FurkanKRLP
Fırında Isıttığım İlk Taş
- Katılım
- 12 Nisan 2017
- Mesajlar
- 95
- Elmaslar
- 47
- Puan
- 6.460
- Minecraft
- AyDozer20
Merhaba AntiAura eklentisini aldım ama confingini ayarlayamadım kullanan varsa bana yardım edebilirmisiniz acaba ?
config
config
# Setting UseAdvancedConfiguration to true enables you to use every configuration option in config_advanced.yml.
# This option is disabled by default to give an easier, less advanced configuration experience.
# By setting UseAdvancedConfiguration to true, AntiAura ignores all Sensitivity values in this config.yml file and uses the values in config_advanced.yml instead.
# If enabled, all configuration values unreleated to Sensitivity in this config.yml will still be used and you will still have to enable/disable checks in this file.
UseAdvancedConfiguration: false
# To use config_advanced.yml for specific checks, you can set the Sensitivity most checks use to -1 and the check will then use the advanced values.
# Example: Setting FastClick Sensitivity to -1 in config.yml allows you to modify MaxClicksPerSecond in config_advanced.yml.
# AntiAura executes the following commands if it detects someone hacking.
# Please visit the following page for more information:Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.
Violations:
# KickCommand is the command executed when a player fails any check.
# The command below is used if, for example, no other command is specified for AngleCommand in config_advanced.yml.
# If a command is specified, for example, for AngleCommand in config_advanced.yml, then that command is used instead.
# You can use # to execute multiple commands, for example: kick %PLAYER% Hacking#broadcast %PLAYER% has been kicked for hacking!
# For information on placeholders, check config_advanced.yml.
KickCommand: kick %PLAYER% You were kicked for failing %CHECKNAME%#aamodnotify &dPlayer &c%PLAYER% &dwas kicked for using &b%HACKNAME% &dhacks!#aamodnotify &3Use &6'/areplay %PLAYER%' &3to view a replay of the kick.
# If ExecuteAllCommands is enabled, all violation commands will be executed.
# For example, if a player failed a check 6 times, all commands before 6th one will also be ran.
# Whereas if ExecuteAllCommands is disabled, only one command will be ran at a time. Setting this to false does NOT disable commands.
ExecuteAllCommands: false
# This specifies how much you want to decrease violations per hour. Setting this to 2 would make one violation decrease every half hour.
# This is only a rough estimate because if the server were to lag, it would take longer due to slower ticking.
# To disable this option, set it to 0.
ViolationDecreasePerHour: 1
# These are the violation commands.
# If a player fails a check the amount of times specified below, the command will be executed.
# You can add as many lines as you want to this, just make sure not to remove 1 as it could cause some errors (but you can still customize it!)
1: #
#5: ban %PLAYER% Banned for failing %HACKNAME% %HACKAMOUNT% times
# All KillAura checks and settings are contained in this section of the config.
# "Forcefield" is an old term for KillAura.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Forcefield:
# The Consistency checks sample a number of hits and checks if they are too consistent or not within certain parameters.
Consistency:
# Enables the consistency checks.
Enabled: true
# HitPosition checks the consistency of hits placed in specific areas.
HitPosition:
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# HeadMovementPerHit checks if hits have similar head movement.
HeadMovementPerHit:
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Angle check blocks hits that are outside of a player's hitbox.
Angle:
# Enables the angle check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Reach check blocks hits that are too far away from the player.
Reach:
# Enables the reach check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Occlusion check blocks hits made through walls.
Occlusion:
# Enables the occlusion check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The HeadMove checks block clients from hitting during unusual head movement from hacks like KillAura and Aimbot.
# The HeadMove checks are different from the HeadMovementPerHit check as HeadMovementPerHit checks for consistent head movement and HeadMove checks if they have TOO MUCH head movement.
HeadMove:
# Enables the HeadMove checks.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The CancelMove check is a sub-section of the HeadMove check which cancels unlikely hits.
CancelMove:
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The Position check detects unlikely positioning of hits from hacks like KillAura and Aimbot.
# This check is different from the HitPosition check as HitPosition checks for consistent hits placed in specific areas and Position calculates the difference per hit.
Position:
# Enables the Position check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The Accuracy check detects actions that are excessively accurate like KillAura and Aimbot.
# This does NOT check how close a hit is to the hitbox of the enemy as the Angle check does that. It only checks for hits/misses.
Accuracy:
# Enables the Accuracy check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 4
# VelocityAccounting does what it says in the name, it accounts for velocities for things like launchpads and in pvp, ect.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
VelocityAccounting:
# Sensitivity of velocity accounting
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The FastClick check blocks clients that click too fast.
# This may cause false positives if a player butterfly/jitter clicks or uses mouse macros.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
FastClick:
# Enables the FastClick check.
Enabled: true
# Sensitivity of the check
# 0 = 20CPS, 4 = 12CPS, 5 = 10CPS, 6 = 8CPS and 9 = 6CPS
Sensitivity: 4
# The AutoBow check blocks AutoBow/FastBow and NoSlowdown hacks when using bows.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
AutoBow:
# Enables the AutoBow check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The Soup check blocks AutoSoup hacks where, as it says in the name, automatically eats soup and moves it soup into their hotbar if they have it.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Soup:
#Enables the Soup check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Map checks block map hacks like Tracers, ESP and Minimaps.
# The advanced configuration is recommended for these checks as it has more options to help performance and leniency.
# The Map checks could cause small amount of lag.
# 9 Sensitivity is the most strict and may come with the most performance hits but will hide entities very well (could cause false positives).
# 0 Sensitivity is the least strict and won't hide entities as well as something higher.
Map:
# Enables the Map checks.
Enabled: true
# Execute entity hiding code async? HIGHLY RECOMMENDED YOU ENABLE FOR BETTER PERFORMANCE IF YOU HAVE MULTIPLE CPU CORES
UseAsync: true
# Automatically reduces checking distance if lag is being caused on your server by entity hiding.
AutoLagAccounting: true
#LagAccountingMaxTime: 20
# Higher values (e.g. 9) will hide entities further away.
# Using the advanced config for Map is highly recommended!!
Sensitivity: 6
# Rays figure out which entities need to be hidden.
# The RayMode option will also be used for TileESP.
# RayMode 0 casts a single ray that checks all blocks around a location.
# RayMode 1 casts a single ray that checks blocks around in non-diagonal locations.
# RayMode 2 casts a single ray that will check multiple blocks around the ray's path. If any of those blocks are air (or transparent, like barriers), the ray will continue.
# RayMode 3 & 4 are more lenient versions of RayMode 2.
# RayMode 5 casts multiple rays that stop as soon as they hit a solid block. If any of these rays pass through, the entity will be visible.
# RayMode 6 & 7 are more lenient versions of RayMode 5.
RayMode: 3
# This blocks ESP for tile entities such as Chests and Hoppers.
TileESP:
# Enables the TileESP check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
#You can find AntiAura's own X-Ray blockage in config_advanced.yml.
#If you run something like PaperSpigot, I would recommend using it's own built-in Anti-Xray.
#XRay:
# The Knockback check blocks Anti-Knockback hacks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Knockback:
# Enables the Knockback check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Criticals check blocks Criticals hacks which do MORE criticals than normal clients and try to FAKE criticals.
# This won't block clients that simply jump up and down to do criticals.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Criticals:
# Enables the Criticals check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The FastEat check blocks players from eating foot faster than normal.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
FastEat:
# Enables the FastEat check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The Step check blocks Step hacks which make players instantly climb up blocks without jumping.
# This will also help other checks block Flight, HighJump and block Spider hacks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Step:
# Enables the Step check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The Spider check blocks any unexpected Y movement.
# If a player goes upward unexpectedly without any blocks underneath them, this will drag them down.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Spider:
# Enables the Spider check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Jump check measures the distance of the block the player jumped to from the block they are on now.
# If that distance is too far, they are dragged back.
# The Jump check will NOT flag players with a walking speed of 0.21 of above.
# If you use the Essentials speed command, note that the speed values are not the same as Minecraft's built-in values.
# For example, /speed 10 in Essentials will set the player's walking speed to 1.0 and /speed 1 will set the player's walking speed to 0.2
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Jump:
# Enables the Jump check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Flight check blocks flight hacks.
# The Flight check also helps block Jesus hacks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Flight:
# Enables the Flight check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The Speed check blocks players from moving faster than normal and also helps blocks Jesus and Sneak hacks.
