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local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local VirtualInputManager = game:GetService("VirtualInputManager")
local Debris = game:GetService("Debris")

local LocalPlayer = Players.LocalPlayer
local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")

local PARRY_DISTANCE = 25 -- How close an attack has to be to trigger a parry

-- Function to perform the parry action
local function parry()
    -- Simulate holding and releasing the right mouse button (Block key)
    VirtualInputManager:SendMouseButtonEvent(0, 0, 1, true, game, 1)
    task.wait(0.05) -- Hold for a very short duration
    VirtualInputManager:SendMouseButtonEvent(0, 0, 1, false, game, 1)
end

-- The core of the script: listen for new attack hitboxes being added to the workspace
Workspace.ChildAdded:Connect(function(child)
    -- Check if the new object is an attack hitbox.
    -- Game developers often name these things with specific keywords like "Hitbox", "Hit", "Slash", etc.
    -- We also check if it has a valuable attribute like "Damage".
    if child:IsA("Part") and (child.Name:lower():find("hitbox") or child.Name:lower():find("hit") or child.Name:lower():find("slash") or child:GetAttribute("Damage")) then
        
        -- Check if the hitbox belongs to another player
        local creator = child:GetAttribute("Creator")
        if creator and creator ~= LocalPlayer then
            
            -- Check if the hitbox is close enough to us
            local distance = (HumanoidRootPart.Position - child.Position).Magnitude
            if distance <= PARRY_DISTANCE then
                -- If all conditions are met, parry immediately
                parry()
            end
        end
    end
end)

print("Working Auto Parry script loaded. Listening for attack hitboxes.")

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