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BUILD 2.2.093 EXPERIMENTAL
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ItsMennyo committed Jan 19, 2018
1 parent 8ce0ad9 commit 9ac0c48
Showing 1 changed file with 46 additions and 46 deletions.
92 changes: 46 additions & 46 deletions AntiAura/LATEST PUBLIC BUILD.yml
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# | AntiCheat: AntiAura (AA) | #
# | Developer: joehot200.147 | #
# | Spigot Page: https://goo.gl/8wrt6R | #
# | Plugin Version: 11.36 | #
# | Plugin Version: 11.38 | #
# | Configurator: ItsMennyo | #
# | Config Build: BUILD 2.1.241 BETA | #
# | Config Build: BUILD 2.2.093 EXPERIMENTAL | #
# | Overview: https://goo.gl/NJQDFA | #
# | Support: https://goo.gl/DAfLsX | #
# | Latest Build: https://goo.gl/9YedUw | #
# | | #
# | Copyright © 2017 ItsMennyo Network | #
# | Copyright © 2017 - 2018 ItsMennyo Network | #
# | | #
# +------------------------------------------------+ #
######################################################
Expand Down Expand Up @@ -94,34 +94,34 @@ Forcefield:
#The maximum amount of hits that AntiAura will store to analyze the player?
#Default: 30
MaxHitSampleCount: 30
#Do you want to ignore the hits if it is canceled by AntiAura or another plugin such as safezones or spawns?
#Do you want to ignore the hits if it is canceled by AntiAura or another plugin such as safe-zones or spawns?
#Default: false
IgnoreIfHitCancelled: false
#This checks the consistency of hit positioning.
HitPosition:
#The maximum values in which player hits are legitimate.
#Default: 0.31
MaxValue: 0.37
MaxValue: 0.3723
#If the player's movements are too controlled and consistent, the average of their hits will go below MinValue.
#Default: 0.002
MinValue: 0.002
MinValue: 0.0027
#Should we not count the hits if the player has been moving slowly and not turned their head significantly before the hit?
#Default: true
IgnoreHitsFromSlowMovingPlayers: true
#Command to execute when Consistency/HitPosition is detected?
#Command to execute when HitPosition is detected?
HitPositionCommand: #
#This checks if all hits have similar head movement.
HeadMovementPerHit:
#The minimum amount of head movement that the average of all hits should have?
#Default: 0.2
MinAverageMovementToCalculate: 0.24
MinAverageMovementToCalculate: 0.15
#The amount that a hit must be near the average of all hits to be counted as similar movement per hit?
#Default: 0.1
SimilarHeadMoveAmount: 0.16
SimilarHeadMoveAmount: 0.15
#If more than ConsistentPercentageMax have consistent head movement, kick the player for hacking.
#Default: 85
ConsistentPercentageMax: 88
#Command to execute when Consistency/HeadMovementPerHit is detected?
ConsistentPercentageMax: 85
#Command to execute when HeadMovementPerHit is detected?
HeadMovementPerHitCommand: #
#Block players hitting outside of their field of view.
Angle:
Expand All @@ -135,10 +135,10 @@ Forcefield:
BlockImpossibleHits: true
#Amount of times the player must be detected by the Angle check to be kicked?
#Default: 8
Threshold: 6
Threshold: 10
#How much do you want to lower the Threshold when the player is detected as legit?
#Default: 1.2
SafeHitDecrease: 1.0
SafeHitDecrease: 0.25
#Command to execute when Angle is detected?
AngleCommand: #
#Block players hitting entities too far away.
Expand All @@ -147,7 +147,7 @@ Forcefield:
Enabled: true
#What is the maximum distance players can hit before the hit will be canceled?
#Default: 4.4
MaxReach: 4.5
MaxReach: 4.7
#Do you want to give extra leniency when the player is running and hitting?
#Default: true
BackHitAccounting: true
