Just so you know, we don't know the file format for every file. If it's just a bunch of random characters, it's probably a .zip or .jar.
# Cryantic AntiCheat
# By frogsmasha
# Warning for best acurracy please change this in config.sk
# number accuracy: 4-8
# 4 will do just fine, 8 is just for coolness lmao
# Note This just changes the variable max count, If you don't want to do this or is conflicting with other things
# its ok, It woun't affect the effectiveness of the anticheat, just the looks ;O
# Dependencies
# Skript 2.2-dev37c
# SkQuery 3.6.2-Lime
# Skellet 1.9.6
Variables:
{%player%.notify.OF} = false
# CONFIG (OPTIMIZED ON DOWNLOAD)
options:
# Purge Config
# PurgeViolations: true
# PurgeMaxViolations: 620
# UpdateAPI
Version: 1.2 # 1.1
CryanticAPIWeb: https://pastebin.com/raw/uz4XzvwL
CryanticAPIVer: {Cryantic.Update.API}
CryanticUptodate: &d&lCryantic &7// &aCryantic AntiCheat Fully up to date! &7[Ver: &3%{Cryantic.UPDATE.API}%&7]
CryanticNotUptodate: &d&lCryantic &7// &cCryantic AntiCheat is out of date! &7[New: &3%{Cryantic.UPDATE.API}%&7]
# Notification Message
NotifcationPerm: Cryantic.Notify
SneakDetection: &d&lCryantic &7// %player% // [&6&lSneak&7] // [&6Reason: %{%player%.Sneak.Reason}%&7]
InvManagerDetection: &d&lCryantic &7// %player% // [&6&lInvManager&7] // [&6Reason: %{%player%.InvManager.Reason}%&7]
InvalidMoveDetection: &d&lCryantic &7// %player% // [&6&lInvalidMove&7] // [&6Reason: %{%player%.InvalidMove.Reason}%&7] // [&5VL 1&7]
KillauraDetection: &d&lCryantic &7// %attacker% // [&6&lKillaura&7] // &7[&7Reason: &b%{%attacker%.Killaura.Reason}%&7] // [&5VL 2&7]
KillauraAutoBDetection: &d&lCryantic &7// %attacker% // [&6&lKillaura AutoBlock&7] // &7[&7Reason: &b%{%attacker%.Killaura.autoblock.Reason}%&7] // [&5VL &7]
SpeedXDetection: &d&lCryantic &7// %loop-player% // [&6&lSpeed&7] // &7[&5Type: &3X&7] // [&5VL 2&7]
SpeedZDetection: &d&lCryantic &7// %loop-player% // [&6&lSpeed&7] // &7[&5Type: &3Z&7] // [&5VL 2&7]
SpeedXDetectionSensitive: &d&lCryantic &7// %loop-player-1% // [&6&lSensitive Speed&7] // &7[&5Type: &3X&7] // [&5VL %{%UUID of loop-player-1%.Violations.add}%&7]
SpeedZDetectionSensitive: &d&lCryantic &7// %loop-player-1% // [&6&lSensitive Speed&7] // &7[&5Type: &3Z&7] // [&5VL %{%UUID of loop-player-1%.Violations.add}%&7]
ReachDetection: &d&lCryantic &7// %attacker% // [&6&lReach&7] // &7[&5Range: &3%{_dvaMinus}%&7] // [&5VL %{_Reach.Rounded.%UUID of attacker%}%&7]
FlightSDetection: &d&lCryantic &7// %loop-player-1% // [&6&lFlight&7] // &7[&5Type: &3Speed&7] // [&5VL 2&7]
FlightFloat: &d&lCryantic &7// %loop-player-2% // [&6&lFlight&7] // &7[&5Type: &3Float&7] // [&5VL 8&7]
KillauraBDetection: &d&lCryantic &7// %attacker% // [&6&lKillaura&7] // &7[&7Reason: &bSnap&7] // [&5VL 1&7]
ScaffoldDetection: &d&lCryantic &7// %player% // [&6&lScaffold&7] // &7[&5Type: &b%{Scaffold.Current.Mode.%player's uuid%}%&7] // [&5VL 4&7]
NoFallDetection: &d&lCryantic &7// %player% // [&6&lNoFall&7] // &7[&5Type: &bOnGround&7] // [&5VL 4&7]
AngleDetection: &d&lCryantic &7// %attacker% // [&6&lAngle&7] // &7[&5Type: &bImposible&7] // [&5VL 2&7]
# Detection Configs
#Flight
FlightGreater: 0.88
IceFlightSpeed: 1.35 # 1.2p
NormalFlightSpeed: 1.2
#Speed
SpeedGreater: 0.92
#YPort
YPortGreater: 0.03
#SensitiveSpeed
SensitiveSpeed: 0.975 #1.675 # 0.895 # 0.905
#SensitiveSpeedAbove
SensitiveSpeedAbove: 1.355 #
#Killaura
KillauraDIF: 3.78
KillauraReach: 0.4782 # Best for 1.12.2 and 1.8
#Reach
ReachHalfBlocks: 4.2
Reach: 3.95 #4.3
#Angle
Angle: 1.155
#LagBack Lags The player back when cheating (Experimental)
Lagback: true
# Detections
Sneak.Detection: true
Killaura.Detection: false
InvManager.Detection: true
InvalidMove.Detection: true
KillauraAutoB.Detection: true
Speed.Detection: true
SensitiveSpeed.Detection: true
Reach.Detection: false
Flight.Detection: true
FlightFloat.Detection: true
KillauraB.Detection: false # Snap Detection Wouldn't Suggest using it, has a few to meny false positives to enable
Scaffold.Detection: true
NoFall.Detection: true
Angle.Detection: true
# Violation Giveout amount
InvalidMove.Violations: 1
SneakInventory.Violations: 1
InvClickSneakDetection.Violations: 1
SneakMoveClick.Violations: 1
InvManager.Violations: 1
SneakSign.Violations: 1
Speed.Violations: 2
SensitiveSpeed.Violations: 10 # Multiplies by 10
Killaura.Violations: 2
KillauraAutoB.Violations: 2
Flight.Violations: 2
FlightFloat.Violations: 8
KillauraB.Violation: 1
Scaffold.Violations: 4
NoFall.Violations: 4
Angle.Violations: 2
on load:
# UpdateAPI
set {Cryantic.Update.API} to text from "{@CryanticAPIWeb}" # I'm aware this can Crash your server.
