PluginAPI.require("player"); //Require the player var GrappleHookPlugin = { oldXYZ: [0, 0, 0], //The previous hook position. prev: "NONE", //The previous state scaleH: 0.25, //Used for X and Z velocity scaleV: 0.15, //((Grapple Y) minus (Player Y)) times scaleV lift: 0.4, //Base vertical motion crouchToCancel: true //Whether or not crouching should disable the grappling hook. }; PluginAPI.addEventListener("update", () => { //Every client tick if (!PluginAPI.player.fishEntity) { //If the fish hook does not exist. if (GrappleHookPlugin.prev === "GROUND" && (!GrappleHookPlugin.crouchToCancel || !PluginAPI.player.isSneaking())) { //If the old state was ground GrappleHookPlugin.prev = "NONE"; //Update the state var mx = GrappleHookPlugin.oldXYZ[0] - PluginAPI.player.posX; //Get delta X var my = GrappleHookPlugin.oldXYZ[1] - PluginAPI.player.posY; //Get delta Y var mz = GrappleHookPlugin.oldXYZ[2] - PluginAPI.player.posZ; //Get delta Z mx *= GrappleHookPlugin.scaleH; //Multiply by horizontal scale my *= GrappleHookPlugin.scaleV; //Multiply by vertical scale mz *= GrappleHookPlugin.scaleH; //Multiply by horizontal scale PluginAPI.player.motionX += mx; //Add x motion PluginAPI.player.motionY += my + GrappleHookPlugin.lift; //Add y motion, plus base lift. PluginAPI.player.motionZ += mz; //Add z motion } else { GrappleHookPlugin.prev = "NONE"; } } else if (GrappleHookPlugin.prev === "NONE") { //If the hook exists, but the previous state was NONE, update the state. GrappleHookPlugin.prev = "AIR"; } if ( PluginAPI.player.fishEntity !== undefined && //If the fish hook exists GrappleHookPlugin.prev === "AIR" && //And the hook was previously in the air PluginAPI.player.fishEntity[PluginAPI.util.getNearestProperty(ModAPI.player.fishEntity, "inGround")] //And the hook is in the ground (the inGround property is botched with random suffixes sometimes) ) { GrappleHookPlugin.oldXYZ = [ //Set old grapple hook position PluginAPI.player.fishEntity.posX, PluginAPI.player.fishEntity.posY, PluginAPI.player.fishEntity.posZ, ]; GrappleHookPlugin.prev = "GROUND";//Update state } });