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。
It's-a me, Mario! Summon Super Stars, Red Shells, and Fire Flowers to dominate Drawaria.
// ==UserScript== // @name ⭐ Super Star Companion Mod (Mario Edition) 🍄 // @namespace http://tampermonkey.net/ // @version 1.0 // @description It's-a me, Mario! Summon Super Stars, Red Shells, and Fire Flowers to dominate Drawaria. // @author YouTubeDrawaria // @match https://drawaria.online/* // @match https://*.drawaria.online/* // @icon https://fonts.gstatic.com/s/e/notoemoji/latest/1f31f/512.webp // @grant GM_xmlhttpRequest // @license MIT // ==/UserScript== (function () { 'use strict'; /* ---------------------------------------------------------------------------------- // CONFIGURACIÓN Y ASSETS DE MARIO // ---------------------------------------------------------------------------------- */ // Colores de la paleta Mario (Reino Champiñón) const MARIO_COLORS = { 'R': '#FF0000', // Rojo (Mario / Caparazón Rojo) 'Y': '#FFD700', // Amarillo (Monedas / Super Star) 'B': '#0000FF', // Azul (Caparazón Azul / Pantalones de Mario) 'G': '#008000', // Verde (Luigi / Caparazón Verde) 'W': '#FFFFFF', // Blanco (Nubes) 'K': '#000000', // Negro (Bordes) 'P': '#FF69B4', // Rosa (Princesa Peach) 'C': '#8B4513', // Café (Bloques de Tierra) 'O': '#FF4500' // Naranja (Flor de Fuego) }; // Estructuras de Pixel Art simplificadas (Iconos de Mario) const MARIO_PIXEL_ASSETS = { // Super Star (Invencibilidad) 'STAR': { art: [ " Y K Y ", " Y Y K Y Y ", "K Y Y K Y K", " Y Y Y Y ", " Y Y Y " ], colors: { 'Y': MARIO_COLORS.Y, 'K': MARIO_COLORS.K } }, // Moneda (Cash) 'COIN': { art: [ " K Y Y K ", " Y Y Y Y ", " Y Y Y Y ", " K Y Y K " ], colors: { 'Y': MARIO_COLORS.Y, 'K': MARIO_COLORS.K } }, // Champiñón 1-Up (Vida extra) '1UP': { art: [ " G G G ", " G G G G ", " K K K K ", " C C C C " ], colors: { 'G': MARIO_COLORS.G, 'K': MARIO_COLORS.K, 'C': MARIO_COLORS.C } } }; // Objetos/Armas de Mario const MARIO_WEAPONS = { 'Ninguno': '', '🔥 Flor de Fuego (Lanzallamas)': 'weapon:fire_flower_flame', '🐢 Caparazón Rojo (Teledirigido)': 'weapon:red_shell_lock', '💣 Bob-omb (Explosión)': 'weapon:bob_omb_explosion', '🌟 Lluvia de Estrellas': 'weapon:star_rain', }; // Poderes/Efectos de Mario const MARIO_POWERS = { 'Ninguno': '', '👑 Súper Corona (Invulnerabilidad)': 'effect:super_crown', '🍄 Súper Champiñón (Vida Extra)': 'effect:super_mushroom', '🧱 Bloque Ladrillo (Defensa)': 'effect:brick_block', '☁️ Nube de Lakitu (Ocultamiento)': 'effect:lakitu_cloud', }; const POWER_INTENSITY_LABELS = ['Nivel 1 (Pequeño)', 'Nivel 2 (Súper)', 'Nivel 3 (Fuego)', 'Nivel 4 (Tanooki)', 'Nivel 5 (Estrella)']; /* ---------------------------------------------------------------------------------- // 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="${playerId}"]`); if (!avatar || !canvas) return null; const cRect = canvas.getBoundingClientRect(); const aRect = avatar.getBoundingClientRect(); return { x: Math.round((aRect.left - cRect.left) + (aRect.width / 2)), y: Math.round((aRect.top - cRect.top) + (aRect.height / 2)), width: aRect.width, height: aRect.height }; } /* ---------------------------------------------------------------------------------- // NÚCLEO DE DIBUJO: SINCRONIZACIÓN LOCAL Y REMOTA // ---------------------------------------------------------------------------------- */ function drawLocalLine(x1, y1, x2, y2, color, thickness) { if (!ctx) return; const actualThickness = Math.abs(thickness); ctx.beginPath(); ctx.strokeStyle = color; ctx.lineWidth = actualThickness; ctx.lineCap = 'round'; ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.stroke(); ctx.closePath(); } function sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness) { x1 = Math.round(x1); y1 = Math.round(y1); x2 = Math.round(x2); y2 = Math.round(y2); if (!socket || !canvas) return; const normX1 = (x1 / canvas.width).toFixed(4); const normY1 = (y1 / canvas.height).toFixed(4); const normX2 = (x2 / canvas.width).toFixed(4); const normY2 = (y2 / canvas.height).toFixed(4); // Usa grosor NEGATIVO para Drawaria (modo pincel/spray) const cmd = `42["drawcmd",0,[${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); } function drawPixelArt(x, y, asset, sizeMultiplier = 1) { const { art, colors } = asset; const pixelSize = 5 * 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] || MARIO_COLORS[char]; // Usa el color si es definido en asset, sino usa paleta global if (color && char !== ' ') { const pX = startX + col * pixelSize; const pY = startY + row * pixelSize; sendAndDrawCommand(pX, pY, pX + 1, pY + 1, color, pixelSize); } } } } /* ---------------------------------------------------------------------------------- // FUNCIONES DE OBJETOS/ARMAS MARIO // ---------------------------------------------------------------------------------- */ // 1. Flor de Fuego (Lanzallamas) async function fireFlowerFlame(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const startX = canvas.width * 0.5; const startY = canvas.height * 0.8; const endX = target.x; const endY = target.y; const duration = 600; const startTime = Date.now(); const thickness = 2 + intensity * 2; const colors = [MARIO_COLORS.R, MARIO_COLORS.O, MARIO_COLORS.Y]; while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const progress = elapsed / duration; for (let i = 0; i < 5 + intensity; i++) { const spreadX = (Math.random() - 0.5) * 50 * (1 - progress); const spreadY = (Math.random() - 0.5) * 50 * (1 - progress); const color = colors[Math.floor(Math.random() * colors.length)]; // Bolas de fuego que van del centro a la posición del enemigo sendAndDrawCommand(startX + spreadX, startY + spreadY, endX + spreadX, endY + spreadY, color, thickness); } await new Promise(r => setTimeout(r, 20)); } } // 2. Caparazón Rojo (Teledirigido) async function redShellLock(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const startX = canvas.width * 0.1; const startY = canvas.height * 0.5; const endX = target.x; const endY = target.y; // Trayectoria del caparazón 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; // Dibujar un círculo rojo (caparazón) con línea azul (guía teledirigida) sendAndDrawCommand(currentX, currentY, currentX, currentY, MARIO_COLORS.R, 8 + intensity * 2); sendAndDrawCommand(startX, startY, currentX, currentY, MARIO_COLORS.B, 1); await new Promise(r => setTimeout(r, 30)); } // Efecto de KO sendAndDrawCommand(endX, endY, endX, endY, MARIO_COLORS.K, 30 + intensity * 5); } // 3. Bob-omb (Explosión) async function bobOmbExplosion(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const endX = target.x; const endY = target.y + 20; // Paso 1: Dibujar la Bob-omb (usamos un punto negro grueso) sendAndDrawCommand(endX, endY, endX, endY, MARIO_COLORS.K, 15); await new Promise(r => setTimeout(r, 1000)); // Cuenta regresiva // Paso 2: Explosión const maxRadius = 60 + intensity * 15; const colors = [MARIO_COLORS.O, MARIO_COLORS.Y, MARIO_COLORS.R]; for (let step = 0; step < 12; step++) { if (stopSignal) break; const currentRadius = maxRadius * (step / 12); for (let p = 0; p < 10 + intensity; p++) { const angle = Math.random() * Math.PI * 2; const x = endX + currentRadius * Math.cos(angle); const y = endY + currentRadius * Math.sin(angle); const color = colors[Math.floor(Math.random() * colors.length)]; sendAndDrawCommand(endX, endY, x, y, color, 6); } await new Promise(r => setTimeout(r, 30)); } } // 4. Lluvia de Estrellas async function starRain(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 500; const startTime = Date.now(); while (Date.now() - startTime < duration) { if (stopSignal) break; const count = 5 + intensity * 2; for (let i = 0; i < count; i++) { const xOffset = (Math.random() - 0.5) * 150; const startY = 50; const endY = target.y; const currentY = startY + (endY - startY) * (Math.random() * 0.8 + 0.2); // Aparecen y caen const size = 1 + Math.random() * 1; drawPixelArt(target.x + xOffset, currentY, MARIO_PIXEL_ASSETS.STAR, size); } await new Promise(r => setTimeout(r, 80)); } } /* ---------------------------------------------------------------------------------- // FUNCIONES DE PODERES/EFECTOS MARIO // ---------------------------------------------------------------------------------- */ // 5. Súper Corona (Invulnerabilidad) async function superCrownDefense(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 4000; const startTime = Date.now(); const thickness = 3 + intensity * 2; while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const radius = 40; const pulse = Math.sin(elapsed * 0.02) * 8; // Pulso rosa/blanco // Dibuja un aura rosa pulsante (Princesa Peach) for (let i = 0; i < 12; i++) { const angle = (i / 12) * 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 % 400 < 200) ? MARIO_COLORS.P : MARIO_COLORS.W; sendAndDrawCommand(target.x, target.y, x, y, color, thickness); } await new Promise(r => setTimeout(r, 80)); } } // 6. Súper Champiñón (Vida Extra) async function superMushroom(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const centerX = target.x; const centerY = target.y; // Pulso de crecimiento verde for (let i = 0; i < 10; i++) { if (stopSignal) break; const size = 1 + i * 0.2; drawPixelArt(centerX, centerY, MARIO_PIXEL_ASSETS['1UP'], size); await new Promise(r => setTimeout(r, 60)); } // Estela de vida ascendente for (let i = 0; i < 10; i++) { sendAndDrawCommand(centerX, centerY, centerX, centerY - 60, MARIO_COLORS.G, 5 + intensity); await new Promise(r => setTimeout(r, 20)); } } // 7. Bloque Ladrillo (Defensa) async function brickBlockDefense(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const size = 20 + intensity * 5; const thickness = 2 + intensity; // Dibuja un bloque alrededor del objetivo for (let i = 0; i < 4; i++) { const x1 = target.x - size / 2; const y1 = target.y - size / 2; const x2 = target.x + size / 2; const y2 = target.y + size / 2; sendAndDrawCommand(x1, y1, x2, y1, MARIO_COLORS.C, thickness); // Top sendAndDrawCommand(x2, y1, x2, y2, MARIO_COLORS.C, thickness); // Right sendAndDrawCommand(x2, y2, x1, y2, MARIO_COLORS.C, thickness); // Bottom sendAndDrawCommand(x1, y2, x1, y1, MARIO_COLORS.C, thickness); // Left await new Promise(r => setTimeout(r, 100)); } } // 8. Nube de Lakitu (Ocultamiento) async function lakituCloud(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 2500; const startTime = Date.now(); const thickness = 10 + intensity * 3; const colors = [MARIO_COLORS.W, MARIO_COLORS.A, MARIO_COLORS.G]; // Blanco, Gris (para sombra), Verde while (Date.now() - startTime < duration) { if (stopSignal) break; const radius = 50; // Dibuja puntos de nube blanca/gris alrededor del jugador for (let i = 0; i < 8 + intensity; i++) { const angle = Math.random() * Math.PI * 2; const dist = radius * Math.random(); const x = target.x + dist * Math.cos(angle); const y = target.y - 50 + dist * Math.sin(angle); // Aparece sobre la cabeza const color = (Math.random() > 0.7) ? MARIO_COLORS.W : MARIO_COLORS.A; sendAndDrawCommand(x, y, x, y, color, thickness); } await new Promise(r => setTimeout(r, 80)); } } /* ---------------------------------------------------------------------------------- // INTERFAZ DE USUARIO Y GESTIÓN DE EVENTOS (Adaptado de GTA Mod) // ---------------------------------------------------------------------------------- */ const marioContainer = document.createElement('div'); marioContainer.id = 'MarioCompanionUI'; marioContainer.style.cssText = ` position:fixed; bottom:10px; right:10px; z-index:9999; background:rgba(139, 69, 19, 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, 215, 0, 0.5); border: 3px solid #FFD700; min-width: 250px; backdrop-filter: blur(5px); `; const titleBar = document.createElement('div'); titleBar.innerHTML = '🍄 MARIO STAR MANAGER ⭐'; titleBar.style.cssText = ` font-weight: bold; font-size: 14px; text-align: center; cursor: grab; color: #FFD700; background: rgba(0, 0, 0, 0.5); text-shadow: 0 0 5px #FFD700; margin: -15px -20px 8px -20px; padding: 10px 20px; border-bottom: 2px solid #FFD700; border-radius: 7px 7px 0 0; `; marioContainer.appendChild(titleBar); const contentDiv = document.createElement('div'); contentDiv.style.cssText = `display:flex; flex-direction:column; gap:8px;`; marioContainer.appendChild(contentDiv); const marioInputStyle = ` 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 createMarioRow(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 = marioInputStyle; createMarioRow(contentDiv, '👤 Objetivo (Bowser):', enemySelect); // Selector de Armas const weaponSelect = document.createElement('select'); weaponSelect.style.cssText = marioInputStyle; for (const name in MARIO_WEAPONS) { const opt = document.createElement('option'); opt.value = MARIO_WEAPONS[name]; opt.textContent = name; weaponSelect.appendChild(opt); } weaponSelect.value = MARIO_WEAPONS['Ninguno']; createMarioRow(contentDiv, '⚔️ Objeto:', weaponSelect); // Selector de Poderes (Effects) const powerSelect = document.createElement('select'); powerSelect.style.cssText = marioInputStyle; for (const name in MARIO_POWERS) { const opt = document.createElement('option'); opt.value = MARIO_POWERS[name]; opt.textContent = name; powerSelect.appendChild(opt); } powerSelect.value = MARIO_POWERS['Ninguno']; createMarioRow(contentDiv, '✨ Poder:', powerSelect); // Auto-reset de selectores (solo uno a la vez) weaponSelect.addEventListener('change', () => { if (weaponSelect.value !== '') powerSelect.value = MARIO_POWERS['Ninguno']; }); powerSelect.addEventListener('change', () => { if (powerSelect.value !== '') weaponSelect.value = MARIO_WEAPONS['Ninguno']; }); // Medidor de Fuerza/Poder (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: #FFD700;`; createMarioRow(contentDiv, '💪 Nivel:', powerInput); const powerLabel = document.createElement('span'); powerLabel.style.cssText = 'color: #FFFFFF; font-size: 10px; text-align: center; margin-top: -5px;'; powerLabel.textContent = `Poder: ${POWER_INTENSITY_LABELS[powerInput.value - 1]}`; contentDiv.appendChild(powerLabel); powerInput.addEventListener('input', () => { powerLabel.textContent = `Poder: ${POWER_INTENSITY_LABELS[powerInput.value - 1]}`; }); // Toggle de Repetición ("Flujo 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 = ' 🔄 Flujo Continuo (Spam Koopa)'; 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 = '🌟 ¡VAMOS! (Activar Poder)'; activateBtn.disabled = true; activateBtn.style.cssText = ` padding: 10px 15px; border-radius: 8px; border: none; background: linear-gradient(45deg, #FFD700, #FF0000); color: #000000; font-weight: bold; font-size: 14px; cursor: pointer; transition: all 0.2s ease; box-shadow: 0 3px 10px rgba(255, 215, 0, 0.5); font-family: 'Monospace', monospace; &:hover { background: linear-gradient(45deg, #FF0000, #FFD700); 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 = '⛔ GAME OVER (Stop)'; stopBtn.disabled = true; stopBtn.style.cssText = ` margin-top: 5px; padding: 8px 12px; border-radius: 6px; border: none; background: linear-gradient(45deg, #000000, #444444); color: white; 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(marioContainer); // --- 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 (Mario/Luigi)'; 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 marioName = name.includes('Police') ? '🐢 Koopa' : '🔥 Bowser JR'; opt.textContent = `🎯 ${marioName} (${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 - marioContainer.getBoundingClientRect().left; dragOffsetY = e.clientY - marioContainer.