if {@CryanticAPIVer} is "{@Version}":
broadcast "{@CryanticUptodate}"
else:
broadcast "{@CryanticNotUptodate}"
if {Purge.date.time} is not set:
set {Purge.date.time} to "day"
if {Server.Total.Bans.Cryantic} is not set:
set {Server.Total.Bans.Cryantic} to 0
on join:
if {%UUID of player%.Violations} is not set:
set {%UUID of player%.Violations} to 0
# - Command - #
command /Cryantic [<text>] [<text>] [<player>]:
permission: Cryantic.anticheat
aliases: c
trigger:
if arg-1 is not set:
send " &0[&c&lCryantic AntiCheat&0] "
send " "
send " &7/Cryantic notify (on/off) "
send " &7/Cryantic Update check "
send " &7/Cryantic LoadedModules "
send " &7/Cryantic Player info (player) "
send " &7/Cryantic Player clear (player) "
send " "
if arg-1 is "notify":
if arg-2 is "on":
if {%player%.notify.OF} is "on":
send "&d&lCryantic &7// &7Notifications are already enabled"
else:
set {%player%.notify.OF} to "on"
send "&d&lCryantic &7// &7Notifications enabled"
if arg-2 is "off":
if {%player%.notify.OF} is "off":
send "&d&lCryantic &7// &7Notifications are already disabled"
else:
set {%player%.notify.OF} to "off"
send "&d&lCryantic &7// &7Notifications disabled"
if arg-2 is not set:
send " &0[&c&lCryantic AntiCheat&0] "
send " "
send " &7/Cryantic notify (on/off) "
send " &7/Cryantic Update check "
send " &7/Cryantic LoadedModules "
send " &7/Cryantic Player info (player) "
send " &7/Cryantic Player clear (player) "
send " "
if arg-1 is "Update":
if arg-2 is "Check":
set {Cryantic.Update.API} to text from "{@CryanticAPIWeb}"
if {@CryanticAPIVer} is "{@Version}":
broadcast "{@CryanticUptodate}"
else:
broadcast "{@CryanticNotUptodate}"
if arg-2 is not set:
send " &0[&c&lCryantic AntiCheat&0] "
send " "
send " &7/Cryantic notify (on/off) "
send " &7/Cryantic Update check "
send " &7/Cryantic LoadedModules "
send " &7/Cryantic Player info (player) "
send " &7/Cryantic Player clear (player) "
send " "
if arg-1 is "LoadedModules":
if {@Sneak.Detection} = true:
send "&d&lCryantic &7// &7Sneak Module &aLoaded"
else:
send "&d&lCryantic &7// &7Sneak Module &cDisabled"
if {@Killaura.Detection} = true:
send "&d&lCryantic &7// &7Killaura Module &aLoaded"
else:
send "&d&lCryantic &7// &7Killaura Module &cDisabled"
if {@InvManager.Detection} = true:
send "&d&lCryantic &7// &7InvManager Module &aLoaded"
else:
send "&d&lCryantic &7// &7InvManager Module &cDisabled"
if {@InvalidMove.Detection} = true:
send "&d&lCryantic &7// &7InvalidMove Module &aLoaded"
else:
send "&d&lCryantic &7// &7InvalidMove Module &cDisabled"
if {@KillauraAutoB.Detection} = true:
send "&d&lCryantic &7// &7KillauraAutoBlock Module &aLoaded"
else:
send "&d&lCryantic &7// &7KillauraAutoBlock Module &cDisabled"
if {@Speed.Detection} = true:
send "&d&lCryantic &7// &7Speed Module &aLoaded"
else:
send "&d&lCryantic &7// &7Speed Module &cDisabled"
if {@SensitiveSpeed.Detection} = true:
send "&d&lCryantic &7// &7SensitiveSpeed Module &aLoaded"
else:
send "&d&lCryantic &7// &7SensitiveSpeed Module &cDisabled"
if {@Reach.Detection} = true:
send "&d&lCryantic &7// &7Reach Module &aLoaded"
else:
send "&d&lCryantic &7// &7Reach Module &cDisabled"
if {@Flight.Detection} = true:
send "&d&lCryantic &7// &7Flight Module &aLoaded"
else:
send "&d&lCryantic &7// &7Flight Module &cDisabled"
if {@FlightFloat.Detection} = true:
send "&d&lCryantic &7// &7FlightFloat Module &aLoaded"
else:
send "&d&lCryantic &7// &7FlightFloat Module &cDisabled"
if {@KillauraB.Detection} = true:
send "&d&lCryantic &7// &7KillauraB Module &aLoaded"
else:
send "&d&lCryantic &7// &7KillauraB Module &cDisabled"
if {@Scaffold.Detection} = true:
send "&d&lCryantic &7// &7Scaffold Module &aLoaded"
else:
send "&d&lCryantic &7// &7Scaffold Module &cDisabled"
if {@NoFall.Detection} = true:
send "&d&lCryantic &7// &7NoFall Module &aLoaded"
else:
send "&d&lCryantic &7// &7NoFall Module &cDisabled"
if {@Angle.Detection} = true:
send "&d&lCryantic &7// &7Angle Module &aLoaded"
else
send "&d&lCryantic &7// &7Angle Module &cDisabled"
if arg-1 = "Player":
if arg-2 = "info":
if arg-3 is not set:
send " &0[&c&lCryantic AntiCheat&0] "
send " "
send " &7/Cryantic notify (on/off) "
send " &7/Cryantic Update check "
send " &7/Cryantic LoadedModules "
send " &7/Cryantic Player info (player) "
send " &7/Cryantic Player clear (player) "
send " "
if arg-3 is set:
send "&d&lCryantic &7// &7%arg-3%'s violation count [&f%{%arg-3's uuid%.Violations}%&7]"
if arg-1 = "Player":
if arg-2 = "Clear":
if arg-3 is not set:
send " &0[&c&lCryantic AntiCheat&0] "
send " "
send " &7/Cryantic notify (on/off) "
send " &7/Cryantic Update check "
