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。
Throw Poké Balls, unleash Thunderbolts, and use Full Restore! Transform Drawaria into a Pokémon battlefield.
// ==UserScript== // @name ⚡ Pokedéx Companion Mod (Pokémon Edition) 💎 // @namespace http://tampermonkey.net/ // @version 1.0 // @description Throw Poké Balls, unleash Thunderbolts, and use Full Restore! Transform Drawaria into a Pokémon battlefield. // @author YouTubeDrawaria // @match https://drawaria.online/* // @match https://*.drawaria.online/* // @icon https://media0.giphy.com/media/v1.Y2lkPTZjMDliOTUyeTRianM4ZWM1ZnphamJqZjN2bmd1cWw1YWg1ZzE1cjl5ZmYxY3F0YiZlcD12MV9zdGlja2Vyc19zZWFyY2gmY3Q9cw/kuWN0iF9BLQKk/giphy.gif // @grant GM_xmlhttpRequest // @license MIT // ==/UserScript== (function () { 'use strict'; /* ---------------------------------------------------------------------------------- // CONFIGURACIÓN Y ASSETS DE POKÉMON // ---------------------------------------------------------------------------------- */ // Colores de la paleta Pokémon (Tipos y Objetos Clave) const POKEMON_COLORS = { 'R': '#FF0000', // Rojo (Poké Ball) 'W': '#FFFFFF', // Blanco (Poké Ball) 'K': '#000000', // Negro (Bordes / Línea central) 'Y': '#FFD700', // Amarillo (Eléctrico / Rayo) 'B': '#0000FF', // Azul (Agua / Hielo) 'G': '#008000', // Verde (Planta / Curación) 'P': '#800080', // Púrpura (Veneno / Fantasma) 'O': '#FF4500', // Naranja (Fuego) 'S': '#C0C0C0' // Plata (Acero / Normal) }; // Estructuras de Pixel Art detalladas (Iconos de Combate) const POKEMON_PIXEL_ASSETS = { // Poké Ball (Lanzamiento) 'POKE_BALL': { art: [ " R R ", " R R R ", "R R K R R", " W W W ", " W W " ], colors: { 'R': POKEMON_COLORS.R, 'W': POKEMON_COLORS.W, 'K': POKEMON_COLORS.K } }, // Rayo (Thunderbolt) 'THUNDER_BOLT': { art: [ " Y Y Y ", " Y Y ", " Y Y Y ", " Y Y ", " Y Y Y " ], colors: { 'Y': POKEMON_COLORS.Y } }, // Símbolo de Veneno (Toxic/Poison) 'POISON_ICON': { art: [ " P P ", " P P P ", "P P P P P", " P P P ", " P P " ], colors: { 'P': POKEMON_COLORS.P } } }; // Movimientos (Ataques) de Pokémon const POKEMON_ATTACKS = { 'Ninguno': '', '⚡ Rayo (Eléctrico)': 'attack:thunderbolt_shock', '🔥 Lanzallamas (Fuego)': 'attack:flamethrower_fire', '🔮 Bola Sombra (Fantasma)': 'attack:shadow_ball_curse', }; // Objetos/Efectos de Estado de Pokémon const POKEMON_EFFECTS = { 'Ninguno': '', '💚 Full Restore (Curación)': 'effect:full_restore_heal', '🛡️ Protección (Defensa)': 'effect:protect_shield', '🦠 Tóxico (Veneno)': 'effect:toxic_poison', }; const POWER_INTENSITY_LABELS = ['Nivel 10 (Poké Ball)', 'Nivel 30 (Súper Ball)', 'Nivel 50 (Ultra Ball)', 'Nivel 75 (Master Ball)', 'Nivel 100 (Legendario)']; /* ---------------------------------------------------------------------------------- // SETUP BASE (Conexión y Canvas) // ---------------------------------------------------------------------------------- */ let socket; const canvas = document.getElementById('canvas'); const ctx = canvas ? canvas.getContext('2d') : null; let stopSignal = false; let activePowerInterval = null; let stopBtn; const originalSend = WebSocket.prototype.send; WebSocket.prototype.send = function (...args) { if (!socket) socket = this; return originalSend.apply(this, args); }; function getPlayerCoords(playerId) { const avatar = document.querySelector(`.spawnedavatar[data-playerid="${playerId}"]`); if (!avatar || !canvas) return null; const cRect = canvas.getBoundingClientRect(); const aRect = avatar.getBoundingClientRect(); return { x: Math.round((aRect.left - cRect.left) + (aRect.width / 2)), y: Math.round((aRect.top - cRect.top) + (aRect.height / 2)), width: aRect.width, height: aRect.height }; } /* ---------------------------------------------------------------------------------- // NÚCLEO