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Custom Modules
SenkJu edited this page Jul 11, 2019
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9 revisions
function ExampleModule() {
// 'getName()' returns the name of the module. This name will be used in the ClickGUI/TabGUI.
this.getName = function() {
return "TestModule";
};
/* 'getDescription()' returns the description of the module.
It can be seen when hovering the module in the ClickGUI. */
this.getDescription = function() {
return "This module has been created using LiquidBounce's scripting API.";
};
// 'getCategory()' returns the name of the ClickGUI/TabGUI category the module should be added to.
this.getCategory = function() {
return "Exploit";
};
// 'onEnable()' is being executed once the user activated the module.
this.onEnable = function() {
chat.print("§c§lHey! I am now enabled.");
};
/* 'onDisable()' is being executed once the user disabled the module.
Changed Minecraft values should be reset here. */
this.onDisable = function() {
chat.print("§c§lBye! I am now disabled.");
};
/* 'onUpdate()' is being executed constantly (every tick => 20 times per seconds)
if the module is enabled. */
this.onUpdate = function() {
mc.thePlayer.swingItem();
}
}
this.onEnable = function() {
// Code in here will be executed directly after the module has been enabled by the user
};
this.onDisable = function() {
// Code in here will be executed directly after the module has been disabled by the user
};
this.onUpdate = function() {
// Code in here is being executed every tick (~20 times per seconds)
};
this.onMotion = function(event) {
// Code in here is being executed everytime the player receives motion
var eventState = event.eventState;
eventState.stateName; // PRE or POST
};
this.onRender2D = function(event) {
// Code in here will be executed when the client draws its 2D elements
var partialTicks = event.partialTicks; // Used to render FPS independent animations
};
this.onRender3D = function(event) {
// Code in here will be executed when the client draws its 3D elements
var partialTicks = event.partialTicks; // Used to render FPS independent animations
};
this.onAttack = function(event) {
// Code in here will be executed when an entity is being attacked
var targetEntity = event.targetEntity;
};
this.onJump = function(event) {
// Code in here will be executed when the player jumps
event.cancelEvent() // Cancels the event
event.cancel // Whether the event has been cancelled
var motion = event.motion;
event.motion = 0.42;
};
this.onPacket = function(event) {
// Code in here will be executed when the client receives a packet
event.cancelEvent() // Cancels the event
event.cancel // Whether the event has been cancelled
var packet = event.packet;
};