# The Speed check passes information to other checks like the Reach and Knockback checks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Speed:
# Enables the Speed check.
# WARNING: Disabling the Speed check will make checks like Reach and Knockback less effective.
Enabled: true
# Check Duration, if longer, allows players to travel a longer distance in a longer time making it useful for laggy players.
# For refrence, setting CheckDuration to Normal allows players to travel ~11 blocks in ~2 seconds.
# There are has 5 durations: Short, Normal, Long, VeryLong and ExtremelyLong.
CheckDuration: Long
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Teleport check blocks teleportation hacks.
# These type of hacks are a bit like speed hacks, but trigger REAL TELEPORT EVENTS on the server meaning Speed cannot block them.
Teleport:
# Enables the Teleport check.
Enabled: true
# There is no Sensitivity option for this check in this config. Go to config_advanced.yml for more options.
# The NoFall check blocks hacks where players take no fall damage.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
NoFall:
# Enables the NoFall check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The Phase check blocks players from moving through blocks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Phase:
# Enable the Phase check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The FastPlace check blocks players from placing blocks too fast.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
FastPlace:
# Enables the FastPlace check.
Enabled: True
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The GhostHand check prevents players from breaking blocks through each other/
# This should also block Nuker hacks, but this depends on the hacked client.
# The GhostHand check should also block players from breaking blocks if they are using a "Derp" hack.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
GhostHand:
# Enables the FastBreak check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The UnlikelyInteract check blocks players from opening inventories like chests through walls.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
UnlikelyInteract:
# Enables the UnlikelyInteract check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The NoSwing check blocks hacks that make it look like player's aren't swinging their sword.
# This can NOT block client-side NoSwing hacks as they are simply visable to the player hacking and make no difference to others.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
NoSwing:
# Enables the NoSwing check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Regen hack blocks clients from regenerating health faster than usual.
# The MorePackets check should take care of this, but in case it doesn't, the Regen check does NOT use packets and works by looking at the actual health of a player.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Regen:
# Enables the Regen check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The MorePackets check looks for packets used in hacks like AntiFire, AntiPotion and Regen.
# The MorePackets check only looks for specific packets.
MorePackets:
# Enables the MorePackets check.
Enabled: true
# There is no Sensitivity option for this check in this config. Go to config_advanced.yml for more options.
# The PotionSaver hack makes a good potion (like Speed I) stand still, making the timer of the potion not go down.
# The PotionSaver check blocks this and forces the Potion go down if a packet isn't sent each second.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
PotionSaver:
# Enables the PotionSaver check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# The Elytra checks blocks hacks like ElytraFly and Elytra+.
Elytra:
# Enables the HeightBlockage check that blocks hacks from making players using Elytra fly higher than usual.
HeightBlockage: true
# Enables the SpeedBlockage check that blocks hacks from making players using Elytra move faster than usual.
SpeedBlockage: true
# There is no Sensitivity option for this check in this config. Go to config_advanced.yml for more options.
# The BowAimbot "blocks" manual BowAimbot. There's no way properly detect it, hence no way to kick a player for it.
BowAimbot:
# ArrowVelocity changes the velocity of arrows that are shot from bows.
# For example, a value of 1.1 would make arrows shoot faster than usual on a normal server.
# Giving the arrow a different velocity than the hacked client expects, makes the aiming marker useless and will hopefully block manual BowAimbot.
ArrowVelocity: 1.05
# The IllegalItem check blocks items with certain illegal parameters.
# Items with illegal paramerters will be removed from a players' inventory.
IllegalItem:
# Enables the IllegalItem check.
Enabled: true
# There is no Sensitivity option for this check in this config. Go to config_advanced.yml for more options.
config_advanced.yml
#In cases of config options existing in both config.yml and config_advanced.yml,
#CONFIG.YML TAKES PRIORITY.
#
#Options with "#Check Sensitivity must be at -1 for this option to take effect." above them can only be modified if Sensitivity is set to -1 for that check in the config.yml. Otherwise, changes will not take effect.
#Or, if UseAdvancedConfiguration is true.
#Some useful information when configuring AntiAura:
#
#Don't forget to use /aconfig (or /aconfiga) ingame! It can be faster than modifying the file.
#
#There are 20 ticks in 1 second.
#DON'T use decimals in values that are whole numbers! If the default value ends in a decimal, you can probably use decimals in it.
#
#Placeholders: %PLAYER% is the name of the hacker, %HACKNAME% is the name of the hack, %HACKAMOUNT% is the amount of times they have been caught for hacking previously.
#%CHECKNAME% is the check that detected the player for hacking (this can sometimes be the same as HACKNAME but can be different too).
#%NOTES% is the notes for each hack when detected. For example the CPS if caught for FastClick.
#
#Safe interaction means a player did something legitimately. Example: Actually taking damage from fire will lower the AntiFire threshold by the safe interaction.
#SafeHitDecrease, ArmSwingDecrease, LowerAmount, fetc, are basically all "how much you want the violation level to lower when a legitimate action occurs".
#They only have different names because "Safe HIT decrease" doesn't make sense for checks such as FastEat or Speed.
#
#Print messages to the console when a player is rubberbanded by AntiAura?
ConsoleLogDragbacks: true
#Make it so that only the console has access to /aconfig?
ConsoleModifyConfigOnly: false
#Do you want to strike a bolt of lightning at a person when they are detected for hacking?
#I mean, it looks cool...
StrikeLightningOnHackDetection: false
#If this is true, AntiAura will be in "test server mode".
#The intention for test server mode is simply for servers who want to test long PVP fights without needing to install other plugins to make sure they don't die.
#If enabled, players will have all hunger replenished when they hit an entity, and also have double the health.
TestServerMode: false
#Force the 1.12 block checking even when on >1.12.
Use1.12BlockChecking: false
#All options related to AntiAura's BungeeCord addon.
#If you are not using the BungeeCord addon, none of these configuration options will matter to you.
#Using FORWARD only works on servers in the network that have at least 1 player online. This is a BungeeCord limitation.
BungeeCord:
#Set ForwardOrExecute to EXECUTE if you wish to execute the command on the BungeeCord server.
#Set ForwardOrExecute to FORWARD if you wish to forward the command to be executed by all servers bukkit in the network.
#Set ForwardOrExecute to BOTH if you wish commands to execute on BungeeCord AND be forwarded to the other bukkit servers!
ForwardOrExecute: EXECUTE
#The SuperThreshold is, basically, a way of trying to cut out false positives.
#If a player is detected for hacking, violations will increase.
#The violations will decrease at the configured time below.
#And if the violations pass the SuperThreshold, the player is kicked.
SuperThreshold:
#Enable super thresholds?
Enabled: true
#The amount of times a player must be detected to be hacking to be kicked.
#By default, we kick players instantly.
SuperThreshold: 0.0
#How many violations decrease per second.
#A value of 0.01 means it decreases by 0.6 per minute.
#So a value of 0.015 would decrease by 0.9 per minute.
#And a value of 0.02 would decrease 1.2 per minute.
#Also, a value of 0.005 would decrease 0.3 per minute.
#Yay for basic mathematics!
ViolationDecreasePerSecond: 0.005
#All killaura checks are contained in this section.
#"Forcefield" is an old term for killaura.
Forcefield:
#The Consistency checks sample a number of hits and checks if they are too consistent within certain parameters.
Consistency:
#Do you want to ignore the hit if the hit is cancelled by AntiAura or another plugin, such as in safezones or spawn?
#Enabling can prevent false positives in these areas.
IgnoreIfHitCancelled: true
#The minimum amount of stored hits the player has had to have done before the hits are analyzed.
#This means if the player has done less than MinHitSampleCount hits after they joined the server, they CANNOT be detected.
#When testing a value of 8 worked decently, however higher values are more likely to get a good average.
MinHitSampleCount: 12
#The maximum amount of hits AntiAura will store to analyze for the player.
#However, the higher it is, the less likely it will dynamically respond to changes in player behavior.
#FOR EXAMPLE: If MaxHitSampleCount was 50 and the player did 40 legit hits without hacking, the player would have to do at least 30 more hacking hits to get detected.
MaxHitSampleCount: 15
#Check the consistency of hit positioning?
#This check is fundamentally different to Position as it checks for consistent hits placed in specific areas, whereas position just calculates the difference per hit.
HitPosition:
#It is possible for players who are travelling slowly and have a slow head turning speed to be very consistent with their hits.
#This is especially true if attacking a static entity or on a server with a plugin to remove knockback.
