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    Konoha Scarlet

    @Konoha Scarlet

    이제서야 알게 된 只今의 이 瞬間을 너에게 約束할게

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    Website github.com/MukjepScarlet/LiquidBounceScripts Location PRC Age 18

    Konoha Scarlet Unfollow Follow

    Best posts made by Konoha Scarlet

    • DamageParticle 1.2 Upgrade

      Update log: Fixed ConcurrentModificationException when iterating particles, changed the traversal type. Meanwhile reduce the time usage of traversal. Now the particles move more fluently.

      Download:

      1. DamageParticles.js
      2. Core.lib
      3. RenderUtils.js

      Usage:
      Place file 1 and 2 into /LiquidBounce-1.8/scripts,
      place file 3 into /LiquidBounce-1.8/scripts/lib


      Turn to my GitHub to get more interesting scripts!

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • [SCRIPT]Projectile ESP v3.2, a better solution to replace Projectiles

      FEATURES

      • Draw the route of arrows, fireballs, ender pearls, eggs, snowballs, splash potions, and fish hooks.
      • Using different colors for different entities, such as RED for enemy's arrows, azure for ender pearls, pink for fish hooks, etc.
      • Highlight the entity or block which will be hit, using ESP box.
      • Not only the item you held, but also all the above in the sky.
      • It can fully replace LB module "Projectiles"

      Following screenshots were uploaded with the initial version of this script
      Single Player
      QQ图片20211228153306.png
      QQ图片20211228153309.png

      Download Script

      If you have some advice about this script, plz commit below.
      Welcome to download other scripts from my GITHUB.

      It took me almost a whole day to update from version 2.0 to 3.2, BTW from development to testing I did it all by myself, so it's likely that it still has some bugs which I havn't discovered.
      ENJOY

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • Greater PointerESP Module(v2)

      THANKS TO @AquaVit
      Note: There are some bugs in this script, I'll fix them in next update 2021/12/23
      I've been editing this small script since yesterday. I've listened some functional and reasonable requests about improving this script from my friend @R4kkra and added some of my own designs.

      Specific updates & improvements:

      • Added Scale value to control the size of arrows, Radius value to control the size of the circle
      • Added Position values to change the posistion of arrows literally useless
      • Added 2 color modes: "Team" and "Distance". "Team" mode will draw arrows with Team's color (similiar to ESP), and "Distance" mode will draw with color which follows a linear mapping about distance.
      hue(dis) = if (dis < 8) 0/*red*/ else if (dis >= 48) 240/*blue*/ else 40 * (dis - 8)
      
      • Make "Solid" more like "Solid" someone may help me about that? I actually know little about LWJGL
      • Deleted duplicated and meaningless codes, Better readability

      Pictures in Game
      屏幕截图 2021-12-22 161229.png
      in Hypixel BW Lobby lime -> VIP(+) azure -> MVP(+)

      DOWNLOAD:
      GitHub Download
      My GitHub
      CORE

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • RE: B73 and packet S02

      @faaatpotato What you need is S02PacketChat

      posted in ScriptAPI
      Konoha Scarlet
      Konoha Scarlet
    • [SCRIPT]Item Name Tags (v1.2)

      To figure out how many items have been generated seems to be impossible when you are playing bedwars. (especially in Hypixel) So I made this script to help users.
      43d252a7-b707-4d91-aeb3-809c104a5d11-image.png
      f01a4cfc-4ee3-431b-9674-029f20675cd6-image.png
      GITHUB link
      RAW
      //Require Core.lib

      Code

      script = registerScript({
          name: "ItemTags",
          authors: ["MyScarlet"],
          version: "1.2"
      });
      
      script.import("Core.lib");
      script.import("utils/RenderUtils.js");
      
      module = {
          name: "ItemTags",
          category: "Render",
          description: "Show NameTag for EntityItem.",
          onRender3D: function () {
              var itemRendered = [];
      
              for each (var entity in mc.theWorld.loadedEntityList) {
                  if (!(entity instanceof EntityItem) || ~itemRendered.indexOf(entity))
                      continue;
      
                  var itemAmount = new java.util.HashMap();
      
                  for each (var entityItem in mc.theWorld.getEntitiesWithinAABB(EntityItem.class,
                      new AxisAlignedBB(entity.posX, entity.posY, entity.posZ, entity.posX, entity.posY, entity.posZ).expand(1, 1, 1))) {
                      if (~itemRendered.indexOf(entityItem))
                          continue;
                      
                      var stack = entityItem.getEntityItem();
                      itemAmount[stack.getDisplayName()] += stack.stackSize;
                      itemRendered.push(entityItem);
                  }
      
                  var font = mc.fontRendererObj;
                  drawFaceToPlayer([entity.posX, entity.posY + 0.5, entity.posZ], function () {
                      for (var itemName in itemAmount) {
                          var renderTag = itemName + " * " + itemAmount[itemName];
                          var width = font.getStringWidth(renderTag);
                          Gui.drawRect(-width * 0.5 - 2, -font.FONT_HEIGHT - 1, width * 0.5 + 2, 0, 0x7F000000);
                          font.drawString(renderTag, -width / 2, -font.FONT_HEIGHT, 0xFFFFFF);
                          GlStateManager.translate(0, -font.FONT_HEIGHT - 1, 0);
                      }
                  });
              }
          }
      };
      
      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • Something about the Nashorn JS API & coding tips

      First of all, I wanna say that the ScriptAPI which LiquidBounce used is based on the Nashron JS, which runs at JS standard ES5. (It means that there are no Map, => or class in your script) Let me tell you something about the features of this unique API, which differs from the JS running on this page.
      NOTE: Some of following codes will be regarded as syntax error (in VS Code), please ignore them

      1. You can't use Kotlin standrad library and extensions in your scripts
      Many of us are enjoyed with Kotlin Lib and Extensions such as map, filter and sorted to Iterable<T>. They are not avilable in your scripts. Instead, you can use akin JS functions to implement such actions.

