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  3. COMING SOON - OP custom lb src

COMING SOON - OP custom lb src

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  • ? A Former User

    @gabriel which one

    G Offline
    G Offline
    Gabriel
    wrote on last edited by
    #10

    @mems the one in latest crossversion with old switch mode, spoof, and pick

    ? 1 Reply Last reply
    0
    • G Gabriel

      @mems the one in latest crossversion with old switch mode, spoof, and pick

      ? Offline
      ? Offline
      A Former User
      wrote on last edited by
      #11

      @gabriel thats not mine

      1 Reply Last reply
      0
      • G Gabriel

        @mems It will have like 30+ speed modes (not added, but in total it would be like 40 or something.)
        i also added alot of folders for speed modes. it also works well.
        the only thing is that i wont compile, and i will try to make targetstrafe (That will be hard.)
        I also added like useless modes for criticals and velocity.
        Want the criticals and velocity? Maybe you can improve it.

        O Offline
        O Offline
        ohno
        wrote on last edited by
        #12

        @gabriel there is my 'target strafe' for you:

        package CloseThisJarOooOO000ooo.daun.syka.blyat.pyk.pyk.mint.o.module.modules.movement;
        
        import native0.Loader;
        import net.ccbluex.liquidbounce.event.AttackEvent;
        import net.ccbluex.liquidbounce.event.EventTarget;
        import net.ccbluex.liquidbounce.event.MoveEvent;
        import net.ccbluex.liquidbounce.event.UpdateEvent;
        import net.ccbluex.liquidbounce.features.module.Module;
        import net.ccbluex.liquidbounce.features.module.ModuleCategory;
        import net.ccbluex.liquidbounce.features.module.ModuleInfo;
        import net.ccbluex.liquidbounce.features.module.modules.combat.KillAura;
        import net.ccbluex.liquidbounce.value.BoolValue;
        import net.ccbluex.liquidbounce.value.FloatValue;
        import net.ccbluex.liquidbounce.value.IntegerValue;
        import net.ccbluex.liquidbounce.value.ListValue;
        
        @ModuleInfo(
           name = "TargetStrafe",
           arrayListName = "Target Strafe",
           description = "Spins around your enemies.",
           category = ModuleCategory.MOVEMENT
        )
        public class TargetStrafe extends Module {
           public static final KillAura killAura;
           public static double dir;
           private boolean isBot;
           public static final ListValue modeValue;
           public static final FloatValue radiusValue;
           public static final FloatValue customSpeedValue;
           public static final IntegerValue boostHurtTimeValue;
           public static final FloatValue boostSpeedValue;
           public static final BoolValue autoJumpValue;
           public static final BoolValue checkIsBotValue;
           public static final BoolValue checkForWallsValue;
           public static final BoolValue randomizeMovesValue;
           public static final IntegerValue randomizeMovesTicksValue;
           private static final int[] lIllIlIIIIII;
        
           @EventTarget
           public native void onUpdate(UpdateEvent var1);
        
           private native void invertStrafe();
        
           @EventTarget
           public native void onAttack(AttackEvent var1);
        
           @EventTarget
           public native void onMove(MoveEvent var1);
        
           public static native void strafe(MoveEvent var0, double var1);
        
           public static native boolean canStrafe();
        
           static {
              lIIIIIIllllI();
              Loader.registerNativesForClass(lIllIlIIIIII[0]);
              native_special_clinit7();
           }
        
           private static native void native_special_clinit7();
        
           private static void lIIIIIIllllI() {
              lIllIlIIIIII = new int[1];
              lIllIlIIIIII[0] = 26 ^ 29;
           }
        }
        
        ? 1 Reply Last reply
        0
        • O ohno

          @gabriel there is my 'target strafe' for you:

          package CloseThisJarOooOO000ooo.daun.syka.blyat.pyk.pyk.mint.o.module.modules.movement;
          
          import native0.Loader;
          import net.ccbluex.liquidbounce.event.AttackEvent;
          import net.ccbluex.liquidbounce.event.EventTarget;
          import net.ccbluex.liquidbounce.event.MoveEvent;
          import net.ccbluex.liquidbounce.event.UpdateEvent;
          import net.ccbluex.liquidbounce.features.module.Module;
          import net.ccbluex.liquidbounce.features.module.ModuleCategory;
          import net.ccbluex.liquidbounce.features.module.ModuleInfo;
          import net.ccbluex.liquidbounce.features.module.modules.combat.KillAura;
          import net.ccbluex.liquidbounce.value.BoolValue;
          import net.ccbluex.liquidbounce.value.FloatValue;
          import net.ccbluex.liquidbounce.value.IntegerValue;
          import net.ccbluex.liquidbounce.value.ListValue;
          
