-- Open Source Blade Ball Auto Parry By PawsThePaw -- --// My Discord: pawsthepaw --// Notes: I'm not giving Away my Freeze & Invisibility Detection, lmao, this is sort of decent, time based, Enjoy, Skid, or Learn, Its Your Choice. getgenv().Paws = { ["AutoParry"] = true, ["PingBased"] = true, ["PingBasedOffset"] = 0, ["DistanceToParry"] = 0.5, ["BallSpeedCheck"] = true, } local Players = game:GetService("Players") local Player = Players.LocalPlayer or Players.PlayerAdded:Wait() local ReplicatedPaw = game:GetService("ReplicatedStorage") local Paws = ReplicatedPaw:WaitForChild("Remotes", 9e9) local PawsBalls = workspace:WaitForChild("Balls", 9e9) local PawsTable = getgenv().Paws local function IsTheTarget() return Player.Character:FindFirstChild("Highlight") end local function FindBall() local RealBall for i, v in pairs(PawsBalls:GetChildren()) do if v:GetAttribute("realBall") == true then RealBall = v end end return RealBall end game:GetService("RunService").PreRender:connect(function() if not FindBall() then return end local Ball = FindBall() local BallPosition = Ball.Position local BallVelocity = Ball.AssemblyLinearVelocity.Magnitude local Distance = Player:DistanceFromCharacter(BallPosition) local Ping = BallVelocity * (game.Stats.Network.ServerStatsItem["Data Ping"]:GetValue() / 1000) if PawsTable.PingBased then Distance -= Ping + PawsTable.PingBasedOffset end if PawsTable.BallSpeedCheck and BallVelocity == 0 then return end if (Distance / BallVelocity) <= PawsTable.DistanceToParry and IsTheTarget() and PawsTable.AutoParry then Paws:WaitForChild("ParryButtonPress"):Fire() end end)