send " &7/Cryantic LoadedModules "
send " &7/Cryantic Player info (player) "
send " &7/Cryantic Player clear (player) "
send " "
if arg-3 is set:
clear {%arg-3's uuid%.Violations}
set {%arg-3's uuid%.Violations} to 0
send "&d&lCryantic &7// &7%arg-3%'s violation count [&f%{%arg-3's uuid%.Violations}%&7]"
# - Movement Detections - #
# LagBack
every second:
if {@Lagback} = true:
loop all players:
set {Location.LagBack.Test.%loop-player%} to location of loop-player
set {Yaw.LagBack.%loop-player%} to yaw of loop-player
set {Pitch.LagBack.%loop-player%} to pitch of loop-player
on any movement:
player is on ground
if {%uuid of player%.moving} is not set:
set {%uuid of player%.moving} to true
wait 1 tick
delete {%uuid of player%.moving}
on inventory open:
set {Inventory.State.%uuid of player%} to true
on inventory close:
set {Inventory.State.%uuid of player%} to false
every tick:
if {@KillauraB.Detection} = true:
loop all players:
set {Yaw.KillauraB.%loop-player's uuid%.current} to loop-player's Yaw
set {Pitch.KillauraB.%loop-player's uuid%.current} to loop-player's Pitch
# Checks
on projectile hit:
if event-entity is a ender pearl:
set {Enderpearled.%shooter's uuid%} to true
wait 1.8 tick
set {Enderpearled.%shooter's uuid%} to false
function Enderpearled(p: player) :: boolean:
set {_uuid} to uuid of {_p}
if {Enderpearled.%{_uuid}%} = true:
return true
return false
#on death:
#victim is player
#set {IsDead.%uuid of player%} to true
on respawn:
set {IsDead.%uuid of player%} to true
wait 2.5 tick
set {IsDead.%uuid of player%} to false
function IsDead(p: player) :: boolean:
set {_uuid} to uuid of {_p}
if {IsDead.%{_uuid}%} = true:
return true
return false
on teleport:
set {Telporting.%uuid of player%} to true
wait 2.2 tick
set {Telporting.%uuid of player%} to false
function IsTelporting(p: player) :: boolean:
set {_uuid} to uuid of {_p}
if {Telporting.%{_uuid}%} = true:
return true
return false
on vehicle enter:
set {_p} to passenger of event-entity
set {_uuid} to uuid of {_p}
set {VechileEnter.%{_uuid}%} to true
wait 3 tick
set {VechileEnter.%{_uuid}%} to false
function IsVechicleEnter(p: player) :: boolean:
set {_uuid} to uuid of {_p}
if {VechileEnter.%{_uuid}%} = true:
return true
return false
on vehicle exit:
set {_uuid} to uuid of event-entity
set {VechileExit.%{_uuid}%} to true
wait 3 tick
set {VechileExit.%{_uuid}%} to false
function IsVechicleExit(p: player) :: boolean:
set {_uuid} to uuid of {_p}
if {VechileExit.%{_uuid}%} = true:
return true
return false
on damage:
set {Attacked.%uuid of attacker%} to true
wait 3.2 ticks
set {Attacked.%uuid of attacker%} to false
function IsAttacked(p: player) :: boolean:
set {_uuid} to uuid of {_p}
if {Attacked.%{_uuid}%} = true:
return true
return false
# Sneak // Inventory Manager // InvalidMove
on chat:
if {@InvalidMove.Detection} = true:
if player is sneaking:
set {%player%.InvalidMove.Reason} to "Chat Move"
add 1 to {%uuid of player%.InvalidMove.Alert}
if {%uuid of player%.InvalidMove.Alert} = 2:
add {@InvalidMove.Violations} to {%UUID of player%.Violations}
clear {%uuid of player%.InvalidMove.Alert}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@InvalidMoveDetection}" to loop-player
on inventory open:
if {@Sneak.Detection} = true:
wait 6 tick
if player is sneaking:
set {%player%.Sneak.Reason} to "Sneak Inventory"
add {@SneakInventory.Violations} to {%UUID of player%.Violations}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@SneakDetection}" to loop-player
on inventory click:
if {@Sneak.Detection} = true:
wait 6 tick
player's gamemode is not creative
if player is sneaking:
set {%player%.Sneak.Reason} to "Inv Click Sneak"
add {@InvClickSneakDetection.Violations} to {%UUID of player%.Violations}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@SneakDetection}" to loop-player
if {%uuid of player%.moving} = true:
if player is sneaking:
set {%player%.Sneak.Reason} to "Moving + Sneak + Clicking"
add {@SneakMoveClick.Violations} to {%UUID of player%.Violations}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@SneakDetection}" to loop-player
if {@InvManager.Detection} = true:
if {%uuid of player%.moving} = true:
set {%player%.InvManager.Reason} to "Moving + Clicking"
add 1 to {%UUID of player%.alert.InvManager}
if {%UUID of player%.alert.InvManager} = 20:
add {@InvManager.Violations} to {%UUID of player%.Violations}
clear {%UUID of player%.alert.InvManager}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@InvManagerDetection}" to loop-player
on sign change:
if {@Sneak.Detection} = true:
wait 6 tick
if player is sneaking:
