Add a button to download the script, I’ve seen something like that on some forums before.

Add a button to download the script, I’ve seen something like that on some forums before.

I think this is what you need
connect.zip
PerfectTime - automatically releases the crossbow and trident when fully charged.
Download - PerfectTime.zip
src - src.js
AutoDuel made for ReallyWorld and similar servers.
Automatically sends duel requests and handles the duel menu for you.
Download - Download.zip
src - src.js

This script is a port of the Kotlin MatrixNew LongJump mode to the latest LiquidBounce Script API versions.
Original module
https://forum.liquidbounce.net/topic/8568/kotlin-matrix-new-longjump
Download - download.zip
src - src.js
Recommended settings (funnymc.net)

You can increase BoostSpeed for longer jumps,
but higher values will increase the chance of flagging.
A lightweight script that automatically joins duels on SpookyTime and retries when the mode is full.
download.zip
src.js
I think this is what you need:
KeepDistance.zip - download
src.js
@ThatMadCat
if you are asking about how to insert this into liquidbounce
1 Create new .kt mode file in the longjump modes folder
2 Fix the imports for the version what you are using
3 Register the new mode in longjumpmodule.kt
Bypass matrix today (Matrix7145FlagLongJump outdated)
package net.ccbluex.liquidbounce.features.module.modules.movement.longjump.modes
import net.ccbluex.liquidbounce.config.types.Choice
import net.ccbluex.liquidbounce.config.types.ChoiceConfigurable
import net.ccbluex.liquidbounce.config.types.NamedChoice
import net.ccbluex.liquidbounce.event.events.PacketEvent
import net.ccbluex.liquidbounce.event.handler
import net.ccbluex.liquidbounce.event.tickHandler
import net.ccbluex.liquidbounce.features.module.modules.movement.longjump.ModuleLongJump
import net.ccbluex.liquidbounce.utils.entity.withStrafe
import net.ccbluex.liquidbounce.utils.math.copy
import net.minecraft.network.packet.c2s.play.PlayerMoveC2SPacket
import net.minecraft.network.packet.s2c.play.PlayerPositionLookS2CPacket
internal object MatrixNewLongJump : Choice("MatrixNew") {
override val parent: ChoiceConfigurable<*>
get() = ModuleLongJump.mode
private enum class MotionMode(override val choiceName: String) : NamedChoice {
Stable("Stable"),
Last("Last")
}
private enum class BypassMethod(override val choiceName: String) : NamedChoice {
Fall("Fall"),
NoGround("NoGround")
}
private val motionMode by enumChoice("MotionMode", MotionMode.Stable)
private val bypassMethod by enumChoice("BypassMethod", BypassMethod.Fall)
private val boostSpeed by float("MatrixNew-BoostSpeed", 2.1f, -3.0f..8.0f)
private val motionY by float("MotionY", 0.42f, 0.0f..5.0f)
private var savedX = 0.0
private var savedY = 0.0
private var savedZ = 0.0
private var receivedFlag = false
private var canBoost = false
private var boosted = false
private var touchGround = false
override fun enable() {
receivedFlag = false
canBoost = false
boosted = false
touchGround = false
if (bypassMethod == BypassMethod.NoGround) {
if (player.isOnGround) player.jump()
touchGround = true
}
}
override fun disable() {
receivedFlag = false
canBoost = false
boosted = false
touchGround = false
}
@Suppress("unused")
private val packetRecv = handler<PacketEvent> {
val packet = it.packet
if (packet is PlayerPositionLookS2CPacket) {
receivedFlag = true
if (motionMode == MotionMode.Last) {
canBoost = false
val vel = player.velocity
savedX = vel.x
savedY = vel.y
savedZ = vel.z
}
}
}
@Suppress("unused")
private val packetSend = handler<PacketEvent> {
val packet = it.packet
if (packet is PlayerMoveC2SPacket) {
if (motionMode == MotionMode.Last && receivedFlag) {
player.velocity = player.velocity.copy(x = savedX, y = savedY, z = savedZ)
canBoost = false
receivedFlag = false
}
}
}
@Suppress("unused")
private val tick = tickHandler {
if (!player.isOnGround && touchGround) touchGround = false
if (player.isOnGround && !touchGround) {
player.jump()
boosted = false
if (bypassMethod == BypassMethod.NoGround && !boosted) {
canBoost = true
}
}
if (player.fallDistance >= 0.25f && !boosted && bypassMethod == BypassMethod.Fall) {
canBoost = true
}
if (canBoost) {
val yaw = player.yaw
player.velocity = player.velocity
.withStrafe(speed = boostSpeed.toDouble(), yaw = yaw, input = null)
.copy(y = motionY.toDouble())
boosted = true
}
if (receivedFlag && boosted) {
canBoost = false
receivedFlag = false
}
}
}
ported from - https://yougame.biz/threads/360241/

Why “BetterAutoLeave”?
Because unlike stock AutoLeave—which only checks your HP—BetterAutoLeave also watches for nearby players and can execute custom commands instead of simply enabling Kick.
GrimSpeed.js
Fixed default Grim Collide speed for some anti-cheat versions
Tested on play.saturn-x.space and anticheat-test.com (Grim). Likely works on other Grim-like anti-cheats
ps - also on mc.prostotrainer.space