COMING SOON - OP custom lb src
-
@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; } }
-
pointless post
-
@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
-
@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
-
@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.