COMING SOON - OP custom lb src
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Its gonna be op, lol
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ok .
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@gabriel that's what you always say but in the end it's nothing but full of bugs along with people complaining about it
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@mems he wont even be able to compile it so not even that
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@czechhek Unless someone will do it for him, which again the chances are lower than my grades.
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@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. -
@mems Does your crossversion scaffold work on non-crossversion?
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@gabriel which one
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did you get it to compile yet asylumbro
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@mems the one in latest crossversion with old switch mode, spoof, and pick
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@gabriel thats not mine
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@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; } }
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@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
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@mems thank you for your reply!
come back once more! -
@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... -
@gabriel that works on non script
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@mems Are these 2 modules broken? or will they work on my custom lb src (i made them LOL) MemeXD.zip unzip it ofc
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@gabriel maybe
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pointless post
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@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