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    Old KillAura reach

    Scripts
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    • yorik100
      yorik100 last edited by yorik100

      Useful for AAC
      Cons : You can't really change ThroughWallsRange
      It'll cancel every hits that shouldn't have hit if you were using the old killaura range

      var scriptName = "OldReach";
      var scriptVersion = 1.0;
      var scriptAuthor = "york";
      var EntityLiving = Java.type('net.minecraft.entity.EntityLivingBase');
      var EntityFireball = Java.type('net.minecraft.entity.projectile.EntityLargeFireball');
      var C02PacketUseEntity = Java.type("net.minecraft.network.play.client.C02PacketUseEntity");
      
      function OldReach() {
          Range = value.createFloat('Range', 4, 0, 8);
          this.addValues = function(values) {
              values.add(Range);
          };
          this.getName = function() {
              return "OldReach";
          };
      
          this.getDescription = function() {
              return "Old reach";
          };
      
          this.getCategory = function() {
              return "Misc";
          };
      	this.onEnable = function() {
      		this.hasattackedfortnite = false;
      	}
          this.onPacket = function(event) {
              if (mc.theWorld == null || mc.thePlayer == null && moduleManager.getModule("Killaura").getState())
                  return;
              packet = event.getPacket();
              if (packet instanceof C02PacketUseEntity && packet.getAction() == C02PacketUseEntity.Action.ATTACK) {
                  attackedEntity = packet.getEntityFromWorld(mc.theWorld);
                  if (attackedEntity == null)
                      return;
                  if (mc.thePlayer.getDistanceToEntity(attackedEntity) > Range.get()) {
                      event.cancelEvent();
                      this.hasattackedfortnite = true;
                      this.fortnite = mc.thePlayer.motionX;
                      this.fortnite2 = mc.thePlayer.motionZ;
                  }
              }
          }
          this.onUpdate = function() {
              moduleManager.getModule("Killaura").getValue("Range").set(Range.get());
              moduleManager.getModule("Killaura").getValue("ThroughWallsRange").set(Range.get());
              if (this.hasattackedfortnite) {
                  mc.thePlayer.motionX = this.fortnite;
                  mc.thePlayer.motionZ = this.fortnite2;
                  this.hasattackedfortnite = false;
              }
          }
      }
      var OldReach = new OldReach();
      var OldReachClient;
      
      function onEnable() {
          OldReachClient = moduleManager.registerModule(OldReach);
      };
      
      function onDisable() {
          moduleManager.unregisterModule(OldReachClient);
      };
      
      1 Reply Last reply Reply Quote 0
      • hahayes
        hahayes last edited by hahayes

        this.getDescription = function() {
            return "Anti Fireball";
        

        :axoprider:

        1 Reply Last reply Reply Quote 0
        • M
          mems Moderator last edited by mems

          Why not make a PR for that? You could make LiquidBounce better, since it provides a bypass, probably.

          yorik100 1 Reply Last reply Reply Quote 0
          • yorik100
            yorik100 @mems last edited by

            @mems said in Old KillAura reach:

            Why not make a PR for that? You could make LiquidBounce better, since it provides a bypass, probably.

            Last time I tried to change the killaura.kt I broke it XD

            1 Reply Last reply Reply Quote 0
            • M
              mems Moderator last edited by

              Well you could try one more time at least, you could also get ideas from the other variables and if statements, etc how they work.

              yorik100 1 Reply Last reply Reply Quote 0
              • yorik100
                yorik100 @mems last edited by

                @mems said in Old KillAura reach:

                Well you could try one more time at least, you could also get ideas from the other variables and if statements, etc how they work.

                Java sucks

                hahayes 1 Reply Last reply Reply Quote 0
                • hahayes
                  hahayes @yorik100 last edited by

                  kotlin sucks @yorik100

                  A 1 Reply Last reply Reply Quote 0
                  • A
                    Aftery @hahayes last edited by

                    @hahayes sucks to suck

                    hahayes 1 Reply Last reply Reply Quote 0
                    • hahayes
                      hahayes @Aftery last edited by

                      @Aftery sucks to say sucks to suck

                      1 Reply Last reply Reply Quote 0
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