DE DIBUJO: DETALLE Y SINCRONIZACIÓN // ---------------------------------------------------------------------------------- */ function drawLocalLine(x1, y1, x2, y2, color, thickness) { if (!ctx) return; const actualThickness = Math.abs(thickness); ctx.beginPath(); ctx.strokeStyle = color; ctx.lineWidth = actualThickness; ctx.lineCap = 'butt'; // Mejor para pixel art ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.stroke(); ctx.closePath(); } function sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness) { x1 = Math.round(x1); y1 = Math.round(y1); x2 = Math.round(x2); y2 = Math.round(y2); if (!socket || !canvas) return; const normX1 = (x1 / canvas.width).toFixed(4); const normY1 = (y1 / canvas.height).toFixed(4); const normX2 = (x2 / canvas.width).toFixed(4); const normY2 = (y2 / canvas.height).toFixed(4); // Usa grosor NEGATIVO para Drawaria (modo pincel/spray) const cmd = `42["drawcmd",0,[${normX1},${normY1},${normX2},${normY2},false,${0 - thickness},"${color}",0,0,{}]]`; socket.send(cmd); } function sendAndDrawCommand(x1, y1, x2, y2, color, thickness) { drawLocalLine(x1, y1, x2, y2, color, thickness); sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness); } /** * Dibuja pixel art detallado (simulando bloques de píxeles rellenos). */ function drawPixelArt(x, y, asset, sizeMultiplier = 1) { const { art, colors } = asset; const basePixelSize = 6; const pixelSize = basePixelSize * sizeMultiplier; const height = art.length; const width = art[0].length; const startX = x - (width * pixelSize) / 2; const startY = y - (height * pixelSize) / 2; for (let row = 0; row < height; row++) { for (let col = 0; col < width; col++) { const char = art[row][col]; const color = colors[char] || POKEMON_COLORS[char]; if (color && char !== ' ') { const pX1 = startX + col * pixelSize; const pY1 = startY + row * pixelSize; const pX2 = pX1 + pixelSize; const pY2 = pY1 + pixelSize; // Relleno del pixel (varias líneas pequeñas) for (let i = 0; i < pixelSize; i += 2) { sendAndDrawCommand(pX1, pY1 + i, pX2, pY1 + i, color, 2); } // Borde del pixel (para más definición) sendAndDrawCommand(pX1, pY1, pX2, pY1, POKEMON_COLORS.K, 1); } } } } /* ---------------------------------------------------------------------------------- // FUNCIONES DE ATAQUES (MOVES) POKÉMON // ---------------------------------------------------------------------------------- */ // 1. Rayo (Thunderbolt - Eléctrico) async function thunderboltShock(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const startX = canvas.width * 0.2; const startY = canvas.height * 0.8; const endX = target.x; const endY = target.y; const duration = 800; const startTime = Date.now(); const thickness = 5 + intensity * 2; const colors = [POKEMON_COLORS.Y, POKEMON_COLORS.W]; // 1. Efecto de carga drawPixelArt(startX, startY, POKEMON_PIXEL_ASSETS.THUNDER_BOLT, 1.5); await new Promise(r => setTimeout(r, 100)); // 2. Rayo zig-zag for (let i = 0; i < 5; i++) { if (stopSignal) break; let currentX = startX; let currentY = startY; for (let j = 0; j < 10; j++) { const targetProgress = j / 9; const nextX = startX + (endX - startX) * targetProgress + (Math.random() - 0.5) * 20; const nextY = startY + (endY - startY) * targetProgress + (Math.random() - 0.5) * 20; const color = colors[Math.floor(Math.random() * colors.length)]; sendAndDrawCommand(currentX, currentY, nextX, nextY, color, thickness); currentX = nextX; currentY = nextY; } await new Promise(r => setTimeout(r, 50)); } // 3. Impacto sendAndDrawCommand(endX, endY, endX, endY, POKEMON_COLORS.Y, 30); } // 2. Lanzallamas (Flamethrower - Fuego) async function flamethrowerFire(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const