0% found this document useful (0 votes)
343 views7 pages

Roblox Auto Block and Punch Script

The document is a Lua script for a Roblox game that implements a combat system with features like auto-blocking, auto-punching, and visual enhancements such as ESP. It includes configuration options for various combat mechanics, including block range and prediction settings, as well as the ability to spawn visual indicators for enemies. The script utilizes services from the Roblox API to manage player interactions and combat dynamics.

Uploaded by

franciscokile3
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
343 views7 pages

Roblox Auto Block and Punch Script

The document is a Lua script for a Roblox game that implements a combat system with features like auto-blocking, auto-punching, and visual enhancements such as ESP. It includes configuration options for various combat mechanics, including block range and prediction settings, as well as the ability to spawn visual indicators for enemies. The script utilizes services from the Roblox API to manage player interactions and combat dynamics.

Uploaded by

franciscokile3
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

local Rayfield =

loadstring(game:HttpGet('[Link]
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Debris = game:GetService("Debris")
local TweenService = game:GetService("TweenService")

local LP = [Link]
local RE =
ReplicatedStorage:WaitForChild("Modules"):WaitForChild("Network
"):WaitForChild("RemoteEvent")
local Killers =
Workspace:WaitForChild("Players"):WaitForChild("Killers")

local AttackIDs = {["106300477136129"]=true,


["127793641088496"]=true,["112809109188560"]=true,
["109348678063422"]=true,
["105200830849301"]=true,["79391273191671"]=true,
["82221759983649"]=true,["121954639447247"]=true,
["85853080745515"]=true,["84307400688050"]=true,
["71834552297085"]=true,["79980897195554"]=true,
["131406927389838"]=true,["76959687420003"]=true,
["95079963655241"]=true,["102228729296384"]=true,
["119942598489800"]=true,["119583605486352"]=true,
["108907358619313"]=true,["117173212095661"]=true,
["12222216"]=true,["114742322778642"]=true,
["105840448036441"]=true,["71805956520207"]=true,
["84116622032112"]=true,["119089145505438"]=true,
["75330693422988"]=true,["86174610237192"]=true,
["89004992452376"]=true,["81702359653578"]=true,
["86833981571073"]=true,["101698569375359"]=true,
["110372418055226"]=true,["115026634746636"]=true,
["86494585504534"]=true,["101553872555606"]=true,
["136323728355613"]=true,["101199185291628"]=true,
["125213046326879"]=true,["116581754553533"]=true,
["113037804008732"]=true,["140242176732868"]=true,
["117231507259853"]=true,["107444859834748"]=true,
["80516583309685"]=true,["112395455254818"]=true,
["109431876587852"]=true,["108610718831698"]=true,
["104910828105172"]=true,["754675462151"]=true,
["1838561084"]=true,["1838561146"]=true,
["805165833096"]=true}

local Config = {
AutoBlock = false, BlockRange = 18, Verify = 0.11, MaxBPS =
10,
OnlyLook = true, Loose = false, ESP = false, Cone = false,
HDTech = false, AntiFlick = true, FlickParts = 6,
PredictBlock = true, PredictStrength = 2.4, TurnPredict = 1.9,
AutoPunch = false, PunchDelay = 0.07, AimPunch = true,
FlingPunch = false, FlingPower = 15000,
PredictionValue = 4, HitboxDrag = false, DragSpeed = 5.6,
DragDelay = 0
}

local ActiveSwing = {}
local BlockCount = 0
local LastSec = 0
local ESPParts = {}
local ConeParts = {}
local FlickDebounce = {}
local KillerDelays = {c00lkidd=0,jason=0.013,slasher=0.01,
["1x1x1x1"]=0.15,johndoe=0.33,noli=0.15,sixer=0.02,nosferatu=
0}
local LastPunch = 0

local Window = Rayfield:CreateWindow({


Name = "ZEN AB -",
LoadingTitle = "Made By Zen",
LoadingSubtitle = "AB",
Theme = "Ocean",
ConfigurationSaving = {Enabled = true, FileName = "Zen Ab"}
})

local Combat = Window:CreateTab("Combat")


local Visual = Window:CreateTab("Visuals")
local Prediction = Window:CreateTab("Predicted Block")
local Punch = Window:CreateTab("Auto Punch")
Combat:CreateToggle({Name="Auto
Block",Callback=function(v)[Link]=v end})
Combat:CreateSlider({Name="Block
Range",Range={10,35},Increment=1,Suffix="st",CurrentValue=1
8,Callback=function(v)[Link]=v end})
Combat:CreateSlider({Name="Verify
Duration",Range={0.05,0.35},Increment=0.01,Suffix="s",Current
Value=0.11,Callback=function(v)[Link]=v end})
Combat:CreateToggle({Name="Only When
Looking",CurrentValue=true,Callback=function(v)[Link]
=v end})
Combat:CreateToggle({Name="Loose
Facing",CurrentValue=false,Callback=function(v)[Link]=v
end})
Combat:CreateToggle({Name="HD-Tech
Drag",CurrentValue=false,Callback=function(v)[Link]=v
end})
Combat:CreateToggle({Name="Anti-Flick
Parts",CurrentValue=true,Callback=function(v)[Link]=v
end})
Combat:CreateSlider({Name="Flick
Parts",Range={1,15},Increment=1,CurrentValue=6,Callback=fun
ction(v)[Link]=v end})