Expand All @@ -156,10 +156,10 @@ Forcefield:
Threshold: 5
#Reach hacks above the RaiseThresholdReach will raise the threshold.
#Default: 4.6
RaiseThresholdReach: 4.8
RaiseThresholdReach: 4.9
#How much do you want to lower the Threshold when the player is detected as legit?
#Default: 0.5
SafeHitDecrease: 0.4
SafeHitDecrease: 0.1
#Command to execute when Reach is detected?
ReachCommand: #
#Block players from hitting entities through other entities or blocks.
Expand All @@ -185,8 +185,8 @@ Forcefield:
#Default: 0.09
MaxMove: 0.1
#The amount that a player must have turned their head in the past ticks to drag their head back to the original position.
#Default: 3.0
LagBackThreshold: 2.5
#Default: 5.0
LagBackThreshold: 5.0
#The time that a player cannot attack and if they do their Threshold will be raised.
#Default: 4
CantAttackTime: 3
Expand All @@ -197,7 +197,7 @@ Forcefield:
CancelMove:
#The amount that a player must have turned their head during the last recent ticks to have their attacks temporarily canceled.
#Default: 0.15
CancelMove: 0.2
CancelMove: 0.18
#The minimum Threshold a player must have hit for the HeadMove checks to cancel any damage from CancelMove.
#Default: 2
MinimumBlockThreshold: 4
Expand All @@ -210,10 +210,10 @@ Forcefield:
Threshold: 8
#How much do you want to lower the Threshold when the player is detected as legit?
#Default: 1.2
SafeHitDecrease: 1.0
SafeHitDecrease: 0.4
#How much should the Threshold be lowered per second?
#Default: 0.5
DecreasePerSecond: 0.5
DecreasePerSecond: 0.2
#Command to execute when HeadMove is detected?
HeadCommand: #
#This checks for hits that are consistently positioned in exactly the same place.
Expand All @@ -222,16 +222,16 @@ Forcefield:
Enabled: true
#The maximum distance in which hits are counted as in the same place?
#Default: 0.45
NearDistance: 0.4
NearDistance: 0.44
#The minimum amount of recent head movement to take hits into account?
#Default: 0.03
MinHeadMovement: 0.04
MinHeadMovement: 0.059
#Amount of times the player must be detected by the Position check to be kicked?
#Default: 7
Threshold: 8
#How much do you want to lower the Threshold when the player is detected as legit?
#Default: 0.325
SafeHitDecrease: 0.25
SafeHitDecrease: 0.2
#How much should the Threshold be lowered per second?
#Default: 0.1
DecreasePerSecond: 0.1
Expand All @@ -246,32 +246,32 @@ Forcefield:
IsMoving: 0.007
#This is the same as IsMoving. However it will overwrite IsMoving if the opponent is more than 3 blocks away when hit.
#Default: 0.005
IsMoving2: 0.005
IsMoving2: 0.004
#How long can a player have recently moved their head to be counted as having head movement?
#Default: 4
MovingAttackTime: 4
MovingAttackTime: 3
#Take into account movement on the yaw axis only?
#Default: true
YawOnly: true
YawOnly: false
#This will add extra Threshold to a hit if it is from a large distance.
DistanceAccounting:
#Do you want to enable Accounting for Distance?
Enabled: true
#How far away do you want the hit to before extra Threshold is added to it?
#Default: 3.5
DistanceAmount: 3.2
DistanceAmount: 3.4
#The weight of the distance? Each block of distance is multiplied by the DistanceWeight.
#Default: 0.50
DistanceWeight: 0.6
#Amount of times the player must be detected by the Accuracy check to be kicked?
#Default: 7
Threshold: 8
Threshold: 6
##How much do you want to lower the Threshold when the player is detected as legit?
#Default: 0.45
ArmSwingDecrease: 0.4
ArmSwingDecrease: 0.2
#How much should the Threshold be lowered per second?
#Default: 0.20
DecreasePerSecond: 0.2
DecreasePerSecond: 0.1
#Command to execute when Accuracy is detected?
AccuracyCommand: #