          @ModuleInfo(
             name = "TargetStrafe",
             arrayListName = "Target Strafe",
             description = "Spins around your enemies.",
             category = ModuleCategory.MOVEMENT
          )
          public class TargetStrafe extends Module {
             public static final KillAura killAura;
             public static double dir;
             private boolean isBot;
             public static final ListValue modeValue;
             public static final FloatValue radiusValue;
             public static final FloatValue customSpeedValue;
             public static final IntegerValue boostHurtTimeValue;
             public static final FloatValue boostSpeedValue;
             public static final BoolValue autoJumpValue;
             public static final BoolValue checkIsBotValue;
             public static final BoolValue checkForWallsValue;
             public static final BoolValue randomizeMovesValue;
             public static final IntegerValue randomizeMovesTicksValue;
             private static final int[] lIllIlIIIIII;
          
             @EventTarget
             public native void onUpdate(UpdateEvent var1);
          
             private native void invertStrafe();
          
             @EventTarget
             public native void onAttack(AttackEvent var1);
          
             @EventTarget
             public native void onMove(MoveEvent var1);
          
             public static native void strafe(MoveEvent var0, double var1);
          
             public static native boolean canStrafe();
          
             static {
                lIIIIIIllllI();
                Loader.registerNativesForClass(lIllIlIIIIII[0]);
                native_special_clinit7();
             }
          
             private static native void native_special_clinit7();
          
             private static void lIIIIIIllllI() {
                lIllIlIIIIII = new int[1];
                lIllIlIIIIII[0] = 26 ^ 29;
             }
          }
          
          ? Offline
          ? Offline
          A Former User
          wrote on last edited by
          #13

          @ohno it works really nice, however there's a bit of a small movement loss while using it. aac flagged me for it like 1 or 3 times

          O G 2 Replies Last reply
          1
          • ? A Former User

            @ohno it works really nice, however there's a bit of a small movement loss while using it. aac flagged me for it like 1 or 3 times

            O Offline
            O Offline
            ohno
            wrote on last edited by ohno
            #14

            @mems thank you for your reply!
            come back once more!

            1 Reply Last reply
            0
            • ? A Former User

              @ohno it works really nice, however there's a bit of a small movement loss while using it. aac flagged me for it like 1 or 3 times

              G Offline
              G Offline
              Gabriel
              wrote on last edited by
              #15

              @mems It seems like it was compiled and decompiled, am i right?
              Can i put it in my src?
              And will it work?
              I think it won't, but im not good at coding so...

              ? 1 Reply Last reply
              0
              • G Gabriel

                @mems It seems like it was compiled and decompiled, am i right?
                Can i put it in my src?
                And will it work?
                I think it won't, but im not good at coding so...

                ? Offline
                ? Offline
                A Former User
                wrote on last edited by
                #16

                @gabriel that works on non script

                G 1 Reply Last reply
                0
                • ? A Former User

                  @gabriel that works on non script

                  G Offline
                  G Offline
                  Gabriel
                  wrote on last edited by
                  #17

                  @mems Are these 2 modules broken? or will they work on my custom lb src (i made them LOL) MemeXD.zip unzip it ofc

                  ? O 4 Replies Last reply
                  0
                  • G Gabriel

                    @mems Are these 2 modules broken? or will they work on my custom lb src (i made them LOL) MemeXD.zip unzip it ofc

                    ? Offline
                    ? Offline
                    A Former User
                    wrote on last edited by
                    #18

                    @gabriel maybe

                    1 Reply Last reply
                    0
                    • G Gabriel

                      Its gonna be op, lol

                      ? Offline
                      ? Offline
                      A Former User
                      wrote on last edited by
                      #19

                      pointless post

                      1 Reply Last reply
                      0
                      • G Gabriel

                        @mems Are these 2 modules broken? or will they work on my custom lb src (i made them LOL) MemeXD.zip unzip it ofc

                        O Offline
                        O Offline
                        ohno
                        wrote on last edited by
                        #20

                        @gabriel why did you paste this:

                        "redeskyflag" -> mc.thePlayer.motionY = 0.01
                                        "redeskyflag2" -> mc.thePlayer.motionY = 0.001
                                        "redeskyflag3" -> mc.thePlayer.motionY = 0.0001
                                        "redeskyflag4" -> mc.thePlayer.motionY = 0.00005
                        

                        motionY lower than 0.15 will not deal crits

                        1 Reply Last reply
                        0
                        • G Gabriel

                          @mems Are these 2 modules broken? or will they work on my custom lb src (i made them LOL) MemeXD.zip unzip it ofc

                          O Offline
                          O Offline
                          ohno
                          wrote on last edited by
                          #21

                          @gabriel where will be highjump used:

                                          "highjump" -> mc.thePlayer.motionY = 0.84
                                          "highjump2" -> mc.thePlayer.motionY = 0.75
                                          "highjump3" -> mc.thePlayer.motionY = 0.70
                                          "highjump4" -> mc.thePlayer.motionY = 0.65
                                          "highjump5" -> mc.thePlayer.motionY = 0.60
                          
                          A 1 Reply Last reply
                          0
                          • G Gabriel

                            @mems Are these 2 modules broken? or will they work on my custom lb src (i made them LOL) MemeXD.zip unzip it ofc

                            O Offline
                            O Offline
                            ohno
                            wrote on last edited by
                            #22

                            @gabriel why do you need Mode2 in velocity?
                            why do you need highjump in velocity?

