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LiquidBounce Forum

KillAuraPatch 3.0

Scheduled Pinned Locked Moved Scripts
combatcorekillaurapatch
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  • CzechHekC Offline
    CzechHekC Offline
    CzechHek
    wrote on last edited by CzechHek
    #1

    Introduction

    KillAuraPatch is a script that adds very useful and needed features to KillAura.
    Rotations patch: Forces a certain GCD sensitivity and makes KillAura completely bypass anticheats such as Matrix.
    AutoBlock patch: Makes AutoBlock check for range, enemy's held item and enemy's facing direction.
    Dynamic range: Fluctuates your KillAura range based on multiple factors: stillness, walking, sprinting and jumping.

    Media

    Rotations patch ON/OFF on Matrix.
    CzechHek│Waterlogged Beetle│Unlisted – 00:51
    — CzechHek

    AutoBlock patch showcase.
    CzechHek│Deserted Rail│Unlisted – 01:34
    — CzechHek

    Usage

    KillAuraPatch can be found in ClickGUI under "Patches" category.
    It has Dynamic Values™ (best joke) system built into it (pointless info).

    To make KillAura bypass Matrix:

    • Enable RotationsPatch.
    • Set GCDSensitivity to an odd number (any number except multiples of five should work), set it as close to your real sensitivity as possible.
      (I had sensitivity on 100% and GCDSensitivity on 99)

    Installation

    Download Core.lib, KillAuraPatch.js
    Write .scripts folder into chat while using LiquidBounce and put both files in there
    Write .reload into chat

    Download

    Core: https://github.com/CzechHek/Core/blob/master/Core.lib
    KillAuraPatch: https://github.com/CzechHek/Core/blob/master/Scripts/KillAuraPatch.js

    Changelog

    Released KillAuraPatch 3.0 (13. 4. 2022)

    Added AutoBlockPatch modes:

    • Packet, AfterTick (supports LB legacy)
    • new mode LowHurtTime

    LowHurtTime AutoBlock mode is used with low KillAura HurtTime (max 3). It is possible to bypass any strafe, movement and AutoBlock checks because you only hit your opponent when he can be hurt. You aim, attack, ... accordingly and otherwise block all the time (LB KillAura doesn't block inbetween hits with low HurtTime).

    Added OwnHurtTimeCheck:
    Stops you from blocking if you cannot be hurt because you already got hit earlier.

    Added HurtTimeCriticals:
    They check if your target has a specific hurt time and jump accordingly. They can either jump legitimately or silently use the default Speed module to do so. By doing this you can legitimately hit almost all critical hits and therefore bypass any Criticals check.

    In conclusion, with KillAuraPatch 3 you can win HvHs on Matrix and other anticheats with like 7 hearts left.

    Released KillAuraPatch 2.0 (26. 3. 2022)

    • Added jumping range to DynamicRange script.
    • Merged it with KillAuraPatch.
    • Simplified code using Nashorn's weird specific stuff.
    • Fixed values.json getting saved everytime a value is changed by using reflections. (they get changed quite often, especially with dynamic range now)
    G yorik100Y CzechHekC 5 Replies Last reply
    2
  • G Offline
    G Offline
    Gabriel
    replied to CzechHek on last edited by
    #2

    @czechhek Wow, so good tnx

    1 Reply Last reply
    0
  • yorik100Y Offline
    yorik100Y Offline
    yorik100
    replied to CzechHek on last edited by
    #3

    @czechhek Nice, a Core script that loads properly with ScriptAPIv2, you should also add a sprint fix for RotationStrafe Silent/Strict, it's making you sprint sideways and backwards most of the time when you hit an enemy that is behind you

    CzechHekC 2 Replies Last reply
    0
  • CzechHekC Offline
    CzechHekC Offline
    CzechHek
    replied to yorik100 on last edited by CzechHek
    #4

    @yorik100 said in KillAuraPatch 1.0:

    @czechhek Nice, a Core script that loads properly with ScriptAPIv2

    Don't know any other person that's having problems with loading scripts using Core tho.

    yorik100Y G 2 Replies Last reply
    0
  • yorik100Y Offline
    yorik100Y Offline
    yorik100
    replied to CzechHek on last edited by
    #5

    @czechhek said in KillAuraPatch 1.0:

    @yorik100 said in KillAuraPatch 1.0:

    @czechhek Nice, a Core script that loads properly with ScriptAPIv2

    Don't know any other person that's having problems with loading scripts using Core tho.

    Ye, I updated Core lib on the wrong Minecraft instance before XD

    1 Reply Last reply
    0
  • G Offline
    G Offline
    Gabriel
    replied to CzechHek on last edited by
    #6

    @czechhek Did you already do what yorik100 said?