endX = target.x; const endY = target.y; const duration = 1200; const startTime = Date.now(); const thickness = 10 + intensity * 3; const colors = [POKEMON_COLORS.R, POKEMON_COLORS.O, POKEMON_COLORS.Y]; while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const startX = canvas.width * 0.8; const startY = canvas.height * 0.8; for (let i = 0; i < 8 + intensity; i++) { const progress = elapsed / duration; const xOffset = (Math.random() - 0.5) * 50 * (1 - progress); const yOffset = (Math.random() - 0.5) * 50 * (1 - progress); const color = colors[Math.floor(Math.random() * colors.length)]; // Ondas de fuego desde abajo a la derecha sendAndDrawCommand(startX + xOffset, startY + yOffset, endX + xOffset, endY + yOffset, color, thickness); } await new Promise(r => setTimeout(r, 30)); } } // 3. Hidrobomba (Hydro Pump - Agua) async function hydroPumpJet(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const startX = canvas.width * 0.1; const startY = canvas.height * 0.8; const endX = target.x; const endY = target.y; // Trayectoria del chorro de agua for (let i = 0; i < 20; i++) { if (stopSignal) break; const progress = i / 19; const currentX = startX + (endX - startX) * progress; const currentY = startY + (endY - startY) * progress; const thickness = 15 + intensity * 5; // Chorro principal (azul intenso) sendAndDrawCommand(currentX, currentY, currentX, currentY, POKEMON_COLORS.B, thickness); // Salpicaduras (blanco/azul claro) for (let j = 0; j < 3; j++) { const xSplash = currentX + (Math.random() - 0.5) * 20; const ySplash = currentY + (Math.random() - 0.5) * 20; const color = (Math.random() > 0.5) ? POKEMON_COLORS.B : POKEMON_COLORS.W; sendAndDrawCommand(xSplash, ySplash, xSplash, ySplash, color, 5); } await new Promise(r => setTimeout(r, 40)); } } // 4. Bola Sombra (Shadow Ball - Fantasma) async function shadowBallCurse(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const startX = canvas.width * 0.5; const startY = canvas.height * 0.5; const endX = target.x; const endY = target.y; const shadowColor = '#360050'; // Púrpura oscuro fantasma // Bola de energía Fantasma for (let i = 0; i < 15; i++) { if (stopSignal) break; const progress = i / 14; const currentX = startX + (endX - startX) * progress; const currentY = startY + (endY - startY) * progress; const radius = 10 + intensity * 2; // Dibujar círculo Fantasma for (let j = 0; j < 8; j++) { const angle = (j / 8) * 2 * Math.PI; const dist = radius; const x = currentX + dist * Math.cos(angle); const y = currentY + dist * Math.sin(angle); const color = (Math.random() > 0.5) ? POKEMON_COLORS.P : shadowColor; sendAndDrawCommand(currentX, currentY, x, y, color, 3); } await new Promise(r => setTimeout(r, 40)); } // Efecto de Maldición al Impacto sendAndDrawCommand(endX, endY, endX, endY, POKEMON_COLORS.P, 40); } /* ---------------------------------------------------------------------------------- // FUNCIONES DE OBJETOS/EFECTOS DE ESTADO POKÉMON // ---------------------------------------------------------------------------------- */ // 5. Full Restore (Curación) async function fullRestoreHeal(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 2500; const startTime = Date.now(); const healColor = POKEMON_COLORS.G; while (Date.now() - startTime < duration) { if (stopSignal) break; const count = 5 + intensity * 2; // Partículas verdes de curación ascendentes for (let i = 0; i < count; i++) { const x = target.x + (Math.random() - 0.5) * 50; const startY = target.y + 20; const endY = target.y - 50; const currentY = startY + (endY - startY) * (Math.random()); sendAndDrawCommand(x, currentY, x, currentY - 5, healColor, 5); } await new Promise(r => setTimeout(r, 