      2. You can bypass getters and setters in some particular contexts
      You can read data in ArrayLists like JS Array:

      arrayList[0] = 1;
      

      You can use alike method in any classes which implements java.io.Serializable such as LinkedList and HashMap.
      Unfortunately, it seems that Mojang doesn't like to implement this interface. As a result of that, we can only use blockPos.getX() instead of directly get x coordinates like a paramter. :axounhappy: Oops!

      3. You can use JS functions where needs Java 8 Fuctions(API)
      It means that you can use function () { [native code] } with Java 8 Stream API. Meanwhile, single line function can be written like this:

      [1, 2, 3].map(function(x) x * x).forEach(function(x) Chat.print(x));// out 149
      

      It will return the result of this line.

      4. You can use useful syntactic sugar which normal ES5 not included

      • Java-like for each
      for each (var entity in mc.theWorld.loadedEntityList)
      //...
      
      • Directly use some Java Classes
      var particles = new java.util.LinkedList();
      var healthMap = new java.util.HashMap();
      
      java.lang.Math.signum(0.5 - Math.random())//first Math is Java's, second is JavaScript's
      
      • some function extensions
      string.trimLeft()
      string.trimRight()
      //only for js str
      

      5. It is possible to add guarded catch clauses that only execute if the specified condition is true

      try {
          throw "BOOM";
      } catch (e if typeof e === 'string') {
          print("String thrown: " + e);
      } catch (e) {
          print("this shouldn't happen!");
      }
      

      More informations: https://www.baeldung.com/java-nashorn

      Enjoy 😛

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • RE: [Tutorial]How to debug your scripts in IntelliJ IDEA

      @as丶one I suggest you can write a new post(tutorial) to solve our GRADLE BUILD problems( to Chinese users)

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • RE: How Can I Get The Coordinates of A Player?

      @yletzter getPositionVector() will return a Vec3 (or Vec3d in 1.9+)
      You can use .posX .posY .posZ to get the 3 coords
      I suggest to read codes of mcp918, it's helpful to code in js

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet

    Latest posts made by Konoha Scarlet

    • RE: [JS]TeleportAura 0.5demo(By Mumy)(updated)

      @cookiechinese 这寻路看上去还是用的那个泛滥的Sigma寻路

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • RE: How Can I Get The Coordinates of A Player?

      @yletzter getPositionVector() will return a Vec3 (or Vec3d in 1.9+)
      You can use .posX .posY .posZ to get the 3 coords
      I suggest to read codes of mcp918, it's helpful to code in js

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • RE: A Notification Theme like IntelliJ IDEA.

      @larissa Nice work

      posted in Kotlin/Java
      Konoha Scarlet
      Konoha Scarlet
    • RE: Mark scaffold panel

      @zoom_mod which version? 1.8.9 already has it (Mark)

      posted in Kotlin/Java
      Konoha Scarlet
      Konoha Scarlet
    • RE: Problem in Build LB nextGen

      @commandblock2 Well, now I resolved it by using the git command. now I know the necessity of the sub - repo

      posted in Kotlin/Java
      Konoha Scarlet
      Konoha Scarlet
    • Problem in Build LB nextGen
      Could not determine the dependencies of task ':compileJava'.
      > Could not resolve all task dependencies for configuration ':compileClasspath'.
         > Could not resolve project :theme.
           Required by:
               project :
            > No matching configuration of project :theme was found. The consumer was configured to find an API of a library compatible with Java 17, preferably in the form of class files, preferably optimized for standard JVMs, and its dependencies declared externally, as well as attribute 'org.jetbrains.kotlin.platform.type' with value 'jvm' but:
                - None of the consumable configurations have attributes.
      
      * Try:
      > Run with --stacktrace option to get the stack trace.
      > Run with --info or --debug option to get more log output.
      > Run with --scan to get full insights.
      

      4196142b-0ed4-4c70-88ef-fbd522db0c5d-image.png

      Code Highlight is OK
      f52022c7-8198-46fa-b5e9-c8aef931c026-image.png
      Launch config is OK

      I wanna know how to resolve this problem.

      60c025d3-54ab-4c46-9697-75d5ec20dc80-image.png
      I download the nextGen as ZIP file and extracted it. (= skip the first step)
      Then I used PowerShell and complete step 2~4

      posted in Kotlin/Java
      Konoha Scarlet
      Konoha Scarlet
    • RE: BridgeAssist 1.4

      @czechhek Alright. When I test the AutoSneak of your code, my game sends out no block-placed sound effect. Why did that happen?

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • RE: BridgeAssist 1.4

      Suggestion:
      Change the auto sneak feature: replace function onPacket with mc.gameSettings.keyBindSneak.pressed = sneakonplace.get() && BlockUtils.getBlock(new BlockPos(mc.thePlayer.getPositionVector()).down()) == Blocks.air; in onMove or onUpdate

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • RE: BridgeAssist 1.4

      Well, in the video it looks like keepRotation + safeWalk + airSafe + autoClicker.
      Can it bypasses the anticheat detection? It may be used in safe hack

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet
    • RE: [Tutorial]How to debug your scripts in IntelliJ IDEA

      @as丶one I suggest you can write a new post(tutorial) to solve our GRADLE BUILD problems( to Chinese users)

      posted in Scripts
      Konoha Scarlet
      Konoha Scarlet