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Volleyball Legends Script (No Key, Infinite Money, Hitbox)

Volleyball Legends by Volleyball Game Group is a fast-paced 6v6 volleyball game.

The game allows you to dominate the court in ranked matches or play casually with friends.

Master intuitive controls like bumping, spiking, setting, and diving—whether on PC or console.

Earn extra rewards with premium benefits, like a +10% Yen boost, and get weekly content drops.

This article contains a list of Volleyball Legends scripts for infinite money, set hitbox, auto farm, auto fast roll, no key, and more for Roblox.

Volleyball Legends Mobile Script – Auto Farm

loadstring(game:HttpGet("https://raw.githubusercontent.com/selciawashere/screepts/refs/heads/main/syshltbd", true))()

OMG Hub Volleyball Legends Script – UPD

loadstring(game:HttpGet("https://raw.githubusercontent.com/Omgshit/Scripts/main/MainLoader.lua"))()

Pastebin Volleyball Legends Script – Inf Money

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RewardService = ReplicatedStorage.Packages._Index["sleitnick_knit@1.7.0"].knit.Services.RewardService.RF.RequestPlayWithDeveloperAward

while true do
    for i = 1, 100 do
        task.spawn(function()
            RewardService:InvokeServer()
        end)
    end
    task.wait()
end

Volleyball Legends Script – Set Hitbox, Set Power, Auto Farm

local Luna = loadstring(game:HttpGet("https://paste.ee/r/WSCKThwW", true))()

local HttpService = game:GetService("HttpService")

local configFile = "SterlingHubHaikyuuConfig.json"

local http = game:GetService("HttpService")
local userId = game.Players.LocalPlayer.UserId

--local blacklist = {1131586622, 1225643250, 1918988070}
--for _, id in pairs(blacklist) do
--   if userId == id then
--        game.Players.LocalPlayer:Kick("Access revoked from using Sterling Hub.")
--    end
--end

local config = {
    spikePower = 1,
    diveSpeed = 1,
    blockPower = 1,
    bumpPower = 1,
    servePower = 1,
    jumpPower = 1,
    speed = 1,
    setPower = 1,
    powerfulServeEnabled = false,
    spikeHitbox = 10,
    bumpHitbox = 10,
    diveHitbox = 10,
    setHitbox = 10,
    serveHitbox = 10,
    blockHitbox = 10,
    tiltPower = 1,
    jumpsetHitbox = 10,
    autoRotate = false
}

-- Load configuration function
local function loadConfig()
    if isfile(configFile) then
        local data = readfile(configFile)
        local success, result = pcall(function()
            return game:GetService("HttpService"):JSONDecode(data)
        end)
        if success then
            for k, v in pairs(result) do
                config[k] = v  -- Update config fields directly
            end
        end
    end
end

local function saveConfig()
    local data = game:GetService("HttpService"):JSONEncode(config)  -- Encode the config directly
    writefile(configFile, data)
end

-- Save configuration function
local function saveConfig()
    local data = game:GetService("HttpService"):JSONEncode(config)  -- Encode the config directly
    writefile(configFile, data)
end

-- Auto-load configuration on script start
loadConfig()


local Window = Luna:CreateWindow({
    Name = "Sterling Hub",
    Subtitle = nil,
    LogoID = "90804827107744",
    LoadingEnabled = true,
    LoadingTitle = "Sterling Hub",
    LoadingSubtitle = "by DAN",
    ConfigSettings = {
        RootFolder = nil,
        ConfigFolder = "Sterling Hub"
    },
})