set {%player%.Sneak.Reason} to "Sign Change + Sneak"
add {SneakSign.Violations} to {%UUID of player%.Violations}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@SneakDetection}" to loop-player
# Speed
every 3 ticks:
loop all players:
if {%uuid of loop-player%.moving} = true:
# Speed
loop-player is not flying
loop-player's gamemode is not creative
loop-player's gamemode is not spectator
if {@Speed.Detection} = true:
if Enderpearled(loop-player):
stop
if IsDead(loop-player):
stop
if IsTelporting(loop-player):
stop
if IsVechicleEnter(loop-player):
stop
if IsVechicleExit(loop-player):
stop
set {Block.Below.%loop-player's uuid%} to the block 0 below the loop-player
if {Block.Below.%loop-player's uuid%} is not "air":
# X
set {Flight.Speed.X.location.last.%loop-player's uuid%} to the x location of loop-player
set {LagBack.Fligh.Speed.location.%loop-player's uuid%} to "%location of loop-player%"
wait 1 tick
if difference between {Flight.Speed.X.location.last.%loop-player's uuid%} and {Flight.Speed.X.location.Current.%loop-player's uuid%} > {@SpeedGreater}: #0.85
# add 1 to {Flight.Speed.X.alert.%loop-player's uuid%}
teleport loop-player to {Location.LagBack.Test.%loop-player%}
wait 1 tick
teleport loop-player to {Location.LagBack.Test.%loop-player%}
add {@Speed.Violations} to {%UUID of loop-player%.Violations}
# if {Flight.Speed.X.alert.%loop-player's uuid%} is 1 or above:
# clear {Flight.Speed.X.alert.%loop-player's uuid%}
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@SpeedXDetection}" to loop-player
# Z
set {Flight.Speed.Z.location.last.%loop-player's uuid%} to the z location of loop-player
set {LagBack.Fligh.Speed.location.%loop-player's uuid%} to "%location of loop-player%"
wait 1 tick
if difference between {Flight.Speed.Z.location.last.%loop-player's uuid%} and {Flight.Speed.Z.location.Current.%loop-player's uuid%} > {@SpeedGreater}: #0.85
# add 1 to {Flight.Speed.Z.alert.%loop-player's uuid%}
teleport loop-player to {Location.LagBack.Test.%loop-player%}
wait 1 tick
teleport loop-player to {Location.LagBack.Test.%loop-player%}
add {@Speed.Violations} to {%UUID of loop-player%.Violations}
# if {Flight.Speed.Z.alert.%loop-player's uuid%} is 1 or above:
# clear {Flight.Speed.Z.alert.%loop-player's uuid%}
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@SpeedZDetection}" to loop-player
# Sensitive Location Checks
every 1 ticks:
if {@SensitiveSpeed.Detection} = true:
loop all players:
set {%loop-player's uuid%.Blocks.Second.1.X} to x location of loop-player
set {%loop-player's uuid%.Blocks.Second.1.Z} to z location of loop-player
every 1 ticks:
if {@SensitiveSpeed.Detection} = true:
loop all players:
set {%loop-player's uuid%.Blocks.Second.2.X} to x location of loop-player
set {%loop-player's uuid%.Blocks.Second.2.Z} to z location of loop-player
every 1 ticks:
if {@SensitiveSpeed.Detection} = true:
loop all players:
set {%loop-player's uuid%.Blocks.Second.X.Complete} to {%loop-player's uuid%.Blocks.Second.1.X} - {%loop-player's uuid%.Blocks.Second.2.X}
set {%loop-player's uuid%.Blocks.Second.Z.Complete} to {%loop-player's uuid%.Blocks.Second.1.Z} - {%loop-player's uuid%.Blocks.Second.2.Z}
# Sensitive Speed Check
every 1 ticks:
if {@SensitiveSpeed.Detection} = true:
loop all players:
loop-player is not flying
loop-player's gamemode is not creative
loop-player's gamemode is not spectator
# CHECKS
# Extra method from old way
# Stop
#if {%loop-player's uuid%.Blocks.Second.X.Complete} = 0:
#stop
#if {%loop-player's uuid%.Blocks.Second.Z.Complete} = 0:
#stop
# Block Above
set {Block.Above.%loop-player's uuid%} to the block 2 above the loop-player
if {Block.Above.%loop-player's uuid%} != air:
set {SensitiveSpeed} to {@SensitiveSpeedAbove}
else:
set {SensitiveSpeed} to {@SensitiveSpeed}
# Enderpearl
if Enderpearled(loop-player):
stop
# Respawn / Death
if IsDead(loop-player):
stop
# Teleporting
if IsTelporting(loop-player):
stop
# Vechile Enter
if IsVechicleEnter(loop-player):
stop
# Vechile Exit
if IsVechicleExit(loop-player):
stop
# Attacked
if IsAttacked(loop-player):
stop
if {%loop-player's uuid%.Blocks.Second.X.Complete} is bigger than {SensitiveSpeed}: # 1.675
teleport loop-player to {Location.LagBack.Test.%loop-player%}
set loop-player's pitch to {Pitch.LagBack.%loop-player%}
set loop-player's yaw to {Yaw.LagBack.%loop-player%}
set {%UUID of loop-player%.Violations.add} to {%loop-player's uuid%.Blocks.Second.X.Complete} * {@SensitiveSpeed.Violations}
set {%UUID of loop-player%.Violations.add} to abs({%UUID of loop-player%.Violations.add})
