-- Quantum Services local UserInputService = game:GetService("UserInputService") local StarterGui = game:GetService("StarterGui") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local TweenService = game:GetService("TweenService") -- Quantum Variables local player = Players.LocalPlayer local balls = {} local lastRefreshTime = os.time() local reach = 10 local magnetStrength = 0 local reachCircle = nil -- Function to refresh the list of balls in the workspace local function refreshBalls(force) if not force and lastRefreshTime + 2 > os.time() then print("Quantum refresh too early") return end lastRefreshTime = os.time() table.clear(balls) for _, v in pairs(Workspace:GetDescendants()) do if v.Name == "TPS" or v.Name == "ESA" or v.Name == "MRS" or v.Name == "PRS" or v.Name == "MPS" then table.insert(balls, v) end end end -- Initial refresh of balls refreshBalls(true) -- Function to create GUI for reach adjustment local function createReachGUI() local screenGui = Instance.new("ScreenGui", player.PlayerGui) screenGui.Name = "QuantumReachGUI" local frame = Instance.new("Frame", screenGui) frame.Size = UDim2.new(0.2, 0, 0.1, 0) frame.Position = UDim2.new(0.01, 0, 0.01, 0) frame.BackgroundColor3 = Color3.new(0, 0, 0) frame.BackgroundTransparency = 0.5 frame.BorderSizePixel = 0 local corner = Instance.new("UICorner", frame) corner.CornerRadius = UDim.new(0.1, 0) local textLabel = Instance.new("TextLabel", frame) textLabel.Size = UDim2.new(1, 0, 0.5, 0) textLabel.Text = "Quantum Reach: " .. reach textLabel.Font = Enum.Font.SourceSansBold textLabel.TextScaled = true textLabel.TextColor3 = Color3.new(1, 1, 1) textLabel.BackgroundTransparency = 1 local decrementButton = Instance.new("TextButton", frame) decrementButton.Size = UDim2.new(0.5, 0, 0.5, 0) decrementButton.Position = UDim2.new(0, 0, 0.5, 0) decrementButton.Text = "-" decrementButton.Font = Enum.Font.SourceSansBold decrementButton.TextScaled = true decrementButton.TextColor3 = Color3.new(1, 1, 1) decrementButton.BackgroundColor3 = Color3.new(0.2, 0.2, 0.2) local incrementButton = Instance.new("TextButton", frame) incrementButton.Size = UDim2.new(0.5, 0, 0.5, 0) incrementButton.Position = UDim2.new(0.5, 0, 0.5, 0) incrementButton.Text = "+" incrementButton.Font = Enum.Font.SourceSansBold incrementButton.TextScaled = true incrementButton.TextColor3 = Color3.new(1, 1, 1) incrementButton.BackgroundColor3 = Color3.new(0.2, 0.2, 0.2) decrementButton.MouseButton1Click:Connect(function() reach = math.max(1, reach - 1) -- Ensure reach doesn't go below 1 textLabel.Text = "Quantum Reach: " .. reach createReachCircle() end) incrementButton.MouseButton1Click:Connect(function() reach = reach + 1 textLabel.Text = "Quantum Reach: " .. reach createReachCircle() end) end -- Function to create a visible reach circle local function createReachCircle() if reachCircle then reachCircle.Size = Vector3.new(reach * 2, reach * 2, reach * 2) else reachCircle = Instance.new("Part", Workspace) reachCircle.Shape = Enum.PartType.Ball reachCircle.Size = Vector3.new(reach * 2, reach * 2, reach * 2) reachCircle.Anchored = true reachCircle.CanCollide = false reachCircle.Transparency = 0.8 reachCircle.Material = Enum.Material.ForceField reachCircle.Color = Color3.new(0, 0, 1) RunService.RenderStepped:Connect(function() if player.Character and player.Character:FindFirstChild("HumanoidRootPart") then reachCircle.Position = player.Character.HumanoidRootPart.Position end end) end end -- Function to handle quantum input local function onQuantumInputBegan(input, gameProcessedEvent) -- Ignore certain key inputs local ignoredKeys = { [Enum.KeyCode.W] = true, [Enum.KeyCode.A] = true, [Enum.KeyCode.S] = true, [Enum.KeyCode.D] = true, [Enum.KeyCode.Space] = true } if ignoredKeys[input.KeyCode] then return end if not gameProcessedEvent then if input.KeyCode == Enum.KeyCode.Comma then reach = math.max(1, reach - 1) -- Ensure reach doesn't go below 1 StarterGui:SetCore("SendNotification", { Title = "QuantumReach", Text = "Quantum reach set to: " .. reach, Duration = 0.5, }) createReachCircle() elseif input.KeyCode == Enum.KeyCode.Period then reach = reach + 1 StarterGui:SetCore("SendNotification", { Title = "QuantumReach", Text = "Quantum reach set to: " .. reach, Duration = 0.5, }) createReachCircle() else refreshBalls(false) for _, v in pairs(player.Character["Right Leg"]:GetDescendants()) do if v.Name == "TouchInterest" and v.Parent then for _, e in pairs(balls) do if (e.Position - player.Character["Right Leg"].Position).magnitude < reach then firetouchinterest(e, v.Parent, 0) firetouchinterest(e, v.Parent, 1) break end end end end end end end -- Connect the quantum input began event to the handler function UserInputService.InputBegan:Connect(onQuantumInputBegan) -- Function to apply a subtle magnetic effect to the ball local function applyMagneticEffect() RunService.RenderStepped:Connect(function() for _, ball in pairs(balls) do if ball and ball.Parent and player.Character and player.Character:FindFirstChild("HumanoidRootPart") then local distance = (ball.Position - player.Character.HumanoidRootPart.Position).magnitude if distance < reach then local direction = (player.Character.HumanoidRootPart.Position - ball.Position).unit ball.Velocity = ball.Velocity + direction * magnetStrength end end end end) end -- Function to ensure a second touch to the ball for better interaction local function ensureSecondTouch() RunService.RenderStepped:Connect(function() for _, v in pairs(player.Character["Right Leg"]:GetDescendants()) do if v.Name == "TouchInterest" and v.Parent then for _, e in pairs(balls) do if (e.Position - player.Character["Right Leg"].Position).magnitude < reach then firetouchinterest(e, v.Parent, 0) firetouchinterest(e, v.Parent, 1) break end end end end end) end -- Create initial reach circle and GUI createReachCircle() createReachGUI() applyMagneticEffect() ensureSecondTouch() print("=====================") print("QuantumReach by QuantumDev") print("=====================")