Old KillAura reach



  • 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);
    };
    


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

    :axoprider:



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



  • @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



  • 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.



  • @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



  • kotlin sucks @yorik100



  • @hahayes sucks to suck



  • @Aftery sucks to say sucks to suck


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