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 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