#Should we not count the hits if the player has been moving slowly AND not turned their head significantly before the hit?
IgnoreHitsFromSlowMovingPlayers: true
#The maximum and minimum values in which player hits are legitimate.
#These are not "magic" values. Just adjust them with care! MinValue is very sensitive while MaxValue could probably be increased by 1.0 or 2.0 without seeing a significant difference.
#If the player's movements are erratic and uncontrolled, the average of their hits will exceed MaxValue.
#Value only used if UseAdvancedConfiguration is true.
MaxValue: 0.45
#If the player's movements are TOO controlled and consistent, the average of their hits will go below MinValue.
#It is recommended only adjusting this by 0.001 or less at a time.
#Value only used if UseAdvancedConfiguration is true.
MinValue: 0.003
#The command to execute if detected by this check.
HitPositionCommand: #
#This checks if all hits have similar head movement.
#This is fundamentally different than the HeadMove check, as HeadMove checks if they have TOO MUCH head movement. This simply checks for consistent head movement.
HeadMovementPerHit:
#The minimum amount of head movement that the average of all hits should have.
#Reducing this far could cause false positives as not moving your head and hitting could produce consistent results, of course.
MinAverageMovementToCalculate: 0.2
#The amount that a hit must be near the average of all hits to be counted as a "similar movement" per hit.
#This is the main value you want to adjust if you get false positives.
#If false positives have a higher percent than ConsistentPercentageMax, lowering this will help reduce false positives.
#Value only used if UseAdvancedConfiguration is true.
SimilarHeadMoveAmount: 0.11
#If more than ConsistentPercentageMax have consistent head movement, player is kicked for hacking.
#Value only used if UseAdvancedConfiguration is true.
ConsistentPercentageMax: 85
#The command to execute if detected by this check.
HeadMovementPerHitCommand: #
#Blocks hits that are too far in angle from the head rotation of the player.
Angle:
#The distance, in blocks, that the players cursor must be from the target to count the hit as hacking.
#Value only used if UseAdvancedConfiguration is true.
HackingAngle: 1.9
#If the distance between the cursor and the target is more than HackingAngle multiplied by 2, cancel the hit?
BlockImpossibleHits: true
#Amount of hacking hits to detect the person as hacking.
#Value only used if UseAdvancedConfiguration is true.
Threshold: 8
#How low should the Threshold be lowered every time a non-hacking hit occurs?
#Value only used if UseAdvancedConfiguration is true.
SafeHitDecrease: 1.2
AngleCommand: #
#Blocks hits that are too far away,
Reach:
#If one player is chasing another player who is running away, it is possible,
#From the point of the server, that the hit can be further away.
#Do you want AntiAura to give extra leniency for this scenario?
BackHitAccounting: true
#What is the maximum distance players can hit before the hit is canceled?
#Value only used if UseAdvancedConfiguration is true.
MaxReach: 4.5
#Do you want the Reach check to invisibly cancel the hit if the distance is above MaxReach?
#This means that entities and players will still appear to be damaged, however no actual damage or knockback will be received.
#If you disable this option, no damage animation will appear when a hit is cancelled.
SoftCancel: true
#Just in case players hit a bit higher than the max reach (for example, during lag).
#Only reach hacks above the RaiseThresholdReach will raise the threshold.
#Value only used if UseAdvancedConfiguration is true.
RaiseThresholdReach: 5.0
#The Reach violation level to kick players at.
#Value only used if UseAdvancedConfiguration is true.
Threshold: 8
#The amount the players' reach violation level should decrease with a hit that isn't over RaiseThresholdReach.
#Value only used if UseAdvancedConfiguration is true.
SafeHitDecrease: 0.5
#The command to execute when Reach is detected. Overwrites KickCommand.
ReachCommand: #
#Blocks hits through walls.
Occlusion:
#If this is true, mobs spawned from mob spawners will not be checked by Occlusion.
DontCheckMobSpawners: false
#The amount of times a player must be detected to be hitting a block or entity through walls to be detected.
#Value only used if UseAdvancedConfiguration is true.
Threshold: 2
#The amount that the amount of times a player has been detected decreases per hit which is not through blocks or entities.
#Value only used if UseAdvancedConfiguration is true.
SafeHitDecrease: 0.25
#Cancel any hits which are detected to be through blocks or entities?
BlockOccludingHits: true
#Command to execute when Occlusion is detected.
OcclusionCommand: #
#Checks for unusual head movement from hacks such as killaura/aimbot.
HeadMove:
#Max amount added to a violation if player is holding a weapon.
#(Makes AntiAura stricter on weapons)
WeaponIncrease: 0.4
#Cancel extremely fast head movement? This can block some forms of the Derp hack.
#Though unlikely, can be triggered by a player trying to move their head incredibly quickly.
CancelExtremeMovement: true
#The amount a player must have turned their head in the past tick to drag their head back to the original position. This will ONLY work if CancelExtremeMovement is ENABLED.
#Value only used if UseAdvancedConfiguration is true.
LagBackThreshold: 5.0
#The amount that a player must have turned their head in the last hit to be considered "turning quickly", raising the threshold.
#Value only used if UseAdvancedConfiguration is true.
MaxMove: 0.18
#A sub-section of the HeadMove check which cancels unlikely hits.
CancelMove:
#The amount that a player must have turned their head during recent ticks to have their attacks temporarily cancelled.
CancelMove: 0.26
#If this is true, use the HeadMove threshold to set how much damage is to be blocked.
#For example if the Threshold is 8, and the player has a Threshold of 4, block 50% of the damage.
#If this is false, 100% of damage will always be blocked if the player violates the CancelMove.
#Value only used if UseAdvancedConfiguration is true.
UseHeadMoveThreshold: true
#The minimum Threshold a player must have hit for the HeadMove checks to cancel ANY damage from CancelMove.
#If the Threshold is below (or the same as) this, CancelMove will not cancel any hits!
MinimumBlockThreshold: 2
#The time that a player "cannot" attack, and if they do their threshold will be raised. Does not block actual hits.
#Check Sensitivity must be at -1 for this option to take effect.
CantAttackTime: 3
#Amount of hacking hits to detect the person as hacking.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 7
#How low should the Threshold be lowered every time a non-hacking hit occurs?
#Check Sensitivity must be at -1 for this option to take effect.
SafeHitDecrease: 0.9
#How much should the Threshold decrease per second?
#Check Sensitivity must be at -1 for this option to take effect.
DecreasePerSecond: 0.4
#Command to execute when HeadMove is detected.
HeadCommand: #
#Detects for unlikely positioning of hits from hacks such as killaura/aimbot.
Position:
#Max amount added to a violation if player is holding a weapon.
#(Makes AntiAura stricter on weapons)
WeaponIncrease: 0.2
#Amount of hacking value to detect the person as hacking.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 7
#How much a players' hacking value should go down per each legitimate hit.
#Check Sensitivity must be at -1 for this option to take effect.
SafeHitDecrease: 1.0
#How much should the Threshold decrease per second of time?
#Check Sensitivity must be at -1 for this option to take effect.
DecreasePerSecond: 0.1
#The maximum distance in which hits are counted as duplicates.
#Decrease this a bit first if legitimate similar-location hits are getting false positives.
#Check Sensitivity must be at -1 for this option to take effect.
NearDistance: 0.45
#The minimum distance in which hits are counted as erratic.
#Increasing this will make it more lenient by requiring hits to be 'further' away.
#Check Sensitivity must be at -1 for this option to take effect.
FarDistance: 1.95
#The minimum amount of recent head movement to take hits into account.
#Stationary players not moving could easily hit the same position multiple times.
#Check Sensitivity must be at -1 for this option to take effect.
MinHeadMovement: 0.03
#Command to execute when Position is detected.
PositionCommand: #
#Detects actions that are excessively accurate with hacks such as killaura/aimbot.
Accuracy:
#Max amount added to a violation if player is holding a weapon.
#(Makes AntiAura stricter on weapons)
WeaponIncrease: -0.15
#Take a look at the HeadMove check. This is exactly the same.
#Except that it is the point where the player must have moved their head recently this much to be defined as "Moving their head".
#If a player has not moved their head much, it means they are hitting a static entity, in which case detecting hacks via accuracy would be impossible.
#Check Sensitivity must be at -1 for this option to take effect.
IsMoving: 0.0075
#This is the same as IsMoving, however it will overwrite IsMoving to become the IsMoving value if an opponent is more than ~3 blocks away when hit.
#Check Sensitivity must be at -1 for this option to take effect.
