[Script]AAC4Criticals
-
var scriptName = "AttackCrit";
var scriptVersion = 1.0;
var scriptAuthor = "Gking";var EntityPlayer = Java.type('net.minecraft.entity.player.EntityPlayer');
var C04PacketPlayerPosition = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C04PacketPlayerPosition')
var AttackCrit = new AttackCrit();
var client;function AttackCrit() {
var Mode = value.createList("Mode", ["AAC4HIT", "AAC4Packet", "Jump"], "AAC4HIT");
var MotionY = value.createFloat("CustomMotionY", 0, 0, 1);
var Timer = value.createFloat("TimerSpeed", 0, 0, 10);this.getName = function() { return "AttackCrit"; }; this.getTag = function() { return "" + Mode.get(); }; this.getDescription = function() { return "AttackCrit"; }; this.getCategory = function() { return "Fun"; }; this.addValues = function(values) { values.add(Mode); values.add(MotionY); values.add(Timer); } this.onAttack = function (event) { if(event.getTargetEntity() instanceof EntityPlayer){ entity = event.getTargetEntity(); } switch(Mode.get()) { case "AAC4HIT": mc.thePlayer.onCriticalHit(entity) break; case "AAC4Packet": //Maybe this one is unuseful mc.thePlayer.sendQueue.addToSendQueue(new C03PacketPlayer.C04PacketPlayerPosition(ma.thePlayer.posX, mc.thePlayer.posY + 0.0031311231111, mc.thePlayer.posZ, false)) break; case "Jump": if(mc.thePlayer.onGround || isOnGround(0.5)){ mc.thePlayer.jump(); mc.timer.timerSpeed = Timer.get(); mc.thePlayer.motionY = MotionY.get(); } break; } };
}
function onLoad() {}
function onEnable() {
client = moduleManager.registerModule(AttackCrit);
}function onDisable() {
moduleManager.unregisterModule(client);
} -
edit ur post plz
btw does it really bypass aac4 lol -
You meant to do this instead ?
var scriptName = "AttackCrit"; var scriptVersion = 1.0; var scriptAuthor = "Gking"; var EntityPlayer = Java.type('net.minecraft.entity.player.EntityPlayer'); var C04PacketPlayerPosition = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C04PacketPlayerPosition') var AttackCrit = new AttackCrit(); var client; function AttackCrit() { var Mode = value.createList("Mode", ["AAC4HIT", "AAC4Packet", "Jump"], "AAC4HIT"); var MotionY = value.createFloat("CustomMotionY", 0, 0, 1); var Timer = value.createFloat("TimerSpeed", 0, 0, 10); this.getName = function() { return "AttackCrit"; }; this.getTag = function() { return "" + Mode.get(); }; this.getDescription = function() { return "AttackCrit"; }; this.getCategory = function() { return "Fun"; }; this.addValues = function(values) { values.add(Mode); values.add(MotionY); values.add(Timer); } this.onAttack = function (event) { if(event.getTargetEntity() instanceof EntityPlayer){ entity = event.getTargetEntity(); } switch(Mode.get()) { case "AAC4HIT": mc.thePlayer.onCriticalHit(entity) break; case "AAC4Packet": //Maybe this one is unuseful mc.thePlayer.sendQueue.addToSendQueue(new C03PacketPlayer.C04PacketPlayerPosition(ma.thePlayer.posX, mc.thePlayer.posY + 0.0031311231111, mc.thePlayer.posZ, false)) break; case "Jump": if(mc.thePlayer.onGround || isOnGround(0.5)){ mc.thePlayer.jump(); mc.timer.timerSpeed = Timer.get(); mc.thePlayer.motionY = MotionY.get(); } break; } }; } function onLoad() {} function onEnable() { client = moduleManager.registerModule(AttackCrit); } function onDisable() { moduleManager.unregisterModule(client); }
-
Even ever, AirHover or just C4 packet is more better.
-
pls fix the format
also, AAC4Packet is just spam flags
-
@notautismatall He is
skidderXDD -
@Gking said in [Script]AAC4Criticals:
var scriptName = "AttackCrit";
var scriptVersion = 1.0;
var scriptAuthor = "Gking";var EntityPlayer = Java.type('net.minecraft.entity.player.EntityPlayer');
var C04PacketPlayerPosition = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C04PacketPlayerPosition')
var AttackCrit = new AttackCrit();
var client;function AttackCrit() {
var Mode = value.createList("Mode", ["AAC4HIT", "AAC4Packet", "Jump"], "AAC4HIT");
var MotionY = value.createFloat("CustomMotionY", 0, 0, 1);
var Timer = value.createFloat("TimerSpeed", 0, 0, 10);this.getName = function() { return "AttackCrit"; }; this.getTag = function() { return "" + Mode.get();
};
this.getDescription = function() {
return "AttackCrit";
};this.getCategory = function() { return "Fun"; }; this.addValues = function(values) { values.add(Mode); values.add(MotionY); values.add(Timer); } this.onAttack = function (event) { if(event.getTargetEntity() instanceof EntityPlayer){ entity = event.getTargetEntity(); } switch(Mode.get()) { case "AAC4HIT": mc.thePlayer.onCriticalHit(entity) break; case "AAC4Packet": //Maybe this one is unuseful mc.thePlayer.sendQueue.addToSendQueue(new C03PacketPlayer.C04PacketPlayerPosition(ma.thePlayer.posX, mc.thePlayer.posY + 0.0031311231111, mc.thePlayer.posZ, false)) break; case "Jump": if(mc.thePlayer.onGround || isOnGround(0.5)){ mc.thePlayer.jump(); mc.timer.timerSpeed = Timer.get(); mc.thePlayer.motionY = MotionY.get(); } break; } };
}
function onLoad() {}
function onEnable() {
client = moduleManager.registerModule(AttackCrit);
}function onDisable() {
moduleManager.unregisterModule(client);
} -
Can u make that the timer is just setted on value when attacking ? when i attack once im plaing w the timer the whole time ;C
-