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    CzechHek

    @CzechHek

    CzechHek#7198

    218
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    Website v.ht/CzechHek Location Czech Republic

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    Best posts made by CzechHek

    • InventoryManager 7.2 - Updated again!

      Introduction

      InventoryManager is a better replacement for ChestAura, ChestStealer, InventoryCleaner, AutoArmor, Auto Weapon, Auto Pot.
      It is coded in a way that makes all its parts compatible with themselves and therefore they work more effectively than LB ones.
      It's one of the few scripts that have dynamic values system.
      It detects if you are on a lobby or if you are dead.

      Media

      CzechHek│Valid Asiansmallclawedotter│Unlisted.mp4 – 01:52
      — CzechHek

      CzechHek│Aqua Blackcrappie│Unlisted.mp4 – 01:01
      — CzechHek

      How to use

      You can see how to edit actions in the second video.
      Editing values can be done in either ClickGUI or in chat, via normal LB commands.

      You can exactly specify which item to sort, simply by writing its name (case-sensitive), but there are certain categories as well.
      Categories: Block / Blocks, Food, Ignore / Ignored
      (example: .inventorymanager sort1 Water Bucket)

      Installation

      Download Core.lib, InventoryManager.js
      Write .scripts folder into chat while using LiquidBounce and put both files in there
      Write .reload into chat

      Download

      Core: https://github.com/CzechHek/Core/blob/master/Core.lib
      InventoryManager: https://raw.githubusercontent.com/CzechHek/Core/master/Scripts/InventoryManager.js

      Changelog

      Released InventoryManager 7.2 (29. 10. 2021)

      • Added actions:
      • Eat Food - eats food when you're hungry, has gapple support
      • Select Blocks - selects a block if you right click a block
      • Play Again - plays again automatically
      • Improvements:
      • Values:
      • ReopenRefilledChests - clears opened chests blacklist when the server tells you that chests were refilled
      • EquipDelay - separated from InvDelay (needed on matrix)
      • PlayAgainInterval - interval between clicks on play again items
      • Removed max, min delays because they were pretty useless.
      • New armor comparator.
      • Throw Potions switching to your previous item too soon.
      • Better valid block detection, ignores falling blocks, non full blocks and such.
      • Separated NoAttackDelay for each action.
      • Fixed GameDetection on Jartex and Pika.
      • Eliminated the huge amount of global variables.
      • Fixed GameDetection not preventing several actions from working.
      • Overall optimalizations, synchronization, refactorization.
      • Lot of parts recoded.

      Released InventoryManager 7.1 (19. 2. 2021)

      • fully rewritten code, now extremely simple core which uses complex utils (makes things more manageable)
      • absolutely stable, no random freezes or missdrops that were in previous versions (you won't just lose your sword randomly)
      • another complete UI overhaul, actions are now real modules (that are in TabGUI as well), now with proper binding screen
      • customizable item whitelist and blacklist was completely recoded and now works based on item names (so you can whitelist your favourite special minigame items)
      • changed arrangement of actions to further improve stability (opening chests moved to last)
      • added an awesome feature IgnoreLootedChests that doesn't open chests that were opened by other players
      • added NoWindowPackets that cancel any open close inventory packets and make all invopen mods bypass matrix
      • InvOpen has various options: Require - you need to open inv manually, Simulate - manager opens it on serverside, None - ignoring inventory opening, closing
      • actions have setting to make them visible in arraylist
      • Throw Potions action now checks if you aren't standing on an edge (so you won't waste any more potions)
      • fixed Select Weapons doing first hit with previous item
      • smart block filtering, now it checks if block is a fullblock, if it doesn't have a tile entity and more instead of just a blacklist that was missing a lot of bad blocks
      • made interactions with InventoryManager's configuration more LB like (chat messages are styled as LB messages + sound effects)
      • added optimizations to only try sorting, dropping garbage, ... when inventory changes (doesn't try to check it every tick now)
      • renamed a few values and made LobbyDetections fully toggleable

      Released InventoryManager 7.0 (prerelease) (21. 11. 2020)