Window:CreateHomeTab({
    SupportedExecutors = {},
    DiscordInvite = "J37PW97j6a",
    Icon = 1,
})

local Tab = Window:CreateTab({
    Name = "Auto Farm",
    Icon = "agriculture",
    ImageSource = "Material",
    ShowTitle = true
})

local player = game.Players.LocalPlayer
local humanoid = player.Character:WaitForChild("Humanoid")
local humanoidRootPart = player.Character:WaitForChild("HumanoidRootPart")
local VirtualInputManager = game:GetService("VirtualInputManager")

local isRunning = false -- Tracks the toggle state

-- Functions
local function pressSpace()
    VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.Space, false, game)
    task.wait(0.1)
    VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Space, false, game)
end

local function pressClick()
    VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 1)
    VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 1)
end

local function getRandomTargetPart()
    local positionsFolder = workspace.Map.BallNoCollide.Positions["2"]
    local parts = {}

    for _, part in ipairs(positionsFolder:GetChildren()) do
        if part:IsA("BasePart") then
            table.insert(parts, part)
        end
    end

    if #parts > 0 then
        return parts[math.random(1, #parts)]
    end
    return nil
end

local player = game.Players.LocalPlayer
local roundOverStats = player.PlayerGui.Interface.RoundOverStats
local backBtn = roundOverStats.BackBtn
local VirtualInputManager = game:GetService("VirtualInputManager")
local boundaryFolder = workspace:WaitForChild("Map"):WaitForChild("BallNoCollide"):WaitForChild("Boundaries")


local VirtualInputManager = game:GetService("VirtualInputManager")

local function pressEscTwice()
    -- First press with delay of 0.3 seconds
    task.wait(5)

    VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.Escape, false, game)  -- Key down
    VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Escape, false, game) -- Key up
    task.wait(0.3) -- First delay (adjustable)

    -- Second press with delay of 0.7 seconds
    VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.Escape, false, game)  -- Key down
    VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Escape, false, game) -- Key up
    task.wait(0.7) -- Second delay (adjustable)

    print("Esc key pressed twice with different delays!")
end

local escPressed = false -- Flag to track if Esc has been pressed

local function checkRoundOverStats()
    while true do
        -- Check if RoundOverStats is visible
        if roundOverStats.Visible then
            -- Only press Esc if it hasn't been pressed already
            if not escPressed then
                pressEscTwice()  -- Call pressEscTwice only once when the GUI becomes visible
                escPressed = true  -- Set the flag to prevent multiple presses
            end
        else
            -- Reset the flag when the RoundOverStats GUI is hidden
            escPressed = false
        end
        task.wait(0.5)  -- Check every 0.5 seconds
    end
end


-- Toggle for all functionality
Tab:CreateToggle({
    Name = "Auto Farm",
    Description = "Toggle Auto Farm",
    CurrentValue = false,
    Callback = function(Value)
        isRunning = Value
        print("All functionality is now " .. (Value and "enabled" or "disabled"))
    end
})

local function isInsidePart(part, position)
    local size = part.Size / 2
    local center = part.Position
    return math.abs(position.X - center.X) <= size.X
        and math.abs(position.Y - center.Y) <= size.Y
        and math.abs(position.Z - center.Z) <= size.Z
end

local boundaryFolder = workspace:WaitForChild("Map"):WaitForChild("BallNoCollide"):WaitForChild("Boundaries")

if not boundaryFolder then
    warn("Boundary folder not found! Check the path.")
    return
end

local ballPrefix = "CLIENT_BALL_"

-- Function to find the ball
local function getBall()
    for _, object in pairs(workspace:GetChildren()) do
        if object:IsA("Model") and object.Name:match(ballPrefix) then
            return object:FindFirstChild("Sphere.001") or object:FindFirstChild("Cube.001")
        end
    end
    return nil
end

-- Start checking RoundOverStats visibility in parallel
task.spawn(checkRoundOverStats)

task.spawn(function()
    while task.wait(0.3) do
        if not isRunning then
            continue
        end

        -- Ball tracking logic
        local ballPart = getBall()

        if ballPart then
            -- Move to the ball
            humanoid:MoveTo(ballPart.Position)

            local distance = (ballPart.Position - humanoidRootPart.Position).Magnitude

            if distance <= 15 then
                local targetPart = getRandomTargetPart()
                if targetPart then
                    -- Adjust character to face the target part
                    local lookVector = (targetPart.Position - humanoidRootPart.Position).Unit
                    humanoidRootPart.CFrame = CFrame.new(humanoidRootPart.Position, humanoidRootPart.Position + lookVector)
                end