add {%UUID of loop-player%.Violations.add} to {%UUID of loop-player%.Violations}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@SpeedXDetectionSensitive}" to loop-player-2
if {%loop-player's uuid%.Blocks.Second.X.Complete} is less than {SensitiveSpeed} * -1: #1.675
teleport loop-player to {Location.LagBack.Test.%loop-player%}
set loop-player's pitch to {Pitch.LagBack.%loop-player%}
set loop-player's yaw to {Yaw.LagBack.%loop-player%}
set {%UUID of loop-player%.Violations.add} to {%loop-player's uuid%.Blocks.Second.X.Complete} * {@SensitiveSpeed.Violations}
set {%UUID of loop-player%.Violations.add} to abs({%UUID of loop-player%.Violations.add})
add {%UUID of loop-player%.Violations.add} to {%UUID of loop-player%.Violations}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@SpeedXDetectionSensitive}" to loop-player-2
if {%loop-player's uuid%.Blocks.Second.Z.Complete} is less than {SensitiveSpeed} * -1: # -1.675
teleport loop-player to {Location.LagBack.Test.%loop-player%}
set loop-player's pitch to {Pitch.LagBack.%loop-player%}
set loop-player's yaw to {Yaw.LagBack.%loop-player%}
set {%UUID of loop-player%.Violations.add} to {%loop-player's uuid%.Blocks.Second.Z.Complete} * {@SensitiveSpeed.Violations}
set {%UUID of loop-player%.Violations.add} to abs({%UUID of loop-player%.Violations.add})
send {%UUID of loop-player%.Violations.add} to loop-player-1
add {%UUID of loop-player%.Violations.add} to {%UUID of loop-player%.Violations}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@SpeedZDetectionSensitive}" to loop-player-2
if {%loop-player's uuid%.Blocks.Second.Z.Complete} is greater than {SensitiveSpeed}: #-1.675
teleport loop-player to {Location.LagBack.Test.%loop-player%}
set loop-player's pitch to {Pitch.LagBack.%loop-player%}
set loop-player's yaw to {Yaw.LagBack.%loop-player%}
set {%UUID of loop-player%.Violations.add} to {%loop-player's uuid%.Blocks.Second.Z.Complete} * {@SensitiveSpeed.Violations}
set {%UUID of loop-player%.Violations.add} to abs({%UUID of loop-player%.Violations.add})
send {%UUID of loop-player%.Violations.add} to loop-player-1
add {%UUID of loop-player%.Violations.add} to {%UUID of loop-player%.Violations}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@SpeedZDetectionSensitive}" to loop-player-2
every 2 ticks:
loop all players:
set {Flight.Speed.X.location.Current.%loop-player's uuid%} to the x location of loop-player
set {Flight.Speed.Z.location.Current.%loop-player's uuid%} to the z location of loop-player
set {Flight.Speed.Y.location.Current.%loop-player's uuid%} to the y location of loop-player
# Y Port
set {YPort.Lower.Current.%loop-player's uuid%} to the y location of loop-player
# Flight / Teleportation
every tick:
if {@Flight.Detection} = true:
loop all players:
set {SpeedFlight.X.%loop-player's uuid%.location.current} to loop-player's x location
set {SpeedFlight.Z.%loop-player's uuid%.location.current} to loop-player's z location
every 2 ticks:
if {@Flight.Detection} = true:
loop all players:
loop-player is not flying
loop-player's gamemode is not creative or spectator
if Enderpearled(loop-player):
stop
if IsDead(loop-player):
stop
if IsTelporting(loop-player):
stop
if IsVechicleEnter(loop-player):
stop
if IsVechicleExit(loop-player):
stop
if IsAttacked(loop-player):
stop
set {Block.Below.%loop-player's uuid%} to the block 1 below the loop-player
if {Block.Below.%loop-player's uuid%} is ice or packed ice:
set {FlightSpeed} to {@IceFlightSpeed}
else:
set {FlightSpeed} to {@NormalFlightSpeed}
set {SpeedFlight.X.%loop-player's uuid%.location.second} to loop-player's x location
if difference between {SpeedFlight.X.%loop-player's uuid%.location.current} and {SpeedFlight.X.%loop-player's uuid%.location.second} > 0.43:
set {SpeedFlight.X.%loop-player's uuid%.Range} to {SpeedFlight.X.%loop-player's uuid%.location.current} - {SpeedFlight.X.%loop-player's uuid%.location.second}
if {SpeedFlight.X.%loop-player's uuid%.Range} is greater than {FlightSpeed}: # 1.2
add 1 to {SpeedFlight.X.%loop-player's uuid%.Final.1}
if {SpeedFlight.X.%loop-player's uuid%.Final.1} = 2:
add {@Flight.Violations} to {%UUID of loop-player%.Violations}
clear {SpeedFlight.X.%loop-player's uuid%.Final.1}
if {@SensitiveSpeed.Detection} = true:
teleport loop-player to {Location.LagBack.Test.%loop-player%}
set loop-player's pitch to {Pitch.LagBack.%loop-player%}
set loop-player's yaw to {Yaw.LagBack.%loop-player%}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@FlightSDetection}" to loop-player-2
stop
if {SpeedFlight.X.%loop-player's uuid%.Range} is less than {FlightSpeed} * -1:
add 1 to {SpeedFlight.X.%loop-player's uuid%.Final.2}
