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- on load:
- loop all players:
- if loop-player has permission "op":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &2is now enabled &6(v1.1)" to loop-player
- on unload:
- loop all players:
- if loop-player has permission "op":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &4is now disabled &6(v1.1)" to loop-player
- every 4 seconds:
- set {check} to true
- wait 1 second
- set {check} to false
- loop all players:
- delete {click.%loop-player%}
- on left click:
- {check} is true
- add 1 to {click.%player%}
- {click.%player%} > 20000
- kick the player due to "&8(&b!&8)&aSafeBot&8(&b!&8)&c : %{click.%player%}% cps"
- on join:
- clear {click.%player%}
- on shoot:
- if projectile is an arrow:
- if difference between {shoot.%shooter%} and now is less than 2 ticks:
- add 1 to {fastbow.%shooter%}
- if {fastbow.%shooter%} is greater than 5:
- kick shooter due to "&8(&b!&8)&aSafeBot&8(&b!&8)&c : FastBow"
- set {shoot.%shooter%} to now
- wait 5 seconds
- clear {fastbow.%shooter%}
- stop
- set {shoot.%shooter%} to now
- on join:
- clear {fastbow.%player%}
- every 3 seconds:
- loop all players:
- loop-player is not flying
- loop-player's gamemode is not creative
- set {y.%loop-player%} to the y location of loop-player
- wait 1 seconds
- set {y2.%loop-player%} to the y location of loop-player
- wait 1 ticks
- if difference between {y.%loop-player%} and {y2.%loop-player%} is greater than 5:
- loop all players:
- loop-player-2 is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8)&0: &c%loop-player-1% flagged speed/flight check" to loop-player-2
- every 3 seconds:
- loop all players:
- loop-player is not flying
- loop-player's gamemode is not creative
- set {z.%loop-player%} to the z location of loop-player
- wait 1 seconds
- set {z2.%loop-player%} to the z location of loop-player
- wait 1 ticks
- if difference between {z.%loop-player%} and {z2.%loop-player%} is greater than 8:
- loop all players:
- loop-player-2 is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8)&0: &c%loop-player-1% flagged speed/flight check" to loop-player-2
- every 3 seconds:
- loop all players:
- loop-player is not flying
- loop-player's gamemode is not creative
- set {x.%loop-player%} to the x location of loop-player
- wait 1 seconds
- set {x2.%loop-player%} to the x location of loop-player
- wait 1 ticks
- if difference between {x.%loop-player%} and {x2.%loop-player%} is greater than 8:
- loop all players:
- loop-player-2 is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8)&0: &c%loop-player-1% flagged speed/flight check" to loop-player-2
- on flight toggle:
- if player's gamemode is not creative:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8)&0: &c%loop-player-1% flagged speed/flight check" to loop-player
- every 1.5 second:
- clear {_blockbelow}
- clear {_alerte2}
- clear {_alerte}
- clear {_arround}
- clear {_loopair}
- clear {_below}
- loop all players:
- loop-player's gamemode is not creative
- set {_blockbelow} to the block below loop-player
- while {_blockbelow} is air :
- set {_blockbelow} to the block below {_blockbelow}
- add 1 to {_alerte}
- wait 1 second
- set {_blockbelow} to the block below loop-player
- while {_blockbelow} is air :
- set {_blockbelow} to the block below {_blockbelow}
- add 1 to {_alerte2}
- if block west below loop-player is not air :
- add 1 to {_below}
- if block north below loop-player is not air :
- add 1 to {_below}
- if block south below loop-player is not air :
- add 1 to {_below}
- if block east below loop-player is not air :
- add 1 to {_below}
- if block south loop-player is not air :
- add 1 to {_arround}
- if block north loop-player is not air :
- add 1 to {_arround}
- if block west loop-player is not air :
- add 1 to {_arround}
- if block east loop-player is not air :
- add 1 to {_arround}
- if block below loop-player is not air:
- add 1 to {_arround}
- loop blocks in radius 2 around the loop-player:
- loop-block is air:
- add 1 to {_loopair}
- if {_alerte2} >= {_alerte}:
- {_alerte} > 6
- if {_below} is not set :
- loop all players:
- loop-player-2 is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8)&0: &c%loop-player-1% flagged flight check" to loop-player-2
- if {_arround} is not set:
- loop all players:
- loop-player-2 is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8)&0: &c%loop-player-1% flagged flight check" to loop-player-2
- if {_loopair} > 34:
- loop all players:
- loop-player-2 is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8)&0: &c%loop-player-1% flagged flight check" to loop-player-2
- on damage:
- if attacker is a player:
- if victim is a player:
- attacker's gamemode is not creative
- set {_distance} to distance between attacker and victim
- if {_distance} > 4:
- set {_ping} to attacker's ping
- if damage cause is not a projectile:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &c%attacker% &9seems to have reach of &c(%{_distance}%) &6Ping: %{_ping}%" to loop-player
- on walk on water:
- player's gamemode is not creative
- player is not riding
- player is not sneaking
- if block below player is water:
- if block south below player is water:
- if block north below player is water:
- if block west below player is water:
- if block east below player is water:
- if block south player is air:
- if block north player is air:
- if block west player is air:
- block east player is air
- add 2 to {Alerte.Jesus.%player%}
- if {Alerte.Jesus.%player%} > 25:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &4(%{Alerte.Jesus.%player%}% alerts)"
- stop
