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- #Sin's Force-Field/Aimbot Checker [v1.2]
- #FFS, may it help you catch them all.
- options:
- P: §6[§cFF§6]
- C: §6
- H: §c
- command /ffs <offlineplayer> [<offline player>]:
- description: Check for Force-Field/Aimbot
- usage: /ffs <player to test> [<player to use>]
- permission: ForceFeild.skript
- permission message: No
- trigger:
- if arg-2 is arg-1:
- message "{@P} You can not use the player that you are testing"
- else if arg 1 is equal to "stop":
- delete {ffs::%command sender%}
- else if arg 1 is online:
- loop blocks in radius 2 of the block at arg-1:
- if loop-block is not air or water:
- add 1 to {_na}
- else:
- add 1 to {_a}
- if {_na} is greater than ({_a})*2:
- message "{@P}{@H} %arg-1%{@C} can not be tested." to (command sender)
- message "{@P} They are likely in a 1x1 hole." to (command sender)
- stop trigger
- if arg-2 is alive:
- set {_ffs} to arg-2
- message "{@P} Using {@H}%{_ffs}%{@C} to test {@H}%arg-1%{@C} for forcefield..."
- else:
- set {_ffs} to command sender
- message "{@P}{@C} Testing {@H}%arg-1%{@C} for forcefield..." to (command sender)
- add {_ffs} to {ffs::*}
- set {_ffs.p} to location of command sender
- set {_ffs.hacker} to arg-1
- apply invisibility 999 to {_ffs} for 9999 second
- if {_ffs}'s gamemode is not survival:
- set {_ffs.gm} to {_ffs}'s gamemode
- set {_ffs}'s gamemode to survival
- if tool of {_ffs} is not air:
- set {_ffs.tool} to (tool of {_ffs})
- set tool of {_ffs} to air
- if helmet of {_ffs} is not air:
- set {_ffs.helmet} to (helmet of {_ffs})
- set helmet of {_ffs} to air
- if chestplate of {_ffs} is not air:
- set {_ffs.chestplate} to (chestplate of {_ffs})
- set chestplate of {_ffs} to air
- if leggings of {_ffs} is not air:
- set {_ffs.leggings} to (leggings of {_ffs})
- set leggings of {_ffs} to air
- if boots of {_ffs} is not air:
- set {_ffs.boots} to (boots of {_ffs})
- set boots of {_ffs} to air
- wait 3 seconds
- while {_ffs.hacker} is alive:
- if {_ffs.locx} is set:
- {_ffs.loc} is not location behind {_ffs.hacker}
- {_ffs.locx} is location of block below {_ffs.hacker}
- add 1 to {ffs.vl::%{_ffs.hacker}%}
- add 1 to {ffs.warn::%{_ffs.hacker}%}
- set {_ffs.locx} to location of block below {_ffs.hacker}
- set {_ffs.loc} to location behind {_ffs.hacker}
- teleport {_ffs} to location behind {_ffs.hacker}
- wait 1 tick
- command "/reappear %{_ffs}%"
- wait 5 ticks
- command "/vanish %{_ffs}%"
- add 1 to {_ffs.time}
- if {_ffs.time} is greater than 40:
- stop loop
- if {ffs.vl::%{_ffs.hacker}%} is greater than 20:
- stop loop
- teleport {_ffs} to {_ffs.p}
- remove invisibility from {_ffs}
- if {_ffs.tool} is set:
- set tool of {_ffs} to {_ffs.tool}
- if {_ffs.helmet} is set:
- set helmet of {_ffs} to {_ffs.helmet}
- if {_ffs.chestplate} is set:
- set chestplate of {_ffs} to {_ffs.chestplate}
- if {_ffs.leggings} is set:
- set leggings of {_ffs} to {_ffs.leggings}
- if {_ffs.boots} is set:
- set boots of {_ffs} to {_ffs.boots}
- if {ffs.vl::%{_ffs.hacker}%} is greater than 5:
- if ({ffs.vl::%{_ffs.hacker}%})-({ffs.warn::%{_ffs.hacker}%}) is less than 1:
- message "{@P}{@H} %{_ffs.hacker}%{@C} may be aimboting. {@H}[VL.{@C}%{ffs.vl::%{_ffs.hacker}%}%{@H}]" to (command sender)
- {ffs.warn::%{_ffs.hacker}%} is set
- message "{@P}{@H} %{ffs.warn::%{_ffs.hacker}%}%{@C} Turn Violations." to (command sender)
- message "{@P} High turn violations may suggest aimbot." to (command sender)
- message "{@P} Theses are rarely accurate!" to (command sender)
- else:
- message "{@P}{@H} %{_ffs.hacker}%{@C} is likely force-fielding. {@H}[VL.{@C}%{ffs.vl::%{_ffs.hacker}%}%{@H}]" to (command sender)
- {ffs.warn::%{_ffs.hacker}%} is set
- message "{@P}{@H} %{ffs.warn::%{_ffs.hacker}%}%{@C} Turn Violations." to (command sender)
- message "{@P} High turn violations may suggest aimbot." to (command sender)
- else:
- if {ffs.vl::%{_ffs.hacker}%} is set:
- message "{@P}{@H} %{_ffs.hacker}%{@C} is likely not hacking. {@H}[VL.{@C}%{ffs.vl::%{_ffs.hacker}%}%{@H}]"
- else:
- message "{@P}{@H} %{_ffs.hacker}%{@C} is likely not hacking."
- message "{@P}{@C} Tested over %(({_ffs.time})/2)% seconds."
- delete {ffs.vl::%{_ffs.hacker}%}
- delete {ffs.warn::%{_ffs.hacker}%}
- remove {_ffs} from {ffs::*}
- on damage of player:
- victim is {ffs::*}
- cancel event
- attacker is player
- add 1 to {ffs.vl::%attacker%}
- on pickup:
- player is {ffs::*}
- cancel event
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