Main code: ``` local NEVERLOSE = loadstring(game:HttpGet("https://raw.githubusercontent.com/3345-c-a-t-s-u-s/NEVERLOSE-UI-Nightly/main/source.lua"))()  -- Change Theme -- NEVERLOSE:Theme("dark") -- [ dark , nightly , original ] ------------------  local Players = game:GetService('Players') local CoreGui = game:GetService('CoreGui') local ReplicatedStorage = game:GetService('ReplicatedStorage') local RunService = game:GetService('RunService')  local LocalPlayer = Players.LocalPlayer local PlayerGui = LocalPlayer:WaitForChild('PlayerGui') local Framework = ReplicatedStorage.Framework  getgenv().Axonware = {     AntiParry = false,     AutoParry = false,     AutoParryMethod = "Legit", -- "Legit" or "Rage"     HitboxExpander = false,     HitboxSizeExpansion = 2.5,     AutoSlash = false,     AutoGloryKill = false,     SlashDistance = 10,     AutoEquipMeleeForParry = false,     ParryDistance = 10,     InfiniteStamina = false,     NoRagdoll = false,     NoFallDamage = false,     NoKnockback = false,     NoUtilityDamage = false,     InstantRevive = false,     FastRespawn = false }  set_thread_identity(2) local Nevermore = require(Framework.Nevermore) local Network = Nevermore("Network") local DataHandler = Nevermore("DataHandler") 	local StaminaHandler = Nevermore("DefaultStaminaHandlerClient") 	local AntiCheatHandler = Nevermore("AntiCheatHandler") 	 	local MeleeClient = Nevermore("MeleeWeaponClient") 	local JumpConstants = Nevermore("JumpConstants") 	local RagdollHandler = Nevermore("RagdollHandlerClient") 	 	local NumberUtil = Nevermore("NumberUtil") 	local EmoteMetadata = Nevermore("EmotesMetadata") 	local WeaponMetadata = Nevermore("WeaponMetadata")  	local RoduxStore = Nevermore("RoduxStore") 	local SoundHandler = Nevermore("SoundHandler") 	local DashConstants = Nevermore("DashConstants")  	local FastCast = Nevermore("FastCast") 	local RangedHandler = Nevermore("RangedWeaponHandler") 	local UtilityMetadata = Nevermore("UtilityMetadata")  	local RagdollUtil = Nevermore("RagdollUtil") 	local KnockbackHandler = Nevermore("KnockbackHandler") 	local RaycastUtilClient = Nevermore("RaycastUtilClient")  	local DamageConstants = Nevermore("DamageConstants") 	local KillStreakConfigs = Nevermore("KillStreakConfigs") 	local FinishConstants = Nevermore("FinishConstants")  	local GloryKillConstants = Nevermore("GloryKillConstants") set_thread_identity(7)  local Communication = ReplicatedStorage.Communication local Events = Communication.Events local Functions = Communication.Functions  local function SetupAnticheatBypass()     for _, v in pairs(getgc(true)) do         if type(v) == 'table' then             if rawget(v, 'getIsBodyMoverCreatedByGame') then                 v.getIsBodyMoverCreatedByGame = function() return true end             elseif rawget(v, 'connectCharacter') then                 v.connectCharacter = function() return wait(9e9) end             elseif rawget(v, 'Remote') then                 for _, conn in pairs(getconnections(v.Remote:GetPropertyChangedSignal('Name'))) do                     conn:Disable()                 end                 v.Remote.Name = v.Name             end         end     end          hookfunc(AntiCheatHandler.punish, function()         return Instance.new("BindableEvent").Event:Wait()     end) end  SetupAnticheatBypass()  local LocalMelee  local BlockAnimations = {} local SlashAnimations = {}  for _, Garbage in pairs(getgc(true)) do     if type(Garbage) == 'table' then         if rawget(Garbage, 'type') and rawget(Garbage, 'displayName') then             if Garbage.type == 'weapon' then                 if rawget(Garbage, 'blockMetadata') then                     BlockAnimations[Garbage.displayName] = {}                      for _, Data in pairs(Garbage.blockMetadata) do                         BlockAnimations[Garbage.displayName][Data.animation.AnimationId] = true                     end                 end                  if rawget(Garbage, 'slashMetadata') then                     SlashAnimations[Garbage.displayName] = {}                      for _, Data in pairs(Garbage.slashMetadata) do                         SlashAnimations[Garbage.displayName][Data.animation.AnimationId] = true                     