      • complete clickgui settings overhaul
      • actions can be bound to keys
      • customizable item whitelist, blacklist
      • sorting is now done before even throwing trash items
        NOTE: This isn't fully finished and I'm not planning to finish it any time soon, report any bugs you find here.
        If you want to stick to old version, download this: InventoryManagerLegacy.js

      Released InventoryManager 6.17 (28. 8. 2020)

      • added option to select tools when destroying blocks
      • added throw delay (before it was throwing delayed by inv delay)
      • new value system (module doesn't have to be enabled to work, small value changes)
      • ghost item check fix

      Released InventoryManager 6.16 (26. 8. 2020)

      • added check for ghost items caused by higher ping (this should fix useful items being dropped)
      • fixed @Themek said in InventoryManager 6.14: InvManager throw potions even with the option disabled? https://streamable.com/rz3t9n
      • there were some problems with Core for a few days but it has all been fixed

      Released InventoryManager 6.14 (9. 8. 2020)

      • fixed a critical bug that made InventoryManager weird af since 6.12, noone reported it

      Released InventoryManager 6.13 (5. 8. 2020)

      • added additional bad potion check to not throw bad potions when dropping trash is disabled

      Released InventoryManager 6.12 (4. 8. 2020)

      • multiple item sorting (prioritizes first, split values using "," or ";", eg. "Water Bucket, Block")
      • auto weapon (select weapons option)
      • auto pot (throw potions option, works for all kinds of potions not just healing)
      • improved clickgui values
        steal and inv delays are separated,
        min max values are now LB like,
        chest aura and auto pot share rotations and rotationslength now
      • recoded, possibly stability improvements (or maybe it got worse)
      • fixed bugs

      InventoryManager 5.8 (13. 7. 2020)

      • fixed:
      • if you started attacking someone while stealing items from chest, NoAttackDelay would keep the chest open, until you stopped attacking, now closes chest immediatelly
      • opening chests not only checking for open delay timer
      • NoAttackDelay not detecting attacks while in GUI
      • stealer taking same quality armor as you have from chests, instead of ignoring it
      • non InvOpen mode not working in certain GUIs including inventory
      • other bugs
      • improved:
      • value arrangement
      • OpenRotationLength value is now dynamic
      • non InvOpen mode now supports more GUIs
      • entire code - better distincted phases (now open, steal, drop, wear, sort), had problems before, sort of a recode

      InventoryManager 5.6 (3. 7. 2020)

      • fixed bug that prevented IM to sort, when dropping garbage was disabled (reported by @Themek )
      • improved lobby detections and added value to turn it off if it fails
      • added death detections
      • added open rotation - visual / packet / none + customizable rotation length
      • added open swing - visual / packet / none
      • mindelay now cannot be higher than maxdelay
      • now also operates when you are in Ingame Menu or in chat

      InventoryManager 5.5 (3. 7. 2020)

      • sorting is now case sensitive to avoid errors,
      • detects more lobbies (write if it misses some or if it detects wrongly on any server),
      • added close delay, no attack delay (delay after the last attack, after which it continues)
      posted in Scripts
      CzechHek
      CzechHek
    • RE: [EXPOSED] Coccocoa

      Why would you name yourself Coccocoa's Helper in the first place.

      posted in Off-Topic
      CzechHek
      CzechHek
    • RE: InventoryManager 7.2 - Updated again!

      InventoryManager 7.1 is here!

      Introducing the most stable InventoryManager ever released, including all features of it's previous versions but rewritten from ground up!

      Thanks @Alien-Gurke for beta testing.

      On top of that there is more:

      • fully rewritten code, now extremely simple core which uses complex utils (makes things more manageable)
      • absolutely stable, no random freezes or missdrops that were in previous versions (you won't just lose your sword randomly)
      • another complete UI overhaul, actions are now real modules (that are in TabGUI as well), now with proper binding screen
      • customizable item whitelist and blacklist was completely recoded and now works based on item names (so you can whitelist your favourite special minigame items)
      • changed arrangement of actions to further improve stability (opening chests moved to last)
      • added an awesome feature IgnoreLootedChests that doesn't open chests that were opened by other players
      • added NoWindowPackets that cancel any open close inventory packets and make all invopen mods bypass matrix
      • InvOpen has various options: Require - you need to open inv manually, Simulate - manager opens it on serverside, None - ignoring inventory opening, closing
      • actions have setting to make them visible in arraylist
      • Throw Potions action now checks if you aren't standing on an edge (so you won't waste any more potions)
      • fixed Select Weapons doing first hit with previous item
      • smart block filtering, now it checks if block is a fullblock, if it doesn't have a tile entity and more instead of just a blacklist that was missing a lot of bad blocks
      • made interactions with InventoryManager's configuration more LB like (chat messages are styled as LB messages + sound effects)
      • added optimizations to only try sorting, dropping garbage, ... when inventory changes (doesn't try to check it every tick now)
      • renamed a few values and made LobbyDetections fully toggleable

