Run it
Copy the script and paste it into your executor.
()
().aura_Enabled =
().triple = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] =
}
Players = :()
Player = Players.LocalPlayer Players.PlayerAdded:()
ReplicatedTriple = :()
RunService = :()
Stats = :()
= :()
TriplEx = (:())()
triple = (, )
tripleBalls = :(, )
hit_Sound = .(, Player.PlayerGui)
hit_Sound.SoundId =
hit_Sound.Volume =
aura_table = {
canParry = ,
is_Spamming = ,
parry_Range = ().triple.ParryRange,
spam_Range = ().triple.SpamRange,
hit_Count = ,
hit_Time = (),
ball_Warping = (),
is_ball_Warping =
}
()
Player.Character:()
()
_, ball (tripleBalls:())
ball:() ==
ball
(Object)
closest
max_distance = .huge
_, entity (.Alive:())
entity.Name ~= Player.Name
distance = (Object.Position - entity.HumanoidRootPart.Position).Magnitude
distance < max_distance
closest = entity
max_distance = distance
closest
()
_, service ({:(), :()})
temp_remote = service:()
temp_remote temp_remote.Name:()
parry_remote = temp_remote
triple.ParrySuccess.OnClientEvent:(()
().hit_sound_Enabled
hit_Sound:()
().hit_effect_Enabled
hit_effect = :()[]
hit_effect.Parent = ()
hit_effect:()
.(, ()
hit_effect:()
)
)
triple.ParrySuccessAll.OnClientEvent:(()
aura_table.hit_Count +=
.(, ()
aura_table.hit_Count -=
)
)
:().ChildRemoved:(()
aura_table.hit_Count =
aura_table.is_ball_Warping =
aura_table.is_Spamming =
)
RunService.PreRender:(()
Ball = ()
Ball
BallPosition = Ball.Position
BallVelocity = Ball.AssemblyLinearVelocity.Magnitude
Distance = Player:(BallPosition)
Ping = BallVelocity * (Stats.Network.ServerStatsItem[]:() / )
().triple.PingBased
Distance -= Ping + ().triple.PingBasedOffset
().triple.BallSpeedCheck BallVelocity ==
(Distance / BallVelocity) <= ().triple.DistanceToParry () ().triple.AutoParry
triple:():()
closest = (Player.Character.PrimaryPart)
closest
.Alive:(closest.Name) .Alive:(closest.Name).Humanoid.Health >
aura_table.is_Spamming Player:(closest.HumanoidRootPart.Position) <= aura_table.spam_Range
parry_remote:(, .(.CurrentCamera.CFrame.Position, .CurrentCamera.CFrame.Position + .CurrentCamera.CFrame.LookVector * ), {[closest.Name] = closest.HumanoidRootPart.Position}, {closest.HumanoidRootPart.Position.X, closest.HumanoidRootPart.Position.Y}, )
(Ball.Position - Player.Character.PrimaryPart.Position).Magnitude <= aura_table.parry_Range aura_table.is_Spamming aura_table.is_ball_Warping
parry_remote:(, .(.CurrentCamera.CFrame.Position, .CurrentCamera.CFrame.Position + .CurrentCamera.CFrame.LookVector * ), {[closest.Name] = closest.HumanoidRootPart.Position}, {closest.HumanoidRootPart.Position.X, closest.HumanoidRootPart.Position.Y}, )
aura_table.canParry =
aura_table.hit_Time = ()
aura_table.hit_Count +=
.(, ()
aura_table.hit_Count -=
)
.(()
RunService.PreRender:()
(() - aura_table.hit_Time) >=
aura_table.canParry =
)
)
.(()
RunService.PreRender:(()
().aura_Enabled
closest_Entity
.Alive:(closest_Entity.Name) .Alive:(closest_Entity.Name).Humanoid.Health >
aura_table.is_Spamming
local_player:(closest_Entity.HumanoidRootPart.Position) <= aura_table.spam_Range
parry_remote:(
,
.(camera.CFrame.Position, .zero),
{[closest_Entity.Name] = closest_Entity.HumanoidRootPart.Position},
{closest_Entity.HumanoidRootPart.Position.X, closest_Entity.HumanoidRootPart.Position.Y},
)
)
RunService.Heartbeat:(()
().aura_Enabled
ping = Stats.Network.ServerStatsItem[]:() /
self = TriplEx.()
self
self:():(()
aura_table.canParry =
)
self:() ~= local_player.Name aura_table.canParry
(local_player.Character.PrimaryPart)
player_Position = local_player.Character.PrimaryPart.Position
ball_Position = self.Position
ball_Velocity = self.AssemblyLinearVelocity
self:()
ball_Velocity = self.zoomies.VectorVelocity
ball_Direction = (local_player.Character.PrimaryPart.Position - ball_Position).Unit
ball_Distance = local_player:(ball_Position)
ball_Dot = ball_Direction:(ball_Velocity.Unit)
ball_Speed = ball_Velocity.Magnitude
ball_speed_Limited = .(ball_Speed / , )
ball_predicted_Distance = (ball_Distance - ping / ) - (ball_Speed / )
target_Position = closest_Entity.HumanoidRootPart.Position
target_Distance = local_player:(target_Position)
target_distance_Limited = .(target_Distance / , )
target_Direction = (local_player.Character.PrimaryPart.Position - closest_Entity.HumanoidRootPart.Position).Unit
target_Velocity = closest_Entity.HumanoidRootPart.AssemblyLinearVelocity
target_isMoving = target_Velocity.Magnitude >
target_Dot = target_isMoving .(target_Direction:(target_Velocity.Unit), )
aura_table.spam_Range = .(ping / , ) + ball_Speed /
aura_table.parry_Range = .(.(ping, ) + ball_Speed / , )
aura_table.is_Spamming = aura_table.hit_Count > ball_Distance <
ball_Dot < -
aura_table.ball_Warping = ()
.(()
(() - aura_table.ball_Warping) >= + target_distance_Limited - ball_speed_Limited ball_Distance <=
aura_table.is_ball_Warping =
aura_table.is_ball_Warping =
)
ball_Distance <= aura_table.parry_Range aura_table.is_Spamming aura_table.is_ball_Warping
parry_remote:(
,
.(camera.CFrame.Position, .(.(, ), .(, ), .(, ))),
{[closest_Entity.Name] = target_Position},
{target_Position.X, target_Position.Y},
)
aura_table.canParry =
aura_table.hit_Time = ()
aura_table.hit_Count +=
.(, ()
aura_table.hit_Count -=
)
.(()
RunService.Heartbeat:()
(() - aura_table.hit_Time) >=
aura_table.canParry =
)
)
)
()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: pastebin.com.
This sometimes maybe not work but it better than nurysium parry cause changed some parry Don't change something or parry won't work!

Universal