                -- Jump and interact if the ball is above the player
                if ballPart.Position.Y > humanoidRootPart.Position.Y + 5 then
                    pressSpace()
                    pressClick()
                end
            end
        end
    end
end)

-- Declare the player
local player = game.Players.LocalPlayer
local enablejoin = false
local VirtualInputManager = game:GetService("VirtualInputManager")

-- Function to handle team selection (called after the reset)
local function teamSelection()
    if not enablejoin then return end

    task.wait(10)

    -- Check if Team Selection GUI exists and can be accessed
    local teamSelectionGui = player.PlayerGui.Interface.TeamSelection
    local gameInterface = player.PlayerGui.Interface.Game

    -- Only make the team selection GUI visible if the game interface is not yet visible
    if not gameInterface.Visible then
        teamSelectionGui.Visible = true
    end

    while not gameInterface.Visible and enablejoin do
        -- Select a random number between 1 and 6
        local randomNum = math.random(1, 6)
        local button = teamSelectionGui["2"][tostring(randomNum)]

        if button and button:IsA("ImageButton") then
            local absPos = button.AbsolutePosition
            local absSize = button.AbsoluteSize
            local clickPosition = absPos + (absSize / 2) -- Center of the button

            -- Simulate mouse button down
            VirtualInputManager:SendMouseButtonEvent(clickPosition.X, clickPosition.Y, 0, true, game, 1)
            -- Simulate mouse button up
            VirtualInputManager:SendMouseButtonEvent(clickPosition.X, clickPosition.Y, 0, false, game, 1)
        end

        -- Add a random delay between clicks to simulate human-like behavior
        task.wait(math.random(5, 15) / 10) -- Delay between 0.5 and 1.5 seconds
    end

    -- Hide the team selection GUI when the game GUI becomes visible
    if gameInterface.Visible then
        teamSelectionGui.Visible = false
    end
end

-- Listen for the player's character reset and re-trigger the team selection
player.CharacterAdded:Connect(function(character)
    -- If the toggle is on, start the team selection after the reset
    if enablejoin then
        -- Wait a bit to make sure the character has fully loaded
        teamSelection()
    end
end)

-- Toggle for Auto Join Match (waiting 30 seconds before starting team selection)
Tab:CreateToggle({
    Name = "Auto Join Match",
    Description = "Automatically join a match after waiting for 30 seconds(to avoid getting bugged)",
    CurrentValue = false,
    Callback = function(Value)
        enablejoin = Value
        if enablejoin then
            -- Wait 30 seconds before starting the team selection
            teamSelection()
        end
    end
})

Tab:CreateSection("Misc")

local autoRotateConnection -- Variable to hold the Heartbeat connection

local function autorotateon()
    local player = game.Players.LocalPlayer
    local humanoid = player.Character:WaitForChild("Humanoid")

    -- Start monitoring AutoRotate
    autoRotateConnection = game:GetService("RunService").Heartbeat:Connect(function()
        if humanoid.AutoRotate == false then
            humanoid.AutoRotate = true
            print("AutoRotate has been re-enabled.")
        end
    end)
end

local function autorotateoff()
    -- Stop monitoring AutoRotate
    if autoRotateConnection then
        autoRotateConnection:Disconnect()
        autoRotateConnection = nil
        print("AutoRotate monitoring has been disabled.")
    end
end

