[Core] Better SuperKnock
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This is a modified version of SuperKnock made by me, you don't need any modes for that because it bypasses every ACs (except Reflex) on packet mode (didn't try on AGC tho, but AGC sucks dicks)
Note to CzechHek : This is not related to SuperKnock on your github
Note to everyone : I tried on 3 servers, including a fresh localhost, it just works, it deals more kb in every cases, I tried on many ACs, it bypasses AAC (every single AAC versions), NCP, Watchdog, probably Sentinel, Hawk (lol), (TakaAC even tho no one uses that), ACR, Spartan, Matrix (XD), BAC, Horizon, Verus, AACAP, Iris (MoveOnly) and many more
This script requires Core.lib///api_version=2 (script = registerScript({ name: "SuperKnock", version: "1.2", authors: ["yorik100"] })).import("Core.lib"); var timer = new MSTimer(); var entity = ""; general_values_array = [ type = value.createList("Type", ["Always", "SprintOnly", "MoveOnly"], "Always"), noDouble = value.createBoolean("NoDoublePackets", true), resetOnSwitch = value.createBoolean("ResetDelayOnTargetSwitch", true), alwaysStopSprint = value.createBoolean("AlwaysStopSprint", false), hurtTime = value.createInteger("HurtTime", 2, 0, 10), Delay = value.createInteger("Delay", 200, 0, 1000) ] module = { category: "Combat", description: "Increases knockback you deal", values: general_values_array, onEnable: function() { buffer = noDoubleStart = noDoubleStop = false; }, onPacket: function(e) { if ((type.get() == "SprintOnly" && !mc.thePlayer.isSprinting()) || (type.get() == "MoveOnly" && !isMovingHorizontally())) return; if (e.getPacket() instanceof C02PacketUseEntity && e.getPacket().getAction() == C02PacketUseEntity.Action.ATTACK) { this.entity = entity; entity = e.getPacket().getEntityFromWorld(mc.theWorld); if (!entity || entity.hurtTime > hurtTime.get() || (!timer.hasTimePassed(Delay.get()) && (!resetOnSwitch.get() || this.entity == entity))) return; mc.thePlayer.sendQueue.addToSendQueue(new C0BPacketEntityAction(mc.thePlayer, C0BPacketEntityAction.Action.START_SPRINTING)); buffer = !mc.thePlayer.isSprinting() || alwaysStopSprint.get(); timer.reset(); } else if (noDouble.get() && e.getPacket() instanceof C0BPacketEntityAction) e.getPacket().getAction() == C0BPacketEntityAction.Action.START_SPRINTING ? (noDoubleStart ? e.cancelEvent() : (noDoubleStart = true, noDoubleStop = false)) : (e.getPacket().getAction() == C0BPacketEntityAction.Action.STOP_SPRINTING ? (noDoubleStop ? e.cancelEvent() : (noDoubleStop = true, noDoubleStart = false)) : null); }, onMotion: function(e) { if (e.getEventState() == "POST") { SuperKnockModule.tag = type.get(); if (buffer) { buffer = false; mc.thePlayer.sendQueue.addToSendQueue(new C0BPacketEntityAction(mc.thePlayer, C0BPacketEntityAction.Action.STOP_SPRINTING)); } noDoubleStart = noDoubleStop = false; } } }
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@gabriel said in [Core] Better SuperKnock:
@yorik100 Alot more modes.
Normal = ACP = ACP2 = NewHypixel = NoFall Packet
Old = Packet = NoFall SpoofGround
Hypixel = Less advanced BetterNoFall Packet
Glide = NoFall Packet but with glide which doesn't bypass anything actually
Eyeshaft = NoFall Spartan -
@czechhek said in [Core] Better SuperKnock:
@yorik100 said in [Core] Better SuperKnock:
Note to CzechHek : This is not related to SuperKnock on your github
So this is like a superknock based on superknock but completely different.
It does the same but it's waaaay less detectable and optimized to avoid most flags from ACs
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@yorik100 said in [Core] Better SuperKnock:
@czechhek said in [Core] Better SuperKnock:
@yorik100 said in [Core] Better SuperKnock:
Note to CzechHek : This is not related to SuperKnock on your github
So this is like a superknock based on superknock but completely different.
It does the same but it's waaaay less detectable and optimized to avoid most flags from ACs
Then it could be considered as an SuperKnock update right?
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@czechhek said in [Core] Better SuperKnock:
@yorik100 said in [Core] Better SuperKnock:
@czechhek said in [Core] Better SuperKnock:
@yorik100 said in [Core] Better SuperKnock:
Note to CzechHek : This is not related to SuperKnock on your github
So this is like a superknock based on superknock but completely different.
It does the same but it's waaaay less detectable and optimized to avoid most flags from ACs
Then it could be considered as an SuperKnock update right?
Perhaps, even tho it doesn't have other modes