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。
Summon Creepers, blow up TNT, and throw weakness potions in Drawaria with blocky aesthetics!
// ==UserScript== // @name ⛏️ Netherite Companion Mod (Minecraft Edition) // @namespace http://tampermonkey.net/ // @version 1.0 // @description Summon Creepers, blow up TNT, and throw weakness potions in Drawaria with blocky aesthetics! // @author YouTubeDrawaria // @match https://drawaria.online/* // @match https://*.drawaria.online/* // @icon https://fonts.gstatic.com/s/e/notoemoji/latest/1f4a5/512.webp // @grant GM_xmlhttpRequest // @license MIT // ==/UserScript== (function () { 'use strict'; /* ---------------------------------------------------------------------------------- // CONFIGURACIÓN Y ASSETS DE MINECRAFT // ---------------------------------------------------------------------------------- */ // Colores de la paleta Minecraft (Bloques y Elementos Clave) const MC_COLORS = { 'G': '#00A000', // Verde (Bloque de Hierba / Creeper) 'D': '#8B4513', // Café Oscuro (Bloque de Tierra) 'B': '#0000FF', // Azul (Diamante) 'K': '#000000', // Negro (Bordes / Obsidiana) 'W': '#FFFFFF', // Blanco (Nieve / Calavera Wither) 'R': '#FF0000', // Rojo (TNT / Corazón) 'Y': '#FFD700', // Amarillo (Oro) 'S': '#A9A9A9', // Gris Plata (Hierro) 'T': '#E34234', // Rojo TNT (Más claro) 'N': '#4A0404' // Netherite Oscuro }; // Estructuras de Pixel Art de Bloques (Detalle Cuadrado) const MC_PIXEL_ASSETS = { // Bloque de TNT 'TNT_BLOCK': { art: [ " TTTTT ", " T K T ", " T T T ", " T K T ", " TTTTT " ], colors: { 'T': MC_COLORS.T, 'K': MC_COLORS.K } }, // Creeper Face 'CREEPER_FACE': { art: [ " GGGGG ", " G G G ", " G K G ", " G K G ", " K G K " ], colors: { 'G': MC_COLORS.G, 'K': MC_COLORS.K } }, // Diamante (Item) 'DIAMOND_ITEM': { art: [ " B ", " BBB ", " BWB ", " BBB ", " B " ], colors: { 'B': MC_COLORS.B, 'W': MC_COLORS.W } }, // Calavera de Wither 'WITHER_SKULL': { art: [ " KKKKK ", " KW WWK", " KWWWWK", " K KKK ", " K K K " ], colors: { 'K': MC_COLORS.K, 'W': MC_COLORS.W } } }; // Armas/Proyectiles de Minecraft const MC_WEAPONS = { 'Ninguno': '', '💥 Bloque de TNT (Explosión)': 'weapon:tnt_explosion', '💀 Calavera Wither (Corrosión)': 'weapon:wither_skull_shot', '⚡ Rayo de Tridente (Conducción)': 'weapon:trident_lightning', '🦠 Poción de Debilidad': 'weapon:potion_weakness', }; // Poderes/Efectos de Minecraft const MC_POWERS = { 'Ninguno': '', '✨ Súper Estrella (Invencibilidad)': 'effect:super_star_like', // Similar al efecto de estrella '🛡️ Armadura Netherite (Defensa)': 'effect:netherite_armor', '💰 Minería de Diamantes (Drop)': 'effect:diamond_mining', '🌱 Polvo de Hueso (Crecimiento rápido)': 'effect:bone_meal_growth', }; const POWER_INTENSITY_LABELS = ['Nivel 1 (Madera)', 'Nivel 2 (Piedra)', 'Nivel 3 (Hierro)', 'Nivel 4 (Diamante)', 'Nivel 5 (Netherite)']; /* ---------------------------------------------------------------------------------- // 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="${playerId}"]`); if (!avatar || !canvas) return null; const cRect = canvas.getBoundingClientRect(); const aRect = avatar.getBoundingClientRect(); // Obtiene las coordenadas centradas del avatar en el canvas return { x: Math.round((aRect.left - cRect.left) + (aRect.width / 2)), y: Math.round((aRect.top - cRect.top) + (aRect.height / 2)), width: aRect.width, height: aRect.height }; } /* ---------------------------------------------------------------------------------- // NÚCLEO DE DIBUJO: SINCRONIZACIÓN LOCAL Y REMOTA (PIXELADO) // ---------------------------------------------------------------------------------- */ function drawLocalLine(x1, y1, x2, y2, color, thickness) { if (!ctx) return; const actualThickness = Math.abs(thickness); ctx.beginPath(); ctx.strokeStyle = color; ctx.lineWidth = actualThickness; ctx.lineCap = 'butt'; // Usamos 'butt' para un aspecto más cuadrado/pixelado ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.stroke(); ctx.closePath(); } function sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness) { x1 = Math.round(x1); y1 = Math.round(y1); x2 = Math.round(x2); y2 = Math.round(y2); if (!socket || !canvas) return; const normX1 = (x1 / canvas.width).toFixed(4); const normY1 = (y1 / canvas.height).toFixed(4); const normX2 = (x2 / canvas.width).toFixed(4); const normY2 = (y2 / canvas.height).toFixed(4); // Usa grosor NEGATIVO para Drawaria (modo pincel/spray) const cmd = `42["drawcmd",0,[${normX1},${normY1},${normX2},${normY2},false,${0 - thickness},"${color}",0,0,{}]]`; socket.send(cmd); } /** * Función principal: Dibuja y envía. * @param {number} x1 Coordenada X inicial. * @param {number} y1 Coordenada Y inicial. * @param {number} x2 Coordenada X final. * @param {number} y2 Coordenada Y final. * @param {string} color Color HEX. * @param {number} thickness Grosor. */ function sendAndDrawCommand(x1, y1, x2, y2, color, thickness) { // Para simular la cuadrícula de Minecraft, redondeamos las coordenadas const pixelSize = Math.max(5, thickness); x1 = Math.round(x1 / pixelSize) * pixelSize; y1 = Math.round(y1 / pixelSize) * pixelSize; x2 = Math.round(x2 / pixelSize) * pixelSize; y2 = Math.round(y2 / pixelSize) * pixelSize; drawLocalLine(x1, y1, x2, y2, color, thickness); sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness); } /** * Dibuja pixel art basado en una cuadrícula. */ function drawPixelArt(x, y, asset, sizeMultiplier = 1) { const { art, colors } = asset; const basePixelSize = 8; const pixelSize = basePixelSize * sizeMultiplier; const height = art.length; const width = art[0].length; // Centrar el arte respecto a la posición (x, y) 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] || MC_COLORS[char]; if (color && char !== ' ') { const pX1 = startX + col * pixelSize; const pY1 = startY + row * pixelSize; const pX2 = pX1 + pixelSize; const pY2 = pY1 + pixelSize; // Dibujar un bloque (rellenar un cuadrado) // Simulación de relleno con varias líneas for (let i = 0; i < pixelSize; i += 2) { sendAndDrawCommand(pX1, pY1 + i, pX2, pY1 + i, color, 2); } // Borde negro para marcar el pixel (como en Minecraft) sendAndDrawCommand(pX1, pY1, pX2, pY1, MC_COLORS.K, 1); sendAndDrawCommand(pX1, pY2, pX2, pY2, MC_COLORS.K, 1); } } } } /* ---------------------------------------------------------------------------------- // FUNCIONES DE OBJETOS/ARMAS MINECRAFT // ---------------------------------------------------------------------------------- */ // 1. Bloque de TNT (Explosión) async function tntExplosion(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const endX = target.x; const endY = target.y + 10; // Paso 1: Dibujar TNT y parpadear (Fuse) for(let i = 0; i < 6; i++) { if (stopSignal) break; drawPixelArt(endX, endY, MC_PIXEL_ASSETS.TNT_BLOCK, 2); await new Promise(r => setTimeout(r, 