FaaatPotato teleport showcase on funnymc.ru; they use matrix + old ncp
teleport showcase | AntiCheat issue – 02:52
— FaaatPotato
FaaatPotato
Posts
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[SCRIPT] [LEGACY] MatrixArchiveAPIV2_b100 -
[SCRIPT] [LEGACY] MatrixArchiveAPIV2_b100Hello guys. I want to share this script I have been working on lately.
https://github.com/FaaatPotato/Scripts/blob/main/MatrixArchiveAPIV2_b100.js
This script is a collection of old Matrix bypasses (mostly originated from JartexScript-2.0) and utility modules, working on the b100 legacy build. To use this script, one must compile the release on GitHub.
Obviously not all of the included bypasses are working - as the name of the script suggests. Minimally, I hope this script is educational if not usable.
Regardless, I have included some new bypasses, for example a vehicle teleport working on the latest Matrix version (loyisa; v. 19.1 at time of post).
I have been working on AutoInsultReloaded a lot lately, maybe i will consider porting it to nextgen as a starting project with the new API and client. The whole script will probably receieve further updates on GitHub. If you find any issues, please let me know (GitHub; Forum).
Lastly there is only left to tell you to have fun with this script.
It really has been a long time since I posted. - FaaatPotato
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Unsure how to fix script issue@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,fishhowever 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.
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Unsure how to fix script issueWell 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

///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! :))
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rotationAngleX not returning angle of given player instancecontext:
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.rotateAngleXrather some angle of another player. However, in Singleplayer it seems to work, probably because theres just one player, me.showcase:
rotation singleplayer – 00:08
— FaaatPotatorotation multiplayer – 00:05
— FaaatPotatoIn 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?
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I dont have ANY idea why this script is broken.
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some1 needs to add own little utils to ScriptAPI -
I dont have ANY idea why this script is broken.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; } -
help@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(); -
[Unnicker] How to get the Textures / Property of the GameProfile of a Player@Marlon no problem homie
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[Unnicker] How to get the Textures / Property of the GameProfile of a Playervar textures = properties.get("textures").iterator().next() Chat.print(textures.getValue());returns smth similar to this:

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Fast Fucker@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?
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I need opinions about new look of the ClickGUI@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
)Suggestions/Ideas:
- search bar (i think it was already linked by you in your github issue)
- fade (animations) when opening/closing
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Can someone help me which font on arraylist is that?@WaterFlex some kind of roboto I guess but with shadows
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how to quene a packet when the packet quene is empty@Systemless
Il just make somebody else convert it
enslavementget others to help me

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how to quene a packet when the packet quene is empty@Systemless increase timer

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[Question] Is there any way to edit a script without re-opening liquid bounce?@Arabian i would recommend using core
.r scriptname
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bye ig@cancernameu

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 delayI also credited you in PotatoScript

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[JS]TeleportAura 0.4(更新) -
B73 and packet S02@sigmer



