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  3. COMING SOON - OP custom lb src

COMING SOON - OP custom lb src

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  • ? A Former User

    @czechhek Unless someone will do it for him, which again the chances are lower than my grades.

    G Offline
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    Gabriel
    wrote on last edited by
    #7

    @mems Does your crossversion scaffold work on non-crossversion?

    ? 1 Reply Last reply
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    • G Gabriel

      @mems Does your crossversion scaffold work on non-crossversion?

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      A Former User
      wrote on last edited by A Former User
      #8

      @gabriel which one

      G 1 Reply Last reply
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        A Offline
        Aftery
        wrote on last edited by
        #9

        did you get it to compile yet asylumbro

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        • ? A Former User

          @gabriel which one

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          Gabriel
          wrote on last edited by
          #10

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

          ? 1 Reply Last reply
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          • G Gabriel

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

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            A Former User
            wrote on last edited by
            #11

            @gabriel thats not mine

            1 Reply Last reply
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            • 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
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              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
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              • 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
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                  • ? 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
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                    • 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...

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                      A Former User
                      wrote on last edited by
                      #16

                      @gabriel that works on non script

                      G 1 Reply Last reply
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                      • ? A Former User

                        @gabriel that works on non script

                        G Offline
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                        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
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                          • G Gabriel

                            Its gonna be op, lol

                            ? Offline
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                            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

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                              • 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
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                                • 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
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                                    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

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