end                 end             end         end     end end  local function GetMelee(Player)    local PossibleMelee = Player:FindFirstChildOfClass('Tool')      if PossibleMelee and PossibleMelee:FindFirstChild('Hitboxes') then         return PossibleMelee     end end  local function GetShield(Player)     for _, Shield in pairs(ReplicatedStorage.Shared.Assets.Cosmetics.ParryShield.Shields:GetChildren()) do         local PossibleShield = Player:FindFirstChild(Shield.Name)          if PossibleShield then             return PossibleShield         end     end end  local function IsSlash(Player, Melee)     local Humanoid = Player:FindFirstChild('Humanoid')          if Humanoid then         for _, Track in pairs(Humanoid:GetPlayingAnimationTracks()) do             if SlashAnimations[Melee][Track.Animation.AnimationId] then                 return true             end         end     end          return false end  local function IsParry(Player, Melee)     local Humanoid = Player:FindFirstChild('Humanoid')          if Humanoid then         for _, Track in pairs(Humanoid:GetPlayingAnimationTracks()) do             if BlockAnimations[Melee][Track.Animation.AnimationId] then                 return true             end         end     end end  local function GetClosestPlayer(Distance)     local Target              for _, Player in pairs(workspace.PlayerCharacters:GetChildren()) do         if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild('HumanoidRootPart') then             if Player ~= LocalPlayer.Character then                 if Player:FindFirstChild('HumanoidRootPart') then                     local Magnitude = (LocalPlayer.Character.HumanoidRootPart.Position - Player.HumanoidRootPart.Position).Magnitude                                              if Magnitude <= Distance then                         Target = Player                         Distance = Magnitude                     end                 end             end         end     end                  return Target end  local function IsParryOnCooldown() --	local Indicator = PlayerGui.RoactUI:FindFirstChild('BottomStatusIndicators')      	-- if Indicator then 	--	if Indicator.FrameContainer.SecondRowFrame.ActionCooldownsFrame.ParryActionCooldown.BarClipper.RealBar.Size.Y.Scale <= 1 then 		--	return false 	--	end --	end       --   return true end  local function Parry()     if Axonware.AutoParryMethod == "Legit" then         keypress(0x46)         task.wait()         keyrelease(0x46)     elseif Axonware.AutoParryMethod == "Rage" then         Network:FireServer("Parry")     end end  local function Watcher(Player)     task.spawn(function()         local Melee, Shield                  repeat task.wait()             Melee = GetMelee(Player)             Shield = GetShield(Player)         until Melee and Shield                  if Player == LocalPlayer.Character then             LocalMelee = Melee                          if Axonware.HitboxExpander then                 for _, Hitbox in pairs(LocalMelee:WaitForChild('Hitboxes'):GetChildren()) do                     for _, Point in pairs(Hitbox:GetChildren()) do                         if (Point:IsA('Attachment') and Point.Name == 'DmgPoint') then                             Point.Visible = true                             Point.Position += Vector3.new(0, math.random(-Axonware.HitboxSizeExpansion, Axonware.HitboxSizeExpansion), 0)                         end                     end                 end             end         else             local Connection                          Connection = RunService.Heartbeat:Connect(function()                 if not Player:IsDescendantOf(workspace.PlayerCharacters) then                     Connection:Disconnect()                 end                                  if Axonware.AntiParry then                     task.spawn(function()                         if IsParry(Player, Melee.Name) then                             if (LocalPlayer.Character and LocalPlayer.Character:FindFirstChild('HumanoidRootPart')) then                                 if Player:FindFirstChild('HumanoidRootPart') then                                     