Based on the typical structure of these tools, "creating a feature" involves adding a new functional module to the client's source code. Below are the standard steps to implement a feature (often called a "Module") in such a codebase: 1. Define the Module Class
If you are creating a simple "FullBright" feature, for example, your code would look like this: lunar_cheater..rar
Features rely on "Events" (like onUpdate , onRender , or onPacket ). To make your feature do something, you override these methods: Based on the typical structure of these tools,
public void onEnable() { mc.gameSettings.gammaSetting = 100f; // Sets brightness to max } public void onDisable() { mc.gameSettings.gammaSetting = 1f; // Resets brightness } Use code with caution. Copied to clipboard 4. Register the Feature To make your feature do something, you override
In most Minecraft cheat architectures, you create a new class that extends a base Module class. This allows the client to register it in the ClickGUI and bind it to a key. Usually under com.clientname.features.modules .
Give it a name (e.g., "AutoClicker"), a category (e.g., "Combat"), and a description. 2. Use Event Listeners
After writing the class, you must add it to the (usually a List or ArrayList in the main Client class) so the software recognizes it exists when you start the game. Important Warnings