您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
MiniRoyale2 jak
// ==UserScript== // @name Jak pal miniroyal // @version 6.9 // @author Marquinhos // @match *://miniroyale2.io/* // @description MiniRoyale2 jak // @namespace https://greasyfork.org/users/679145 // ==/UserScript== (function() { 'use strict'; var settings = {}; settings.aimbot = true; settings.esp = true; var utilities = {}; utilities.getEntityByName = function(name) { return Object.values(pc.app._entityIndex).find(entity => { return entity.name == name }); } utilities.getEntitiesByName = function(name) { return Object.values(pc.app._entityIndex).filter(entity => { return entity.name == name }); } utilities.getEntityByProperty = function(property, value) { return Object.values(pc.app._entityIndex).find(entity => { return entity[property] == value }); } utilities.getEntitiesByProperty = function(property, value) { return Object.values(pc.app._entityIndex).filter(entity => { return entity[property] == value }); } utilities.dist3d = function(v1, v2) { var dx = v1.x - v2.x; var dy = v1.y - v2.y; var dz = v1.z - v2.z; return Math.sqrt(dx * dx + dy * dy + dz * dz); } const tick = function() { try { if (typeof Profile == "function") { Profile.prototype.getSkins = function() { this.setSkins({ "success": true, "skins": [{ "name": "Biker", "quantity": 9999 }, { "name": "BusinessMan", "quantity": 9999 }, { "name": "Criminal", "quantity": 9999 }, { "name": "Hazmat", "quantity": 9999 }, { "name": "Homeless", "quantity": 9999 }, { "name": "Hunter", "quantity": 9999 }, { "name": "Islander", "quantity": 9999 }, { "name": "RiotCop", "quantity": 9999 }, { "name": "Sheriff", "quantity": 9999 }, { "name": "Soldier", "quantity": 9999 }] }); } } var me = utilities.getEntityByName("Player"); var movement = me.script.movement; var weapon = movement.currentWeaponDetails; var enemies = Object.values(pc.app._entityIndex).filter(entity => { return entity.name == "Enemy" && entity.script.enemy.username && entity.team !== me.script.movement.team }); if (me) { if (typeof Chat == "function") { Chat.prototype.sendMessage = function() { try { if (!this.entity.enabled) return !1; var t = this.chatInput.script.input.getValue(); var args = t.split(" "); if (args[0] == "/tp") { if (usernames.includes(args[1].toLowerCase()) && !args[2]) { me.rigidbody.teleport(enemies.find(e => e.script.enemy.username.toLowerCase() == args[1].toLowerCase()).position); this.addMessage("Teleport", args[1]); this.chatInput.script.input.setValue("") return !1; } if (args[1] && args[2] && args[3]) { me.rigidbody.teleport(args[1], args[2], args[3]); this.addMessage("Teleport", `${args[1]}, ${args[2]}, ${args[3]}`); this.chatInput.script.input.setValue("") return !1; } } if (args[0] == "/aimbot") { settings.aimbot = !settings.aimbot; this.addMessage("Aimbot", settings.aimbot); this.chatInput.script.input.setValue("") return !1; } if (args[0] == "/esp") { settings.esp = !settings.esp; this.addMessage("ESP", settings.esp); this.chatInput.script.input.setValue("") return !1; } if (args[0] == "/nuke" && enemies) { enemies.forEach(enemy => { var p = enemy.position; pc.controls.network.setExplosion(p.x, p.y, p.z); }); this.addMessage("Nuke", "Boom !"); this.chatInput.script.input.setValue("") return !1; } t && (this.app.fire("Event:SendChat", t), this.chatInput.script.input.setValue("")) } catch (e) {} } } if (typeof PlayerNames == "function") { PlayerNames.prototype.isVisible = function() { return false; } } } if (movement) { movement.jump = function() { this.disablePeek(), this.isCrouching = !1, this.isJumping = 2, this.app.tween(this.animation).to({ jumpAngle: -11 }, .15, pc.BackOut).start(), this.isLanded = !1, this.airTime = Date.now(), this.jumpingTime = this.fullTimestamp + this.jumpDuration, this.dynamicGravity = 0; var i = Math.floor(this.timestamp % 2) + 1; this.entity.sound.play("Jump-" + i) } movement.setMovement = function() { if (!this.isMovementAllowed()) return !1; var s = this.cameraEntity.forward, t = this.cameraEntity.right; this.allForce.x = 0, this.allForce.z = 0; var i = 0, e = 0, h = !1, r = !1; if (this.wasReleased("W") && (this.forwardCount = 0, this.leftCount = 0, this.entity.sound.stop("HeavyBreath")), (this.wasReleased("A") || this.wasReleased("D")) && (this.leftCount = 0), this.isPressed("Z") && (this.isFocusing = !0, this.shootingTime = -1), this.wasReleased("Z") && (this.isFocusing = !1), this.jumpingTime + this.jumpLandTime < this.fullTimestamp && (this.isForward = !1, this.isBackward = !1, this.isLeft = !1, this.isRight = !1), (this.isPressed("W") && !this.inControl || this.keyboard.up) && (this.isForward = !0), (this.isPressed("A") && !this.inControl || this.keyboard.left) && (this.isLeft = !0), (this.isPressed("D") && !this.inControl || this.keyboard.right) && (this.isRight = !0), (this.isPressed("S") && !this.inControl || this.keyboard.down) && (this.isBackward = !0), this.isForward && (i += s.x, e += s.z, h = !0, r = !0, this.isCrouching ? this.forwardCount += .5 : this.forwardCount++), this.isLeft && (i -= t.x, e -= t.z, h = !0, this.leftCount++), this.isRight && (i += t.x, e += t.z, h = !0, this.leftCount--), this.isBackward && (i -= s.x, e -= s.z, h = !0, this.isCrouching ? this.forwardCount -= .5 : this.forwardCount--), this.inControl ? (this.keyboard.shift && (this.isShifting = !0, this.isCrouching = !1, this.isFocusing = !1, this.disablePeek()), this.keyboard.jump && this.jump(), this.keyboard.reload && this.reload(), this.keyboard.peek_left ? this.isPeekingLeft = !0 : this.isPeekingLeft = !1, this.keyboard.peek_right ? this.isPeekingRight = !0 : this.isPeekingRight = !1, this.keyboard.crouch ? this.isCrouching = !0 : this.isCrouching = !1) : (this.wasPressed("SHIFT") && (this.isShifting = !0, this.isCrouching = !1, this.isFocusing = !1, this.disablePeek()), this.wasReleased("SHIFT") && (this.isShifting = !1), this.wasPressed("R") && this.reload(), this.isPressed("SPACE") && this.jump(), this.wasPressed("C") && this.crouch(), this.wasPressed("X") && "battle-royale" == pc.currentMode && this.useNeedle(), this.wasPressed("Q") && (this.isPeekingLeft = !0, this.peekLeft()), this.wasReleased("Q") && (this.isPeekingLeft = !1), this.wasPressed("E") && (this.isPeekingRight = !0, this.peekRight()), this.wasReleased("E") && (this.isPeekingRight = !1), this.wasReleased("F") && (this.doRaycast(!0), this.doAction()), this.wasReleased("V"), !this.isThrowingStarted && this.isShooting && "Grenade" == this.currentWeaponDetails.type && this.startThrowing(), this.isThrowingStarted && !this.isShooting && "Grenade" == this.currentWeaponDetails.type && this.throwGrenade(), this.wasPressed("1") && this.setWeapon(this.inventory.getItemByIndex(1)), this.wasPressed("2") && this.setWeapon(this.inventory.getItemByIndex(2)), this.wasPressed("3") && this.setWeapon(this.inventory.getItemByIndex(3)), this.wasPressed("4") && this.setWeapon(this.inventory.getItemByIndex(4)), this.wasPressed("5") && this.setWeapon(this.inventory.getItemByIndex(5)), this.wasPressed("TAB") && "capture-the-flag" == pc.currentMode && (this.isInBase ? this.interface.toggleBuyMenu() : this.interface.showAlert("You can only select weapons in-base.", "error", "flag"))), 0 !== i && 0 !