Some module renamer script which anyone can make
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Even someone without too much coding knowledge can make this. (Me)
Works with scripts.
Warning: The new module names reset after you close the game.
Warning 2: The new module names don't affect the ClickGUI but they do affect the arraylist and commands.I know that I'm leaving MCC, but I just wanted to post a script probably for the last time. (Probably because I might post some new scripts)
/// api_version=2 // TODO: Make this script affect ClickGUI too. var script = registerScript({ name: "Rename", version: "1.0.0", authors: ["Ali00035"] }); script.registerCommand({ name: "renamemodule", aliases: ["renamemodule", "rn"] }, function(command) { command.on("execute", function(args) { if (args.length == 3) { moduleManager.getModule(args[1]).name = args[2]; Chat.print("§9[LiquidBounce]§9 §3Succesfully renamed " + args[1] + " to " + args[2]); } else { Chat.print("§9[LiquidBounce]§9 §3Usage:§3 §9 .renamemodule <module> <newname>"); } }); });
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@53000ila goodwork
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@hacked-clients-minecraft Thanks.
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@phạm-minh-đức-official Thanks.
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@ali00035 said in Some module renamer script which anyone can make:
// TODO: Make this script affect ClickGUI too.
did it on accident
wanted to make a spoofmodules script
use core and it works xdddfor each (var module in moduleManager.modules) { moduleManager.getModule(module.name).name = "any" //module.name = x works too? }
if you do that lb resets everything ig so dont do that. Implement it into your command xdd!
It could also be that those changes only take effect after reloading ig. So you would need to reset them somehow. -
@faaatpotato Lol nice
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///api_version=2 (script = registerScript({ name: "ModuleRenamer", version: "1.0.0", authors: ["Ali00035"] })).import("Core.lib"); saveNames = [] RenameModule = { name: "RenameModule", aliases: ["rm"], version: script.version, handler: { rename: function(moduleName, newName) { for each (var module in moduleManager.modules) { if (module.name == moduleName) { module.name = newName saveNames.push(moduleName, newName); commandManager.executeCommands(".r ClickGUI") clearChat(); } } }, reset: function() { for (i = 0; i < saveNames.length; i++) { for each (var module in moduleManager.modules) { if (module.name == saveNames[i] && saveNames.length > 0) { module.name = saveNames[i-1] } } } saveNames = [] commandManager.executeCommands(".r ClickGUI") clearChat(); } } } command = RenameModule;
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@faaatpotato best
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@melih_gmc2 still could contain some bugs, be careful. Made this in 5mins diddnt test enough
For example if you execute reset twice. Fucks everything xdd
need to clear the array therek fixed that
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@faaatpotato said in Some module renamer script which anyone can make:
for each (var module in moduleManager.modules) {
if (module.name == moduleName) {I already know this method because of Nvaros' clickgui hide script (props to him) I wanted to add this but it wasn't a good idea.