- if {Alerte.Jesus.%player%} > 19:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &c(%{Alerte.Jesus.%player%}% alerts)"
- stop
- if {Alerte.Jesus.%player%} > 14:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &6(%{Alerte.Jesus.%player%}% alerts)"
- command /clearjesus:
- trigger:
- clear {Alerte.Jesus.%player%}
- on any move:
- if player's gamemode is not creative:
- if player is sneaking:
- stop
- else:
- if block below player is water:
- if block south below player is water:
- if block north below player is water:
- if block west below player is water:
- if block east below player is water:
- if block south player is air:
- if block north player is air:
- if block west player is air:
- block east player is air
- add 1 to {Alerte.Jesus.%player%}
- if {Alerte.Jesus.%player%} > 25:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &4(%{Alerte.Jesus.%player%}% alerts)"
- stop
- if {Alerte.Jesus.%player%} > 19:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &c(%{Alerte.Jesus.%player%}% alerts)"
- stop
- if {Alerte.Jesus.%player%} > 14:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &6(%{Alerte.Jesus.%player%}% alerts)"
- every 1 second:
- loop all players:
- clear {Alerte.Jesus.%loop-player%}
- on jump:
- if block below player is water:
- if block south below player is water:
- if block north below player is water:
- if block west below player is water:
- if block east below player is water:
- if block south player is air:
- if block north player is air:
- if block west player is air:
- block east player is air
- add 3 to {Alerte.Jesus.%player%}
- if {Alerte.Jesus.%player%} > 25:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &4(%{Alerte.Jesus.%player%}% alerts)"
- stop
- if {Alerte.Jesus.%player%} > 19:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &c(%{Alerte.Jesus.%player%}% alerts)"
- stop
- if {Alerte.Jesus.%player%} > 14:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%player% &cis hacking: &fWaterWalk/Jesus &6(%{Alerte.Jesus.%player%}% alerts)"
- on damage:
- victim is a player
- block at victim is not cobweb
- victim is not riding
- damage wasn't caused by lava, fire, burning, fall, poison or wither
- victim doesn't have poison
- victim doesn't have wither
- victim isn't burning
- if victim's ping < 100:
- set {location1.%victim%} to victim's location
- wait 5 ticks
- set {location2.%victim%} to victim's location
- if {location1.%victim%} = {location2.%victim%}:
- loop all players:
- loop-player has permission "op":
- message "&8(&b!&8)&aSafeBot&8(&b!&8) &f%victim% &cis hacking: &fAntiKnockBack &6(%ping of victim% ms)" to loop-player
- on damage:
- if {kb.test.%victim%} is true:
- damage was caused by fall
- cancel event
- command /kb [<player>]:
- permission: op
- permission message: &cTu ne peux pas executer de test de KnockBack
- aliases: /knockbacktest, /kbtest, /antiKnockback, /antikb
- Usage: &c/kb [<player>]
- trigger:
- if arg 1 is not set:
- message "&cUsage: /kb [<player>]"
- stop
- if arg 1 is set:
- set {location1.check.%arg 1%} to argument-player's location
- set {kb.test.%argument-player%} to true
- push the argument-player upwards at speed 2
- wait 5 ticks
- set {location2.check.%arg 1%} to argument-player's location
- if {location1.check.%arg 1%} = {location2.check.%arg 1%}:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%argument-player% &cis hacking: &fAntiKnockBack &4{Check} &6(%argument-player's ping% ms)" to sender
- else:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &f%argument-player% &ais not hacking: &fAntiKnockBack &4{Check} &6(%argument-player's ping% ms)" to sender
- wait 4 seconds
- set {kb.test.%argument-player%} to false
- on quit:
- clear {location1.%player%}
- clear {location2.%player%}
- on join:
- clear {location1.%player%}
- clear {location2.%player%}
- on any move:
- {time.%player%} is not set
- player's gamemode is Adventure or Survival
- player is on ground
- block at player is air
- block under player is air
- set {_nofallcount} to 0
- loop all blocks in radius 3 around player:
- if loop-block is stairs:
- stop
- if loop-block is slab:
- stop
- loop all blocks in radius 2 around player:
- if loop-block is not air:
- add 1 to {_nofallcount}
- if {_nofallcount} < 1:
- loop all players:
- loop-player is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) %player% is hacking: &fNofall &9(V 1.1)"
- stop
- if {_nofallcount} > 0:
- stop
- every 1 second:
- loop all players:
- loop-player's gamemode is Adventure or Survival
- loop-player is on ground
- block under loop-player is air
- set {_y} to loop-player's y-location
- wait 0.5 second
- loop-player is on ground
- set {_y2} to loop-player's y-location
- set {_yresult} to {_y} - {_y2}
- if {_yresult} > 1:
- loop all players:
- loop-player-2 is op:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) %loop-player-1% is hacking: &fNofall &9(V 1.2)" to loop-player-2
- on walk on slab:
- if {time.%player%} is not set:
- set {time.%player%} to true
- wait 2 seconds
- clear {time.%player%}
- on walk on stairs:
- if {time.%player%} is not set:
- set {time.%player%} to true
- wait 2 seconds
- clear {time.%player%}
- on break:
- if {time.%player%} is not set:
- set {time.%player%} to true
- wait 0.5 seconds
- clear {time.%player%}
- command /aimbot [<text>] [<player>]:
- permission : aimbot.create
- trigger:
- if arg 1 is not set :
- send "&c/aimbot invoke"
- send "&c/aimbot check [<player>]"
- stop
- if arg 1 is not "invoque" or "check":
- send "&c/aimbot invoke"
- send "&c/aimbot check [<player>]"
- stop
- if arg 1 is "invoque":
- loop all entities :
- "%uncoloured name of loop-entity%" is "AntiAimbot"
- send "&cAntiAimbot already invoked!"
