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Untitled Boxing Game TOTALLY LEGIT AUTO DODGE

The document contains Lua code for a Roblox script that modifies game behavior. It defines functions for holding and releasing keyboard keys, getting values from game objects, and waiting for conditions to be valid before continuing execution. The script overrides effect functions to add dodging and blocking functionality when certain game states or distances are detected.
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0% found this document useful (1 vote)
7K views2 pages

Untitled Boxing Game TOTALLY LEGIT AUTO DODGE

The document contains Lua code for a Roblox script that modifies game behavior. It defines functions for holding and releasing keyboard keys, getting values from game objects, and waiting for conditions to be valid before continuing execution. The script overrides effect functions to add dodging and blocking functionality when certain game states or distances are detected.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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warn("!Started!

")

local Enabled = true

local set_thread_identity = (setthreadcontext or set_thread_identity or function()


return print("Your exploit doesnt support this function")
end)

local Client = game.Players.LocalPlayer


local States = workspace:WaitForChild("States")
local Effect = require(game:GetService("ReplicatedStorage").Modules.EffectHelper)

local VIM = game:service("VirtualInputManager")

local function hold(keyCode, time)


set_thread_identity(7)
VIM:SendKeyEvent(true, keyCode, false, game)
task.wait(time)
VIM:SendKeyEvent(false, keyCode, false, game)
set_thread_identity(2)
end

function get(n, s)
return States[n.Name]:FindFirstChild(s, true).Value
end
function get_root(chr)
return chr.HumanoidRootPart
end

function notif(str, str2)


game:GetService("StarterGui"):SetCore("SendNotification", {
Title = str,
Text = str2,
})
end

function dash()
hold(32, 0.1)
end
function random()
return math.random(1, 100) / 100
end
local waiting = {}
function waitValid(name, func)
if not waiting[name] then
waiting[name] = {}
end
table.insert(waiting[name], func)
warn("Added Queue :", name)
end
function valid(name, ...)
for i = 1, #waiting[name] do
task.spawn(waiting[name][i], ...)
end
waiting[name] = nil
warn("Cleared Queue :", name)
end

shared.BaseEffectFunction = shared.BaseEffectFunction or {}
for i, v in pairs(Effect) do
shared.BaseEffectFunction[i] = shared.BaseEffectFunction[i] or v
Effect[i] = function(d, ...)
task.spawn(function()
if not Enabled then
return
end
if type(d) == "table" and typeof(d[2]) == "Instance" then
local Target = get(Client, "LockedOn")
local Distance =
Client:DistanceFromCharacter(get_root(d[2]).Position)

if States[Client.Name]:FindFirstChild("Blocking", true).Value or
not States[Client.Name]:FindFirstChild("Equipped", true).Value or
States[Client.Name]:FindFirstChild("Punching", true).Value then
return
end

if Distance > 10.8 then


return
end
if (d[1] == "AttackTrail" or d[1] == "StartupHighlight" or d[1] ==
"UltimateHighlight") and d[2] ~= Client.Character and type(d[5]) == 'number' then
waitValid(d[2].Name , function(LightAttack)
local delay = d[5] * Random.new():NextNumber(0.4, 0.6)
local formattedResult = string.format("%.2f", delay)
task.wait(tonumber(formattedResult))
coroutine.wrap(dash)()
notif("dodged!", "truly master at work")
end)
end
if d[1] == "StartupHighlight" then
valid(d[2].Name, not (d[3] or d[4] or d[5]))
end
end
end)
return shared.BaseEffectFunction[i](d, ...)
end
end

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