80)); } } // 6. Protección (Protect - Defensa) async function protectShield(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 3000; const startTime = Date.now(); const thickness = 5 + intensity * 2; const shieldColor = '#00FF7F'; // Verde brillante while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const radius = 40; const pulse = Math.sin(elapsed * 0.025) * 8; // Pulso // Dibuja un campo de energía hexagonal/circular for (let i = 0; i < 8 + intensity; i++) { const angle = (i / 8) * 2 * Math.PI; const dist = radius + pulse; const x = target.x + dist * Math.cos(angle); const y = target.y + dist * Math.sin(angle); const color = (elapsed % 300 < 150) ? shieldColor : POKEMON_COLORS.W; sendAndDrawCommand(target.x, target.y, x, y, color, thickness); } await new Promise(r => setTimeout(r, 80)); } } // 7. Tóxico (Toxic - Veneno) async function toxicPoison(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 500; const startTime = Date.now(); const thickness = 5 + intensity * 2; while (Date.now() - startTime < duration) { if (stopSignal) break; // Burbujas de veneno púrpura que envuelven al objetivo for (let i = 0; i < 5 + intensity; i++) { const r = 30 + Math.random() * 20; const angle = Math.random() * Math.PI * 2; const x = target.x + r * Math.cos(angle); const y = target.y + r * Math.sin(angle); // Dibuja la burbuja de veneno (punto píxel art) drawPixelArt(x, y, POKEMON_PIXEL_ASSETS.POISON_ICON, 0.5 + intensity * 0.1); } await new Promise(r => setTimeout(r, 100)); } } // 8. X Precisión (X Accuracy - Buff) async function xAccuracyEvasion(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 2000; const startTime = Date.now(); const buffColor = POKEMON_COLORS.S; // Plateado while (Date.now() - startTime < duration) { if (stopSignal) break; const count = 5 + intensity * 2; // Pequeños destellos plateados que rodean al objetivo (simulando enfoque) for (let i = 0; i < count; i++) { const r = 30 + Math.random() * 20; const angle = Math.random() * Math.PI * 2; const x = target.x + r * Math.cos(angle); const y = target.y + r * Math.sin(angle); sendAndDrawCommand(x, y, x, y, buffColor, 5); } await new Promise(r => setTimeout(r, 50)); } } /* ---------------------------------------------------------------------------------- // INTERFAZ DE USUARIO Y GESTIÓN DE EVENTOS // ---------------------------------------------------------------------------------- */ const pokemonContainer = document.createElement('div'); pokemonContainer.id = 'PokemonCompanionUI'; pokemonContainer.style.cssText = ` position:fixed; bottom:10px; right:10px; z-index:9999; background:rgba(0, 0, 0, 0.9); color:#FFFFFF; padding:15px 20px; border-radius:10px; font-family: 'Consolas', 'Monospace', sans-serif; font-size:12px; display:flex; flex-direction:column; gap:10px; box-shadow: 0 5px 20px rgba(0,0,0,0.8), 0 0 15px rgba(255, 0, 0, 0.5); border: 3px solid #FF0000; /* Rojo Poké Ball */ min-width: 250px; backdrop-filter: blur(5px); `; const titleBar = document.createElement('div'); titleBar.innerHTML = '⚡ POKÉDEX COMPANION MOD 🧪'; titleBar.style.cssText = ` font-weight: bold; font-size: 14px; text-align: center; cursor: grab; color: #FFD700; background: rgba(255, 0, 0, 0.7); text-shadow: 0 0 5px #000000; margin: -15px -20px 8px -20px; padding: 10px 20px; border-bottom: 2px solid #FFD700; border-radius: 7px 7px 0 0; `; pokemonContainer.appendChild(titleBar); const contentDiv = document.createElement('div'); contentDiv.style.cssText = `display:flex; flex-direction:column; gap:8px;`; pokemonContainer.appendChild(contentDiv); const pokemonInputStyle = ` flex-grow: 1; padding: 6px 10px; border-radius: 5px; border: 2px solid #FFD700; background: rgba(0, 0, 0, 0.7); color: #FFFFFF; font-size: 11px; font-family: monospace; transition: all 0.2s ease; `; function createPokemonRow(parent, labelText, inputElement) { const wrapper = document.createElement('div'); wrapper.style.cssText = `display:flex; align-items:center; gap:8px;`; const label = document.createElement('span'); label.textContent = labelText; label.style.cssText = `color: #FFFFFF; font-weight: bold; min-width: 80px;`; wrapper.appendChild(label); wrapper.appendChild(inputElement); parent.appendChild(wrapper); return wrapper; } // Selector de Enemigo (Target) const enemySelect = document.createElement('select'); enemySelect.style.cssText = pokemonInputStyle; createPokemonRow(contentDiv, '👤 Rival (Pokémon):', enemySelect); // Selector de Ataques const attackSelect = document.createElement('select'); attackSelect.style.cssText = pokemonInputStyle; for (const name in POKEMON_ATTACKS) { const opt = document.createElement('option'); opt.value = POKEMON_ATTACKS[name]; opt.textContent = name; attackSelect.appendChild(opt); } attackSelect.value = POKEMON_ATTACKS['Ninguno']; createPokemonRow(contentDiv, '⚔️ Ataque:', attackSelect); // Selector de Objetos/Efectos const effectSelect = document.createElement('select'); effectSelect.style.cssText = pokemonInputStyle; for (const name in POKEMON_EFFECTS) { const opt = document.createElement('option'); opt.value = POKEMON_EFFECTS[name]; opt.textContent = name; effectSelect.appendChild(opt); } effectSelect.value = POKEMON_EFFECTS['Ninguno']; createPokemonRow(contentDiv, '🧪 Objeto/Estado:', effectSelect); // Auto-reset de selectores (solo uno a la vez) attackSelect.addEventListener('change', () => { if (attackSelect.value !== '') effectSelect.value = POKEMON_EFFECTS['Ninguno']; }); effectSelect.addEventListener('change', () => { if (effectSelect.value !== '') attackSelect.value = POKEMON_ATTACKS['Ninguno']; }); // Medidor de Nivel (Intensity) const powerInput = document.createElement('input'); powerInput.type = 'range'; powerInput.min = '1'; powerInput.max = '5'; powerInput.value = '3'; powerInput.style.cssText = `flex-grow: 1; accent-color: #0000FF;`; createPokemonRow(contentDiv, '📈 Nivel:', powerInput); const powerLabel = document.createElement('span'); powerLabel.style.cssText = 'color: #FFD700; font-size: 10px; text-align: center; margin-top: -5px;'; powerLabel.textContent = `Nivel: ${POWER_INTENSITY_LABELS[powerInput.value - 1]}`; contentDiv.appendChild(powerLabel); powerInput.addEventListener('input', () => { powerLabel.textContent = `Nivel: ${POWER_INTENSITY_LABELS[powerInput.value - 1]}`; }); // Toggle de Repetición ("Combate Continuo") const repeatToggle = document.createElement('input'); repeatToggle.type = 'checkbox'; repeatToggle.style.cssText = `transform: scale(1.2); accent-color: #FF0000;`; const repeatLabel = document.createElement('label'); repeatLabel.textContent = ' 🔄 Combate Continuo (Spam Attack)'; repeatLabel.style.cssText = `color: #FF0000; font-weight: bold; cursor: pointer;`; const repeatWrapper = document.createElement('div'); repeatWrapper.style.cssText = `display:flex; align-items:center; gap:8px; justify-content: center;`; repeatWrapper.appendChild(repeatToggle); repeatWrapper.appendChild(repeatLabel); contentDiv.appendChild(repeatWrapper); // Botón de Activación const activateBtn = document.createElement('button'); activateBtn.textContent = '🔥 ¡A LUCHAR! (Usar Ataque/Objeto)'; activateBtn.disabled = true; activateBtn.style.cssText = ` padding: 10px 15px; border-radius: 8px; border: none; background: linear-gradient(45deg, #FF0000, #0000FF); color: #FFD700; font-weight: bold; font-size: 14px; cursor: pointer; transition: all 0.2s ease; box-shadow: 0 3px 10px rgba(255, 0, 0, 0.5); font-family: 