-- Toggle for enabling/disabling AutoRotate monitoring
Tab:CreateToggle({
    Name = "Enable Rotate In The Air",
    Description = "Toggle Rotate In The Air(Re-Enable This When You Switch Team",
    CurrentValue = config.autoRotate,
    Callback = function(State)
        config.autoRotate = State
        saveConfig()
        print("Toggle Rotate is now " .. (State and "enabled" or "disabled"))

        if State then
            autorotateon() -- Enable monitoring
        else
            autorotateoff() -- Disable monitoring
        end
    end
})



local Button = Tab:CreateButton({
    Name = "Break The Match",
    Description = "Stops the match(must be serving)",
        Callback = function()

local ohNil1 = nil
local ohNumber2 = 0.95

game:GetService("ReplicatedStorage").Packages._Index["sleitnick_knit@1.7.0"].knit.Services.GameService.RF.Serve:InvokeServer(ohNil1, ohNumber2)
        end
})

local UserInputService = game:GetService("UserInputService")

-- Create the toggle UI element
Tab:CreateToggle({
    Name = "Enable Powerful Serve",
    Description = "Press Z to Powerful Serve",
    CurrentValue = config.powerfulServe,
    Callback = function(State)
        powerfulServe = State
        config.powerfulServeEnabled = State
        saveConfig()  -- Save the config after toggling
    end
})

UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
    if not gameProcessedEvent and input.KeyCode == Enum.KeyCode.Z then
        if powerfulServe then
            game:GetService("ReplicatedStorage").Packages._Index["sleitnick_knit@1.7.0"].knit.Services.GameService.RF.Serve:InvokeServer(Vector3.new(0, 0, 0), math.huge)
        end
    end
end)

local Tab = Window:CreateTab({
    Name = "Misc",
    Icon = "autorenew",
    ImageSource = "Material",
    ShowTitle = true
})


Tab:CreateSection("Stat Changer")

local Slider = Tab:CreateSlider({
    Name = "Dive Speed",
    Range = {0, 5},
    Increment = 0.1,
    CurrentValue = config.diveSpeed,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameDiveSpeedMultiplier", value)
        print("Dive Speed updated to " .. value)
        config.diveSpeed = value 
        saveConfig()
    end
})


local Slider = Tab:CreateSlider({
    Name = "Spike Power",
    Range = {0, 500},
    Increment = 0.1,
    CurrentValue = config.spikePower,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameSpikePowerMultiplier", value)
        print("Spike Power updated to " .. value)
        config.spikePower = value 
        saveConfig()
    end
})

local Slider = Tab:CreateSlider({
    Name = "Tilt Power",
    Range = {0, 500},
    Increment = 0.1,
    CurrentValue = config.tiltPower,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameTiltPowerMultiplier", value)
        print("Tilt Power updated to " .. value)
        config.tiltPower = value
        saveConfig()    
    end
})

local Slider = Tab:CreateSlider({
    Name = "Speed",
    Range = {0, 1.5},
    Increment = 0.1,
    CurrentValue = config.speed,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameSpeedMultiplier", value)
        print("Speed updated to " .. value)
        config.speed = value
        saveConfig()
    end
})

local Slider = Tab:CreateSlider({
    Name = "Set Power",
    Range = {0, 500},
    Increment = 0.1,
    CurrentValue = config.setPower,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameSetPowerMultiplier", value)
        print("Set Power updated to " .. value)
        config.setPower = value
        saveConfig()
    end
})

local Slider = Tab:CreateSlider({
    Name = "Serve Power",
    Range = {0, 500},
    Increment = 0.1,
    CurrentValue = config.servePower,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameServePowerMultiplier", value)
        print("Serve Power updated to " .. value)
        config.servePower = value
        saveConfig()
    end
})

local Slider = Tab:CreateSlider({
    Name = "Jump Power",
    Range = {0, 5},
    Increment = 0.1,
    CurrentValue = config.jumpPower,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameJumpPowerMultiplier", value)
        print("Jump Power updated to " .. value)
        config.jumpPower = value
        saveConfig()
    end
})

local Slider = Tab:CreateSlider({
    Name = "Bump Power",
    Range = {0, 500},
    Increment = 0.1,
    CurrentValue = config.bumpPower,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameBumpPowerMultiplier", value)
        print("Bump Power updated to " .. value)
        config.bumpPower = value
        saveConfig()    
    end
})

