Rise 6 Scripting API
  • Introduction
  • Examples
    • Simple vanilla hop
    • Simple collide fly bypass
    • Events example
    • Example settings
    • Exempted value speed bypass
    • Packet nofall
    • Killaura
    • Arraylist
  • API Documentation
    • Scripting metadata
    • Objects
      • FontRenderer
      • Vector
        • Vector3
        • Vector2
      • ItemStack
      • BlockPos
      • Block
      • Inventory
      • Command
      • Module
      • EntityLiving
      • Entity
    • Global namespaces
      • render
      • input
      • world
      • rise
      • player
      • mc
      • network
      • packet
    • Events
      • Load event
      • Unload event
      • Module events
        • Attack event
        • World Change Event
        • Module Toggle Event
        • Server Kick event
        • Game event
        • Chat input event
        • Click event
        • Entity render event
        • Hit slow down event
        • Jump event
        • Keyboard Input event
        • Kill event
        • Move input event
        • Post motion event
        • Pre motion event
        • Strafe event
        • Pre update event
        • Render 2D event
        • Render 3D event
        • Water event
        • Tick event
        • Slow down event
      • onExecute event
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  1. Examples

Killaura

Note, the targets are grabbed from the Rise KillAura module

var module = rise.registerModule("ScriptKillaura", "A test KillAura :)")

module.registerSetting("number"/*Setting Type*/, "Range"/*Setting Name*/, 3 /*Default Value*/, 3/*Min Value*/,6/*Max Value*/,0.1/*Increment*/)
module.registerSetting("boolean"/*Setting Type*/, "RayCast"/*Setting Name*/, true/*Default Value*/)
module.registerSetting("boolean"/*Setting Type*/, "Movement Correction"/*Setting Name*/, false/*Default Value*/)


script.handle("onUnload", function () {
    module.unregister()
})

module.handle("onPreMotion", function(e) {
    var entity = world.getTargetEntity(4/*Range*/);
    if (!entity) return
    
    var rotations = player.calculateRotations(entity);
    rotations.setX(rotations.getX() + (Math.random() - 0.5) * 2)
    rotations.setY(rotations.getY() + (Math.random() - 0.5) * 2)

    player.setRotation(rotations, 10, module.getSetting("Movement Correction"))

    if (Math.random() > 0.1) {
         player.swingItem()
         if (!module.getSetting("RayCast") || player.mouseOverEntity(entity, module.getSetting("Range"))) {
         player.attackEntity(entity)
       }
    }

    return e
})
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Last updated 1 year ago