++WeaponEffects in an easy to understand way, for other developers. Please don't 100% copy my full version in put it into a "mod package" or whatever, make your own script. But I'm not selfish so please make your own based off this code. I'm going to get a demanding job and might not be around as much and if so I want this to spark new things. Full version: https://greasyfork.org/en/scripts/370253-weaponeffects
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// ==UserScript==
// @name ++WeaponEffects Documentation
// @version 2
// @description ++WeaponEffects in an easy to understand way, for other developers. Please don't 100% copy my full version in put it into a "mod package" or whatever, make your own script. But I'm not selfish so please make your own based off this code. I'm going to get a demanding job and might not be around as much and if so I want this to spark new things. Full version: https://greasyfork.org/en/scripts/370253-weaponeffects
// @author Perussi
// @match *://moomoo.io/*
// @grant none
// @namespace https://greasyfork.org/users/128061
// ==/UserScript==
// <3 Je$us
var mk = document.getElementById("gameCanvas").getContext("2d");
var Caa = 0;
var Cab = 0;
var aVZ = 0;
// Katana
var fBX = "<3 KatieW.";
// 1920 1080 (game canvas dimensions for drawing)
function testArc(){
if(document.getElementById("actionBarItem3")){
if(document.getElementById("actionBarItem3").style.display === "inline-block"){
if(fBX !== 3){ // WILL CHANGE "3" HERE
aVZ = [0];
fBX = 3;
}
aVZ[0] += 1;
if(480 <= aVZ){
aVZ[0] = 0;
}
mk.beginPath();
mk.lineWidth = 25;
mk.strokeStyle = "#dc0000";
mk.arc(1920/2,1080/2,200,0+Math.PI/240*aVZ,2/3*Math.PI+Math.PI/240*aVZ);
mk.stroke();
}
}
}
function letThereBeLight(){
testArc();
window.requestAnimationFrame(letThereBeLight);
}
window.requestAnimationFrame(letThereBeLight);