please make a killaura for an intave
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please make a killaura for an intave (I don't understand java script, but I know to bypass a killaura on an intave you need to use an autoclicker. Killaura + autoclicker and then click into the air, if anyone can simplify these actions with a script)
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@NeverSide Lmao
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yeah creating a killaura in the script is as easy as a + b
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@skidma said in please make a killaura for an intave:
yeah creating a killaura in the script is as easy as a + b
Intave Killaura
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@neverside Hey retard. Reported for begging for someting almost impossible, you did not even tell what intave version, and your grammar is the worst one "please make a killaura for AN intave" ????? you should've removed "an" atleast bro.
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@gabriel he is russian 10 y.o beggo that plays on sex trash server with reflex matrix and intave
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@gabriel chill chill!
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If u want survivalgames killaura use MumyKillaura3
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Hey could you send me killaura and autoclicker config ? thanks
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@šlósa yes, but what about Bot
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@hmmmmxd .t antibot
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Intave is quite a good Anticheat. However, I am currently working on updating my legitaura script to bypass intave. This is quite a difficult task to do without a proper test server, but the only flag at this time is a packet order check which flags rarely.
The current version is:///api_version=1 // can't be fucked to learn v2 var scriptName = "legitAura"; var scriptAuthor = "cancer"; var scriptVersion = 0.151; var EntityPlayer = Java.type('net.minecraft.entity.player.EntityPlayer'); // uncomment this if you want it to attack all entities //var EntityPlayer = Java.type('net.minecraft.entity.EntityLivingBase'); var SPlayerPosLook = Java.type("net.minecraft.network.play.server.S08PacketPlayerPosLook"); var RenderUtils = Java.type('net.ccbluex.liquidbounce.utils.render.RenderUtils'); var Color = Java.type('java.awt.Color'); function UUIDCheck(a, e) { if(!a) return true; return String(e.getUniqueID()).split("-")[4] != "000000000000"; } function HurtTime(a, e) { if(!a) return true; return e.hurtTime == 0; } Math.radians = function(t) { return t * Math.PI / 180 } Math.degrees = function(t) { return 180 * t / Math.PI }; // glory to our lord and saviour scorp function getClosestEntity(n, r, vm, vo, vn) { var f = [] for(var i in mc.theWorld.loadedEntityList) { var e = mc.theWorld.loadedEntityList[i] // not yourself | a player | checks if the | is it in range? | has it respawned more | have you? | add it to array f // | | last part of the | | than RespawnTicks ticks | <-- // UUID is not zeroes, ago? // this helps prevent // hitting bots, it is // by no means perfect // though if(e != mc.thePlayer && e instanceof EntityPlayer && UUIDCheck(vm, e) && mc.thePlayer.getDistanceToEntity(e) <= r && e.ticksExisted > vo && mc.thePlayer.ticksExisted > vn) f.push(e) } // sort the array by distance f.sort(function(a, b) { var distanceA = mc.thePlayer.getDistanceToEntity(a) var distanceB = mc.thePlayer.getDistanceToEntity(b) return distanceB - distanceA; }) // return the nth closest enemy return f[f.length - n] } // random integer function ran(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } // random float function ranf(min, max) { return Math.random() * (max - min + 1) + min; } function FlyModule() { this.getName = function() { return "LegitAura"; } this.getDescription = function() { return "Killaura that tries to look as legit as possible, both to anticheats and fellow players. I use it myself."; } this.getCategory = function() { return "Fun"; } var va = value.createInteger("FlagWaitTicks", 3, 0, 40) var vb = value.createInteger("HitTicks", 3, 0, 40) var vc = value.createFloat("Range", 3.5, 0.5, 9.0) var vd = value.createInteger("Attacks", 1, 1, 50) var ve = value.createBoolean("Autoblock", false) var vf = value.createBoolean("LockVertical", false) var vg = value.createBoolean("LockHorizontal", false) var vh = value.createBoolean("Box", true) var vi = value.createFloat("RandomVOffset", 2, 0, 10) var vj = value.createBoolean("BoxOutline", true) var vk = value.createInteger("RandomTicks", 2, 0, 40) var vl = value.createFloat("RandomHOffset", 1, 0, 10) var vm = value.createBoolean("UUIDCheck", true) var vn = value.createInteger("RespawnWaitTicksSelf", 20, 0, 80) var vo = value.createInteger("RespawnWaitTicksEnemy", 20, 0, 80) var vp = value.createBoolean("HurtTime", false) this.addValues = function(values) { values.add(va); values.add(vb); values.add(vk); values.add(vc); values.add(vd); values.add(ve); values.add(vf); values.add(vg); values.add(vh); values.add(vj); values.add(vi); values.add(vl); values.add(vm); values.add(vn); values.add(vo); values.add(vp); } var player,f,c = new Color(0, 0, 255, 255),t=0,h=0,t2=0; this.onUpdate = function() { // timers if(c != new Color(0, 0, 255, 255)) { t2++;} if(t2 >= 2) {t2=0; c = new Color(0, 0, 255, 255)} if(f) { t++;} if(t >= va.get()) { f=false;t=0;} player = getClosestEntity(1,vc.get(),vm.get(),vo.get(),vn.get()); // check if player is not null -- this is neccessary so the game doesn't crash if(player && !f) { // differences between positions var diffX = player.posX - mc.thePlayer.posX; var diffZ = player.posZ - mc.thePlayer.posZ; var diffY = player.posY - mc.thePlayer.posY - (mc.thePlayer.getEyeHeight() - player.getEyeHeight()); var dist = Math.sqrt(diffX * diffX + diffZ * diffZ); // yaw and pitch the killaura will angle towards var yaw = (Math.atan2(diffZ, diffX) * 180.0 / Math.PI) - 90.0 + ranf(-vl.get(),vl.get()); var pitch = -(Math.atan2(diffY, dist) * 180.0 / Math.PI) + ranf(-vi.get(),vi.get()); if(mc.objectMouseOver.entityHit != player || vf.get()) mc.thePlayer.rotationPitch = pitch; if(mc.objectMouseOver.entityHit != player || vg.get()) mc.thePlayer.rotationYaw = yaw; // attack the player attacks times if(HurtTime(vp.get(), player) && mc.thePlayer.ticksExisted % (vb.get() + ran(-vk.get(), vk.get())) == 0 && mc.objectMouseOver.entityHit == player) { mc.gameSettings.keyBindUseItem.pressed = false; mc.thePlayer.swingItem(); for(var i = 0; i <= vd.get(); i++) mc.playerController.attackEntity(mc.thePlayer, mc.objectMouseOver.entityHit) c = new Color(255, 0, 0, 255) } else if(ve.get()){mc.gameSettings.keyBindUseItem.pressed = true;} else mc.gameSettings.keyBindUseItem.pressed = false; } } this.onPacket = function(event) { if(event.getPacket() instanceof SPlayerPosLook) { f=true; } } this.onRender3D = function() { if(player && vh.get()){ RenderUtils.drawEntityBox(player, c, vj.get()); } } this.onEnable = function() {} this.onDisable = function() {} } var flyModuleClient, flyModule = new FlyModule(); function onEnable() { flyModuleClient = moduleManager.registerModule(flyModule) } function onDisable() { moduleManager.unregisterModule(flyModuleClient) }