Run it
Copy the script and paste it into your executor.
.PlaceId ~=
().ProjectileAuraConfig = ().ProjectileAuraConfig {}
Config = ().ProjectileAuraConfig
Config.IHATEYOUSOMUCH = Config.IHATEYOUSOMUCH { Enabled = , Betty = , Warhead = }
Config.Theseshouldntbetargettedimo = Config.Theseshouldntbetargettedimo { Enabled = , Punishment = , Bloodhorn = }
Config.RandomizedProjectiles = { Enabled = , List = { [] = , [] = , [] = } }
().ProjectileAuraLoaded
().ProjectileAuraLoaded =
Workspace, RunService = :(), :()
EnemyFolder = Workspace:():()
ProjectileFolder = Workspace:()
trackedProjectiles, deletionProjectiles, projectileModes = {}, {}, {}
block, timerRemaining, isActive = , ,
()
list = {}
_, e (EnemyFolder:())
h, r = e:(), e:()
h h.Health > r (Config.Theseshouldntbetargettedimo.Enabled Config.Theseshouldntbetargettedimo[e.Name]) .(list, e)
list
()
list = ()
#list ==
strongestEnemy =
maxHealth = -
_, enemy (list)
humanoid = enemy:()
humanoid
totalHealth = humanoid.MaxHealth + humanoid.Health
totalHealth > maxHealth
maxHealth = totalHealth
strongestEnemy = enemy
strongestEnemy list[]
()
Config.IHATEYOUSOMUCH.Enabled
_, e (EnemyFolder:())
Config.IHATEYOUSOMUCH[e.Name] e:() e.Humanoid.Health > e
()
(p)
p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name ==
p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == p.Name == Config.RandomizedProjectiles.List[p.Name]
(p)
d = { , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,
, , , }
_, name (d) p.Name == name p.Anchored = ; deletionProjectiles[p] = ;
(p)
p.CanCollide, p.CanTouch, p.Massless, p.Transparency = , , ,
p.AssemblyLinearVelocity = .zero
ProjectileFolder.ChildAdded:((c)
c:()
(c)
c.Name == c.Name == c.Name ==
block block = .(, Workspace); block.Anchored, block.Transparency, block.Size, block.CFrame = , , .(,,), .(, -, )
timerRemaining, isActive = ,
(c) (c); trackedProjectiles[c] =
)
_, v (ProjectileFolder:()) v:() (v); (v) (v); trackedProjectiles[v] =
RunService.Heartbeat:((dt)
p (deletionProjectiles)
p p.Parent p.CFrame += .(, -, ) deletionProjectiles[p] =
isActive timerRemaining -= dt; isActive = timerRemaining >
obj (trackedProjectiles)
obj obj.Parent trackedProjectiles[obj] = ; projectileModes[obj] =
target = ()
target target:() obj.CFrame = target.HumanoidRootPart.CFrame
)
README: Explanation :p Script Features Overview Add Projectile (Aura): Intercepts specific thrown items and projectiles (like kunai, shuriken, and fireballs), makes them invisible, and automatically locks their position directly onto your current target's root part to deal instant damage. Delete Projectile (Blacklist): Detects heavy or dangerous incoming objects (like pianos, tables, and explosives), freezes them instantly, and teleports them underground out of the way to keep you safe.
The Battle Bricks