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 - marioContainer.offsetWidth)); newY = Math.max(0, Math.min(newY, window.innerHeight - marioContainer.offsetHeight)); marioContainer.style.left = newX + 'px'; marioContainer.style.top = newY + 'px'; marioContainer.style.right = 'auto'; marioContainer.style.bottom = 'auto'; }); document.addEventListener('mouseup', () => { isDragging = false; titleBar.style.cursor = 'grab'; }); // Botón de parada stopBtn.addEventListener('click', () => { console.log('⛔ ¡GAME OVER! Deteniendo acción.'); stopSignal = true; if (activePowerInterval) { clearInterval(activePowerInterval); activePowerInterval = null; } activateBtn.textContent = '🌟 ¡VAMOS! (Activar Poder)'; activateBtn.style.background = 'linear-gradient(45deg, #FFD700, #FF0000)'; activateBtn.disabled = false; stopBtn.disabled = true; }); // Botón principal de activación activateBtn.addEventListener('click', async () => { const playerId = enemySelect.value; if (!playerId) { alert('🎯 ¡Escoge un rival del ejército de Bowser!'); return; } const selectedWeapon = weaponSelect.value; const selectedPower = powerSelect.value; const intensity = parseInt(powerInput.value); if (activePowerInterval) { stopBtn.click(); return; } let actionToExecute = null; let actionName = ''; if (selectedWeapon && selectedWeapon.startsWith('weapon:')) { switch (selectedWeapon) { case 'weapon:fire_flower_flame': actionToExecute = () => fireFlowerFlame(playerId, intensity); actionName = 'Flor de Fuego'; break; case 'weapon:red_shell_lock': actionToExecute = () => redShellLock(playerId, intensity); actionName = 'Caparazón Rojo'; break; case 'weapon:bob_omb_explosion': actionToExecute = () => bobOmbExplosion(playerId, intensity); actionName = 'Bob-omb'; break; case 'weapon:star_rain': actionToExecute = () => starRain(playerId, intensity); actionName = 'Lluvia de Estrellas'; break; default: return; } } else if (selectedPower && selectedPower.startsWith('effect:')) { switch (selectedPower) { case 'effect:super_crown': actionToExecute = () => superCrownDefense(playerId, intensity); actionName = 'Súper Corona'; break; case 'effect:super_mushroom': actionToExecute = () => superMushroom(playerId, intensity); actionName = 'Súper Champiñón'; break; case 'effect:brick_block': actionToExecute = () => brickBlockDefense(playerId, intensity); actionName = 'Bloque Ladrillo'; break; case 'effect:lakitu_cloud': actionToExecute = () => lakituCloud(playerId, intensity); actionName = 'Nube de Lakitu'; break; default: return; } } else { alert('🔺 ¡Debes seleccionar un Objeto o Poder de Mario!'); return; } stopSignal = false; activateBtn.disabled = true; stopBtn.disabled = false; try { if (repeatToggle.checked) { activateBtn.textContent = '🔄 DETENER FLUJO CONTINUO'; activateBtn.style.background = 'linear-gradient(45deg, #000000, #FF0000)'; activateBtn.disabled = false; console.log(`🔥 ¡Iniciando Flujo Continuo de ${actionName}!`); const continuousAction = async () => { if (stopSignal || !repeatToggle.checked) { if (activePowerInterval) clearInterval(activePowerInterval); activePowerInterval = null; activateBtn.textContent = '🌟 ¡VAMOS! (Activar Poder)'; activateBtn.style.background = 'linear-gradient(45deg, #FFD700, #FF0000)'; stopBtn.disabled = true; return; } try { await actionToExecute(); } catch (error) { console.error(`Error durante el Flujo Continuo (${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! See you next time! -Mario.'); }); // Inicialización refreshPlayerList(); console.log('✨ Super Star Companion Mod cargado. ¡Let\'s a go! ✨'); })();