'Monospace', monospace; &:hover { background: linear-gradient(45deg, #0000FF, #FF0000); transform: translateY(-1px); } &:disabled { background: #666; cursor: not-allowed; opacity: 0.5; transform: none; } `; contentDiv.appendChild(activateBtn); // Botón de Parada stopBtn = document.createElement('button'); stopBtn.textContent = '⛔ DEVOLVER (Stop Combate)'; stopBtn.disabled = true; stopBtn.style.cssText = ` margin-top: 5px; padding: 8px 12px; border-radius: 6px; border: none; background: linear-gradient(45deg, #000000, #444444); color: #FFFFFF; font-weight: bold; font-size: 12px; cursor: pointer; transition: all 0.2s ease; box-shadow: 0 2px 8px rgba(0, 0, 0, 0.6); font-family: 'Monospace', monospace; &:hover { background: linear-gradient(45deg, #444444, #000000); transform: translateY(-1px); } &:disabled { background: #666; cursor: not-allowed; opacity: 0.5; transform: none; } `; contentDiv.appendChild(stopBtn); document.body.appendChild(pokemonContainer); // --- Lógica de Gestión de Jugadores --- let lastPlayerList = new Set(); let isUpdatingList = false; function refreshPlayerList() { if (isUpdatingList) return; const currentPlayers = new Set(); const playerRows = document.querySelectorAll('.playerlist-row[data-playerid]'); playerRows.forEach(row => { if (row.dataset.self !== 'true' && row.dataset.playerid !== '0') { const name = row.querySelector('.playerlist-name a')?.textContent || `Player ${row.dataset.playerid}`; currentPlayers.add(`${row.dataset.playerid}:${name}`); } }); const playersChanged = currentPlayers.size !== lastPlayerList.size || ![...currentPlayers].every(player => lastPlayerList.has(player)); if (!playersChanged) return; isUpdatingList = true; const previousSelection = enemySelect.value; enemySelect.innerHTML = ''; enemySelect.textContent = '👤 Tú (Entrenador)'; playerRows.forEach(row => { if (row.dataset.self === 'true') return; if (row.dataset.playerid === '0') return; const name = row.querySelector('.playerlist-name a')?.textContent || `Enemy ${row.dataset.playerid}`; const opt = document.createElement('option'); opt.value = row.dataset.playerid; const pokeName = name.includes('Police') ? '🐢 Blastoise' : '🐲 Charizard'; // Nombres épicos opt.textContent = `🎯 ${pokeName} (${name})`; enemySelect.appendChild(opt); }); if (previousSelection) { enemySelect.value = previousSelection; } lastPlayerList = new Set(currentPlayers); activateBtn.disabled = enemySelect.children.length === 0; isUpdatingList = false; } // --- Eventos Principales --- // Arrastrar ventana let isDragging = false; let dragOffsetX, dragOffsetY; titleBar.addEventListener('mousedown', (e) => { isDragging = true; dragOffsetX = e.clientX - pokemonContainer.getBoundingClientRect().left; dragOffsetY = e.clientY - pokemonContainer.getBoundingClientRect().top; titleBar.style.cursor = 'grabbing'; }); document.addEventListener('mousemove', (e) => { if (!isDragging) return; let newX = e.clientX - dragOffsetX; let newY = e.clientY - dragOffsetY; newX = Math.max(0, Math.min(newX, window.innerWidth - pokemonContainer.offsetWidth)); newY = Math.max(0, Math.min(newY, window.innerHeight - pokemonContainer.offsetHeight)); pokemonContainer.style.left = newX + 'px'; pokemonContainer.style.top = newY + 'px'; pokemonContainer.style.right = 'auto'; pokemonContainer.style.bottom = 'auto'; }); document.addEventListener('mouseup', () => { isDragging = false; titleBar.style.cursor = 'grab'; }); // Botón de parada stopBtn.addEventListener('click', () => { console.log('⛔ Combate detenido. Devolviendo Pokémon.'); stopSignal = true; if (activePowerInterval) { clearInterval(activePowerInterval); activePowerInterval = null; } activateBtn.textContent = '🔥 ¡A LUCHAR! (Usar