if (LocalPlayer.Character.HumanoidRootPart.Position - Player.HumanoidRootPart.Position).Magnitude <= Axonware.ParryDistance then                                         if (LocalMelee and LocalMelee.Parent == LocalPlayer.Character) then                                             LocalPlayer.Character.Humanoid:UnequipTools()                                             Shield:GetPropertyChangedSignal('Transparency'):wait()                                             LocalPlayer.Character.Humanoid:EquipTool(LocalMelee)                                 		end                                     end                                 end                             end                         end                     end)                 end                                  if Axonware.AutoParry then                 	if Melee.Parent == Player then 	                    for _, Hitbox in pairs(Melee.Hitboxes:GetChildren()) do 	                        task.spawn(function() 	                            if IsSlash(Player, Melee.Name) then 	                                if (LocalPlayer.Character and LocalPlayer.Character:FindFirstChild('HumanoidRootPart')) then 	                                    if (LocalPlayer.Character.HumanoidRootPart.Position - Hitbox.Position).Magnitude <= Axonware.ParryDistance then 	                                        if (LocalMelee and not IsParryOnCooldown()) then 	                                            if LocalMelee.Parent ~= LocalPlayer.Character then 	                                                if Axonware.AutoEquipMeleeForParry then 	                                                    LocalPlayer.Character.Humanoid:EquipTool(LocalMelee) 	                                                end 	                                            end 	                                             	                                            Parry() 	                                            task.wait() 	                                            Parry() 	                                        end 	                                    end 	                                end 	                            end 	                        end) 	                    end 					end	                                end             end)         end     end) end  -- UI Setup local Window = NEVERLOSE:AddWindow("Axonware", "Blade Ball Script") local Notification = NEVERLOSE:Notification()  Notification.MaxNotifications = 6  Window:AddTabLabel('Home')  local CombatTab = Window:AddTab('Combat', 'mouse') local SettingsTab = Window:AddTab('Settings', 'user')  local MeleeSection = CombatTab:AddSection('Melee', "left") local ParrySection = CombatTab:AddSection('Parry', "right") local MiscSection = CombatTab:AddSection('Miscellaneous', "left")  local UISection = SettingsTab:AddSection('UI', "left")  MeleeSection:AddToggle('Auto Slash', false, function(val)     Axonware.AutoSlash = val end)  MeleeSection:AddToggle('Auto Glory Kill', false, function(val)     Axonware.AutoGloryKill = val end)  MeleeSection:AddSlider('Slash Distance', 1, 25, 10, function(val)     Axonware.SlashDistance = val end)  MeleeSection:AddToggle('Hitbox Expander', false, function(val)     Axonware.HitboxExpander = val end)  MeleeSection:AddSlider('Hitbox Size Expansion', 0, 5, 2.5, function(val)     Axonware.HitboxSizeExpansion = val end)  ParrySection:AddToggle('Anti Parry', false, function(val)     Axonware.AntiParry = val end)  ParrySection:AddToggle('Auto Parry', false, function(val)     Axonware.AutoParry = val end)  ParrySection:AddToggle('Auto Equip Melee For Parry', false, function(val)     Axonware.AutoEquipMeleeForParry = val end)  ParrySection:AddSlider('Parry Distance', 1, 25, 10, function(val)     Axonware.ParryDistance = val end)  ParrySection:AddDropdown('Auto Parry Method', {"Legit", "Rage"}, "Legit", function(val)     Axonware.AutoParryMethod = val end)  MiscSection:AddToggle('Infinite Stamina', false, function(val)     Axonware.InfiniteStamina = val end)  MiscSection:AddToggle('No Ragdoll', false, function(val)     Axonware.NoRagdoll = val end)  MiscSection:AddToggle('No Fall Damage', false, function(val)     