GhostFall 2k20 edition
-
var scriptName = "CleanFall"; var scriptVersion = 2.1; var scriptAuthor = "yorik100"; var noFallModule = moduleManager.getModule("NoFall"); var BlockPos = Java.type('net.minecraft.util.BlockPos'); var S08PacketPlayerPosLook = Java.type("net.minecraft.network.play.server.S08PacketPlayerPosLook"); var C04PacketPlayerPosition = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C04PacketPlayerPosition'); var cleanFall = new CleanFall(); var client; function CleanFall() { this.getName = function() { return "GhostFall"; }; this.getDescription = function() { return "Ghost NoFall"; }; this.getCategory = function() { return "Player"; }; this.onEnable = function() { this.groundFalse = false; this.groundTrue = false; } var fortnite = 0; var swag = 0; this.onUpdate = function() { noFallModule.setState(true) if (mc.thePlayer.motionY >= 0 || mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.hurtTime > 8) { fortnite = 0; swag = mc.thePlayer.fallDistance; } if ((mc.thePlayer.fallDistance - swag) > 3.34) { fortnite++; } if (mc.thePlayer.onGround && (fortnite != 0 || swag != 0)) { swag = 0; if (fortnite != 0) { this.groundFalse = true; for (var i = 0; i <= 48; ++i) { mc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(mc.thePlayer.posX, mc.thePlayer.posY + 0.0625, mc.thePlayer.posZ, false)); mc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(mc.thePlayer.posX, mc.thePlayer.posY, mc.thePlayer.posZ, false)); } this.groundFalse = false; this.groundTrue = true; mc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(mc.thePlayer.posX, mc.thePlayer.posY, mc.thePlayer.posZ, true)); this.groundTrue = false; fortnite = 0; } } } this.onPacket = function(event) { var packet = event.getPacket(); if (packet instanceof C04PacketPlayerPosition && this.groundFalse) packet.onGround = false; if (packet instanceof C04PacketPlayerPosition && this.groundTrue) packet.onGround = true; if (packet instanceof S08PacketPlayerPosLook) { fortnite = 0; swag = mc.thePlayer.fallDistance; } } this.onDisable = function() {} } function onLoad() {} function onEnable() { client = moduleManager.registerModule(cleanFall); } function onDisable() { moduleManager.unregisterModule(client); }
Reupload + Recode of my old GhostFall
-
gay
-
Does this bypass Hypixel?
-
@CzechHek said in GhostFall 2k20 edition:
@yorik100 What about checking distance to ground and modifying c03 depending on it.
- I'm too lazy to do that
- Already thought of it
- If a block is suddently placed under you, I'll have to calculate the rest of the fall distance needed to take damage and I'm too lazy
-
@CzechHek said in GhostFall 2k20 edition:
@yorik100 who cares about block getting placed tho it's more legit then going 0.06 x times up
How can mods see that you went 0.06 x times up? They don't, haven't been banned a single time for using this
-
-
if (mc.thePlayer.fallDistance > 2.48F) mc.thePlayer.sendQueue.addToSendQueue(new C03PacketPlayer(true));
hypixel nofall
just 2 lines XD
-
@notautismatall said in GhostFall 2k20 edition:
if (mc.thePlayer.fallDistance > 2.48F) mc.thePlayer.sendQueue.addToSendQueue(new C03PacketPlayer(true));
hypixel nofall
just 2 lines XD
Will ban for timer if you do that
-
@notautismatall it does tho
-
@CzechHek said in GhostFall 2k20 edition:
@notautismatall it does tho
-
So what is the best Hypixel Nofal?
-
@Just-a-XingYu LiquidBounce NoGround nofall works, but it's a bad idea because if you disable after a few minutes you'll get damaged