Ataque/Objeto)'; activateBtn.style.background = 'linear-gradient(45deg, #FF0000, #0000FF)'; activateBtn.disabled = false; stopBtn.disabled = true; }); // Botón principal de activación activateBtn.addEventListener('click', async () => { const playerId = enemySelect.value; if (!playerId) { alert('🎯 ¡Escoge un Pokémon Rival!'); return; } const selectedAttack = attackSelect.value; const selectedEffect = effectSelect.value; const intensity = parseInt(powerInput.value); if (activePowerInterval) { stopBtn.click(); return; } let actionToExecute = null; let actionName = ''; if (selectedAttack && selectedAttack.startsWith('attack:')) { switch (selectedAttack) { case 'attack:thunderbolt_shock': actionToExecute = () => thunderboltShock(playerId, intensity); actionName = 'Rayo'; break; case 'attack:flamethrower_fire': actionToExecute = () => flamethrowerFire(playerId, intensity); actionName = 'Lanzallamas'; break; case 'attack:hydro_pump_jet': actionToExecute = () => hydroPumpJet(playerId, intensity); actionName = 'Hidrobomba'; break; case 'attack:shadow_ball_curse': actionToExecute = () => shadowBallCurse(playerId, intensity); actionName = 'Bola Sombra'; break; default: return; } } else if (selectedEffect && selectedEffect.startsWith('effect:')) { switch (selectedEffect) { case 'effect:full_restore_heal': actionToExecute = () => fullRestoreHeal(playerId, intensity); actionName = 'Full Restore'; break; case 'effect:protect_shield': actionToExecute = () => protectShield(playerId, intensity); actionName = 'Protección'; break; case 'effect:toxic_poison': actionToExecute = () => toxicPoison(playerId, intensity); actionName = 'Tóxico'; break; case 'effect:x_accuracy_evasion': actionToExecute = () => xAccuracyEvasion(playerId, intensity); actionName = 'X Precisión'; break; default: return; } } else { alert('🔺 ¡Debes seleccionar un Ataque o un Objeto/Estado!'); return; } stopSignal = false; activateBtn.disabled = true; stopBtn.disabled = false; try { if (repeatToggle.checked) { activateBtn.textContent = '🔄 DETENER COMBATE CONTINUO'; activateBtn.style.background = 'linear-gradient(45deg, #000000, #FF0000)'; activateBtn.disabled = false; console.log(`🔥 ¡Iniciando Combate Continuo con ${actionName}!`); const continuousAction = async () => { if (stopSignal || !repeatToggle.checked) { if (activePowerInterval) clearInterval(activePowerInterval); activePowerInterval = null; activateBtn.textContent = '🔥 ¡A LUCHAR! (Usar Ataque/Objeto)'; activateBtn.style.background = 'linear-gradient(45deg, #FF0000, #0000FF)'; stopBtn.disabled = true; return; } try { await actionToExecute(); } catch (error) { console.error(`Error durante el Combate Continuo (${actionName}):`, error); } }; await continuousAction(); if (!stopSignal) { activePowerInterval = setInterval(continuousAction, 2500); } } else { console.log(`💥 Ejecutando ${actionName} una sola vez...`); await actionToExecute(); } } finally { if (!activePowerInterval) { activateBtn.disabled = false; stopBtn.disabled = true; } } }); // Observar cambios en la lista de jugadores const playerListElement = document.getElementById('playerlist'); if (playerListElement) { new MutationObserver(() => { setTimeout(refreshPlayerList, 100); }).observe(playerListElement, { childList: true, subtree: true, attributes: true, attributeFilter: ['data-playerid'] }); } // Limpieza al cerrar window.addEventListener('beforeunload', () => { if (activePowerInterval) { clearInterval(activePowerInterval); activePowerInterval = null; } stopSignal = true; console.log('¡GRACIAS POR JUGAR! ¡Vuelve pronto para ser el mejor Entrenador! -Pokémon.'); }); // Inicialización refreshPlayerList(); console.log('✨ Pokedéx Companion Mod cargado. ¡Te elijo a ti! ✨'); })();