Axonware.NoFallDamage = val end)  MiscSection:AddToggle('No Knockback', false, function(val)     Axonware.NoKnockback = val end)  MiscSection:AddToggle('Instant Revive', false, function(val)     Axonware.InstantRevive = val end)  MiscSection:AddToggle('Fast Respawn', false, function(val)     Axonware.FastRespawn = val end)  MiscSection:AddToggle('No Utility Damage', false, function(val)     Axonware.NoUtilityDamage = val end)  UISection:AddToggle('Visible', true, function(val)     if val then         Window:Show()     else         Window:Hide()     end end)  UISection:AddKeybind('Toggle UI', Enum.KeyCode.Semicolon, function()     Window:Toggle() end)  -- Initialize watchers for _, Player in pairs(workspace.PlayerCharacters:GetChildren()) do     Watcher(Player) end  workspace.PlayerCharacters.ChildAdded:Connect(function(Player)     Watcher(Player) end)  -- Infinite Stamina RunService.Heartbeat:Connect(function()     if Axonware.InfiniteStamina then         local GetDefaultStamina = StaminaHandler.getDefaultStamina         local DefaultStamina = GetDefaultStamina and GetDefaultStamina()          if DefaultStamina then             DefaultStamina:setMaxStamina(555555)             DefaultStamina:setStamina(555555)         end     end end)  -- No Ragdoll local OldRagdoll = RagdollHandler.toggleRagdoll RagdollHandler.toggleRagdoll = function(...)     if Axonware.NoRagdoll then return end     return OldRagdoll(...) end  -- No Fall Damage local OldNetwork = Network.FireServer Network.FireServer = function(self, Action, ...)     local Args = { ... }     if Axonware.NoFallDamage and Action == "TakeFallDamage" then         return     end     return OldNetwork(self, Action, unpack(Args)) end  -- No Knockback local OldKnockbackPart = KnockbackHandler.knockbackPart KnockbackHandler.knockbackPart = function(...)     if Axonware.NoKnockback then return end     return OldKnockbackPart(...) end  -- Instant Revive RunService.Heartbeat:Connect(function()     local MyHumanoid = LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid")     if Axonware.InstantRevive and MyHumanoid then         if MyHumanoid.Health > 15 then             Network:FireServer("SelfReviveStart")         else             Network:FireServer("SelfRevive")         end     end end)  -- Instant Respawn RunService.Heartbeat:Connect(function()     local MyHumanoid = LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Humanoid")     if Axonware.FastRespawn and MyHumanoid and MyHumanoid.Health <= 0 then         Network:FireServer("StartFastRespawn")         Network:InvokeServer("CompleteFastRespawn")     end end)  -- No Utility Damage local function UtilityAdded(Child)     if Axonware.NoUtilityDamage then         if string.find(Child.Name, "Bear") or Child.Name == "" then             task.wait(0.1)             Child:Destroy()         end     end end workspace.ChildAdded:Connect(UtilityAdded) ```  Please make the following changes to this code:  1. **Add a new toggle for "No Knockback"**. Here’s the code for it. Keep in mind that this code is a ripoff of another code, so it may use variables from other libraries. Adjust it.     ```lua    local OldKnockbackPart = KnockbackHandler.knockbackPart    KnockbackHandler.knockbackPart = function(...)             if Toggles.NoKnockback.Value then return end             return OldKnockbackPart(...)         end    ``` Silent Aim: ```lua local MainCaster = nil 	task.spawn(function()         repeat wait()         until Player.PlayerGui and Player.PlayerGui:FindFirstChild'RoactUI' and not Player.PlayerGui.RoactUI:FindFirstChild'MainMenu'                  for i,v in pairs(getgc(true)) do             if (typeof(v) == 'table' and rawget(v, 'mainCasterBehavior') and rawget(v, 'tool') and rawget(v, 'handle')) then                 MainCaster = v;             end         end;     end)          local AimSettings = LeftCombatTab:AddTab("Aim settings") do 		AimSettings:AddToggle("SilentAim", { Text = "Silent aim", Tooltip = "Redirects arrows to the nearest player to your fov" }):AddColorPicker("FovColor", { Default = Color3.new(1, 1, 1) }) 		AimSettings:AddToggle("Wallbang", { Text = "Wallbang", Tooltip = "Lets arrows go through walls" }) 		AimSettings:AddToggle("VisibilityCheck", { Text = "Visibility check", Tooltip = "Checks if player is visible if not it won't select them" })  		AimSettings:AddDivider() 		AimSettings:AddSlider("Hitchance", { Text = "Hitchance", Default = 1, Min = 1, Max = 100, Rounding = 0 }) 		AimSettings:AddSlider("FovSides", { Text = "Fov sides", Default = 1, Min = 1, Max = 100, Rounding = 1 }) 		AimSettings:AddSlider("FovSize", { Text = "Field of view", Default = 1, Min = 1, Max = 5000, Rounding = 0 })  		AimSettings:AddDivider() 		AimSettings:AddSlider("FovTransparency", { Text = "Fov transparency", Default = 1, Min = 0, Max = 1, Rounding = 1 }) 		AimSettings:AddDropdown("Hitbox", { Text = "Hitbox", Default = 1, Values = { "Head", "HumanoidRootPart", "Left Arm", "Right Arm", "Left Leg", "Right Leg" } }) 		AimSettings:AddDropdown("AimMode", { Text = "Aim mode", Default = 1, Values = { "Legit", "Rage" } }) 	end 	 	function IsVisible(TargetCharacter, MaxDistance, IgnoreList) 		local PlayerHitbox = TargetCharacter and TargetCharacter:FindFirstChild(Options.Hitbox.Value) 		local PlayerPosition = PlayerHitbox and TargetCharacter[Options.Hitbox.Value].Position  		if not PlayerPosition then return false end 		if (PlayerPosition - Camera.CFrame.p).Magnitude > MaxDistance then return false end 		 		local NewRay = Ray.new(Camera.CFrame.p, PlayerPosition - Camera.CFrame.p) 		local HitPart, _, _ = workspace:FindPartOnRayWithIgnoreList(NewRay, IgnoreList) 		 		if HitPart and HitPart:IsDescendantOf(TargetCharacter) then return true end 		return false 	end  	local ClosestTargetInFov = function() 		local Range = math.huge 		local Target = nil  		for _,v in pairs(Players:GetPlayers()) do 			if v == Player then continue end  			local MyHitbox = Character and Character:FindFirstChild("HumanoidRootPart") 			local EnHitbox = MyHitbox and v.Character and v.Character:FindFirstChild(Options.Hitbox.Value) 			local Humanoid = EnHitbox and EnHitbox.Parent:FindFirstChild("Humanoid")  			if not Humanoid then continue end             if Humanoid.Health <= 0 then continue end  			local WorldPoint, OnScreen = Camera:WorldToScreenPoint(EnHitbox.Position) 			local WorldPosition, MousePosition = Vector2.new(WorldPoint.X, WorldPoint.Y), Vector2.new(Mouse.X, Mouse.Y) 			local Magnitude = OnScreen and ( WorldPosition - MousePosition ).Magnitude  			if Magnitude and Magnitude <= Range and Magnitude <= Options.FovSize.Value then 				if Toggles.VisibilityCheck.Value and not IsVisible(EnHitbox.Parent, 800, { Character }) then continue end 				if Toggles.WhitelistFriends.Value and v:IsFriendsWith(Player.UserId) then continue end  				Range = Magnitude 				Target = EnHitbox.Parent 			end 		end  		return Target 	end ```  Warning: Create a code for the FOV, which is centered on the screen itself, with support for mobile devices.   ```lua  ```local NewRandom = Random.new() 	local OldFireDirection = RangedHandler.calculateFireDirection  	function CalculateTrajectory(startPos, gravity, endPos, bulletSpeed) 		local direction = (endPos - startPos).unit 		local distance = (endPos - startPos).magnitude 		local time = distance / bulletSpeed 		 		local yOffset = 0.5 * gravity * time * time 		local xOffset = direction * bulletSpeed * time 		return startPos + xOffset + Vector3.new(0, yOffset, 0) 	end  	function CalculateTrajectoryPoints(startPos, gravity, endPos, bulletSpeed, frequency) 		local direction = (endPos - startPos).unit 		local distance = (endPos - startPos).magnitude 		local time = distance / bulletSpeed  		local t = 0 		local trajectoryPoints = {} 		while t <= time do 			local yOffset = 0.5 * gravity * t * t 			local xOffset = direction * bulletSpeed * t 			local point = startPos + xOffset + Vector3.new(0, yOffset, 0) 			table.insert(trajectoryPoints, Point3D.new(point)) 			t = t + frequency 		end 		return trajectoryPoints 	end  	-- Kalman filter algorithm for 3D position prediction with ping 	local KalmanFilter = {} 	KalmanFilter.