    CzechHekC 1 Reply Last reply
    0
  • CzechHekC Offline
    CzechHekC Offline
    CzechHek
    replied to Gabriel on last edited by CzechHek
    #7

    @gabriel Well, I've looked into it. The strict rotations strafe doesn't make much sense to me, like why would you go backwards when trying to go on the opposite site? It should make you go backwards on the server. This stuff is pretty complicated.

    Of course I can fix this but it doesn't make much sense why it is like it is in the first place, makes it pretty uncontrollable.

    G yorik100Y 2 Replies Last reply
    0
  • G Offline
    G Offline
    Gabriel
    replied to CzechHek on last edited by
    #8

    @czechhek I know, just fix it.

    1 Reply Last reply
    0
  • M Offline
    M Offline
    mems Moderator
    wrote on last edited by
    #9

    Or you could simply set your game's sensitivity to 45%/50%.

    G yorik100Y 2 Replies Last reply
    0
  • G Offline
    G Offline
    Gabriel
    replied to mems on last edited by
    #10

    @mems Why? Thats kinda dumb since i need to move my mouse like alot to do anything at all with 45 to 50 sensitivity

    M 1 Reply Last reply
    0
  • M Offline
    M Offline
    mems Moderator
    replied to Gabriel on last edited by
    #11

    @gabriel If you have a mouse which has DPI slider or anything, it's even better. Otherwise just stick to it and you will eventually get used to it.

    1 Reply Last reply
    0
  • yorik100Y Offline
    yorik100Y Offline
    yorik100
    replied to CzechHek on last edited by
    #12

    @czechhek said in KillAuraPatch 1.0:

    The strict rotations strafe doesn't make much sense to me, like why would you go backwards when trying to go on the opposite site? It should make you go backwards on the server. This stuff is pretty complicated.

    That's why they made a silent one actually, strict makes you move based on your server side rotation, "you go backwards when trying to go on the opposite side", instead of going backwards following the client's input, it makes you go backwards server sided, it's shit but it's useful for people who're used to it and useful to target strafe

    1 Reply Last reply
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  • yorik100Y Offline
    yorik100Y Offline
    yorik100
    replied to mems on last edited by
    #13

    @mems said in KillAuraPatch 1.0:

    Or you could simply set your game's sensitivity to 45%/50%.

    Doesn't have anything to do with sprinting backwards/sideways

    CzechHekC 1 Reply Last reply
    0
  • CzechHekC Offline
    CzechHekC Offline
    CzechHek
    replied to yorik100 on last edited by CzechHek
    #14

    @yorik100 said in KillAuraPatch 1.0:

    @mems said in KillAuraPatch 1.0:

    Or you could simply set your game's sensitivity to 45%/50%.

    Doesn't have anything to do with sprinting backwards/sideways

    He was responding to the GCD patch that makes it bypass Matrix.

    @mems Yes it is meant to simulate that you have sensitivity on 45%, but almost any other than 25%, 50% and 100% work with this method for some reason.

    1 Reply Last reply
    0
  • CzechHekC Offline
    CzechHekC Offline
    CzechHek
    replied to yorik100 on last edited by CzechHek
    #15

    @yorik100 said in KillAuraPatch 1.0:

    @czechhek it's making you sprint sideways and backwards most of the time when you hit an enemy that is behind you

    There is already a feature trying to solving that in Sprint, it requires checkServerSide to be toggled on.
    RotationUtils.getRotationDifference(new Rotation(mc.thePlayer.rotationYaw, mc.thePlayer.rotationPitch)) > 30

    However there should be MovementUtils.getDirection() instead of player's rotationYaw and another major issue of this line is that it also counts pitch difference so it's absolutely broken in total.

    1 Reply Last reply
    0
  • G Offline
    G Offline
    Gabriel
    replied to CzechHek on last edited by
    #16

    @czechhek So, this makes autoblock work in Matrix Anticheat?

    CzechHekC 1 Reply Last reply
    0
  • CzechHekC Offline
    CzechHekC Offline
    CzechHek
    replied to Gabriel on last edited by CzechHek
    #17

    @gabriel It fixes onehit, hitbox and sprint flags caused by KillAura.
    EDIT: AutoBlock apparently works, idk which noslow to use tho. Smart AutoBlock might still come handy.

    G 1 Reply Last reply
    0
  • G Offline
    G Offline
    Gabriel
    replied to CzechHek on last edited by
    #18

    @czechhek Then it makes autoblock work on matrix.

    infAuraI 1 Reply Last reply
    0
  • LolMCL Offline
    LolMCL Offline
    LolMC
    wrote on last edited by
    #19

    good job :axohug:

    1 Reply Last reply
    0
  • infAuraI Offline
    infAuraI Offline
    infAura
    replied to Gabriel on last edited by
    #20

    @gabriel autoblock + noslow already works on matrix

    Alien GurkeA 1 Reply Last reply
    1

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