IsMoving2: 0.0045
#In ticks, How long ago can a player have recently moved their head to be counted as having head movement?
#Lowering this value will decrease false positives with small head movement.
#Check Sensitivity must be at -1 for this option to take effect.
MovingAttackTime: 6
#This will add extra threshold to a hit if it is from a large distance.
DistanceAccounting:
#Enable the accounting of distance?
Enabled: true
#How far away do you want the hit to be before extra threshold is added to it?
#For example: If DistanceAmount is 3 and the hit if 4 blocks away, the Threshold will be increased by 1.3, not 1.
#If hit was 5 blocks away, the Threshold would be increased by 1.6.
DistanceAmount: 3.5
#The "weight" of distance. Each block of distance is multiplied by the DistanceWeight.
#Using the above example: If a player was 4 blocks away with a DistanceAmount of 3, the threshold would be raised by 1.3.
#If DistanceWeight was at 1.0, it would be raised by 2.0 instead of 1.3.
DistanceWeight: 0.50
#Take into account movement on the yaw axis only?
#This means if a player is swinging their head up and down wildly, they won't be counted as hacking.
YawOnly: true
#How high the threshold has to be to detect the player as hacking.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 7
#How much should the Threshold decrease each time a player interacts without hitting an opponent.
#Check Sensitivity must be at -1 for this option to take effect.
ArmSwingDecrease: 0.45
#How much should the Threshold decrease per second of time?
#Check Sensitivity must be at -1 for this option to take effect.
DecreasePerSecond: 0.20
AccuracyCommand: #
#Blocks clients that click too fast.
#Warning: This will catch and prevent the use of mouse macros and jitter clicking.
FastClick:
#How many seconds they must consistently click above the maximum.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#What is the maximum amount of clicks allowed per second?
#If players get incorrectly kicked for FastClick, It is recommended to first turn this up rather than disable the feature.
#Check Sensitivity must be at -1 for this option to take effect.
MaxClicksPerSecond: 8
#If players have frozen, don't count clicks
LagAccounting: false
#What command do you want to execute when FastClick is detected?
FastClickCommand: #
#Block AutoBow/FastBow. Default settings can and should be fine for this.
#This blocks NoSlowdown using bows too.
AutoBow:
#How many times should the person be detected for AutoBow before the command is executed?
#It goes up and down by 1 - I don't see a reason for a SafeHitDecrease/LowerAmount variable for this one.
#Check Sensitivity must be at -1 for this option to take effect.
BowThreshold: 3
#Do you want to block the arrow being shot if the player recently moved too quickly?
#This will block NoSlowdown and speed hacks using bows.
BlockArrowsIfSpeedTooHigh: true
#Look at the animation of bows. There are 3 frames where a bow is drawn.
#This means that, effectively, arrows have low velocity, medium velocity, or high velocity.
#The below values are the distance a player can have recently moved before shooting an arrow.
#For example, HighVelocityAllowedSpeed is the speed a player can have been travelling at before shooting a fully drawn bow.
#Check Sensitivity must be at -1 for this option to take effect.
LowVelocityAllowedSpeed: 5.5
MidVelocityAllowedSpeed: 3.0
HighVelocityAllowedSpeed: 1.5 #2.7?
#Command to execute when a player reaches the Bow Threshold.
AutoBowCommand: #
#Blocks AutoSoup.
Soup:
#Block players from moving items in their inventory after they are attacked?
#Note that players can legitimately move items in their inventory while BEING attacked.
BlockAttackedPlayerToo: false
#The maximum blocks a player can have recently walked when moving items in their inventory.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSpeedWhenMovingInventoryItems: 1.0
#How long after last hitting someone is the person not allowed to move items in their inventory?
#The value is in seconds, so 1 = one second, 2.5 = two and a half seconds, etc.
#Check Sensitivity must be at -1 for this option to take effect.
SoupTime: 1.5
#How many times the player must be detected to be AutoSouping to be kicked.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Command to execute when AutoSoup is detected.
SoupCommand: #
#Blocks map and tracer hacks. May cause a small amount of lag.
Map:
#RELATED TO CHUNK STORING (after editing these, restart your server for it to take effect):
#
#How many chunk snapshots to store per ChunkStoreInterval maximum?
MaxChunksPerInterval: 1
#How far away should AntiAura store chunks?
ChunkDistance: 5
#In ticks, how often to store chunk snapshots
ChunkStoreInterval: 5
#
#RELATED TO Map, TileESP and X-Ray:
#
#In ticks, How often do you want players to be checked?
#Checking more often can take up more CPU power.
#Check Sensitivity must be at -1 for this option to take effect.
HowOften: 12
#Enabling this costs double the CPU for the entity checking. This CPU usage is async.
#This will cast rays from where the camera is in F5 mode, and entities visible from that camera will remain visible to the player.
RaysFromF5Mode: true
#Enabling this costs double the CPU for the entity checking. This CPU usage is async.
#This will cast rays from 2 block above players head. Hopes to stop sudden reveals.
RaysFromAbove: false
#If player has blindness, hide all entities further than 5 blocks away?
BlockBlindness: true
#
#RELATED TO HIDING ENTITIES ONLY:
#
#How far up/down do you want to check for entities, per player?
#Check Sensitivity must be at -1 for this option to take effect.
DisCheckedY: 30
#How far away on the X/Z plane should you check entities and players near the player to hide/unhide them?
#Check Sensitivity must be at -1 for this option to take effect.
DistanceChecked: 50
#If an entity or player is closer than this, they will be visible regardless of if you can actually see them.
MinDistance: 6
#If AntiAura cannot find chunk data (e.g. has not gathered it yet), hide the entity anyway?
HideByDefault: true
#Enabling this will ONLY hide players, and not entities (such as zombies, etc).
#Enabling significantly improves perfoamance but at the cost that not all entities will be checked.
HideOnlyPlayers: false
#Hide the entity immediately upon chunk loading?
#Note this may cause visible entities to flicker momentarily after loading
HideEntityWhenLoaded: false
#This will hide entities from you if you cannot see them!
#This will hide their nametags too!
HidePlayersThroughBlocks: true
#Do you want to hide players and entities if they are behind the persons' field of view.
#This will cause Double-F5 mode to not be able to see entities behind you further away than MinDistance.
#However, it is great at helping to block tracers and not let hackers know if someone sneaks up on them.
HidePlayersBehind: false
#This blocks ESP for tile entities, such as Chests (ChestESP) and hoppers.
TileESP:
#Set block data as well as block type?
#Note - Set automatically by AntiAura if errors occur.
#Change manually if you wish - AntiAura will automatically change it back if you set it incorrectly.
SetDataToo: true
#Another thing that automatically disables if it needs to.
UseBlockData: true
#By default, the TileESP check hides: Chest, Furnace, Ender_Chest, Hopper, Trapped_Chest, Dropper, End_Portal and Ender_Chest
#If you enable HideAllTiles, ANY tile entity will be hidden.
#Please note that some data specific to individual blocks (e.g. sign text) may not appear on tile entities after they are unhidden.
#Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.
HideAllTiles: false
#Hide mob spawners? Unfortunately when unhidden, they show as pig spawners until they spawn an entity.
HideSpawners: false
#If the distance from the player to the tile is less than this, show the tile even if therre is no line of sight.
ShowDistance: 5
#If the distance from the player to the tile is less than this, do a line-of-sight check to see if the player can see the tile.
#If the player can see the tile, it is shown. Otherwise, it is hidden.
#If the distance is greater than TracerDistance, the tile is automatically hidden even with a line of sight to the tile.
#Check Sensitivity must be at -1 for this option to take effect.
TracerDistance: 60
#Hide tiles instantly when the chunk loads?
#This hides tiles instantly when chunks load, letting the 'regular' tileESP check uncover them if visible later.
HideEntityWhenLoaded: true
#The TileESP task is done every (HowOften * IntervalMult). IntervalMult cannot be less than 1.
#Increasing this will make the task take less performance but may cause noticeable stone-to-tile changes.
#Increasing this to 2 will double the time, 4 will quadruple it, etc.
IntervalMult: 1
#Work exactly the same way as the LeniencyDistance above.
#Defaults to higher values to show tiles sooner, however this is ultimately your choice.
LeniencyDistanceXZ: 0.5
LeniencyDistanceY: 1.0
#When a tile entity is hidden, which block would you like to replace it?