if {SpeedFlight.X.%loop-player's uuid%.Final.2} = 2:
add {@Flight.Violations} to {%UUID of loop-player%.Violations}
clear {SpeedFlight.X.%loop-player's uuid%.Final.2}
if {@SensitiveSpeed.Detection} = true:
teleport loop-player to {Location.LagBack.Test.%loop-player%}
set loop-player's pitch to {Pitch.LagBack.%loop-player%}
set loop-player's yaw to {Yaw.LagBack.%loop-player%}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@FlightSDetection}" to loop-player-2
stop
every 2 ticks:
if {@Flight.Detection} = true:
loop all players:
loop-player is not flying
loop-player's gamemode is not creative
if Enderpearled(loop-player):
stop
if IsDead(loop-player):
stop
if IsTelporting(loop-player):
stop
if IsVechicleEnter(loop-player):
stop
if IsVechicleExit(loop-player):
stop
if IsAttacked(loop-player):
stop
set {Block.Below.%loop-player's uuid%} to the block 1 below the loop-player
if {Block.Below.%loop-player's uuid%} is ice or packed ice:
set {FlightSpeed} to {@IceFlightSpeed}
else:
set {FlightSpeed} to {@NormalFlightSpeed}
set {SpeedFlight.Z.%loop-player's uuid%.location.second} to loop-player's z location
if difference between {SpeedFlight.Z.%loop-player's uuid%.location.current} and {SpeedFlight.Z.%loop-player's uuid%.location.second} > 0.43:
set {SpeedFlight.Z.%loop-player's uuid%.Range} to {SpeedFlight.Z.%loop-player's uuid%.location.current} - {SpeedFlight.Z.%loop-player's uuid%.location.second}
if {SpeedFlight.Z.%loop-player's uuid%.Range} is greater than {FlightSpeed}:
add 1 to {SpeedFlight.Z.%loop-player's uuid%.Final.2}
if {SpeedFlight.Z.%loop-player's uuid%.Final.2} = 2:
add {@Flight.Violations} to {%UUID of loop-player%.Violations}
clear {SpeedFlight.Z.%loop-player's uuid%.Final.2}
if {@SensitiveSpeed.Detection} = true:
teleport loop-player to {Location.LagBack.Test.%loop-player%}
set loop-player's pitch to {Pitch.LagBack.%loop-player%}
set loop-player's yaw to {Yaw.LagBack.%loop-player%}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@FlightSDetection}" to loop-player-2
stop
if {SpeedFlight.Z.%loop-player's uuid%.Range} is less than {FlightSpeed} * -1:
add 1 to {SpeedFlight.Z.%loop-player's uuid%.Final.2}
if {SpeedFlight.Z.%loop-player's uuid%.Final.2} = 2:
add {@Flight.Violations} to {%UUID of loop-player%.Violations}
clear {SpeedFlight.Z.%loop-player's uuid%.Final.2}
if {@SensitiveSpeed.Detection} = true:
teleport loop-player to {Location.LagBack.Test.%loop-player%}
set loop-player's pitch to {Pitch.LagBack.%loop-player%}
set loop-player's yaw to {Yaw.LagBack.%loop-player%}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@FlightSDetection}" to loop-player-2
stop
# Flight Float // HighJump // LongJump // Glide
on packet:
if {@FlightFloat.Detection} = true:
if event-string = "PacketPlayInFlying":
loop all players:
loop-player's gamemode is not creative or spectator
loop-player is not flying
loop all blocks in radius 2.15525 around loop-player: #1.275
if loop-block is not air:
stop
if Enderpearled(loop-player):
stop
if IsDead(loop-player):
stop
if IsTelporting(loop-player):
stop
if IsVechicleEnter(loop-player):
stop
if IsVechicleExit(loop-player):
stop
set {FlightFloat.Block.Below.%loop-player's uuid%} to the block 0.05 below the loop-player
if block below {FlightFloat.Block.Below.%loop-player's uuid%} is air:
add 1 to {FlightFloat.Alert.%loop-player's uuid%}
add {@FlightFloat.Violations} to {%UUID of loop-player%.Violations}
if {FlightFloat.Alert.%loop-player's uuid%} = 2:
clear {FlightFloat.Alert.%loop-player's uuid%}
loop all players:
if {%loop-player-2%.notify.OF} is "on":
if loop-player-2 has permission "{@NotifcationPerm}":
send "{@FlightFloat}" to loop-player-2
# Scaffold // Base Scaffold Code // Modified By Etho, Thanks to Phe0X
on packet:
{@Scaffold.Detection} = true
player's gamemode is not creative
if IsDead(player):
stop
event-string contains "PacketPlayInBlockPlace"
set {_c} to packet field "c"
set {_e} to packet field "e"
set {_f} to packet field "f"
set {_g} to packet field "g"
if {_e} > 1:
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
set {Scaffold.Current.Mode.%player's uuid%} to "Wrongly"
send "{@ScaffoldDetection}" to loop-player
if {_f} > 1:
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
set {Scaffold.Current.Mode.%player's uuid%} to "Wrongly"
send "{@ScaffoldDetection}" to loop-player
if {_g} > 1:
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
set {Scaffold.Current.Mode.%player's uuid%} to "Wrongly"
send "{@ScaffoldDetection}" to loop-player
if {_e} = {_f}:
{_f} is not 0
if {Scaffold.Block.Target.%event-player's uuid%} = location of target block:
clear {Scaffold.Alert.v1.%player's uuid%}
stop
set {Scaffold.Block.Target.%event-player's uuid%} to location of target block
add 1 to {Scaffold.Alert.v1.%player's uuid%}
{Scaffold.Alert.v1.%player's uuid%} > 2 # 0.1
add {@Scaffold.Violations} to {%UUID of player%.Violations}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
set {Scaffold.Current.Mode.%player's uuid%} to "Invalid" # 0.1
send "{@ScaffoldDetection}" to loop-player
if {_f} = {_g}:
{_f} is not 0
if {Scaffold.Block.Target.%event-player's uuid%} = location of target block:
clear {Scaffold.Alert.v1.%player's uuid%}
stop
set {Scaffold.Block.Target.%event-player's uuid%} to location of target block
add 1 to {Scaffold.Alert.v1.%player's uuid%}
{Scaffold.Alert.v1.%player's uuid%} > 3 # 0.2
add {@Scaffold.Violations} to {%UUID of player%.Violations}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
set {Scaffold.Current.Mode.%player's uuid%} to "Invalid" # 0.2
send "{@ScaffoldDetection}" to loop-player
if {_e} = {_g}:
{_e} is not 0
if {Scaffold.Block.Target.%event-player's uuid%} = location of target block:
clear {Scaffold.Alert.v1.%player's uuid%}
stop
set {Scaffold.Block.Target.%event-player's uuid%} to location of target block
add 1 to {Scaffold.Alert.v1.%player's uuid%}
{Scaffold.Alert.v1.%player's uuid%} > 2 # 0.3
add {@Scaffold.Violations} to {%UUID of player%.Violations}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
set {Scaffold.Current.Mode.%player's uuid%} to "Invalid" # 0.2
send "{@ScaffoldDetection}" to loop-player
# NoFall
function Air(p: player) :: boolean:
loop all blocks in radius 2 around {_p}:
if loop-block is not air:
return false
return true
on any move:
{@NoFall.Detection} = true
player is not flying
player is not riding
player's gamemode is not creative or spectator
if IsVechicleEnter(player):
stop
if IsVechicleExit(player):
stop
if Air(player):
player is on ground
add {@NoFall.Violations} to {%UUID of player%.Violations}
set player's pitch to {Pitch.LagBack.%player%}
set player's yaw to {Yaw.LagBack.%player%}
damage player by 0.5 hearts
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@NoFallDetection}" to loop-player
# - Player Detections - #
# - Combat Detections - #
#on rightclick:
# set {%uuid of player%.rightclick.tick} to true
# wait 1 tick
# clear {%uuid of player%.rightclick.tick}
# Bad Method for Autoblock
every tick:
loop all players:
if loop-player is blocking:
set {%uuid of loop-player%.rightclick.tick} to true
else:
set {%uuid of loop-player%.rightclick.tick} to false
wait 2 tick
set {%uuid of loop-player%.rightclick.tick} to false
# Killaura
every tick:
{@Killaura.Detection} = true:
loop all players:
set {ac.killaura.infront.%loop-player's UUID%} to location of block {@KillauraDIF} infront loop-player #3.78
on damage:
{@Killaura.Detection} = true:
attacker is a player:
attacker is not victim
distance between {ac.killaura.infront.%attacker's UUID%} and block {@KillauraDIF} infront attacker is bigger than {@KillauraReach}: # 0.48 #BEST: 0.478
add 1 to {%attacker's UUID%.ac.killaura}
if {%attacker's UUID%.ac.killaura} is 2 or above:
clear {%attacker's UUID%.ac.killaura}
add {@Killaura.Violations} to {%UUID of attacker%.Violations}
set {%attacker%.Killaura.Reason} to "Normal-Killaura"
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@KillauraDetection}" to loop-player
# if {Inventory.State.%uuid of attacker%} = true:
# set {%attacker%.Killaura.Reason} to "Inventory-Killaura"
# loop all players:
# if {%loop-player%.notify.OF} is "on":
# if loop-player has permission "{@NotifcationPerm}":
# send "{@KillauraDetection}" to loop-player
{@KillauraAutoB.Detection} = true:
attacker is a player:
#if {%attacker's UUID%.ac.killaura} is 2 or above:
# clear {%attacker's UUID%.ac.killaura}
if {%uuid of attacker%.rightclick.tick} = true:
add 1 to {%uuid of attacker%.Killaura.autoblock.alert}
if {%uuid of attacker%.Killaura.autoblock.alert} = 5 or above:
clear {%uuid of attacker%.Killaura.autoblock.alert}
add {@KillauraAutoB.Violations} to {%UUID of attacker%.Violations}
set {%attacker%.Killaura.autoblock.Reason} to "Autoblock-Killaura"
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@KillauraAutoBDetection}" to loop-player
{@Reach.Detection} = true:
attacker is a player:
gamemode of attacker is survival or adventure:
fly mode of attacker is false:
attacker is not riding a boat or pig or horse:
damage wasn't caused by projectile:
set {_y.a.%UUID of attacker%} to y coord of attacker
set {_y.v.%UUID of victim%} to y coord of victim
set {_yayv} to {_y.v.%UUID of victim%} - {_y.a.%UUID of attacker%}
