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Custom Modules
SenkJu edited this page Sep 1, 2019
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9 revisions
function ExampleModule() {
var myBoolValue = value.createBoolean("MyBoolValue", true);
// '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() {
if (myBoolValue.get()) {
chat.print("MyBoolValue is enabled.");
} else {
chat.print("MyBoolValue is disabled.");
}
chat.print("§c§lHey! I am now enabled.");
myBoolValue.set(false);
};
/* '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();
}
/* In 'addValues' custom values can be added to a module. Those will appear in the ClickGUI
and can be changed by the user. */
this.addValues = function(values) {
values.add(myBoolValue);
}
}
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.getEventState();
eventState.getStateName(); // PRE or POST
};
this.onRender2D = function(event) {
// Code in here will be executed when the client draws its 2D elements
var partialTicks = event.getPartialTicks(); // 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.getPartialTicks(); // 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.getTargetEntity();
};
this.onJump = function(event) {
// Code in here will be executed when the player jumps
event.cancelEvent() // Cancels the event
event.isCancelled() // Whether the event has been cancelled
var motion = event.getMotion();
event.setMotion(0.42);
};
this.onPacket = function(event) {
// Code in here will be executed when the client receives a packet
event.cancelEvent() // Cancels the event
event.isCancelled() // Whether the event has been cancelled
var packet = event.getPacket();
};
this.onKey = function(event) {
// Code in here will be executed when a key is pressed
var pressedKey = event.getKey(); // ID of the pressed key (https://minecraft.gamepedia.com/Key_codes)
};
this.onMove = function(event) {
// Code in here will be executed when the player moved
var x = event.getX(); // Returns x-position of move
var y = event.getY(); // Returns y-position of move
var z = event.getZ(); // Returns z-position of move
var isSafeWalk = event.isSafeWalk(); // Whether SafeWalk is enabled for this event
event.setX(100); // Sets x-position of move to 100
event.setY(100); // Sets y-position of move to 100
event.setZ(100); // Sets z-position of move to 100
event.setSafeWalk(true); // Prevents player from falling of the edge of blocks
}
Values will be visible in the ClickGUI and can be changed by the user. If a module is using settings instead of hard-coded values, it is more customizable for the user.
// Values must be registered manuelly
this.addValues = function(values) {
values.add(myValue1);
values.add(myValue2);
}
// BoolValue - Either true or false
var myBoolValue = value.createBoolean(valueName, defaultValue);
// BlockValue - Used for selecting a block
var myBlockValue = value.createBlock(valueName, defaultBlockId);
// FloatValue - Slider allowing the user to select a floating-point number
var myFloatValue = value.createFloat(valueName, defaultValue, minValue, maxValue);
// IntegerValues - Slider allowing the user to select an integer number
var myIntValue = value.createInteger(valueName, defaultValue, minValue, maxValue);
// ListValue - Allowing the user to select one item from the list of available values
var myList = value.createList(valueName, [possibleValue1, possibleValue2, possibleValue3], defaultValue);
// TextValue - Allowing the user to specify any string as its value
var myTextValue = value.createText(valueName, defaultValue);
// BoolValue - Either true or false
var myBoolValue = value.createBoolean("MyBoolValue", true);
myBoolValue.get(); // true
myBoolValue.set(false); // Sets value to false