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LiquidBounce Forum

FaaatPotatoF

FaaatPotato

@FaaatPotato
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Recent Best Controversial

  • Unsure how to fix script issue
    FaaatPotatoF FaaatPotato

    @FaaatPotato Actually it is too cool to not be used. So I included your way of doing it and you can whitelist items via text setting

    ///api_version=2
    (script = registerScript({
        name: "DepositFish",
        version: "1.0",
        authors: ["some fisherman"]
    }));
    
    var GuiChest = Java.type("net.minecraft.client.gui.inventory.GuiChest"),
        ItemFish = Java.type("net.minecraft.item.ItemFishFood")
        
    script.registerModule({
        name: "DepositFish",
        category: "Misc",
        description: "Stores fish lol",
        settings: {
            modeValue: mode = Setting.list({
                name: "Mode",
                values: ["FaaatPotato", "ToolTip"],
                default: "FaaatPotato" 
            }),
            itemsValue: items = Setting.text({
                name: "ItemsToStore",
                default: "fish",
                isSupported: function() {
                    return mode.get() == "ToolTip"
                }
            })
        }
     }, function (module) {
        module.on("update", function() {
            if (mc.currentScreen instanceof GuiChest) {
                var inventoryContainer = Java.from(mc.thePlayer.inventoryContainer.getInventory())
                var openContainer = Java.from(mc.thePlayer.openContainer.getInventory())
                if (mode.get() == "FaaatPotato") {
                    var fishSlots = inventoryContainer.filter(function (stack) stack && stack.getItem() instanceof ItemFish/*|| you can add more items here, you need to import them*/)
                    fishSlots.length && fishSlots.forEach(function (stack) mc.playerController.windowClick(mc.thePlayer.openContainer.windowId, openContainer.indexOf(stack), 0, 1, mc.thePlayer));
                }
                if (mode.get() == "ToolTip") {
                    var itemsToStore = items.get().toLowerCase().split(",")
                    var itemSlots = inventoryContainer.filter(function (stack) stack && itemsToStore.some(function (itemName) Java.from(stack.getTooltip(mc.thePlayer, true)).toString().toLowerCase().contains(itemName)))
    
                    itemSlots.length && itemSlots.forEach(function (stack) mc.playerController.windowClick(mc.thePlayer.openContainer.windowId, openContainer.indexOf(stack), 0, 1, mc.thePlayer))
                }
            }
        });
    });
    

    just make sure to type the whole item name in the text field so no similar items will be put in the storage
    e.g.
    .depositfish itemstostore diamond_sword,fishing_rod,fish

    however this could lead to issues if names contain for example fish as in fishing_rod. Thats why you checked for != contains("rod"). But that should be solvable for you.

    ScriptAPI

  • Unsure how to fix script issue
    FaaatPotatoF FaaatPotato

    Well i do like that you tried to debug. There are a couple vars that are not needed, e.g. ENABLED because onUpdate will only be called when the module is enabled - you don't need to worry about that.

    I just recoded your script to get it working. I don't know if this is the most memory efficient way to do it tho. If you want to add some Items you will have to do that on your own (via import ...).

    This script won't allow to take fish out of a storage when enabled, so you could optimize it.

    To understand what is going on you could take a look at this script since what you want is basically a reverse chest stealer undefined

    ///api_version=2
    (script = registerScript({
        name: "DepositFish",
        version: "1.0",
        authors: ["some fisherman"]
    }));
    
    var GuiChest = Java.type("net.minecraft.client.gui.inventory.GuiChest"),
        ItemFish = Java.type("net.minecraft.item.ItemFishFood")
        
    script.registerModule({
        name: "DepositFish",
        category: "Misc",
        description: "Stores fish lol"
     }, function (module) {
        module.on("update", function() {
            if (mc.currentScreen instanceof GuiChest) {
                var inventoryContainer = Java.from(mc.thePlayer.inventoryContainer.getInventory())
                var openContainer = Java.from(mc.thePlayer.openContainer.getInventory())
                var fishSlots = inventoryContainer.filter(function (stack) stack && stack.getItem() instanceof ItemFish/*|| you can add more items here, you need to import them*/)
    
                fishSlots.length && fishSlots.forEach(function (stack) mc.playerController.windowClick(mc.thePlayer.openContainer.windowId, openContainer.indexOf(stack), 0, 1, mc.thePlayer));
            }
        });
    });
    

