Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

LiquidBounce Forum

  1. Home
  2. General Discussion
  3. COMING SOON - OP custom lb src

COMING SOON - OP custom lb src

Scheduled Pinned Locked Moved General Discussion
29 Posts 8 Posters 5.5k Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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
                                        0
                                        Reply
                                        • Reply as topic
                                        Log in to reply
                                        • Oldest to Newest
                                        • Newest to Oldest
                                        • Most Votes


                                        About
                                        • Terms of Service
                                        • Privacy Policy
                                        • Status
                                        • Contact Us
                                        Downloads
                                        • Releases
                                        • Source code
                                        • License
                                        Docs
                                        • Tutorials
                                        • CustomHUD
                                        • AutoSettings
                                        • ScriptAPI
                                        Community
                                        • Forum
                                        • Guilded
                                        • YouTube
                                        • Twitter
                                        • D.Tube
                                        • Login

                                        • Login or register to search.
                                        • First post
                                          Last post
                                        0
                                        • Categories
                                        • Recent
                                        • Tags
                                        • Popular
                                        • Users
                                        • Groups