Killaura
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This post is deleted!
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@vapetest I do. It has 4 parameters, the ticks to wait for when flagged, the ticks to wait for before attacking, the range, and the number of attacks to do per hit (useful for breaking armor, but will flag and may kick).
///api_version=1 // can't be fucked to learn v2 var scriptName = "legitAura"; var scriptAuthor = "cancer"; var scriptVersion = 0.1; var EntityPlayer = Java.type('net.minecraft.entity.player.EntityPlayer'); // uncomment this if you want it to attack all entities //var EntityPlayer = Java.type('net.minecraft.entity.EntityLivingBase'); var SPlayerPosLook = Java.type("net.minecraft.network.play.server.S08PacketPlayerPosLook"); var RenderUtils = Java.type('net.ccbluex.liquidbounce.utils.render.RenderUtils'); var Color = Java.type('java.awt.Color'); Math.radians = function(t) { return t * Math.PI / 180 } Math.degrees = function(t) { return 180 * t / Math.PI }; // glory to our lord and saviour scorp function getClosestEntity(n, r) { var f = [] for(var i in mc.theWorld.loadedEntityList) { var e = mc.theWorld.loadedEntityList[i] // not yourself | a player | checks if the last part of the UUID is not zeroes, this helps prevent hitting bots, it is by no means perfect though if(e != mc.thePlayer && e instanceof EntityPlayer && String(e.getUniqueID()).split("-")[4] != "000000000000" && mc.thePlayer.getDistanceToEntity(e) <= r && e.ticksExisted > 20 && mc.thePlayer.ticksExisted > 20) f.push(e) } // sort the array by distance f.sort(function(a, b) { var distanceA = mc.thePlayer.getDistanceToEntity(a) var distanceB = mc.thePlayer.getDistanceToEntity(b) return distanceB - distanceA; }) // return the last item of the array, the closest return f[f.length - n] } // random integer function ran(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } // random float function ranf(min, max) { return Math.random() * (max - min + 1) + min; } function FlyModule() { this.getName = function() { return "LegitAura"; } this.getDescription = function() { return "Killaura that tries to look as legit as possible, both to anticheats and fellow players. I use it myself."; } this.getCategory = function() { return "Fun"; } var va = value.createInteger("FlagWaitTicks", 3, 0, 40) var vb = value.createInteger("HitTicks", 3, 0, 40) var vc = value.createFloat("Range", 3.5, 0.5, 6.0) var vd = value.createInteger("Attacks", 1, 1, 50) this.addValues = function(values) { values.add(va); values.add(vb); values.add(vc); values.add(vd); } var player,f,c = new Color(0, 0, 255, 255),t=0,h=0,t2=0; this.onUpdate = function() { // timers if(c != new Color(0, 0, 255, 255)) { t2++;} if(t2 >= 2) {t2=0; c = new Color(0, 0, 255, 255)} if(f) { t++;} if(t >= va.get()) { f=false;t=0;} player = getClosestEntity(1,vc.get()); // check if player is not null -- this is neccessary so the game doesn't crash if(player && !f) { // differences between positions var diffX = player.posX - mc.thePlayer.posX; var diffZ = player.posZ - mc.thePlayer.posZ; var diffY = player.posY - mc.thePlayer.posY - (mc.thePlayer.getEyeHeight() - player.getEyeHeight()); var dist = Math.sqrt(diffX * diffX + diffZ * diffZ); // yaw and pitch the killaura will angle towards var yaw = (Math.atan2(diffZ, diffX) * 180.0 / Math.PI) - 90.0 + ranf(-.1,.1); var pitch = -(Math.atan2(diffY, dist) * 180.0 / Math.PI) + ranf(-1,1); if(!mc.objectMouseOver.entityHit == player) mc.thePlayer.rotationPitch = pitch; mc.thePlayer.rotationYaw = yaw; // attack the player attacks times if(mc.thePlayer.ticksExisted % vb.get() == 0 && mc.objectMouseOver.entityHit == player) { mc.gameSettings.keyBindUseItem.pressed = false; for(var i = 0; i <= vd.get(); i++) mc.playerController.attackEntity(mc.thePlayer, player) mc.thePlayer.swingItem(); c = new Color(255, 0, 0, 255) } else if(mc.thePlayer.getDistanceToEntity(player) <= (vc.get()-2)){mc.gameSettings.keyBindUseItem.pressed = true;} else mc.gameSettings.keyBindUseItem.pressed = false; } } this.onPacket = function(event) { if(event.getPacket() instanceof SPlayerPosLook) { f=true; } } this.onRender3D = function() { if(player){ RenderUtils.drawEntityBox(player, c, true); } } this.onEnable = function() {} this.onDisable = function() {} } var flyModuleClient, flyModule = new FlyModule(); function onEnable() { flyModuleClient = moduleManager.registerModule(flyModule) } function onDisable() { moduleManager.unregisterModule(flyModuleClient) }
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@soulplexis delete the hit code, its just a function in the movementutils
thank the devs for such a based amount of utils -
here is a simple aura for you
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@sexma I think they want something truly customizable.
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@sexma omg thats so crazy
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@sexma is this a killaura script? seems a lot of work to make killaura in js
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@sexma RC Modules
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@chocopiexd can you give the script?