if {_yayv} >= 0.01:
set {_dva} to distance between location of victim and location of attacker
set {_dvaMinus} to {_dva} - {_yayv}
if {_yayv} <= 0:
set {_dva} to distance between location of victim and location of attacker
set {_dvaMinus} to {_dva} - {_yayv}
loop all blocks in radius 1.5 around attacker:
if loop-block is slab or stairs:
{_dvaMinus} is bigger than {@ReachHalfBlocks}: # 4.2
set {_Reach.Rounded.%UUID of attacker%} to round({_dvaMinus})
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@ReachDetection}" to loop-player
add {_Reach.Rounded.%UUID of attacker%} to {%UUID of attacker%.Violations}
stop
else:
{_dvaMinus} is bigger than {@Reach}: # 3.85
set {_Reach.Rounded.%UUID of attacker%} to round({_dvaMinus})
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@ReachDetection}" to loop-player
add {_Reach.Rounded.%UUID of attacker%} to {%UUID of attacker%.Violations}
stop
{@KillauraB.Detection} = true:
set {Yaw.KillauraB.%attacker's uuid%.damage.1} to attacker's Yaw
set {Pitch.KillauraB.%attacker's uuid%.damage.1} to attacker's Pitch
set {Yaw.KillauraB.%attacker's uuid%.damage.2} to attacker's Yaw
set {Pitch.KillauraB.%attacker's uuid%.damage.2} to attacker's Pitch
remove 2.125 from {Yaw.KillauraB.%attacker's uuid%.damage.1}
remove 2.125 from {Pitch.KillauraB.%attacker's uuid%.damage.1}
add 2.125 to {Yaw.KillauraB.%attacker's uuid%.damage.2}
add 2.125 to {Pitch.KillauraB.%attacker's uuid%.damage.2}
if {Yaw.KillauraB.%attacker's uuid%.damage.1} is bigger than {Yaw.KillauraB.%attacker's uuid%.current}:
add 1 to {KillauraB.AlertB.%attacker's uuid%.1}
add {@KillauraB.Violation} to {%UUID of attacker%.Violations}
if {KillauraB.AlertB.%attacker's uuid%.1} = 2 or above:
clear {KillauraB.AlertB.%attacker's uuid%.1}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@KillauraBDetection}" to loop-player
if {Pitch.KillauraB.%attacker's uuid%.damage.1} is bigger than {Pitch.KillauraB.%attacker's uuid%.current}:
add 1 to {KillauraB.AlertB.%attacker's uuid%.1}
add {@KillauraB.Violation} to {%UUID of attacker%.Violations}
if {KillauraB.AlertB.%attacker's uuid%.1} = 2 or above:
clear {KillauraB.AlertB.%attacker's uuid%.1}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@KillauraBDetection}" to loop-player
if {Yaw.KillauraB.%attacker's uuid%.damage.2} is less than {Yaw.KillauraB.%attacker's uuid%.current}:
add 1 to {KillauraB.AlertB.%attacker's uuid%.2}
add {@KillauraB.Violation} to {%UUID of attacker%.Violations}
if {KillauraB.AlertB.%attacker's uuid%.2} = 2 or above:
clear {KillauraB.AlertB.%attacker's uuid%.2}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@KillauraBDetection}" to loop-player
if {Pitch.KillauraB.%attacker's uuid%.damage.2} is less than {Pitch.KillauraB.%attacker's uuid%.current}:
add 1 to {KillauraB.AlertB.%attacker's uuid%.2}
add {@KillauraB.Violation} to {%UUID of attacker%.Violations}
if {KillauraB.AlertB.%attacker's uuid%.2} = 2 or above:
clear {KillauraB.AlertB.%attacker's uuid%.2}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@KillauraBDetection}" to loop-player
{@Angle.Detection} = true:
attacker is player
if IsTelporting(attacker):
stop
if Enderpearled(attacker):
stop
# Location Var of Victim and Attacker
set {_a} to vector to location of attacker
set {_c} to vector to location of victim
# Attacker's Pitch
set {_ap} to pitch of attacker
set {_ay} to yaw of attacker
# Add To Main Location Var
add {_ap} to vector pitch of {_v}
add {_ay} to vector yaw of {_v}
set {_v} to angle between {_a} and {_c}
if {_v} is greater than {@Angle}: #1.1940
add {@Angle.Violations} to {%UUID of attacker%.Violations}
loop all players:
if {%loop-player%.notify.OF} is "on":
if loop-player has permission "{@NotifcationPerm}":
send "{@AngleDetection}" to loop-player
# {@KillauraMultiAura.Detection} = true:
# if {KillauraMultiAura.LastTime} is now:
# set {KillauraMultiAura.LastDetection} to false
# clear {KillauraMultiAura.LastTime}
# broadcast "MultiAura"
# set {KillauraMultiAura.LastTime} to now
# set {KillauraMultiAura.LastDetection} to true
# Unstable
# set {%attacker%.blockfront.Killaura} to the block {@KillauraDIF} infront of the attacker
# if {%attacker%.blockfront.killaura} is not "air":
# add 1 to {%attacker's UUID%.ac.killaura.Walls}
# if {%attacker's UUID%.ac.killaura.Walls} is 8 or above:
# clear {%attacker's UUID%.ac.killaura}
# set {%attacker%.Killaura.Reason} to "Killaura+Walls"
# loop all players:
# if {%loop-player%.notify.OF} is "on":
# if loop-player has permission "{@NotifcationPerm}":
# send "{@KillauraDetection}" to loop-player