChangedSignal("Position"):Connect(function()
if Is_Target() then
local Distance = (Ball.Position - workspace.CurrentCamera.Focus.Position).Magnitude
local Velocity = (Old_Position - Ball.Position).Magnitude
if (Distance / Velocity) <= 10 then
Parry()
end
end
if (tick() - Old_Tick >= 1/60) then
Old_Tick = tick()
Old_Position = Ball.Position
end
end)
end
end
Start(Balls)
workspace.ChildAdded:Connect(function(Ball)
if Ball.ClassName == "MeshPart" and Ball.Name == "Part" and Ball.Parent == workspace then
Start(Ball)
end
end)


it doesn't parry if it's very fast and near the player or people call clashing
@blep There are a lot of bugs here but i dont have time sorry
@zetnikss could u add like comments? just so like i understand what everything does, ive been trying to learn how to make an auto parry for this game forever and i cannot figure anything out completely understand if thats a no
also for some reason its not workin for me
@YFMZombie its working only in casual mode i think
it works decently it just kinda cant detect whenever the ball curves