      @Mustish @Player @Mattia @Leejames2305 @yorik100 @AnonHault @hahayes

      posted in Scripts
      CzechHek
      CzechHek
    • RE: ccbluex forums website src code leak (!)

      @spyfromtf2 Improved your code

      mc.thePlayer.ontheWebsite() && mc.thePlayer.setnoBrainState() && !mc.thePlayer.IQlevel
      

      or perhaps

      mc.thePlayer.ontheWebsite() && (mc.thePlayer.setnoBrainState(), !mc.thePlayer.IQlevel)
      

      doesn't make much sense but that's how you wrote it

      perhaps you wanted it to look like this

      mc.thePlayer.onTheWebsite() && (mc.thePlayer.setNoBrainState(true), mc.thePlayer.iqLevel = 0)
      

      doesn't make much sense anyway

      if so, here is how it should have looked

      if (mc.thePlayer.onTheWebsite()) {
          mc.thePlayer.setNoBrainState(true)
          mc.thePlayer.iqLevel = 0
      }
      
      posted in Off-Topic
      CzechHek
      CzechHek
    • Manager 3.0 - Breeze through customizing your LiquidBounce

      Introduction

      Manager is the script you've always wanted. It's an on-cloud based library, full of community themes, scripts, and configs.
      With it, you can easily download anything you want and load it instantly. Feel free to upload your own content.

      How to use

      Start off by writing one of the Manager's aliases (.m | .mngr | .manager) into the game chat.
      It will show you info about available subcommands that you can write.
      Example on how to find, download and load a theme:

      • .m theme list online - prints list of all community themes available online
      • .m theme download name - downloads theme called "name"
      • .m theme load name - loads theme called "name"

      Installation

      Download Core.lib, Manager.js
      Write .scripts folder into chat while using LiquidBounce and put both files in there
      Write .reload into chat

      Download

      Manager: https://github.com/CzechHek/Core/blob/master/Scripts/Manager.js
      Core: https://github.com/CzechHek/Core/blob/master/Core.lib

      posted in Scripts
      CzechHek
      CzechHek
    • RE: MurderMystery script (improved!)

      Using legacy API in 2021 ✓
      Requiring external libs that most people don't have and not even mentioning it instead of using utils built into LB ✓

      posted in Scripts
      CzechHek
      CzechHek
    • RE: FDPClient has been discontinued.

      @ali00035 It's about time that people start contributing into LB instead of making forks that get discontinued.

      posted in Off-Topic
      CzechHek
      CzechHek
    • BlinkFall 5.1

      Introduction

      BlinkFall is an innovative way of making an AntiVoid, that can be absolutely undetectable. However, it's pretty hard to achieve that. I'm presenting you a pretty stable build unlike older ones, but I'm still not completely done with it. It works in a way that if you come to an edge you stop on server-side but still continue on client-side, essentially like freecam. If you reach ground within your maximum falltime setting, then you can either simulate the movement or instantly blink. There is a NoFall option that works on multiple latest anticheats such as AAC or Spartan, as seen in the second video. To make it easy to use I've implemented nice visuals so you can easily see what is happening on the server-side.

