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Custom Modules

SenkJu edited this page Nov 16, 2019 · 9 revisions

ScriptAPI modules

Modules created with the ScriptAPI will appear in the ClickGUI and TabGUI. They behave the same as regular modules and can be activated, deactivated, bound to a key and adjusted via values if desired.

Example

functionExampleModule(){varmyBoolValue=value.createBoolean("MyBoolValue",true);varmyListValue=value.createList("MyListValue",["Value1","Value2","Value3"],"Value2");// 'getName()' returns the name of the module. This name will be used in the ClickGUI/TabGUI.this.getName=function(){return"TestModule";};/* 'getDescription()' returns the description of the module.  It can be seen when hovering the module in the ClickGUI. */this.getDescription=function(){return"This module has been created using LiquidBounce's scripting API.";};// 'getCategory()' returns the name of the ClickGUI/TabGUI category the module should be added to.this.getCategory=function(){return"Exploit";};// 'getTag()' returns a string which will be shown next to the module's name in the ArrayList.this.getTag=function(){returnlistValue.get();// Has to be a string};// 'onEnable()' is being executed once the user activated the module.this.onEnable=function(){if(myBoolValue.get()){chat.print("MyBoolValue is enabled.");}else{chat.print("MyBoolValue is disabled.");}chat.print("§c§lHey! I am now enabled.");myBoolValue.set(false);};/* 'onDisable()' is being executed once the user disabled the module.  Changed Minecraft values should be reset here. */this.onDisable=function(){chat.print("§c§lBye! I am now disabled.");};/* 'onUpdate()' is being executed constantly (every tick => 20 times per seconds)  if the module is enabled. */this.onUpdate=function(){mc.thePlayer.swingItem();}/* In 'addValues' custom values can be added to a module. Those will appear in the ClickGUI  and can be changed by the user. */this.addValues=function(values){values.add(myBoolValue);}}

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