Old KillAura reach
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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 rangevar 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); };
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this.getDescription = function() { return "Anti Fireball";
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@hahayes sucks to suck