local Slider = Tab:CreateSlider({
    Name = "Block Power",
    Range = {0, 500},
    Increment = 0.1,
    CurrentValue = config.blockPower,
    Callback = function(value)
        game.Players.LocalPlayer:SetAttribute("GameBlockPowerMultiplier", value)
        print("Block Power updated to " .. value)
        config.blockPower = value
        saveConfig()    
    end
})

local Hitbox = Window:CreateTab({
    Name = "Hitboxes",
    Icon = "settings",
    ImageSource = "Material",
    ShowTitle = true
})

Hitbox:CreateSection("Hitbox Extender")

local Slider = Hitbox:CreateSlider({
    Name = "Spike Hitbox Size",
    Range = {1, 100}, -- Adjust the range as needed
    Increment = 0.1,
    CurrentValue = config.spikeHitbox, 
    Callback = function(value)
        local spikeHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Spike
        local part = spikeHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

        if part and part:IsA("BasePart") then
            -- Update the size of the part for all axes (X, Y, Z)
            part.Size = Vector3.new(value, value, value)
            print("Spike Part size updated to " .. tostring(part.Size))
        config.spikeHitbox = value
        saveConfig()
        else
            warn("Part not found in Spike hitbox!")
        end
    end
})

local Slider = Hitbox:CreateSlider({
    Name = "Jump Set Hitbox Size",
    Range = {1, 100}, -- Adjust the range as needed
    Increment = 0.1,
    CurrentValue = config.jumpsetHitbox, 
    Callback = function(value)
        local jumpset = game:GetService("ReplicatedStorage").Assets.Hitboxes.JumpSet
        local part = jumpset:FindFirstChild("Part") -- Ensure we get the correct Part

        if part and part:IsA("BasePart") then
            -- Update the size of the part for all axes (X, Y, Z)
            part.Size = Vector3.new(value, value, value)
            print("Spike Part size updated to " .. tostring(part.Size))
        config.jumpsetHitbox = value
        saveConfig()
        else
            warn("Part not found in Jump Set hitbox!")
        end
    end
})

local Slider = Hitbox:CreateSlider({
    Name = "Set Hitbox Size",
    Range = {1, 100}, -- Adjust the range as needed
    Increment = 0.1,
    CurrentValue = config.setHitbox,
    Callback = function(value)
        local setHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Set
        local part = setHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

        if part and part:IsA("BasePart") then
            -- Update the size of the part for all axes (X, Y, Z)
            part.Size = Vector3.new(value, value, value)
            print("Set Part size updated to " .. tostring(part.Size))
        config.setHitbox = value
        saveConfig()
        else
            warn("Part not found in Set hitbox!")
        end
    end
})

local Slider = Hitbox:CreateSlider({
    Name = "Serve Hitbox Size",
    Range = {1, 100}, -- Adjust the range as needed
    Increment = 0.1,
    CurrentValue = config.serveHitbox,
    Callback = function(value)
        local serveHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Serve
        local part = serveHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

        if part and part:IsA("BasePart") then
            -- Update the size of the part for all axes (X, Y, Z)
            part.Size = Vector3.new(value, value, value)
            print("Serve Part size updated to " .. tostring(part.Size))
        config.serveHitbox = value
        saveConfig()
        else
            warn("Part not found in Serve hitbox!")
        end
    end
})

local Slider = Hitbox:CreateSlider({
    Name = "Dive Hitbox Size",
    Range = {1, 100}, -- Adjust the range as needed
    Increment = 0.1,
    CurrentValue = config.diveHitbox,
    Callback = function(value)
        local diveHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Dive
        local part = diveHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

        if part and part:IsA("BasePart") then
            -- Update the size of the part for all axes (X, Y, Z)
            part.Size = Vector3.new(value, value, value)
            print("Dive Part size updated to " .. tostring(part.Size))
        config.diveHitbox = value
        saveConfig()
        else
            warn("Part not found in Dive hitbox!")
        end
    end
})