      Media

      AntiVoid and simulated falling functionality
      CzechHek│Agitated Guineapig│Unlisted – 01:51
      — CzechHek

      NoFall functionality
      CzechHek│Kosher Chevrotain│Unlisted – 01:06
      — CzechHek

      Installation

      Download Core.lib, BlinkFall.js
      Write .scripts folder into chat while using LiquidBounce and put both files in there
      Write .reload into chat

      Download

      Core: https://github.com/CzechHek/Core/blob/master/Core.lib
      BlinkFall: https://github.com/CzechHek/Core/blob/master/Scripts/BlinkFall.js

      posted in Scripts
      CzechHek
      CzechHek
    • RE: LiquidSense Free by AquaVit ! Free Download

      Provide the source code or remove all code by CCBlueX.

      posted in General Discussion
      CzechHek
      CzechHek
    • BridgeAssist 1.4

      Introduction

      BridgeAssist is a module which helps you with bridging :axooh:. It is quite simple, there are multiple options that you can enable such as:

      • SafeWalk
      • Sprint
      • SelectBlock
      • SneakOnPlace
      • AutoPlace
      • Delay
      • Speed% and Jump% (changes movement speed in %)
      • Timer
      • ToggleModules (disables selected modules when enabled and toggles them back when disabled)

      The main feature, however, is that BridgeAssist aims at a set pitch and rebinds your movement keys. If you enable it and hold W, it will act as if you rotated by like 180° and held S + D. If you press A or D it changes the way that you go from S + D to S + A and so on. If you disable it, it brings your view back to normal like if you rotated 180° again, as well as your keybinds.

      Media

      CzechHek│Sniveling Johndory│Unlisted – 01:50
      — CzechHek

      Installation

      Download Core.lib, BridgeAssist.js
      Write .scripts folder into chat while using LiquidBounce and put both files in there
      Write .reload into chat

      Download

      Core: https://github.com/CzechHek/Core/blob/master/Core.lib
      BridgeAssist: https://github.com/CzechHek/Core/blob/master/Scripts/BridgeAssist.js

      posted in Scripts
      CzechHek
      CzechHek

    Latest posts made by CzechHek

    • RE: Import from jar file in scripts

      @colompom-shuleymon idk = Java.type("net.wtf.ok")

      posted in General
      CzechHek
      CzechHek
    • RE: [SCRIPT BASE] Core 4.2 - Simple, yet powerful ScriptAPI base

      Core 4.2 - dynamic values, performance, b73

      You need to update manually this time if you are on stable b73.

      Added built-in Dynamic Values™.(However, I don't like the way they are implemented just yet. I will post an example later if I don't figure out any better method.)

      • added onValueChanged event

      Greatly improved Core performance.

      • improved importing (better importPackage implementation, better module importing) (makes it work on b73 as well)

      Fixed Reflector not working correctly in some situations, like accessing keys and such.

      Refactored, simplified code, removed a few missed globals.

      Improved hookEvent util. (Now you can hook events that have different handleEventsCallback - they can get triggered if your handleEventsCallback function returns true) (example soon™)

      https://github.com/CzechHek/Core/commit/61dfc5bb823aa467d23c61a840e5b38f0ee78248

      Some things to look at:

      Core.importedPackages = [];
      
      function importPackage() {
          var packages = Array.prototype.slice.call(arguments);
      
          Core.importedPackages = Core.importedPackages.concat(packages);
      }
      
      __noSuchProperty__ = function (name) {
          if (name.endsWith("Module")) {
              var module = moduleManager.getModule(name.slice(0, -6));
              if (module) return this[name] = module;
          }
      
          for each (var package in Core.importedPackages) {
              try {
                  var type = Java.type(package + "." + name);
                  return this[name] = type;
              } catch (e) {}
          }
      