== e) { var n = this.power; this.isCrouching && (n *= .4), this.isFocusing && (n *= .8), "Handgun" == this.attachment.type && (n *= 1.2), this.isShifting || (n *= 1.35), this.isJumping > 0 && (n *= 1.05), this.currentSpeed = n / this.animationSpeed; var a = this.lastCurrentPower; h && this.height < 1.5 && (this.forceX = i, this.forceZ = e, this.lastCurrentPower = n), r || (a *= .7, this.currentSpeed = .7 * this.currentSpeed), this.isVaccinate > 0 && (a *= .6), this.currentHealth < 60 && (a *= .95), this.currentDate - this.lastDamageTime < 1e3 && (a *= .85), this.currentDate - this.lastShootTime < 300 && (a *= .5); var o = this.currentSpeed * this.vibrationFactor; this.isFocusing || this.isCrouching ? this.runVibration = 0 : this.runVibration = .2 * Math.cos(this.timestamp / o), this.runVibration = pc.math.lerp(this.runVibration, 0, .05), this.force.set(this.forceX, 0, this.forceZ).normalize().scale(a), this.allForce.x = this.force.x, this.allForce.z = this.force.z, this.currentVibration++ } else this.currentSpeed = 0; h || (this.currentSpeed = 0), this.forwardCount > 300 && this.currentSpeed >= .5 && (this.entity.sound.slot("HeavyBreath").isPlaying || this.entity.sound.play("HeavyBreath")), this.currentVelocity = this.entity.rigidbody.linearVelocity.length(), this.checkRescueMode(), this.setCrosshair(this.currentSpeed) }; } if (weapon) { weapon.currentAmmo = Infinity; weapon.spread = 0; weapon.automatic = true; weapon.shootRate = 0; weapon.recoil = 0; } if (enemies) { var usernames = []; let i = 0; enemies.forEach(enemy => { usernames.push(enemy.script.enemy.username.toLowerCase()); if (enemy.script.enemy.isDeath) enemies.splice(i, 1); if (settings.esp && !enemy.script.enemy.isDeath) { let start = new pc.Vec3(enemy.position.x, enemy.position.y, enemy.position.z); let end = new pc.Vec3(me.position.x, me.position.y, me.position.z); let color = new pc.Color(1, 0, 0); pc.app.renderLine(start, end, color); enemy.children[2].enabled = true; enemy.children[2].model.material.depthTest = false; enemy.children[2].model.material._opacity = 0.5; } else { enemy.children[2].enabled = false; } enemy.children[2].model.material.update(); enemy.distance = utilities.dist3d(me.position, enemy.position); i++; }); enemies.sort((a, b) => (a.distance > b.distance) ? 1 : -1); movement.fireBullet = function() { var t, p; if (enemies[0] && settings.aimbot) { p = enemies[0].position; p.y += 0.6; t = p; } else { t = this.raycast.to } var e = this.currentWeaponDetails.spread, i = .8 * this.currentWeaponDetails.damage + Math.random() * this.currentWeaponDetails.damage; i = Math.min(i, this.currentWeaponDetails.damage), i = Math.floor(i), this.currentWeaponDetails.bigScope && !this.isFocusing ? (t.x += 60 * Math.random() - 60 * Math.random(), t.y += 60 * Math.random() - 60 * Math.random(), t.z += 60 * Math.random() - 60 * Math.random()) : this.currentWeaponDetails.isShotgun ? (t.x += (40 * Math.random() - 40 * Math.random()) * e, t.y += (40 * Math.random() - 40 * Math.random()) * e, t.z += (40 * Math.random() - 40 * Math.random()) * e) : this.isFocusing ? (t.x += (1 * this.currentRecoilForce * Math.random() - 1 * this.currentRecoilForce * Math.random()) * e, t.y += (1 * this.currentRecoilForce * Math.random() - 1 * this.currentRecoilForce * Math.random()) * e, t.z += (1 * this.currentRecoilForce * Math.random() - 1 * this.currentRecoilForce * Math.random()) * e) : (t.x += (10 * this.currentRecoilForce * Math.random() - 10 * this.currentRecoilForce * Math.random()) * e, t.y += (10 * this.currentRecoilForce * Math.random() - 10 * this.currentRecoilForce * Math.random()) * e, t.z += (10 * this.currentRecoilForce * Math.random() - 10 * this.currentRecoilForce * Math.random()) * e), this.app.fire("Bullet:Fire", this.hash, this.raycast.muzzle, t, this.raycast.muzzle, i), this.shotgunBullets-- } } if (typeof Network == "function") { Network.prototype.kicked = function(t) { t.length > 0 && (alert("You have been kicked, but ɹaɹoldxa ʇauɹaʇu!'s mod saved you ;) !")) } } } catch (e) {} window.requestAnimationFrame(tick); } window.requestAnimationFrame(tick); })();