#Name must be exact - for example, AIR, STONE, DIRT, FIRE, QUARTZ_BLOCK, JUNGLE_STAIRS, HEAVY_WEIGHTED_PRESSURE_PLATE, CAVE_AIR, NETHERRACK, END_STONE - that's enough examples I believe.
#Might be fun on a hungergames server to have FIRE come out of every block where there is a chest until a player got close...
HideTilesAs: AIR
HideTilesAs_Nether: AIR
HideTilesAs_End: AIR
#X-Ray will block the X-Ray hack by hiding ores as stone.
#Note, that AntiAura's method is less efficient than, say, PaperSpigot's X-Ray blockage.
#Also, AntiAura can only hide blocks once they come into view, meaning they may be visible for a short moment upon chunk loading.
#You have been warned! :)
XRay:
#Enable the blockage of X-Ray?
#Disabled by default.
Enabled: false
#MaxChunksPerIntervalMult is the amount of chunks per tick that are hidden.
#Set to -1 for it to be infinite chunks.
MaxChunksPerIntervalMult: -1
#How far away in chunks should the X-Ray check look for blocks to hide?
#Decreasing this slightly improves performance, but decreases range in which blocks are hidden.
#Setting this value to below 0 will set this to your server's view distance -1 .
ChunkDistance: -1
#When a block is hidden, which block would you like to replace it?
#Name must be exact - for example, AIR, STONE, DIRT, FIRE, QUARTZ_BLOCK, JUNGLE_STAIRS, HEAVY_WEIGHTED_PRESSURE_PLATE, CAVE_AIR, NETHERRACK, END_STONE - that's enough examples I believe.
#Block names may differ with different minecraft versions. For example, ENDER_STONE for <1.14.
HideBlocksAs: STONE
#Defaults to netherrack when left blank.
HideBlocksAs_Nether:
#Defaults to ender stone (1.13) or end stone (1.14).
HideBlocksAs_End:
#The Anti-Knockback check.
Knockback:
#How many ticks after the player has been hit should it be checked if they have moved?
#There are 20 ticks in 1 second.
#Check Sensitivity must be at -1 for this option to take effect.
TicksAfterHitToCheck: 15
#The AntiKnockback check uses rays to check behind the player, in case there is a wall.
#By default, 2 rays are used. If you enable MoreRays, AntiAura will use about 10 rays.
MoreRays: true
#Ignore rays that collide with ferns (or grass) or dandelions?
#Note: Does not affect versions 1.14+.
IgnoreFerns: true
#Won't check players who are not moving.
#By enabling AntiKnockback and not moving at all, players will be able to bypass detection if this is enabled.
#Enable with caution.
DontCheckLaggyPeople: false
#If a player is travelling slowly, what is the lowest multiplier to multiply the knockback by, to avoid false positives?
#This option is mainly for players standing still who then walk forwards, trying to avoid knockback.
#Check Sensitivity must be at -1 for this option to take effect.
LowestModifierForLowSpeed: 0.7
#How much leniency should the check have?
#1.0 equals no leniency. Values less than 1.0 make the check more lenient.
#For example, 0.5 would mean a player would only have to move half the distance backwards.
#Check Sensitivity must be at -1 for this option to take effect.
KnockbackLeniency: 1.0
#Bias to direction from 1.0 to -1.0. Lower (negative) values give more leniency for sideways movement (e.g. strafing)
#-1.0 would mean that all hits were counted as being parallel to direction of travel, +1.0 would mean all hits would be counted as with the direction of travel.
DirectionBias: -0.0
#Command to execute when person is detected for AntiKnockback.
KnockbackCommand: #
#You know how thresholds work by now.
#If the person is detected for AntiKnockback, the threshold the player has is raised by 1.
#If the person is not detected for AntiKnockback, lower the value by LowerAmount.
#If Player's threshold value hits the Threshold, command is executed.
#It is generally recommended you don't raise this. Raise the LowerAmount variable instead!
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 6
#How close to the intended knockback direction will you allow the player to be knocked back?
#-1.0 = exactly the knockback direction given. 1.0 = all directions. 0.0 = Can be knocked any direction that isn't forward.
#The default of -0.2 is designed to be generally quite lenient.
IntendedDirection: -0.2
#What violation level to drag players to the believed knockback position? Set to higher than Threshold to disable.
DragBackThreshold: 3
#How much do you want to lower the threshold when a player is detected as legit?
#You may wish to consider increasing this if you get too many false positives.
#Check Sensitivity must be at -1 for this option to take effect.
LowerAmount: 0.6
#If a player is sprinting torwards another player, they may travel too far forward after being hit and trigger the detection.
DontCheckIfPlayerIsSprinting: false
#Some things about the plugin itself that are'nt related to any specific detection.
Specifics:
#Register AntiAura commands?
#This affects the client's autocomplete on 1.9+
#Setting this to false can help hide AntiAura's existence from hackers.
RegisterCommands: true
#Time after using a CrackShot weapon a person should not be checked for forcefield.
#The value is in ticks: 20 ticks is 1 second.
#This is useless if you do not have the CrackShot plugin.
CrackShotCompatibilityTime: 80
#Don't change this. It will reset your whole config if you do.
version: 42
#Do you want to call a FAKE LEAVE EVENT to the server that tells OTHER PLUGINS that the player has "LEFT" when he is actually kicked?
#Good for plugins like CombatLog, to punish a player as if he left willingly during PVP.
#If you have this enabled, you MUST have a kicking command in ALL the hack checks, or the plugin will not function correctly!
CallFakeLeaveEvent: false
#If the person says invalid chat, execute this command.
#This for clients that send invalid messages to the server to kick themselves during PVP and not be detected by current plugins.
InvalidChatCommand: kick %PLAYER% You have been kicked for invalid chat used for PVP Logging!#tempban %PLAYER% 30m You have been temporarily banned for invalid chat used for PVP Logging!
#Blocks the "World downloader" mod. Please note this does not block all world downloaders, it only blocks one popular world downloader mod.
#Set the command to be blank to disable.
WorldDownloaderCommand: kick %PLAYER% World downloaders are not allowed on this server!#tempban %PLAYER% 30m You have been temporarily banned for trying to use a world downloader on this server!
#Do you want to show debug messages?
#This will tell you exactly what kicked the player and what value to change if the person was not kicked correctly.
#You may want to disable it to reduce unnecessary spam on a server that has already managed to configure the plugin successfully.
ShowDebug: true
#Enabling this will use the Player#getTargetBlock() method in the Spigot API, Instead of my own code, to get the block a player is looking at.
EnableTargetblockChecking: false
#Teleport all players to the ground on join?
JoinTeleport: false
#Amount of TICKS (20 ticks = 1 second) to freeze players for on join.
#Lag will not be accounted for.
JoinFreezeTime: 0
#Allow bypass perms?
EnablePermissions: false
#Please keep in mind that the "criticals hack" on most clients simply jumps up and down to cause criticals like on a vanilla client.
#This check aims to stop Criticals hacks which do MORE criticals than a normal client, and which try to FAKE criticals.
#This isn't going to block clients which simply jump up and down.
Criticals:
#Block the damage event where the player claims to be off the ground when they are not?
#This generally only blocks hits from "Packet" critical hack types on free clients such as Wurst.
#May not work on certain types of blocks (e.g. PVP on fences) due to ground checking difficulties.
BlockPacketCriticalHits: false
#Increase the threshold with a definite packet critical?
#If set to false it will only increase the threshold with likely criticals.
#Note that enabling this may cause the player to be detected twice with an attempted critical and a packet critical, causing a player to be detected much faster.
IncreaseThresholdWithPacketCriticals: true
#The decrease amount on a legitimate hit.
#Check Sensitivity must be at -1 for this option to take effect.
SafeHitDecrease: 2.0
#How many times should the player consistently attempt criticals before being detected?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 8
#Command to execute when criticals is detected.
CriticalsCommand: #
#Blocks players from eating food faster than normal.
FastEat:
#The time, in seconds, that a player can consume food after last having consumed food.
Time: 1.5
#Block the player from eating if they are travelling at too high a speed (using NoSlowdown) while eating?
BlockIfSpeedTooHigh: true
#Value to divide expected speed by.
#Note: This value now influences the SPEED check after food was eaten recently.
MaxEatingTravelSpeed: 1.5
#Check Sensitivity must be at -1 for this option to take effect.
#How many times can a player attempt to use FastEat before being detected?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 3
#How much the Threshold should decrease for each legitimate eating attempt.
#Check Sensitivity must be at -1 for this option to take effect.
