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.
Rotations patch ON/OFF on Matrix.
CzechHek│Waterlogged Beetle│Unlisted – 00:51
AutoBlock patch showcase.
CzechHek│Deserted Rail│Unlisted – 01:34
KillAuraPatch can be found in ClickGUI under "Patches" category.
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)
Download Core.lib, KillAuraPatch.js
Write .scripts folder into chat while using LiquidBounce and put both files in there
Write .reload into chat
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).
Stops you from blocking if you cannot be hurt because you already got hit earlier.
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)
@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.
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
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.
@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.