Expand Down Expand Up @@ -532,16 +532,16 @@ Step:
Enabled: true
#How often do you want to check if the person has moved too much?
#Default: 6
TimePerCheck: 6
TimePerCheck: 4
#In the TimePerCheck, what is the maximum distance a player can move upwards?
#Default: 2.8
MaxDistanceMovedUpwards: 2.4
MaxDistanceMovedUpwards: 1.9
#In the TimePerCheck, what is the maximum distance a player can move downwards?
#Default: 22.5
MaxDistanceMovedDownwards: 21.5
#Default: 23.5
MaxDistanceMovedDownwards: 14.0
#If a person is dragged back for hacking, do you want to force them to the ground?
#Default: true
ForceUserToGround: false
ForceUserToGround: true
#Amount of times the player must be detected by the Step check to be kicked?
#Default: 8
Threshold: 6
Expand Down Expand Up @@ -593,10 +593,10 @@ Spider:
ForceUserToGround: false
#Amount of times the player must be detected by the Spider check to be kicked?
#Default: 5
Threshold: 4
Threshold: 5
#What the Threshold must be at to drag a player back?
#Default: 0
DragBackThreshold: 0
DragBackThreshold: 2
#Command to execute when Spider is detected?
SpiderCommand: #

Expand All @@ -609,7 +609,7 @@ Jump:
MaxJumpOnLevelSurface: 5.4
#Amount of times the player must be detected by the Jump check to be kicked?
#Default: 8
Threshold: 6
Threshold: 5
#What the Threshold must be at to drag a player back?
#Default: 0
DragBackThreshold: 2
Expand Down Expand Up @@ -647,7 +647,7 @@ Flight:
TeleportDownOnly: false
#Amount of times the player must be detected by the Flight check to be kicked?
#Default: 5
Threshold: 6
Threshold: 5
#What the Threshold must be at to drag a player back?
#Default: 0
DragBackThreshold: 2
Expand Down Expand Up @@ -701,7 +701,7 @@ Speed:
Water: true
#Amount of times the player must be detected by the Speed check to be kicked?
#Default: 15
Threshold: 12
Threshold: 10
#What the Threshold must be at to drag a player back?
#Default: 10
DragBackThreshold: 4
Expand Down Expand Up @@ -812,7 +812,7 @@ FastBreak:
Threshold: 10
#How much do you want to lower the Threshold when the player is detected as legit?
#Default: 0.4
SafeHitDecrease: 0.25
SafeHitDecrease: 0.2
#Command to execute when FastBreak is detected?
FastBreakCommand: #

Expand All @@ -828,7 +828,7 @@ NoSwing:
Threshold: 3
#How much do you want to lower the Threshold when the player is detected as legit?
#Default: 0.5
SafeInteractDecrease: 0.2
SafeInteractDecrease: 0.25
#Command to execute when NoSwing is detected?
NoSwingCommand: #

Expand All @@ -841,10 +841,10 @@ Regen:
MaxHalfHeartsPerRegen: 1.0
#Maximum half-hearts that a player can Regen per second?
#Default: 4.0
MaxHeartsPerSecond: 4.5
MaxHeartsPerSecond: 4.0
#Amount of times the player must be detected by the Regen check to be kicked?
#Default: 5
Threshold: 5
Threshold: 4
#Command to execute when Regen is detected?
RegenCommand: #

Expand All @@ -867,7 +867,7 @@ PotionSaver:
Enabled: true
#Amount of times the player must be detected by the PotionSaver check to be kicked?
#Default: 4
Threshold: 4
Threshold: 5
#If a player is not sending any KeepAlive packets, do not detect players for PotionSaver?
#Default: true
DisableWhenNotSendingKeepAlive: true
Expand Down

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