SafeEatDecrease: 1.0
#Command to execute when FastEat is detected.
FastEatCommand: #
#This will work fine on the default.
Spambots:
#This is a basic spambot-blockage thing to block spambots from running around on cracked servers.
#Feel free to disable.
Captcha:
#Do you want to enable typing of the CAPTCHA Only when the server is detected to be under a spam attack?
#This is detected by checking the amount of joins and seeing if there are more joins than usual.
EnabledOnlyWhenSpammed: true
#Do you want to apply the CAPTCHA to ONLY new players? Existing players won't be asked for a CAPTCHA.
#Warning: According to Bukkit's API, logging in and then re-logging in 5 seconds later counts as an "Existing player".
NewPlayersOnly: true
#Command to execute when detected.
CaptchaCommand: kick %PLAYER% You failed the captcha!
#Message to send to players. CAPTCHA is replaced with the CAPTCHA.
Message: Please type CAPTCHA to move and type commands!
MessageDisabling:
#This will stop all chat from a player until he/she has moved.
#Will only stop simple spambots.
StopChatBeforeMovement: true
#Do you want to disable join and leave messages under an attack?
#This will only disable the messages if the server is detected to be under a bot attack.
DisableJoinAndLeaveMessages: true
#Legacy option that will likely be removed in future versions. Do not disable.
#If you have NoCheatPlus anything below here is possibly blocked by that.
EnableNormalChecks: true
#Blocks the step hack, where players instantly climb up blocks without jumping.
#Should also block flight if they move up too fast, should also block HighJump, should also block spider.
Step:
#How often do you want to check if the person has moved too much?
#This value is in ticks. 20 ticks 1 second.
#Adjusting this value will require you to modify the two optioms below.
TimePerCheck: 6
#In the TimePerCheck, what is the maximum distance a player can move upwards?
#Check Sensitivity must be at -1 for this option to take effect.
MaxDistanceMovedUpwards: 2.8
#In the TimePerCheck, what is the maximum distance a player can move downwards?
#Check Sensitivity must be at -1 for this option to take effect.
MaxDistanceMovedDownwards: 25
#If a person is dragged back for hacking, do you want to force them to the ground as opposed to their last location?
ForceUserToGround: true
#How many times must a user be detected for Step to kick the user?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Command to execute when Step is detected?
StepCommand: #
#Options to do with accounting for velocities (e.g. launchpads, pvp).
VelocityAccounting:
#If this is enabled, AntiAura will account for velocity for players who hit themselves with bows to launch themselves in directions.
#Enabling this MAY create MINOR (probably useless) speed bypasses if the hacker shoots themselves with a bow to give themselves a velocity.
AllowBowBoosting: true
#If a player gets a velocity twice, enabling this will double the height they can go.
#For example, being launched twice from a launch pad would make AntiAura allow players to go up twice the height, even if they never got that much velocity.
#Enabling this may be exploited by clients, allowing them to fly if they have not yet touched the ground.
AllowMultipleVelocities: true
#Give extra leniency for multiple velocities on the X/Z axis.
#This, surprisingly, actually gives quite a lot of leniency. If you want strict velocity checks in PVP, you may wish to disable this.
MultipleXZVelocities: true
#The the multiplier to the velocity for the amount the player can move.
#Check Sensitivity must be at -1 for this option to take effect.
XZVelocityMul: 25
#Calculate velocity from the clients' velocity, and NOT the event's velocity?
#WARNING: Clients can fake their own velocity! This may be bypassed by some very advanced clients (I doubt it will happen though).
UsePlayerVelocity: false
#The leniency on the Y axis of all non-combat velocities (e.g. launch pads).
#Check Sensitivity must be at -1 for this option to take effect.
NormalVelocityLeniency: 1.1
#The leniency on the Y axis of combat velocities where the player takes a hit (e.g. zombies, PVP, etc).
#Check Sensitivity must be at -1 for this option to take effect.
CombatVelocityLeniency: 2.0
#The leniency that is given to players who are in combat with other players.
#Please note that unlike other leniency values, PlayerCombatVelocityLeniency affects all axis.
#Check Sensitivity must be at -1 for this option to take effect.
PlayerCombatVelocityLeniency: 1.8
#Do you want AntiAura to manually calculate the velocity of a player if hit by another player?
#AntiAura does this because *some* spigot servers don't seem to calculate it themselves.
#So on some servers, you're safe to disable this. On others, it causes huge problems.
CalculatePlayerVelocity: true
#NormalVelocityLeniency and CombatVelocityLeniency are a PERCENTAGE leniency.
#So for example if the player was launched up 1.0 blocks with a CombatVelocityLeniency of 2.0, CombatVelocityLeniency would allow them to be launched 2.0 blocks.
#FlatLeniencyInBlocks is simply a simple leniency in blocks.
#If FlatLeniencyInBlocks is 0.7 and the player is launched up 10 blocks, FlatLeniencyInBlocks will allow them to go 10.7 blocks.
#Check Sensitivity must be at -1 for this option to take effect.
FlatLeniencyInBlocks: 0.1
#How long should the velocity last?
#Velocities last the time calculated by AntiAura, multiplied by VelocityTime.
#For non-PVP velocities:
#Check Sensitivity must be at -1 for this option to take effect.
NormalVelocityTime: 2.0
#For PVP velocities:
#Check Sensitivity must be at -1 for this option to take effect.
CombatVelocityTime: 3.0
#This blocks any unexpected Y movement.
#If a player goes upward unexpectedly without any blocks underneath them, this drags them down.
Spider:
#Height to drag players down for Spider?
#A player standing normally on the ground has a value of "1" here.
#A value of 1.5 may not stop players spidering up slabs.
#Check Sensitivity must be at -1 for this option to take effect.
MaxHeightOffGround: 1.3
#Maximum height when on climbable objects such as ladders or vines.
#Check Sensitivity must be at -1 for this option to take effect.
MaxHeightOnLadders: 1.3
#What the threshold must be at to drag a player back.
#Defaults to 0, to ALWAYS drag players back.
DragBackThreshold: 0
#Damages the player by the amount of blocks dragged back.
DamagePlayer: true
#The user is teleported to the last legitimate position.
#The last legitimate position is USUALLY the ground.
#Enable this to actually cast a ray under the player and teleport them to the block below them on a Spider drag-back.
ForceUserToGround: true
#How many times must a person be detected for Spider to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Command to be executed when a player is detected as hacking?
SpiderCommand: #
#Checks the distance of player jumps.
#When a player lands on a block, it checks the distance from the block the player jumped on to the block they are on now.
#If it is too far, they are dragged back.
Jump:
#How much further than the maximum distance should AntiAura allow players to jump?
#Useful for providing leniency in cases of lag.
#Check Sensitivity must be at -1 for this option to take effect.
LeniencyInBlocks: 0.5
#How much the players' Jump violation level goes down after a legitimate jump.
#Check Sensitivity must be at -1 for this option to take effect.
SafeJumpDecrease: 0.5
#The threshold the players' Jump violation level must reach for them to be detected for Jump.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 8
#How far a player has to be off the ground until they are not considered to be on the ground any more
DistDown: 0.5
#If the threshold is above the DragBackThreshold, players are dragged back when jumping too far.
#Setting this higher than 0 can, of course, allow players to jump illigitimately far until they reach the DragBackThreshold.
DragBackThreshold: 0
#Command to execute when Jump is detected.
JumpCommand: #
#Block flight hacks?
Flight:
#Use client ground data to make flight detection more strict?
#IT IS HIGHLY RECOMMENDED YOU ENABLE THIS FOR SERVERS LIKE SKYWARS, PARKOUR, ETC.
StrictMode: false
#How many times must the person be detected as flying to be detected?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#How many times must the person be detected as flying to be dragged back?
#Increasing this above 0 will allow players to fly illegitimately for a short amount of time.
DragBackThreshold: 0
#When the player is detected to be doing legitimate activities, how much should the Threshold be lowered?
#Check Sensitivity must be at -1 for this option to take effect.
LowerAmount: 1.0
#This value is automatically added onto the MaxDistancePerSecond of a player if he has a jump potion.
#If this was at 2, the jump height for a player with Jump II would be 6 blocks off the ground.
ValuePerPotionLevel: 2
#The maximum height a player can be off the ground to be counted as in the air?
#Check Sensitivity must be at -1 for this option to take effect.
MaxHeightOffGround: 0.1
#How long should the player be allowed to not be standing on a block without going down significantly?
#This value is in TICKS: 20 ticks equal one second.