local Slider = Hitbox:CreateSlider({
    Name = "Bump Hitbox Size",
    Range = {1, 100}, -- Adjust the range as needed
    Increment = 0.1,
    CurrentValue = config.bumpHitbox,
    Callback = function(value)
        local bumpHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Bump
        local part = bumpHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

        if part and part:IsA("BasePart") then
            -- Update the size of the part for all axes (X, Y, Z)
            part.Size = Vector3.new(value, value, value)
            print("Bump Part size updated to " .. tostring(part.Size))
        config.bumpHitbox = value
        saveConfig()
        else
            warn("Part not found in Bump hitbox!")
        end
    end
})

local Slider = Hitbox:CreateSlider({
    Name = "Block Hitbox Size",
    Range = {1, 100}, -- Adjust the range as needed
    Increment = 0.1,
    CurrentValue = config.blockHitbox,
    Callback = function(value)
        local blockHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Block
        local part = blockHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

        if part and part:IsA("BasePart") then
            -- Update the size of the part for all axes (X, Y, Z)
            part.Size = Vector3.new(value, value, value)
            print("Block Part size updated to " .. tostring(part.Size))
        config.blockHitbox = value
        saveConfig()
    else
            warn("Part not found in Block hitbox!")
        end
    end
})

local Spin = Window:CreateTab({
    Name = "Auto Spin",
    Icon = "shopping_cart",
    ImageSource = "Material",
    ShowTitle = true
})

local autoSpin = false 


local Toggle = Spin:CreateToggle({
    Name = "Auto Spin",
    Description = nil,
    CurrentValue = false,
    Callback = function(Value)
        autoSpin = Value 
        if autoSpin then
            print("Auto Spin Enabled")
            startAutoSpin()
        else
            print("Auto Spin Disabled")
        end
    end
})

local desiredStyles = {}  -- A table to store multiple selected styles

local Dropdown = Spin:CreateDropdown({
    Name = "Select Desired Style",
    Description = "Choose your desired style",
    Options = {"Oikawa", "Bokuto", "Kageyama", "Sawamura", "Ushijima", "Kozume", "Kuroo", "Yamamoto", "Azumane", "Yaku", "Hinata"},
    CurrentOption = {"Hinata"},
    MultipleOptions = true,
    SpecialType = nil,
    Callback = function(Option)
        desiredStyles = Option  -- Update the selected styles (can be multiple)
        print("Selected Styles:", table.concat(desiredStyles, ", "))
    end
})

-- Function to Display Notification
function showNotification(styleName)
    Luna:Notification({
        Title = "Style Obtained!",
        Icon = "check_circle",  -- You can use other Material icons
        ImageSource = "Material",
        Content = "You successfully obtained the style: " .. styleName,
    })
end

-- Function to Perform Auto Spin
function startAutoSpin()
    coroutine.wrap(function()
        while autoSpin do
            local currentStyle = game:GetService("Players").LocalPlayer.PlayerGui.Interface.Lobby.Styles.TopPanel.DisplayName.Text
            if table.find(desiredStyles, currentStyle) then  -- Check if the current style is in the selected styles
                print("STOP! You got:", currentStyle)
                autoSpin = false  -- Stop spinning automatically
                showNotification(currentStyle)  -- Show notification
                break
            else
                game:GetService("ReplicatedStorage").Packages._Index["sleitnick_knit@1.7.0"].knit.Services.StylesService.RF.Roll:InvokeServer(false)
                print("Spinning... Current result:", currentStyle)
                wait(0.5)  -- Delay between spins
            end
        end
    end)()
end

NS Hub Volleyball Legends Script – Lock On Ball

loadstring(game:HttpGet("https://raw.githubusercontent.com/OhhMyGehlee/vol/refs/heads/main/ball"))()

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