Prediction:CreateToggle({Name="Predicted
Block",CurrentValue=true,Callback=function(v)[Link]
=v end})
Prediction:CreateSlider({Name="Forward
Predict",Range={0.5,6},Increment=0.1,Suffix="x",CurrentValue=
2.4,Callback=function(v)[Link]=v end})
Prediction:CreateSlider({Name="Turn
Predict",Range={0.5,5},Increment=0.1,Suffix="x",CurrentValue=
1.9,Callback=function(v)[Link]=v end})

Punch:CreateToggle({Name="Auto
Punch",CurrentValue=false,Callback=function(v)[Link]
=v end})
Punch:CreateToggle({Name="Aim
Punch",CurrentValue=true,Callback=function(v)[Link]=
v end})
Punch:CreateToggle({Name="Fling
Punch",CurrentValue=false,Callback=function(v)[Link]
=v end})
Punch:CreateSlider({Name="Fling
Power",Range={5000,30000},Increment=1000,CurrentValue=15
000,Callback=function(v)[Link]=v end})
Punch:CreateSlider({Name="Punch
Delay",Range={0,0.3},Increment=0.01,Suffix="s",CurrentValue=
0.07,Callback=function(v)[Link]=v end})
Punch:CreateToggle({Name="Hitbox Dragging
Tech",CurrentValue=false,Callback=function(v)[Link]
=v end})
Punch:CreateSlider({Name="Drag
Speed",Range={1,15},Increment=0.1,CurrentValue=5.6,Callback
=function(v)[Link]=v end})
Punch:CreateSlider({Name="Drag
Delay",Range={0,0.5},Increment=0.01,Suffix="s",CurrentValue=
0,Callback=function(v)[Link]=v end})

Visual:CreateToggle({Name="Disk
ESP",Callback=function(v)[Link]=v if not v then for _,p in
pairs(ESPParts)do p:Destroy()end ESPParts={}end end})
Visual:CreateToggle({Name="Facing
Cone",Callback=function(v)[Link]=v if not v then for _,c in
pairs(ConeParts)do c:Destroy()end ConeParts={}end end})

local function spawnFlick(k)


if not [Link] or FlickDebounce[k] then return end
FlickDebounce[k] = true
[Link](0.4,function()FlickDebounce[k]=nil end)
local hrp = k:FindFirstChild("HumanoidRootPart") if not hrp then
return end
[Link](KillerDelays[[Link]:lower()] or 0)
for i=1,[Link] do
local p = [Link]("Part")
[Link] = [Link](3.5,3.5,3.5)
[Link] = 0.5
[Link] = [Link](0,200,255)
[Link] = [Link]
[Link] = false
[Link] = true
[Link] = [Link] * [Link](0,0,-i*2.4)
[Link] = workspace
Debris:AddItem(p,0.5)
end
end

local function updateESP()


if not [Link] or not [Link] then return end
local me = [Link]:FindFirstChild("HumanoidRootPart") if
not me then return end
for _,k in ipairs(Killers:GetChildren()) do
local hrp = k:FindFirstChild("HumanoidRootPart")
if hrp then
if not ESPParts[k] then
local d = [Link]("CylinderHandleAdornment")
[Link] = hrp [Link] = true [Link]
= 0.5 [Link] = 0.12 [Link] = [Link] d.Color3 =
[Link](255,0,0) [Link] = hrp ESPParts[k] = d
end
local d = ESPParts[k]
[Link] = [Link]
[Link] =
[Link](0,-([Link].Y/2+0.05),0)*[Link]([Link](9
0),0,0)
d.Color3 = ([Link]).Magnitude <=
[Link] and [Link](0,255,0) or
[Link](255,0,0)
end
end
end

[Link]:Connect(function(dt)
updateESP()
if not [Link] or not
[Link]:FindFirstChild("HumanoidRootPart") then return end
local me = [Link]
local now = tick()
if now - LastSec >= 1 then BlockCount = 0 LastSec = now end
for _,killer in ipairs(Killers:GetChildren()) do
local hrp = killer:FindFirstChild("HumanoidRootPart")
local head = killer:FindFirstChild("Head")
if not hrp or not head then continue end
local dist = ([Link] - [Link]).Magnitude

