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。
Have sick trails for all your flairs just like the arc reactor. (Without having to level up) But wait there's more. You can also have your flairs spin like the level 4 donor flair absolutely free.
当前为
// ==UserScript== // @name TagPro Flair Trails and Spinner // @version 0.1 // @description Have sick trails for all your flairs just like the arc reactor. (Without having to level up) But wait there's more. You can also have your flairs spin like the level 4 donor flair absolutely free. // @include https://tagpro.koalabeast.com/game // @include https://tagpro.koalabeast.com/game?* // @author Pindelta // @supportURL https://www.reddit.com/message/compose/?to=Pindelta // @namespace https://github.com/Pindelta/TagPro-Flair-Trails-and-Spinner // ==/UserScript== // ========= SETTINGS ========= // Set either of these to true to enable the respective effect. // It looks wonky with both on, so set one to true and the other to false. // Feel free to do turn em both on tho, it won't break anything const spinFlair = false; const useTrail = true; // Enter your Display Name here. This is to make sure only your ball gets these effects applied to it const displayName = ""; // ========= END OF SETTINGS ========= const trail = { acceleration: { x: 0, y: 0 }, addAtBack: false, alpha: { start: 1, end: 0 }, blendMode: "normal", color: { start: "#ffffff", end: "#ffffff" }, emitterLifetime: -1, frequency: 0.001, lifetime: { min: 0.25, max: 0.25 }, maxParticles: 500, maxSpeed: 0, noRotation: true, pos: { x: 0, y: 0 }, rotationSpeed: { min: 0, max: 0 }, scale: { start: 1, end: 0.25, minimumScaleMultiplier: 1 }, spawnType: "point", speed: { start: 0, end: 0, minimumSpeedMultiplier: 1 }, startRotation: { min: 0, max: 0 }, }; tagpro.ready(function () { // Override the drawFlair function tagpro.renderer.drawFlair = function (player) { const isYourBall = player.name === displayName; // check if this is your ball player.sprites.flair && player.sprites.flair.flairName !== player.flair && (player.sprites.info.removeChild(player.sprites.flair), (player.sprites.flair = null)); if (player.flair && !player.sprites.flair) { var n = "flair-" + player.flair.x + "," + player.flair.y, r = tagpro.renderer.getFlairTexture(n, player.flair); (player.sprites.flair = new PIXI.Sprite(r)), (player.sprites.flair.pivot.x = 8), (player.sprites.flair.pivot.y = 8), (player.sprites.flair.x = 20), (player.sprites.flair.y = -9), player.sprites.info.addChild(player.sprites.flair), (player.sprites.flair.flairName = player.flair), (player.sprites.rotation = 0), (player.rotateFlairSpeed = 0); const shouldActivateTrail = useTrail && isYourBall; // we should activate the trail if the setting is set to true and this is your ball if ( (player.flair.description === "Arc Reactor" || shouldActivateTrail) && !tagpro.renderer.options.disableParticles ) { var i = new PIXI.particles.Emitter( tagpro.renderer.layers.midground, [useTrail ? r : tagpro.renderer.particleTexture], trail ); tagpro.renderer.emitters.push(i), (player.flairEmitter = i), (player.flairEmitter.keep = !0); } } const shouldActivateSpin = spinFlair && isYourBall; if ( player.sprites.flair && (player.flair.description === "Level 4 Donor" || shouldActivateSpin) ) { player.lastFrame || (player.lastFrame = { "s-captures": 0, "s-tags": 0 }); if ( player.lastFrame["s-captures"] !== player["s-captures"] || player.lastFrame["s-tags"] !== player["s-tags"] ) (player.tween = new Tween(0.4, -0.38, 4e3, "quadOut")), (player.rotateFlairSpeed = player.tween.getValue()); player.rotateFlairSpeed > 0.02 && (player.rotateFlairSpeed = player.tween.getValue()), (player.rotateFlairSpeed = Math.max(0.02, player.rotateFlairSpeed)), (player.sprites.flair.rotation += player.rotateFlairSpeed), (player.lastFrame["s-captures"] = player["s-captures"]), (player.lastFrame["s-tags"] = player["s-tags"]); } !player.flair && player.sprites.flair && player.sprites.info.removeChild(player.sprites.flair); if (player.flairEmitter) { var s = true && !player.dead, o = s; (player.flairEmitter.emit = s), player.flairEmitter.updateOwnerPos(player.x + 20, player.y - 9), o && player.flairEmitter.resetPositionTracking(); } }; });