- stop
- set {AntiAimbot.loc} to the player's location
- create a citizen named "AntiAimbot" at location of player
- set citizen 0 nametag invisible
- send "&cAntiAimbot invoke!"
- if arg 1 is "check" :
- if arg 2 is not set :
- send "&cAnd the target?"
- send "Usage: /aimbot check [<player>]"
- stop
- if arg 2 is set:
- if {InCheck} is set:
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &cCheck in progress!"
- stop
- if sender is console:
- set {_sender} to console
- send "Automatic launch of the check aimbot" to console
- else:
- set {_sender} to sender
- send "Launch of the Aimbot checkbot by %{_sender}%"
- loop all entities :
- "%uncoloured name of loop-entity%" is "AntiAimbot"
- hide loop-entity to all players
- set {InCheck} to true
- teleport loop-entity 10 meters above arg 2
- wait 0.5 seconds
- teleport loop-entity 1 meters east arg 2
- wait 5 ticks
- reveal loop-entity to all players
- wait 2.5 ticks
- if target of arg 2 is loop-entity:
- add 1 to {_aimbotcheck}
- set {_aimbot1} to true
- wait 0.1 ticks
- hide loop-entity to all players
- teleport loop-entity 4.5 meters above arg 2
- wait 5 ticks
- reveal loop-entity to all players
- wait 5 ticks
- if target of arg 2 is loop-entity:
- add 1 to {_aimbotcheck}
- set {_aimbot2} to true
- wait 0.1 ticks
- hide loop-entity to all players
- teleport loop-entity 1.5 meter behind arg 2
- wait 5 ticks
- reveal loop-entity to all players
- wait 5 ticks
- if target of arg 2 is loop-entity:
- add 1 to {_aimbotcheck}
- set {_aimbot3} to true
- wait 0.1 ticks
- hide loop-entity to all players
- teleport loop-entity 1.5 meters west arg 2
- wait 5 ticks
- reveal loop-entity to all players
- wait 5 ticks
- if target of arg 2 is loop-entity:
- add 1 to {_aimbotcheck}
- set {_aimbot4} to true
- wait 0.1 tick
- if {_aimbot1} is not set:
- loop all players:
- loop-player has permission "Aimbot.view":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &6Aimbot &cBot 1 not watched &9(launched by %{_sender}%)" to loop-player
- else if {_aimbot1} is true:
- loop all players:
- loop-player has permission "Aimbot.view":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &6Aimbot &aBot 1 watched &9(launched by %{_sender}%)" to loop-player
- if {_aimbot2} is not set:
- loop all players:
- loop-player has permission "Aimbot.view":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &6Aimbot &cBot 2 not watched &9(launched by %{_sender}%)" to loop-player
- else if {_aimbot2} is true:
- loop all players:
- loop-player has permission "Aimbot.view":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &6Aimbot &aBot 2 watched &9(launched by %{_sender}%)" to loop-player
- if {_aimbot3} is not set:
- loop all players:
- loop-player has permission "Aimbot.view":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &6Aimbot &cBot 3 not watched &9(launched by %{_sender}%)" to loop-player
- else if {_aimbot3} is true:
- loop all players:
- loop-player has permission "Aimbot.view":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &6Aimbot &aBot 3 watched &9(launched by %{_sender}%)" to loop-player
- if {_aimbot4} is not set:
- loop all players:
- loop-player has permission "Aimbot.view":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &6Aimbot &cBot 4 not watched &9(launched by %{_sender}%)" to loop-player
- else if {_aimbot4} is true:
- loop all players:
- loop-player has permission "Aimbot.view":
- send "&8(&b!&8)&aSafeBot&8(&b!&8) &6Aimbot &aBot 4 watched &9(launched by %{_sender}%)" to loop-player
- wait 0.1 seconds
- teleport loop-entity to {AntiAimbot.loc}
- clear {InCheck}
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