-- AUTO BLOCK
if [Link] and dist <= [Link] then
local attacking = false
for _,s in ipairs(killer:GetDescendants()) do
if s:IsA("Sound") and [Link] then
local id = tostring([Link]:match("%d+$") or "")
if AttackIDs[id] then attacking = true
ActiveSwing[killer] = ActiveSwing[killer] or now break end
end
end
if attacking and (now - (ActiveSwing[killer] or 0)) >=
[Link] then
local lv = [Link]
local dir = ([Link] - [Link]).Unit
local dot = lv:Dot(dir)
local thresh = [Link] and -0.3 or 0.6
if not [Link] or dot > thresh then
if BlockCount < [Link] then
RE:FireServer("UseActorAbility", {"Block"})
BlockCount += 1
if [Link] then
[Link]:MoveTo([Link]) end
spawnFlick(killer)
end
end
end
end

-- AUTO PUNCH + ALL FEATURES


if [Link] and dist <= 14 and (now - LastPunch) >
[Link] then
LastPunch = now
[Link](function()
[Link]([Link])
if [Link] and head then
[Link] =
[Link]([Link],
[Link] + [Link](0,2,0))
end
if [Link] then
local start = tick()
local conn
conn = [Link]:Connect(function()
if tick() - start > 1.4 then conn:Disconnect() return
end
if hrp and [Link]:FindFirstChild("Humanoid")
then
[Link]:MoveTo([Link] +
[Link](0,0,[Link](-2,2)))
end
end)
end
if [Link] and hrp then
local bv = [Link]("BodyVelocity")
[Link] = [Link](1e5,1e5,1e5)
[Link] = ([Link] - [Link]).unit *
[Link]
[Link] = hrp
Debris:AddItem(bv, 0.3)
end
RE:FireServer("UseActorAbility", {"Punch"})
end)
end
end
end)

Common questions

Powered by AI

Configuration toggles like 'Auto Block' and 'Fling Punch' are critical in enhancing player control as they provide users with the ability to enable or disable features based on their playing style. This customization allows for tailored gameplay, empowering players to emphasize strengths or learn new strategies. It also enhances accessibility, as players with different preferences or skill levels can adapt the game settings to suit their needs .

The 'PredictionValue' parameter affects game predictive analytics by determining the extent to which future events or player actions are anticipated. A higher prediction value allows the game script to make more aggressive predictions about opponents, potentially enhancing tactical play but at the risk of inaccurate judgments. Conversely, a lower value could make predictions more conservative but reliable, impacting how the AI components interact with dynamic in-game changes .

Real-time updating through the RunService.Heartbeat function enhances game interaction by continuously checking and responding to game conditions, ensuring that changes in configuration settings take effect immediately. This capability supports smooth and dynamic interactions, like updating ESP visibility based on character positions in real-time, which improves responsiveness to in-game events, ultimately providing users with a seamless and engaging experience .

The concept of 'Predicted Block' optimizes gameplay mechanics by allowing the game to anticipate an opponent’s actions, such as blocking incoming attacks. This feature uses predictive algorithms to calculate the likely movements or actions of opponents and automatically adjust the player's actions, thereby providing a strategic advantage by improving defense timing and efficiency .

The integration of 'Auto Punch' with delay settings influences player engagement by automating repetitive tasks, thus allowing players to focus more on strategic gameplay rather than manual execution. By setting a punch delay, the game can simulate realistic reaction times, adding depth to combat interactions. This balance of automation with control can enhance player satisfaction by aligning automated responses with player expectations and strategies .

The use of the Debris service in scripts contributes to performance optimization by automatically removing unnecessary objects from the game environment after a certain time. By doing so, it prevents the accumulation of objects that could potentially consume memory and processing power, thus maintaining a smoother performance and preventing lag, which is critical for resource-intensive applications like games .

Attack identifiers in scripted game interactions play a crucial role in distinguishing legitimate actions from potentially harmful or abusive ones. By maintaining a list of recognized attack IDs, the script can effectively allow or deny certain actions, contributing to game security by ensuring actions (such as sounds or animations associated with particular attacks) are validated before execution. This mechanism helps prevent cheat scenarios where unauthorized scripts could otherwise manipulate game mechanics.

Role differentiation between components such as 'Combat' and 'Visuals' tabs improves modularity in script development by organizing code into distinct functional areas. Each tab can handle specific settings related to its domain, such as attack mechanics or visual effects, facilitating easier maintenance and updates. This structure allows developers to modify or expand individual components without affecting others, promoting scalable and efficient development practices .

'Hitbox Dragging Tech' alters the dynamics of a player's interaction with opponents by adjusting the hitbox alignment during combat scenarios. This technique provides a method to dynamically adjust the player's positioning towards opponents, potentially improving accuracy for attacks. By leveraging this technology, players can maintain constant pressure on opponents by reducing the need for manual repositioning, thus enhancing the fluidity of interactions and overall responsiveness during engagements .

Dynamically creating windows in a script allows for flexible and customizable user interfaces within a game. In the context of game setting configurations, this feature is utilized by generating a window that contains multiple tabs for different features such as 'Combat', 'Visuals', 'Predicted Block', and 'Auto Punch'. Each tab can host toggles and sliders to enable players to adjust gameplay settings like AutoBlock range, prediction strength, and flick parts, providing a personalized gaming experience .

You might also like