#Check Sensitivity must be at -1 for this option to take effect.
TimeInTheAir: 12
#Damage the player depending on how high they are?
#This shops players using the Flight check to prevent fall damage.
DamagePlayer: true
#What command do you want to execute when someone is detected for flying?
FlightCommand: #
#If TeleportDownOnly is set to false, players are dragged back to where they were before they tried to fly.
#If TeleportDownOnly is true, players are dragged to the ground from the current location where they are flying.
#It is recommended to enable TeleportDownOnly on Skywars servers and the like.
TeleportDownOnly: false
#Enabling DetectJesus will make the Flight check believe the ground is lower if a player is on water.
#This means any player standing on top of the water for an extended period of time will be dragged into it.
DetectJesus: true
#If the player is teleported further than this distance, all flight and speed checks will be cancelled.
#New checks are initiated as soon as the player moves.
CancelChecksIfPlayerIsTeleportedDistance: 1
#Time to not check a player for any movement hacks after teleportation. Value is in ticks, 100 ticks = 5 seconds.
DontCheckTime: 1
#This check blocks players from moving faster than normal and it also blocks Jesus and Sneak hacks (note that Jesus is also blocked by the Flight check).
#The Speed check also passes information to the Reach check to allow Reach to block TP-Aura.
#Disabling the Speed check will mean that TP-Aura will no longer be blocked by the Reach check.
Speed:
#This speed is automatically added onto the normal speed of a player if he has a potion.
#If players get dragged back when using speed potions, increase this.
ValuePerPotionLevel: 2
#Do you want to make this check more efficient, at the cost of worse detection (e.g. bunnyhopping not detected)?
#You may need to increase MaxSpeed a little bit for more leniency if you do this.
EfficientCheck: false
#Exempt players from this check if they have been given an upward velocity?
ExemptWhenUsingVelocity: false
#Do you want to block players from sprinting while stationary?
#This stops clients trying to fake more knockback by pretending to sprint all the time.
BlockStationarySprinting: false
#Maximum speed a player can travel in 1.5 seconds.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSpeed: 11.5
#What leniency most a player be at to be FORCED to be dragged back, even if below the DragBackThreshold?
#1.0 for no leniency. 2.0 for double normal speed.
#Check Sensitivity must be at -1 for this option to take effect.
ForceDragbackSpeed: 2.0
#How many times must the player be detected for speed hacks to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 16
#If the Threshold is higher than this, drag the player back for speed hacking.
#Note: If you wish to use it, set it at a high value like 10 or more.
#If players are not dragged back, threshold increases much faster than if they are.
#Set to 0 to disable.
#Please note that a higher-than-zero DragBackThreshold value on OTHER checks in AntiAura will introduce unnecessary bypasses.
#However, the DragBackThreshold for the Speed check is important to reducing false positives, especially with laggy players.
#And, it does not introduce significant bypasses due to the ForceDragbackSpeed option.
#Check Sensitivity must be at -1 for this option to take effect.
DragBackThreshold: 13
#Attempts to slow legit players down by setting their velocity. Occurs when violation level is (DragBackThreshold - SlowDownAttempts).
#May appear as a small 'lag' to a player, but less jarring than actually being dragged back
SlowDownAttempts: 0
#When the player is detected to be doing legitimate activities, how much should the violation level be lowered?
#Check Sensitivity must be at -1 for this option to take effect.
LowerAmount: 2
#What command do you want to execute when someone is detected for flying?
SpeedCommand: #
#Setting this to true will make players detected for hacks keep looking in the same direction they were looking at when dragged back.
#Keeping this to false will make players look the same direction they were with their last non-violating movement.
#This does NOT affect the location the player is teleported - Only the direction they are looking when teleported.
KeepDirection: true
#Maximum speed while sneaking.
#Increase this if you get rubber-banded while sneaking.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSneakingSpeed: 1.25
#Enable accounting for water? This will set players max speed to be slower if only water is below them.
Water: true
#How much faster when swimming as opposed to walking in water?
SwimMult: 3.1
#Max speed in Webs.
WebSpeed: 1.0
#How much damage should the player take when dragged back?
#Great for killing players who try and spam-TP exploits.
#Use 0.5 for half-hearts. 0.0 for no damage.
DamageHearts: 0.0
#This blocks teleportation hacks.
#These are a bit like speed hacks, but trigger teleport events on the server.
Teleport:
Enable: true
#Command to run when teleport hacks are detected?
TeleportCommand: #
#This will kick the player even if you do not kick them in the teleport command.
ForceKick: true
#Attempt to block the teleportations?
#Note that Speed should block this.
BlockTeleport: false
#The minimum distance a player must teleport to be detected?
#A teleport is counted as the distance attempted to move in a single tick.
#Check Sensitivity must be at -1 for this option to take effect.
MinTeleportDistance: 20
#Threshold
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Blocks FastPlace, a hack where players place blocks too fast.
FastPlace:
#How many times must the person be detected to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#How many blocks should a person be allowed to place per second to be detected?
#Check Sensitivity must be at -1 for this option to take effect.
MaxBlocksAllowedPerSecond: 6
#If the player has moved their head a lot and has placed more than two blocks, stop the block being placed?
#Great for blocking ScaffoldWalk better.
BlockPlacingWithHeadMovement: true
#Block placing with fast head movement only if the placed block is below the players feet.
OnlyWithBelowFeet: true
#Block the tower hack? This will block players from placing blocks around their feet too quickly.
BlockTower: true
#The distance the block below the player must be from the players' foot location to be cancelled if placing multiple blocks.
#A value of "1" will almost certainly have no false positives. A value of "2" will almost certainly block ALL tower hacks. Adjust wisely!
#Check Sensitivity must be at -1 for this option to take effect.
TowerDistance: 1.5
#Maximum blocks that can be placed below the player when towering per second.
#Check Sensitivity must be at -1 for this option to take effect.
MaxTowerPerSec: 2
#Command to execute when FastPlace is detected?
FastPlaceCommand: #
#Prevents blocks from being broken too quickly.
BreakSpeed:
#How many times must the person be detected to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 8
#Command to execute when FastPlace is detected?
BreakSpeedCommand: #
#Blocks NoFall, a hack where players take no fall damage.
#DistanceSpoof is also part of the NoFall check.
NoFall:
#The threshold to not give players velocity leniencies after taking fall damage.
MaxThresholdToAplyLeniency: 1
#How many times must the person be detected to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 15
#How long, in ticks, do you want to allow the person to be falling but still be "on the ground" before detecting them?
#If you have a SkyBlock server or similar, set this to 1 or more.
#Set this to 0 for more instant detection.
#Check Sensitivity must be at -1 for this option to take effect.
LeniencyTime: 4
#Do you want to force the player to be dragged to the ground from the air?
#Setting this to false will suspend the player in the air until they disable NoFall or die.
DragToGround: true
#Do you want to damage the player when they are detected for NoFall?
#May kill players if you don't drag them to the ground and they don't disable NoFall quick enough.
DamagePlayer: true
#Command to execute when NoFall is detected?
NoFallCommand: #
#Blocks players from moving through blocks.
Phase:
#Do you want to stop players from travelling between two solid blocks?
ThroughBlockBlocking: true
#Prevent teleporting to open spaces with solid blocks inbetween?
BlockTeleportingThroughBlocks: true
#The maximum distance between two locations that a player can teleport before being dragged back.
#Check Sensitivity must be at -1 for this option to take effect.
MaxTeleportDistance: 1.0
#Threshold for how many times user must be detected as hacking before the command executing.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Command to execute when Phase is detected?
PhaseCommand: #
#Blocks players placing blocks through stuff.
#Should block nuker, but it depends on the client.
#Will also prevent players breaking blocks if using the "derp" hack.
GhostHand:
#Force kicks, even for OPs, if the blocks broken in a second is double the maximum?
#Prevents people with bypass permission crashing the server with Nuker.
ForceKicks: true
#Accuracy-based detection is ALWAYS enabled in Survival mode.
#Should accuracy-based FastBreak detection be enabled in Creative?
AccuracyCreative: false
#If this block can be broken in under this time, ignore FastBreak checks?
#Time is in milliseconds. 500 = half a second.
#Check Sensitivity must be at -1 for this option to take effect.
BreakSpeedIgnore: 500
#Threshold for how many times user must be detected as hacking before the command executing.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#How much should the threshold of a player go down if the block broken was counted as legitimate?
#Check Sensitivity must be at -1 for this option to take effect.
