Please note that these are defined in a way to help us give you access to them if possible Message me on discord to suggest stuff from the MCAPI
ALSO These all use a special method called OFFSET SIGS meaning they last up to 16 times longer then normal "padding"
- bool onGround
- bool prevOnGround
- bool walkingIntoWall
- bool onGround2
- bool touchingObj
- Vector2 rotation
- Vector2 rotation2
- Vector3 position
- Vector3 position_point2
- Vector2 hitbox
- Vector3 cameraPosition
- Vector3 cameraPosition_point2
- Vector3 velocity
- Vector3 hurttime
- uint64_t runetimeId
- Vector2 serverRots
- float swingState
- float stepHeight
- const char* rawUsername
void teleportTo(Vector3 input)
Properly teleport to given position ✅
Vector3 directionalVector(float x, float y)
Calculate direction vector (X,Y,Z) based of given input ❌
Vector3 lookingVector()
Get the actors looking vector (X,Y,Z) ❌
exists() -> returns 1
if LocalPlayer.exists() then
LocalPlayer.setOnGround(true) -- infinite jump if player exists
end
Check if the LocalPlayer exists
getWalkingIntoWall() -> returns 1
if LocalPlayer.getWalkingIntoWall() then
local a,b,c = LocalPlayer.getVelocity()
LocalPlayer.setVelocity(a, 0.3, c) -- spider hacks
end
Get the internal walkingIntoWall property
getPrevOnGround() -> returns 1
LocalPlayer.setOnGround(true)
if LocalPlayer.getPrevOnGround() then
-- Even if onground is set to true over multiple ticks unless the player is TRULY on the ground this will stay as false
-- useful for bunnyhop & infinitejump at the same time
end
Get the internal prevOnGround property
getTouchingObj() -> returns 1
if LocalPlayer.getTouchingObj() then
-- If the player is touching any objects this piece of code will execute
end
Get the internal touchingObj property
getOnGround2() -> returns 1
if LocalPlayer.getOnGround2() then
-- This piece of code will execute if either conditions are met:
-- Player is touching the floor
-- Player is touching the roof
end
Get the internal onGround2 property
getOnGround() -> returns 1
if LocalPlayer.getOnGround() then
-- executes if player is touching the ground
end
Get the internal onGround property
getPosition() -> returns 3
local x,y,z = LocalPlayer.getPosition()
LocalPlayer.teleportTo(x, y - 1, z) -- teleport 1 block down
Get the internal property of player X,Y,Z ingame
setOnGround(bool) -> returns 0
LocalPlayer.setOnGround(true) -- trick the game into thinking your on the ground even if your not
Set if the player can jump or not
teleportTo(X, Y Z) -> returns 0
LocalPlayer.teleportTo(100, 100, 100) -- Teleport to 100,100,100 in the world
Teleport the actor to given X Y & Z (handles hitbox for you)
getRotation() -> returns 2
local pitch,yaw = LocalPlayer.getRotation()
-- Pitch & Yaw in 360d
Get the internal property of player rotations ingame
getVelocity() -> returns 3
local x,y,z = LocalPlayer.getVelocity()
if y > 1 or y < -9 then
LocalPlayer.setVelocity(0,0,0) -- stop unnatural velocity
end
Get the internal property of player velocity ingame
setVelocity(X, Y Z) -> returns 0
LocalPlayer.setVelocity(0, 1, 0) -- Send yourself up 5 blocks
Set the velocity of the current actor
isAlive() -> returns 1
if LocalPlayer.isAlive() then
-- player is over 0 hearts if this is executing
end
Check the current state of the actor then returns a value from 0-1 (false-true) depending on if the actor is alive
isInWater() -> returns 1
if LocalPlayer.isInWater() then
local x,y,z = LocalPlayer.getVelocity()
LocalPlayer.setVelocity(x, 0.1, z) -- Float to the top of all waterbodies (Excluding lava)
end
Check to see if the current actor is currently in any waterbodies
getHurTime() -> returns 3
Get the current hurt time as a vector3
setHurTime(x, y, z) -> returns 0
while true do
LocalPlayer.setHurTime(0, 0, 0) -- empty hurttime
end
Set the current hurt time as a vector3
getRuntimeId() -> returns 1
Get the current runtime id of actor
setSwingingState(state) -> returns 0
while true do
LocalPlayer.setSwingingState(0) -- Constantly set the state to empty
end
Set the swinging arm animation state
setStepHeight(state) -> returns 0
LocalPlayer.setStepHeight(2) -- set step hieght to 2 duh
Set how many blocks before you cant step up any higher
getStepHeight() -> returns 1
Get how many blocks before you cant step up any higher
getRawUsername() -> returns 1
Get the actors username as RAW text unmodified by the server