__index = KalmanFilter  	function KalmanFilter.new() 		local self = setmetatable({}, KalmanFilter)  		-- Initialize state variables 		self.X = Vector3.new(0, 0, 0) -- predicted state 		self.P = Vector3.new(1, 1, 1) -- predicted error covariance 		self.Q = Vector3.new(0.1, 0.1, 0.1) -- process noise covariance 		self.R = Vector3.new(1, 1, 1) -- measurement noise covariance 		self.K = Vector3.new(0, 0, 0) -- Kalman gain  		return self 	end  	function KalmanFilter:predict() 		-- Predict next state 		self.X = self.X 		self.P = self.P + self.Q 	end  	function KalmanFilter:update(Z, R) 		-- Update state based on measurement 		self.K = self.P / (self.P + R) 		self.X = self.X + self.K * (Z - self.X) 		self.P = (Vector3.new(1, 1, 1) - self.K) * self.P 	end  	-- Function to predict character position using Kalman filter 	local PredictCharacterPosition = function(Origin, Hitbox, Position, ArrowSpeed, Ping) 		local Velocity = Hitbox.Velocity  		local Magnitude = (Origin - Position).Magnitude 		local TimeTaken = Magnitude / ArrowSpeed 		 		if Velocity.Y <= -15 or Velocity.Y >= 15 then 			Velocity = Vector3.new(Velocity.X, Velocity.Y * TimeTaken, Velocity.Z) 		end  		local FinalPosition = Position + (Velocity * TimeTaken)  		-- Use Kalman filter to smooth the prediction 		local filter = KalmanFilter.new() 		local prediction = FinalPosition 		filter.X = prediction 		filter:predict() 		filter:update(prediction, Vector3.new(Ping, Ping, Ping))  		-- Return smoothed prediction 		return filter.X 	end 	local function getHitPart(hitbox)             for _, plr in next, game.Players:GetPlayers() do                 if plr == Player then continue end                  local character = plr.Character                 local head = character and character:FindFirstChild('Head')                 if not head then continue end                  local dist = math.floor((head.Position - hitbox.Position).magnitude)                 if dist <= Options.RangeAmount.Value then                     return head                 end             end         end    	 	if Toggles.SilentAim.Value and Target and NewRandom:NextNumber() <= Options.Hitchance.Value / 100 then                     local Hitbox = Target[Options.Hitbox.Value] 					local MyPing = Player:GetNetworkPing() * 1000                     local CheatedOrigin = MainCaster:getCheatedBackOriginIfInObject(MainCaster) 					local ProjectileSpeed = CheatedOrigin and GetWeaponValue("speed", Tool.Name) 					 					--local TrajectoryPos = ProjectileSpeed and CalculateTrajectory(CheatedOrigin, -GetWeaponValue("gravity", Tool.Name).Y, Hitbox.Position, ProjectileSpeed)                     local FinalPosition = ProjectileSpeed and PredictCharacterPosition(CheatedOrigin, Hitbox, Hitbox.Position, ProjectileSpeed, MyPing)                      if FinalPosition then                         Args[1] = CFrame.new(Vector3.new(), ( FinalPosition - CheatedOrigin ).Unit ) 						if Toggles.ArrowBeam.Value then  							CreateBeam(CheatedOrigin, FinalPosition, Options.BeamStartColor.Value, Options.BeamEndColor.Value)  						end                     end                 end             end             return OldFireDirection(unpack(Args))         end          FastCast.Fire = function(...)         	local Args = { ... }         	local Caster = Args[1]          	local Behavior = Args[5]          	if Toggles.Wallbang.Value then         		Behavior["RaycastParams"].FilterDescendantsInstances = {         			Behavior["RaycastParams"].FilterDescendantsInstances,         			workspace.Map,         			workspace.Terrain         		}         	end          	if debug.info(2, "n") == "shoot" then         		MarkedCasters[Caster] = true         	end         	return OldCastFire(unpack(Args))     	end  		local OldPosCheck = false 		local OldCFrame = nil     	local SimulateCastProxy = function(...)     		local Args = { ... }     		local Obj = Args[1]      		if MarkedCasters[Obj.Caster] and Toggles.SilentAim.Value and Options.AimMode.Value == "Rage" and Tool then     			local Target = ClosestTargetInFov()     			local Hitbox = Target and Target[Options.Hitbox.Value]     			local CurrentPos = Obj:GetPosition()      			if Hitbox and (Hitbox.Position - CurrentPos).Magnitude <= 19 then     				local Velocity = (Hitbox.Position - CurrentPos).Unit * 2500     				Obj:SetVelocity(Velocity)     			end     		end     		 	```