SafeHitDecrease: 0.4
#Max blocks allowed to be broken in survival per second. Keep in mind that players could have highly-enchanted tools.
#THIS WILL NOT BE DISABLED IF YOU HAVE THE CHECK DISABLED. THE ONLY WAY TO "DISABLE" THIS IS TO RAISE THIS VALUE.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSurvivalBlocksPerSecond: 20
#Reset the amount of blocks broken upon teleport?
#This can reduce false positives in specific scenarios, but can also be exploited by hackers.
ResetUponTeleport: false
#Max blocks allowed to be broken in creative per second.
#THIS WILL NOT BE DISABLED IF YOU HAVE THE CHECK DISABLED. THE ONLY WAY TO "DISABLE" THIS IS TO RAISE THIS VALUE.
#Check Sensitivity must be at -1 for this option to take effect.
MaxCreativeBlocksPerSecond: 40
#Disable FastBreak when breaking tree logs?
#Great for compatibility with plugins like ChopTree or similar.
DisableFastBreakOnWood: false
#Command to execute when FastBreak is detected?
GhostHandCommand: #
#Blocks unlikely or impossible interactions.
#This includes impossible inventory opens and block placements on faces that cannot be seen.
UnlikelyInteract:
#Detect if a player attempts to open an inventory (e.g. a chest) through a wall.
DetectImpossibleInventory: true
#Maximum legitimate distance from the target object (e.g. a chest) to the players' line of sight ray.
#Higher values are more lenient, but may allow bypasses through 1-block walls if set too high.
#Check Sensitivity must be at -1 for this option to take effect.
MaxInventoryDistance: 1.0
#If DetectImpossibleInventory is true, block the player from opening inventories through walls.
BlockImpossibleInventory: true
#Detect block placements on block faces that cannot be seen?
DetectImpossiblePlacements: true
#If DetectImpossiblePlacements, prevent illegitimate block placements.
BlockImpossiblePlacements: true
#Amount of hacking attempts to detect player
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 8
#Violation decrease if a player interacts legitimately
#Check Sensitivity must be at -1 for this option to take effect.
SafeInteractDecrease: 1
#Command to execute when UnlikelyInteract is detected.
UnlikelyInteractCommand: #
#Blocks the NoSwing hack.
NoSwing:
#Amount of times person must be detected to be kicked.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Decrease of the threshold with a safe interaction.
#Check Sensitivity must be at -1 for this option to take effect.
SafeInteractDecrease: 0.5
#In ticks, how long after the person has done an action as to when they place something.
#For example, if they place a block, but then swing 1 tick later, they won't detected.
#Check Sensitivity must be at -1 for this option to take effect.
SwingLeniency: 3
#Command to execute when NoSwing is detected.
NoSwingCommand: #
#Block regeneration hack? This blocks clients from regenerating health really fast, and so being unkillable.
#Please note that this now, as-such, is a backup check for the MorePackets check.
#This check does not use packets, and so works by looking at the actual player health.
Regen:
#What is the maximum amount of half-hearts allowed for each regeneration? A value of 2 equals one heart.
#Check Sensitivity must be at -1 for this option to take effect.
MaxHalfHeartsPerRegen: 1
#Maximum half-hearts that a player can regen per second?
#Default vanilla on a localhost server can regen 4.0 hearts per second. You may want to increase to 5.0 because possible lag may affect this.
#Check Sensitivity must be at -1 for this option to take effect.
MaxHeartsPerSecond: 4.0
#Command to execute when regen is detected.
RegenCommand: #
#Threshold for when players are kicked.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#This is the MorePackets check. It checks for packets used for hacks such as AntiFire, AntiPotion, and Regen!
#Please note that this check only checks for one specific packet.
#When I say "packets the client can send per second", I am referring to the amount of this specific packet type, not the amount of all packets.
MorePackets:
#What is the maximum amount of packets the client can send per second?
MaxPacketsPerSecond: 10
#If more packets have been sent in a second than MaxPacktsPerSecond, do you want to block the packets?
#There is a short amount of time between the player being detected and being kicked.
#This means that a player with a poison potion in survival could use AntiPotion, get kicked, and rejoin with their poison potion gone.
#If the packet is blocked, this means that the player will not be able to successfully use the hack for a short time.
BlockPackets: true
#The command to execute when MorePackets is detected.-
MorePacketsCommand: #
#PotionSaver is a hack where, if a client has a positive potion (such as Speed) and stands still, the timer on the potion does not go down.
#In short, this checks if the "Make potion go down" packet is not sent each second.
PotionSaver:
#The violation level (in seconds) that the player has to reach by not sending potion decrease information to be detected.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 4
#How much the violation level decreases with each seconds' legitimate potion decrease.
#Check Sensitivity must be at -1 for this option to take effect.
SafeSecondDecrease: 0.25
#If a player is not sending any KeepAlive packets, do you want to not detect players for PotionSaver?
#Note that it's impossible for players to not send any KeepAlive packets, or else they will time out.
DisableWhenNotSendingKeepAlive: true
#Command to execute when PotionSaver is detected.
PotionSaverCommand: #
#Block hacks using the Elytra?
Elytra:
#The max speed on the X+Z axis that a player can travel using an Elytra.
#The max speed of 40 can only be achieved by jumping off really high (like 200 blocks), diving down, and levelling out.
#So servers with specific maps that cannot be built upon may wish to lower this.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSpeedUsingElytra: 40
#When using rockets, the max possible speed addition per rocket.
#Check Sensitivity must be at -1 for this option to take effect.
SpeedPerRocket: 25
#When using rockets, the max possible height addition per rocket.
#Check Sensitivity must be at -1 for this option to take effect.
HeightPerRocket: 25
#The ElytraHeight check, checks if players decend too slowly when using Elytra
ElytraHeight:
#How much height to add for leniency when player activates elytra?
#Players can have elytra activated and go up for approximately 2 blocks
#Check Sensitivity must be at -1 for this option to take effect.
DefaultHeightAdd: 3.0
#Maximum violations to detect
Threshold: 4
#The ElytraSpeed check, checks if players are moving too quick with Elytra
ElytraSpeed:
#Maximum violations to detect
Threshold: 8
#Maximum violations to drag back
#2 is a little lenient but ensures less false positives
DragBackThreshold: 2
#Leniency compared to believed speed and actual travelled speed
#In testing 11 was the ideal value
ElytraLeniency: 11
#Distance to force dragback even if below the drag back threshold.
#A bit more lenient than is required by default.
ForceDragbackLeniency: 24
#ElytraCommand is executed both for ElytraHeight and ElytraSpeed
ElytraCommand: #
#This "Blocks" manual BowAimbot. There's no way to "detect" it, and hence no way to kick the player for it.
BowAimbot:
#Change velocity ONLY for arrows?
#This means that velocity of other projectiles (e.g. snowballs) will remain unchanged.
ArrowsOnly: false
#The IllegalItem check blocks items with certain illegal parameters.
#Items with disallowed parameters will be removed from the players' inventory.
IllegalItem:
#If you enable BlockEvenIfOP, all illegal items will be blocked,
#even if you are an OP and have bypass permission for AntiAura.
#Useful for stopping administrators abusing power.
BlockEvenIfOP: false
#What is the maximum enchantment level allowed?
#Set to -1 to remove limits of enchantment.
MaxEnchantLevel: 6
#What is the maximum potion amplifier allowed?
#Set to -1 to remove limits of potion amplifier.
MaxPotionAmplifier: 2
Compatibility:
#Compatibility with Geyser/Floodgate
#0 - Treat Bedrock players the same as Java players (not recommended).
#1 - Exempt Bedrock players from movement checks.
#2 - Make AntiAura compatible with Bedrock clients (recommended).
FloodgateAction: 2
#Bedrock players don't need a prefix if Floodgate is on the Spigot server.
#If a player's name starts with the value of BedrockPrefix, treat this player as a Bedrock client.
BedrockPrefix: '*'
#Compatibility with QualityArmoury guns.
#Amount of ticks to exempt a player for after shooting a gun. 20 ticks = 1 second.
FireExemptionTime: 5
#You can ignore anything down here. It's pretty much stuff you won't ever want to change, but is there just in case.
All:
#If server TPS goes below this Threshold, don't kick anyone.
MinTPS: 10
#Takes special measures to stop crashes. May cause slight memory leaks, but nothing serious.
#Really, only enable this if I tell you to.
StopCrashes: false
#Force dependency download?
ForceDependencyDownload: false
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