@rafay No, I'm just trying to tell him to read the post carefully before posting something. I don't mean to impersonate anyone.
G
GolikeAzzis
@GolikeAzzis
Posts
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Matrix step and criticals??? -
Matrix step and criticals???@den4iks2323 dude, it's literally in the post. And I quote, "Fly.js"
Please read the post CAREFULLY.
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[HELP] Converting Core scripts to Script API v2 scripts.@czechhek Oh okay, thanks.
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[HELP] Converting Core scripts to Script API v2 scripts.@skiddermaster412 After testing this, it did not work. I'm trying to fix it by reading more scripts. Thank you for your help though.
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[HELP] Converting Core scripts to Script API v2 scripts.Hi, so I need help converting a Core script to the normal Script API version. I am using a custom build of Liquidbounce (Lint), so Core scripts don't work on it (From what I noticed). And I'm a complete noob at scripting.
What do I need to do to convert this script from Core to the normal API v2 version?
This script is by CzechHek
///api_version=2 (script = registerScript({ name: "AutoSafeWalk", version: "1.3", authors: ["CzechHek"] })).import("Core.lib"); module = { category: "Movement", description: "SafeWalk that activates if there is a gap exceeding maximal fall distance.", values: [ airsafe = value.createBoolean("AirSafe", true), maxfalldistance = value.createInteger("MaxFallDistance", 5, 0, 255) ], onMove: function (e) { (mc.thePlayer.onGround || airsafe.get()) && e.setSafeWalk(!isAboveGround()); } } function isAboveGround() { for (i = 0, bp = new BlockPos(mc.thePlayer); i++ < maxfalldistance.get();) if (!mc.theWorld.isAirBlock(bp.down(i))) return true }
This is what I could figure out so far from studying the normal API v2 scripts. (No, it doesn't work after I tested it.)
///api_version=2 var script = registerScript({ name: "AutoSafeWalk", version: "1.3", authors: ["CzechHek"] }); script.registerModule({ name: "AutoSafeWalk" category: "Movement", description: "SafeWalk that activates if there is a gap exceeding maximal fall distance.", values: [ airsafe = value.createBoolean("AirSafe", true), maxfalldistance = value.createInteger("MaxFallDistance", 5, 0, 255) ], onMove: function (e) { (mc.thePlayer.onGround || airsafe.get()) && e.setSafeWalk(!isAboveGround()); } }); function isAboveGround() { for (i = 0, bp = new BlockPos(mc.thePlayer); i++ < maxfalldistance.get();) if (!mc.theWorld.isAirBlock(bp.down(i))) return true }
I apologize in advance if I sound stupid.