    PS: Unique way of detecting a fish! :))

    ScriptAPI

  • rotationAngleX not returning angle of given player instance
    FaaatPotatoF FaaatPotato

    context:

    I've recently posted this script in which I messed with the players model and the different rotation angles which I built into an animation. However the script seems to apply angles of one players model to another. Hence the animation is broken.

    //function to retrive the MainModel to access rotationAngle... and do rendering
    function getMainModel(entity) {
       return mc.getRenderManager().getEntityRenderObject(entity).getMainModel()
    }
    

    fast forward to today

    I sat down and again tried to fix the issue. I've noticed that this in Multiplayer

    Chat.print(getMainModel(mc.thePlayer).bipedRightArm.rotateAngleX)
    

    doesn't even return the given instances' bipedRightArm.rotateAngleX rather some angle of another player. However, in Singleplayer it seems to work, probably because theres just one player, me.

    showcase:
    rotation singleplayer – 00:08
    — FaaatPotato

    rotation multiplayer – 00:05
    — FaaatPotato

    In Singleplayer a drastic change in the angle is noticable while hitting. However in Multiplayer this can't be said at all times.

    Does anybody know how to fix this/know another method to retrieve the rigtht angle? Or more importantly explain this behaviour?

    ScriptAPI

  • I dont have ANY idea why this script is broken.
    FaaatPotatoF FaaatPotato

    @CzechHek

    🗣️🗣️🗣️🗣️🔥 some1 needs to add own little utils to ScriptAPI

    ScriptAPI

  • I dont have ANY idea why this script is broken.
    FaaatPotatoF FaaatPotato

    @rthrthwtrhg

    Ported it for you and added

    • NoMoveStop -> makes you stop if you dont press any movement key
    • OnlyOnMove -> requires you to press movement keys to speed up
    ///api_version=2
    (script = registerScript({
        name: "NCPSpeed",
        version: "1.3.3.7",
        authors: ["Kellohylly"]
    }));
    
    script.registerModule({
        name: "NCPSpeed",
        category: "Fun",
        description: "NCP-Speed",
        settings: {
            nomovestop: Setting.boolean({
                name: "NoMoveStop",
                default: false
            }),
            onlyonmove: Setting.boolean({
                name: "OnlyOnMove",
                default: false
            }),
        },
    }, function (module) {
        module.on("disable", function() {
            mc.timer.timerSpeed = 1;
        });
        module.on("motion", function() {
            if (mc.thePlayer.onGround) {
                if ((module.settings.onlyonmove.get() && !isMoving()) || (module.settings.nomovestop.get() && !isMoving())) return;
                
                mc.thePlayer.jump();
                //represents MovementUtils.strafe()
                var yaw = mc.thePlayer.rotationYaw * Math.PI / 180 //represents Math.rad(deg)
                mc.thePlayer.motionX = -Math.sin(yaw) * 0.485
                mc.thePlayer.motionZ = Math.cos(yaw) * 0.485
            }
        });
        module.on("move", function(e) {
            if (module.settings.nomovestop.get() && !isMoving()) e.zeroXZ()
        });
    });
    
    //represents MovementUtils.isMoving() -> true/false
    function isMoving() {
        if (mc.thePlayer.movementInput.moveForward != 0 || mc.thePlayer.movementInput.moveStrafe != 0) return true;
    }
    
    ScriptAPI

  • help
    FaaatPotatoF FaaatPotato

    @DreamWasFucked despite the fact that you are banned, this might still be interesting:

    mc.getRenderItem().renderItemAndEffectIntoGUI(ItemStack, x, y);
    

