Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
Workspace = :()
LocalPlayer = Players.LocalPlayer
Rayfield = (:())()
GL_State = {
LegReach = , HeadReach = , TorsoReach = , AutoCatch = ,
LegRange = , HeadRange = , TorsoRange = , GkRange = ,
MainReact = , ReactKill = , BetterReact = , ReactKillerV2 = , Main2React = ,
Prztx1React = , MarsReact = , SourenosReact = , DreelovvReact = ,
EmreMorLeftReact = , EmreMorRightReact = , KamaniReact = ,
OtherReact1 = , OtherReact2 = , OtherReact3 = , DribbleReact = , BobReact = ,
BoostReactDetection = , RemoveBallDelay = ,
NRCMagnitude = , NRCRemoteFires = ,
ReactRange = ,
ActiveBalls = {}
}
GL_Coords = {
LineGreen = .(-, , ),
GKGreen = .(-, , ),
LineBlue = .(, , ),
GKBlue = .(, , )
}
Window = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
ConfigurationSaving = { Enabled = }
})
ReachTab = Window:()
ReactsTab = Window:()
GkTab = Window:()
TPTab = Window:()
MiscTab = Window:()
(tab, name, stateKey, rangeKey, maxRange)
tab:({
Name = .. name,
CurrentValue = ,
Callback = (v) GL_State[stateKey] = v
})
tab:({
Name = .. name,
Range = {, maxRange },
Increment = ,
CurrentValue = ,
Callback = (v) GL_State[rangeKey] = v
})
ReachTab:()
(ReachTab, , , )
(ReachTab, , , )
(ReachTab, , , )
ReactsTab:()
ReactsTab:({
Name = , Range = {, }, Increment = , CurrentValue = ,
Callback = (v) GL_State.ReactRange = v
})
(name, stateKey)
ReactsTab:({ Name = name, Callback = (v) GL_State[stateKey] = v })
ReactsTab:()
(, )
(, )
(, )
ReactsTab:()
(, )
(, )
(, )
(, )
(, )
(, )
(, )
ReactsTab:()
(, )
(, )
(, )
(, )
ReactsTab:()
ReactsTab:({ Name = , Callback = (v) GL_State.BoostReactDetection = v })
ReactsTab:({ Name = , Callback = (v) GL_State.RemoveBallDelay = v })
ReactsTab:({ Name = , Range = {, }, Increment = , CurrentValue = , Callback = (v) GL_State.NRCMagnitude = v })
ReactsTab:({ Name = , Range = {, }, Increment = , CurrentValue = , Callback = (v) GL_State.NRCRemoteFires = v })
GkTab:()
(GkTab, , , , )
(name, coord)
TPTab:({ Name = name, Callback = ()
LocalPlayer.Character LocalPlayer.Character:()
LocalPlayer.Character.HumanoidRootPart.CFrame = coord
})
TPTab:() (, GL_Coords.LineGreen) (, GL_Coords.GKGreen)
TPTab:() (, GL_Coords.LineBlue) (, GL_Coords.GKBlue)
MiscTab:({
Name = ,
Callback = ()
Rayfield:()
.(GL_State)
,
})
(inst)
inst:() (inst.Name == inst.Name == inst.Name == )
.(GL_State.ActiveBalls, inst)
_, v (Workspace:()) (v)
Workspace.DescendantAdded:(CheckBall)
Workspace.DescendantRemoving:((inst)
i, ball (GL_State.ActiveBalls)
ball == inst .(GL_State.ActiveBalls, i)
)
RunService.Heartbeat:(()
(GL_State)
char = LocalPlayer.Character
char
root = char:()
root
parts = {
R_Leg = char:() char:(),
L_Leg = char:() char:(),
Head = char:(),
Torso = char:() char:(),
R_Arm = char:() char:(),
L_Arm = char:() char:()
}
(part, ball, times)
part
_ = , (times )
(part, ball, )
(part, ball, )
_, ball (GL_State.ActiveBalls)
ball.Parent
dist = (root.Position - ball.Position).Magnitude
fires = (GL_State.NRCRemoteFires > dist <= GL_State.ReactRange) .(GL_State.NRCRemoteFires)
GL_State.LegReach dist <= GL_State.LegRange (parts.R_Leg, ball, fires) (parts.L_Leg, ball, fires)
GL_State.HeadReach dist <= GL_State.HeadRange (parts.Head, ball, fires)
GL_State.TorsoReach dist <= GL_State.TorsoRange (parts.Torso, ball, fires)
GL_State.AutoCatch dist <= GL_State.GkRange (parts.R_Arm, ball, fires) (parts.L_Arm, ball, fires)
dist <= GL_State.ReactRange
GL_State.ReactKill GL_State.ReactKillerV2 GL_State.MarsReact
(parts.R_Leg, ball, fires + )
(parts.L_Leg, ball, fires + )
GL_State.MainReact GL_State.BetterReact GL_State.Main2React GL_State.SourenosReact GL_State.DreelovvReact GL_State.Prztx1React GL_State.KamaniReact
(parts.R_Leg, ball, fires)
GL_State.DribbleReact
activeLeg = (() % < ) parts.R_Leg parts.L_Leg
(activeLeg, ball, fires)
GL_State.EmreMorLeftReact (parts.L_Leg, ball, fires)
GL_State.EmreMorRightReact (parts.R_Leg, ball, fires)
GL_State.BobReact (parts.Head, ball, fires) (parts.Torso, ball, fires)
GL_State.RemoveBallDelay
(parts.R_Leg, ball, )
GL_State.BoostReactDetection ball.AssemblyLinearVelocity.Magnitude >
(parts.R_Leg, ball, fires + )
GL_State.NRCMagnitude >
dir = (ball.Position - root.Position).Unit
ball.AssemblyLinearVelocity = ball.AssemblyLinearVelocity + (dir * GL_State.NRCMagnitude)
)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
Tps reach

Universal