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  3. Help With Fixing Code

Help With Fixing Code

Scheduled Pinned Locked Moved Unsolved ScriptAPI
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  • EclipsesDevE Offline
    EclipsesDevE Offline
    EclipsesDev
    Moderator
    wrote on last edited by
    #2

    LEGACY: https://liquidbounce.net/docs/ScriptAPI (legacy)

    NEXTGEN: https://liquidbounce.net/docs/ScriptAPI (nextgen)

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    • V Offline
      V Offline
      V3r.SaceX
      wrote on last edited by
      #3
      const script = registerScript({
          name: "AntiVulcanLimit",
          version: "1.0.0",
          authors: ["IgniteTNT"]
      });
      
      var sneakCooldown = 200; // Cooldown in milliseconds 
      
      script.registerModule({
          name: "VulcanLimit",
          category: "Misc", // Movement, Combat, Renderr, ...
          description: "Bypass Vulcan's Limit Check When Scaffolding"
      }, (mod) => {
          mod.on("enable", () => {
              Client.displayChatMessage("§aEnabled AntiVulcanLimit :)");
              mc.gameSettings.keyBindSneak.pressed = true;
              setTimeout(function() {
                  mc.gameSettings.keyBindSneak.pressed = false;
              }, sneakCooldown);
          });
      
          mod.on("disable", () => {
              Client.displayChatMessage("§aDisabled AntiVulcanLimit :(");
          });
          
          mod.on("ground", function(event) {
              mc.gameSettings.keyBindSneak.pressed = true;
              setTimeout(function() {
                  mc.gameSettings.keyBindSneak.pressed = false;
              }, sneakCooldown);
          });
      });
      
      

      In this corrected version, I replaced this.onGround with mod.on("ground", ...), which correctly registers the event handler function.

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      • IgniteTNTI IgniteTNT

        Can Somebody Help Me To Get The Code Down Below To Work? I Am Slightly Confused On This Scripting API.

        const script = registerScript({
            name: "AntiVulcanLimit",
            version: "1.0.0",
            authors: ["IgniteTNT"]
        });
        
        var sneakCooldown = 200; // Cooldown in milliseconds 
        
        script.registerModule({
            name: "VulcanLimit",
            category: "Misc", // Movement, Combat, Renderr, ...
            description: "Bypass Vulcan's Limit Check When Scaffolding"
        }, (mod) => {
            mod.on("enable", () => {
                Client.displayChatMessage("§aEnabled AntiVulcanLimit :)");
                mc.gameSettings.keyBindSneak.pressed = true;
                setTimeout(function() {
                    mc.gameSettings.keyBindSneak.pressed = false;
                }, sneakCooldown);
            });
        
            mod.on("disable", () => {
                Client.displayChatMessage("§aDisabled AntiVulcanLimit :(");
            });
            
            this.onGround = function(event) {
                mc.gameSettings.keyBindSneak.pressed = true;
                setTimeout(function() {
                    mc.gameSettings.keyBindSneak.pressed = false;
                }, sneakCooldown);
            }
        });
        
        
        
        V Offline
        V Offline
        V3r.SaceX
        wrote on last edited by
        #4

        @IgniteTNT In this corrected version, I replaced this.onGround with mod.on("ground", ...), which correctly registers the event handler function.

        const script = registerScript({
            name: "AntiVulcanLimit",
            version: "1.0.0",
            authors: ["IgniteTNT"]
        });
        
        var sneakCooldown = 200; // Cooldown in milliseconds 
        
        script.registerModule({
            name: "VulcanLimit",
            category: "Misc", // Movement, Combat, Renderr, ...
            description: "Bypass Vulcan's Limit Check When Scaffolding"
        }, (mod) => {
            mod.on("enable", () => {
                Client.displayChatMessage("§aEnabled AntiVulcanLimit :)");
                mc.gameSettings.keyBindSneak.pressed = true;
                setTimeout(function() {
                    mc.gameSettings.keyBindSneak.pressed = false;
                }, sneakCooldown);
            });
        
            mod.on("disable", () => {
                Client.displayChatMessage("§aDisabled AntiVulcanLimit :(");
            });
            
            mod.on("ground", function(event) {
                mc.gameSettings.keyBindSneak.pressed = true;
                setTimeout(function() {
                    mc.gameSettings.keyBindSneak.pressed = false;
                }, sneakCooldown);
            });
        });
        
        
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        • V Offline
          V Offline
          V3r.SaceX
          wrote on last edited by
          #5

          i fixed it

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          0
          • IgniteTNTI Offline
            IgniteTNTI Offline
            IgniteTNT
            wrote on last edited by
            #6

            Thank you!

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            0
            • IgniteTNTI Offline
              IgniteTNTI Offline
              IgniteTNT
              wrote on last edited by
              #7

              Still doesn't work, thank you for attempting it though!

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              • kawaiinekololisK Offline
                kawaiinekololisK Offline
                kawaiinekololis
                Admin
                wrote on last edited by
                #8

                There is no event called on ground. You should use one of the tick events...

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                • IgniteTNTI Offline
                  IgniteTNTI Offline
                  IgniteTNT
                  wrote on last edited by
                  #9

                  What is the syntax for tick events?

                  Riceuser2R 1 Reply Last reply
                  0
                  • IgniteTNTI IgniteTNT

                    What is the syntax for tick events?

                    Riceuser2R Offline
                    Riceuser2R Offline
                    Riceuser2
                    wrote on last edited by Riceuser2
                    #10

                    @IgniteTNT U can try this:

                    let ticks = 0;
                    //....
                    
                    mod.on("update", () => {
                        ticks++;
                    
                        if (ticks === 10) { // put it as your opinion
                            mc.gameSettings.keyBindSneak.pressed = true;
                        } else {
                            mc.gameSettings.keyBindSneak.pressed = false;
                            ticks = 0;
                        }
                    }
                    
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                    0
                    • IgniteTNTI Offline
                      IgniteTNTI Offline
                      IgniteTNT
                      wrote on last edited by
                      #11

                      It doesn't seem to like mc.gameSettings.keyBindSneak.pressed works, weird.

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