          throw new ReferenceError(name + " is not defined");
      }
      
      
      importPackage(
          "net.minecraft.block", "net.minecraft.block.material", "net.minecraft.block.properties", "net.minecraft.block.state",
          "net.minecraft.client.gui", "net.minecraft.client.gui.inventory",
          "net.minecraft.client.renderer", "net.minecraft.client.renderer.block.model",
          "net.minecraft.entity", "net.minecraft.entity.boss", "net.minecraft.entity.effect", "net.minecraft.entity.item", "net.minecraft.entity.monster", "net.minecraft.entity.passive", "net.minecraft.entity.player", "net.minecraft.entity.projectile",
          "net.minecraft.init",
          "net.minecraft.item",
          "net.minecraft.network", "net.minecraft.network.handshake.client", "net.minecraft.network.login.client", "net.minecraft.network.login.server", "net.minecraft.network.play.client", "net.minecraft.network.play.server", "net.minecraft.network.status.client", "net.minecraft.network.status.server",
          "net.minecraft.util",
          "net.ccbluex.liquidbounce.utils", "net.ccbluex.liquidbounce.utils.block", "net.ccbluex.liquidbounce.utils.extensions", "net.ccbluex.liquidbounce.utils.item", "net.ccbluex.liquidbounce.utils.login", "net.ccbluex.liquidbounce.utils.misc", "net.ccbluex.liquidbounce.utils.render", "net.ccbluex.liquidbounce.utils.render.shader", "net.ccbluex.liquidbounce.utils.render.shader.shaders", "net.ccbluex.liquidbounce.utils.timer",
          "net.ccbluex.liquidbounce.value",
          "net.ccbluex.liquidbounce.event"
      );
      
      0 CzechHek committed to CzechHek/Core
      Core 4.2 - dynamic values, performance, b73
      
      Added built-in Dynamic Values™.(However, I don't like the way they are implemented just yet. I will post an example later if I don't figure out any better method.)
      - added onValueChanged event
      Greatly improved Core performance.
      - improved importing (better importPackage implementation, better module importing) (makes it work on b73 as well)
      Fixed Reflector not working correctly in some situations, like accessing keys and such.
      Refactored, simplified code, removed a few missed globals.
      Improved hookEvent util. (Now you can hook events that have different handleEventsCallback - they can get triggered if your handleEventsCallback function returns true)
      posted in Scripts
      CzechHek
      CzechHek
    • RE: [SCRIPT BASE] Core 4.2 - Simple, yet powerful ScriptAPI base

      @persu-mk This is because an util had been removed from LiquidBounce. I have already made a pretty decent update earlier that isn't influenced by this because of its improved importing. I will release it as soon as possible.

      posted in Scripts
      CzechHek
      CzechHek
    • RE: Check if Player Exists

      @yletzter
      This is one way you could do it.

      function isLoaded(name) {
          for each (var entity in mc.theWorld.playerEntities) if (entity.getName() == name) return true
      }
      
      posted in Scripts
      CzechHek
      CzechHek
    • RE: Binded key in ArrayList

      @wxdbie I have a feeling that this isn't the ideal way of implementing such things. Not only it looks more complicated than it is, it is actually much harder to edit, fix, ...

      posted in Support
      CzechHek
      CzechHek
    • RE: Are script libraries (e.g. Core.lib) useless?

      @cancernameu However, Core isn't made for complex stuff it just enables you to do them in easier ways that are more compatible. In addition to that it allows anyone to add autoupdates for their script by just setting a single variable Core.updateURL. It uses reflections to add custom script categories into ClickGUI automatically and provides users with events that aren't available in normal API such as onBlockBB, onScreen, onText, onClickGuiLoaded,...

      posted in General Discussion
      CzechHek
      CzechHek
    • RE: Netease Huayuting ThePit AutoLobby&SpeedHelper Js sound code

      @stfwissue said in Netease Huayuting ThePit AutoLobby&SpeedHelper Js sound code:

      @plumer-man It doesn't toggle the KillAura module, it toggles the Speed module

      var KillAura = moduleManager.getModule("Speed");

      This is hilarious

      KillerModule = SpeedHelper
      KillAura = Speed

      posted in Chinese
      CzechHek
      CzechHek
    • RE: inventorycleaner keep the same tools/weapon level in inventory

      @truong_pham I doubt that it'll get fixed.

      You can try this for the time being: https://forums.ccbluex.net/topic/142/inventorymanager-7-2-updated-again/1

      posted in Bug Reports
      CzechHek
      CzechHek
    • RE: FDPClient has been discontinued.

      @ali00035 It's about time that people start contributing into LB instead of making forks that get discontinued.

      posted in Off-Topic
      CzechHek
      CzechHek
    • RE: mc.thePlayer is undefined

      @cancernameu https://scriptapi.liquidbounce.net/net/minecraft/client/entity/EntityPlayerSP.html

      posted in ScriptAPI
      CzechHek
      CzechHek