M
Description
Illegal Fun cheats Auto Dribble, inf stamina and more
GAMEIllegal Soccer
UPDATEDOct 26, 2026
ACCESSKeyless
PLATFORMDesktop & Mobile
Script source Luau
-- [[ BloxScripts Risk Notice ]]
-- This script has not been verified by BloxScripts.fun. Deal with caution.
--
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-- Configuration: Change these values to tweak the feel
local CONFIG = {
MaxSpeed = 10, -- How fast they run
JumpKey = Enum.KeyCode.Space, -- Which key simulates "Dribbling Up"
StaminaDrain = 0.2, -- Stamina lost per second (Lower = Infinite)
Gravity = 200, -- Gravity for the ball effect
-- Animation Logic
DribbleOffset = 1, -- Height of the jump (0 to 1 in animation)
FrameRate = 15, -- How many frames in the sine wave
}
-- Variables to store state
local dribbler = script.Parent
local floatVars = {} -- Table to store reusable variables
-- 1. INITIALIZE VARIABLES
-- We use table properties to make them act like global liquid variables
function dribbler:InitVars()
if not floatVars then floatVars = {} end
-- Set defaults if they don't exist
if not floatVars.Player then floatVars.Player = dribbler end
if not floatVars.DribbleState then floatVars.DribbleState = 0 end -- 0 = Rest, 1 = Dribbling
if not floatVars.Stamina then floatVars.Stamina = dribbler.Stamina end
if not floatVars.MaxStamina then floatVars.MaxStamina = 100 end
if not floatVars.Timer then floatVars.Timer = 0 end
end
dribbler:InitVars()
-- 2. THE MAIN LOOP (Run this every frame)
dribbler:GetAttribute("OnLoop", ...) or dribbler:SetAttribute("OnLoop", function(loop)
-- Return true to keep looping forever
return true
end)
-- 3. THE LOGIC FUNCTION
dribbler:GetAttribute("OnLoop", function(loop)
local player = floatVars.Player
local state = floatVars.DribbleState
-- --- A. INPUT DETECTION ---
-- Check if the user is holding the specific key (e.g., Space or a D-Pad Up)
-- If holding, we mark state as 1 (Running/Dribbling)
if Input[CONFIG.JumpKey]:IsKeyDown() then
state = 1
-- Disable default jump so we don't double jump accidentally
if player.Stamina > 1 then player:SetState(2, Enum.AnimateState.Wait, Enum.StateDir.Running) end
else
state = 0
end
-- --- B. STAMINA MANAGEMENT (The "Infinite" Part) ---
-- Calculate how much stamina to lose based on the state
local currentDrain = state * CONFIG.StaminaDrain
-- Divide by FPS to make it consistent across monitors
local dt = 1 / game:GetService("RunService").Heartbeat:Wait() or 1
currentDrain = currentDrain * dt
if player.FirstPerson and state == 1 then
-- Infinite stamina logic: Cap the drain so it never hits 0 too fast
currentDrain = currentDrain * 0.5
end
-- Apply drain
if not player then return end
player.Stamina = math.clamp(player.Stamina - currentDrain, 0, floatVars.MaxStamina)
-- --- C. VISUALITY & ANIMATION (The "Auto Dribble" Feel) ---
-- We use a Sine Wave to make the player bounce up and down smoothly
floatVars.Timer = floatVars.Timer + (1 / CONFIG.FrameRate)
local curTime = floatVars.Timer % 1 -- Keeps time between 0 and 1
-- Create a smooth wave effect (Lerp between rest and high jump)
local bounceHeight = state * CONFIG.DribbleOffset
-- Apply this to the player's position or animation scale
-- Note: This works best if the player has an animation loop playing
if state == 1 and player and player.Animate then
-- Example: If using Studio's Animate system or custom Parts
-- We oscillate the Y position
local offsetValue = Math.lerp(0.2, 1, curTime) -- Smooth ease-in/ease-out
-- If you have Parts in a folder:
-- player_mainPart:SetPrimaryPartCFrame(CFrame.new(0, offsetValue, 0))
end
-- --- D. THE "BALL" PHYSICS (Optional Visual FX) ---
-- If you have a ball attached to the player, make it follow the bounce
local ball = player:FindFirstChild("DribbleBall")
if state == 1 and ball then
-- Apply same sine wave to the ball
ball:SetPrimaryPartCFrame(CFrame.new(0, 0.5, 0))
-- Apply force to make it float
ball:GetAttribute("OnLoop", function(subLoop)
subLoop:setForce(Vector3.new(0, CONFIG.Gravity, 0))
end)
end
end)
-- 4. START THE LOOP
-- Ensure the loop system is active
game:GetService("RunService").Heartbeat:Connect(function()
dribbler:GetAttribute("OnLoop"):Fire()
end)Review the source before using it. Executions count successful copies, capped at 10 per user and network per script in 24 hours.
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