                            ? 1 Reply Last reply
                            0
                            • O ohno

                              @gabriel why do you need Mode2 in velocity?
                              why do you need highjump in velocity?

                              ? Offline
                              ? Offline
                              A Former User
                              wrote on last edited by
                              #23

                              better question

                              why do you need these

                              G 1 Reply Last reply
                              0
                              • ? A Former User

                                better question

                                why do you need these

                                G Offline
                                G Offline
                                Gabriel
                                wrote on last edited by
                                #24

                                @mems I'm still working on it. Soon a matrix velocity mode will be added.
                                I already have a bypassing matrix velocity. NO FLAGS AT ALL lfmaoo
                                I'l try to convert it to a velocity mode, and not normal velocity mode with 60 horizontal and 100 vertical.

                                O DreamWasFuckedD 2 Replies Last reply
                                0
                                • G Gabriel

                                  @mems I'm still working on it. Soon a matrix velocity mode will be added.
                                  I already have a bypassing matrix velocity. NO FLAGS AT ALL lfmaoo
                                  I'l try to convert it to a velocity mode, and not normal velocity mode with 60 horizontal and 100 vertical.

                                  O Offline
                                  O Offline
                                  ohno
                                  wrote on last edited by
                                  #25

                                  @gabriel who asked

                                  1 Reply Last reply
                                  0
                                  • G Gabriel

                                    @mems I'm still working on it. Soon a matrix velocity mode will be added.
                                    I already have a bypassing matrix velocity. NO FLAGS AT ALL lfmaoo
                                    I'l try to convert it to a velocity mode, and not normal velocity mode with 60 horizontal and 100 vertical.

                                    DreamWasFuckedD Offline
                                    DreamWasFuckedD Offline
                                    DreamWasFucked
                                    wrote on last edited by
                                    #26

                                    @gabriel who asked

                                    1 Reply Last reply
                                    0
                                    • G Gabriel

                                      @mems It will have like 30+ speed modes (not added, but in total it would be like 40 or something.)
                                      i also added alot of folders for speed modes. it also works well.
                                      the only thing is that i wont compile, and i will try to make targetstrafe (That will be hard.)
                                      I also added like useless modes for criticals and velocity.
                                      Want the criticals and velocity? Maybe you can improve it.

                                      6Sence6 Offline
                                      6Sence6 Offline
                                      6Sence
                                      wrote on last edited by
                                      #27

                                      @gabriel do the speeds work though

                                      G 1 Reply Last reply
                                      0
                                      • O ohno

                                        @gabriel where will be highjump used:

                                                        "highjump" -> mc.thePlayer.motionY = 0.84
                                                        "highjump2" -> mc.thePlayer.motionY = 0.75
                                                        "highjump3" -> mc.thePlayer.motionY = 0.70
                                                        "highjump4" -> mc.thePlayer.motionY = 0.65
                                                        "highjump5" -> mc.thePlayer.motionY = 0.60
                                        
                                        A Offline
                                        A Offline
                                        Aftery
                                        wrote on last edited by
                                        #28

                                        @ohno said in COMING SOON - OP custom lb src:

                                        @gabriel where will be highjump used:

                                                        "highjump" -> mc.thePlayer.motionY = 0.84
                                                        "highjump2" -> mc.thePlayer.motionY = 0.75
                                                        "highjump3" -> mc.thePlayer.motionY = 0.70
                                                        "highjump4" -> mc.thePlayer.motionY = 0.65
                                                        "highjump5" -> mc.thePlayer.motionY = 0.60
                                        

                                        @ohno said in COMING SOON - OP custom lb src:

                                        @gabriel why did you paste this:

                                        "redeskyflag" -> mc.thePlayer.motionY = 0.01
                                                        "redeskyflag2" -> mc.thePlayer.motionY = 0.001
                                                        "redeskyflag3" -> mc.thePlayer.motionY = 0.0001
                                                        "redeskyflag4" -> mc.thePlayer.motionY = 0.00005
                                        

                                        motionY lower than 0.15 will not deal crits

                                        1 Reply Last reply
                                        0
                                        • 6Sence6 6Sence

                                          @gabriel do the speeds work though

                                          G Offline
                                          G Offline
                                          Gabriel
                                          wrote on last edited by
                                          #29

                                          @6sence Prob yes

                                          1 Reply Last reply
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