Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
Workspace = :()
.bladeball
()
.bladeball =
RADIUS =
COMPENSATION = /
LocalPlayer = Players.LocalPlayer
Bin
Bin = ({}, {
__tostring = ()
,
})
Bin.__index = Bin
Bin.(...)
self = ({}, Bin)
self:(...) self
Bin:()
Bin:(item)
node = {
item = item,
}
self.head ==
self.head = node
self.tail
self.tail.next = node
self.tail = node
item
Bin:(...)
args = { ... }
_, item args
node = {
item = item,
}
self.head ==
self.head = node
self.tail
self.tail.next = node
self.tail = node
args
Bin:()
self.head
item = self.head.item
(item) ==
()
(item) ==
item:()
(item) ==
.(item)
item.destroy ~=
item:()
item.Destroy ~=
item:()
self.head = self.head.next
Bin:()
self.head ==
(x, y, z, vx, vy, vz, R)
a = vx ^ + vy ^ + vz ^
b = * (vx * x + vy * y + vz * z)
c = x ^ + y ^ + z ^ - R ^
discriminant = b ^ - * a * c
discriminant <
sqrtDiscriminant = .(discriminant)
denominator = * a
t0 = (-b - sqrtDiscriminant) / denominator
t0 >
t0
t1 = (-b + sqrtDiscriminant) / denominator
t1 >
t1
BaseComponent
BaseComponent = ({}, {
__tostring = ()
,
})
BaseComponent.__index = BaseComponent
BaseComponent.(...)
self = ({}, BaseComponent)
self:(...) self
BaseComponent:(instance)
self.instance = instance
self.bin = Bin.()
BaseComponent:()
self.bin:()
BallComponent
super = BaseComponent
BallComponent = ({}, {
__tostring = ()
,
__index = super,
})
BallComponent.__index = BallComponent
BallComponent.(...)
self = ({}, BallComponent)
self:(...) self
BallComponent:(instance)
super.(self, instance)
self.active =
self.target =
self.isHit =
self.delay =
self:()
self:()
bin = self.bin
bin:(instance:():(()
self:()
), instance:():(()
self:()
))
bin:(()
_active = BallComponent.active
_instance = instance
_valueExisted = _active[_instance] ~=
_active[_instance] =
_valueExisted
, instance.Destroying:(()
self:()
))
_active = BallComponent.active
_instance = instance
_self = self
_active[_instance] = _self
BallComponent:()
self.isHit =
self.delay =
self.target = self.instance:()
BallComponent:()
self.isHit =
self.delay =
self.active = self.instance:() ==
BallComponent:()
self.isHit =
self.delay =
.( + COMPENSATION / , ()
self.delay
self.delay =
self.isHit =
)
BallComponent:()
self.isHit
BallComponent:()
self.target
BallComponent:()
self.active
BallComponent.active = {}
RigComponent
super = BaseComponent
RigComponent = ({}, {
__tostring = ()
,
__index = super,
})
RigComponent.__index = RigComponent
RigComponent.(...)
self = ({}, RigComponent)
self:(...) self
RigComponent:(instance)
super.(self, instance)
root = instance:()
root ==
()
humanoid = instance:()
humanoid ==
()
self.root = root
self.humanoid = humanoid
bin = self.bin
bin:(humanoid.Died:(()
self:()
), instance.Destroying:(()
self:()
))
CharacterComponent
super = RigComponent
CharacterComponent = ({}, {
__tostring = ()
,
__index = super,
})
CharacterComponent.__index = CharacterComponent
CharacterComponent.(...)
self = ({}, CharacterComponent)
self:(...) self
CharacterComponent:(instance)
super.(self, instance)
CharacterComponent.active = {}
PlayerComponent
super = BaseComponent
PlayerComponent = ({}, {
__tostring = ()
,
__index = super,
})
PlayerComponent.__index = PlayerComponent
PlayerComponent.(...)
self = ({}, PlayerComponent)
self:(...) self
PlayerComponent:(instance)
super.(self, instance)
self.name = self.instance.Name
character = instance.Character
character
.(()
self:(character)
)
bin = self.bin
bin:(instance.CharacterAdded:((character)
self:(character)
), instance.CharacterRemoving:(()
self:()
))
bin:(()
_active = PlayerComponent.active
_instance = instance
_valueExisted = _active[_instance] ~=
_active[_instance] =
_valueExisted
)
_active = PlayerComponent.active
_instance = instance
_self = self
_active[_instance] = _self
PlayerComponent:(character)
_result = self.character
_result ~=
_result:()
self.character = CharacterComponent.(character)
PlayerComponent:()
_result = self.character
_result ~=
_result:()
self.character =
PlayerComponent:()
self.name
PlayerComponent:()
self.character
PlayerComponent.active = {}
ComponentController = {}
_container = ComponentController
BallFolder = Workspace:(, )
onBallAdded = (instance)
instance:()
BallComponent.(instance)
onPlayerAdded = (instance)
PlayerComponent.(instance)
()
_exp = BallFolder:()
_callback = (instance)
.(onBallAdded, instance)
_k, _v _exp
(_v, _k - , _exp)
BallFolder.ChildAdded:(onBallAdded)
_exp_1 = Players:()
_callback_1 = (instance)
.(onPlayerAdded, instance)
_k, _v _exp_1
(_v, _k - , _exp_1)
Players.PlayerAdded:(onPlayerAdded)
Players.PlayerRemoving:((instance)
_active = PlayerComponent.active
_instance = instance
_result = _active[_instance]
_result ~=
_result = _result:()
_result
)
_container.__init = __init
ParryController = {}
_container = ParryController
Vector2D = .(, , )
useParry = (ball)
()
()
ball:()
()
player = PlayerComponent.active[LocalPlayer]
RunService.Heartbeat:(()
character = player:()
character
name = player:()
root = character.root
origin = root.Position
motion = root.AssemblyLinearVelocity * Vector2D
_exp = BallComponent.active
_callback = (ball, instance)
ball:()
ball:() ~= name
position = instance.Position - origin
position.Magnitude < RADIUS
(ball)
velocity = instance.AssemblyLinearVelocity - motion
intercept = (position.X, position.Y, position.Z, velocity.X, velocity.Y, velocity.Z, RADIUS)
intercept ==
intercept > COMPENSATION
(ball)
_k, _v _exp
(_v, _k, _exp)
)
_container.__init = __init
ComponentController.()
ParryController.()
NOTE: THIS SCRIPT IS MAINLY FOR PC AND DOESN'T WORK WELL WITH MOBILE! This is a simple closet autoparry script for Blade Ball, created by Terminal Vibes. It automatically parries in-game using keypress() and keyrelease() functions. This version may contain bugs, as it's the initial release. For updates and support, join Terminal Vibes' Discord server [https://discord.com/invite/wYSxkH3XAw]. You can customize the script's settings in the configuration section of the script, there are two main settings that you can adjust: 1. RADIUS: This setting determines the radius for ball parrying. It represents the distance from the center of your character within which incoming balls will be autoparried. 2. COMPENSATION: This setting adjusts the timing for ball autoparry. It represents the compensation time in seconds added to the parrying process, helping to ensure accurate timing. To configure these settings: - Adjust the value of the RADIUS variable to change the radius for ball parrying. You can increase or decrease this value based on your gameplay preferences or the dynamics of the game environment. - Similarly, adjust the value of the COMPENSATION variable to fine-tune the timing f

Universal