    This worked for me. Haven't found this one on this forum yet. Maybe it helps somebody.

    and if you want to get rid of some shade when rendering blocks

    RenderHelper = Java.type("net.minecraft.client.renderer.RenderHelper");
    
    RenderHelper.enableGUIStandardItemLighting()
    mc.getRenderItem().renderItemIntoGUI(stack, x, y);
    mc.getRenderItem().renderItemOverlays(mc.fontRendererObj, stack, x, y)
    RenderHelper.disableStandardItemLighting();
    
    ScriptAPI

  • [Unnicker] How to get the Textures / Property of the GameProfile of a Player
    FaaatPotatoF FaaatPotato

    @Marlon no problem homie

    ScriptAPI

  • [Unnicker] How to get the Textures / Property of the GameProfile of a Player
    FaaatPotatoF FaaatPotato

    @Marlon

    var textures = properties.get("textures").iterator().next()
    Chat.print(textures.getValue());
    

    returns smth similar to this:

    3fa62073-ffab-45d8-9d8f-f720fc762520-image.png

    ScriptAPI

  • Fast Fucker
    FaaatPotatoF FaaatPotato

    @Charlie-Goodwin Fucker is intended to break one block at a time (e.g bed ...)

    btw, you tell me you want to break a single block with fucker

    replacement for nuker, but only for a single block

    but then you complain about it doing exactly that

    fucker can only mine at 1 block at a time

    you mean block type?

    General

  • I need opinions about new look of the ClickGUI
    FaaatPotatoF FaaatPotato

    @kvdlxne Looks pretty good! I really like this design. I'd also say, as @1zun4 said, rounding it would improve it even more. I think that'd also fit better to the general apperance of nextgen. (But since more customizable is already on your list, you may've thought about that already undefined)

    Suggestions/Ideas:

    • search bar (i think it was already linked by you in your github issue)
    • fade (animations) when opening/closing
    General Discussion

  • Can someone help me which font on arraylist is that?
    FaaatPotatoF FaaatPotato

    @WaterFlex some kind of roboto I guess but with shadows

    General

  • how to quene a packet when the packet quene is empty
    FaaatPotatoF FaaatPotato

    @Systemless

    Il just make somebody else convert it

    enslavement

    get others to help me ✔

    ScriptAPI

  • how to quene a packet when the packet quene is empty
    FaaatPotatoF FaaatPotato

    @Systemless increase timer undefined

    ScriptAPI

  • [Question] Is there any way to edit a script without re-opening liquid bounce?
    FaaatPotatoF FaaatPotato

    @Arabian i would recommend using core

    .r scriptname

    ScriptAPI

  • bye ig
    FaaatPotatoF FaaatPotato

    @cancernameu undefined

    just remembered you made the first actual good matrix glide back then on accident

    if (mc.thePlayer.ticksExisted % 4 == 0) mc.thePlayer.motionY = -.1
    if (mc.thePlayer.ticksExisted % 8 == 0) mc.thePlayer.motionY = -.2
    //dont remember the exact delay
    

    I also credited you in PotatoScript undefined

    • 49e5ec89-91ec-4f1b-8d97-828ecfff024d-image.png
    General Discussion

  • [JS]TeleportAura 0.4(更新)
    FaaatPotatoF FaaatPotato

    @cookiechinese 😮 ❤

    Chinese

  • B73 and packet S02
    FaaatPotatoF FaaatPotato

    @sigmer 6d9c4812-f939-4b24-8af5-823188646212-image.png

    undefined undefined

    ScriptAPI

  • B73 and packet S02
    FaaatPotatoF FaaatPotato

    @dntdbt kk

    ScriptAPI

  • B73 and packet S02
    FaaatPotatoF FaaatPotato

    @konoha-scarlet ig no

    i was just laizy

    var S02 = Java.type("net.minecraft.network.play.server.S02PacketChat");
    

    did not type that into my top message

    ScriptAPI
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