100)); ctx.clearRect(endX - 30, endY - 30, 60, 60); // Borrado local await new Promise(r => setTimeout(r, 100)); } // Paso 2: Explosión (Creeper/TNT) const maxRadius = 70 + intensity * 15; const colors = [MC_COLORS.R, MC_COLORS.T, MC_COLORS.Y]; const pixelStep = 10; for (let step = 0; step < 10; step++) { if (stopSignal) break; const currentRadius = maxRadius * (step / 10); 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)]; // Dibujo pixelado de las partículas de explosión sendAndDrawCommand(endX, endY, x, y, color, pixelStep); } await new Promise(r => setTimeout(r, 30)); } // Impacto final (Bloque de tierra quemado) sendAndDrawCommand(endX, endY, endX, endY, MC_COLORS.D, 50); } // 2. Calavera Wither (Corrosión) async function witherSkullShot(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const startX = canvas.width * 0.5; const startY = 0; const endX = target.x; const endY = target.y; // Trayectoria de la Calavera for (let i = 0; i < 5; i++) { if (stopSignal) break; const progress = i / 14; const currentX = startX + (endX - startX) * progress; const currentY = startY + (endY - startY) * progress; // Dibujar Calavera Wither (pixeleada) drawPixelArt(currentX, currentY, MC_PIXEL_ASSETS.WITHER_SKULL, 1.5); sendAndDrawCommand(currentX, currentY, currentX, currentY, MC_COLORS.K, 5); // Efecto de hollín await new Promise(r => setTimeout(r, 40)); } // Efecto de Corrosión / Wither (Púrpura Oscuro) const duration = 300; const startTime = Date.now(); const thickness = 4 + intensity * 5; const witherColor = '#550055'; // Púrpura oscuro while (Date.now() - startTime < duration) { if (stopSignal) break; for (let i = 0; i < 5 + intensity; i++) { const r = 5 + Math.random() * 5; const angle = Math.random() * Math.PI * 2; const x = endX + r * Math.cos(angle); const y = endY + r * Math.sin(angle); sendAndDrawCommand(endX, endY, x, y, witherColor, thickness); } await new Promise(r => setTimeout(r, 50)); } } // 3. Rayo de Tridente (Conducción) async function tridentLightning(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const startX = canvas.width * 0.8; const startY = 50; const endX = target.x; const endY = target.y; const duration = 1000; const startTime = Date.now(); while (Date.now() - startTime < duration) { if (stopSignal) break; for (let i = 0; i < 5 + intensity; i++) { let currentX = startX; let currentY = startY; // Genera el patrón zig-zag del rayo for (let j = 0; j < 10; j++) { const nextX = currentX + (endX - startX) * 0.1 + (Math.random() - 0.5) * 50; const nextY = currentY + (endY - startY) * 0.1 + (Math.random() - 0.5) * 50; const color = (Math.random() > 0.5) ? MC_COLORS.W : MC_COLORS.Y; sendAndDrawCommand(currentX, currentY, nextX, nextY, color, 3 + intensity); currentX = nextX; currentY = nextY; } } await new Promise(r => setTimeout(r, 50)); } } // 4. Poción de Debilidad async function potionWeakness(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 = 1500; const startTime = Date.now(); const potionColor = '#A9A9A9'; // Gris (efecto de debilidad/antídoto) 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 la poción como un punto gris sendAndDrawCommand(currentX, currentY, currentX, currentY, potionColor, 10); await new Promise(r => setTimeout(r, 50)); } // Efecto de partículas de la poción al impactar while (Date.now() - startTime < duration) { if (stopSignal) break; for (let i = 0; i < 5 + intensity; i++) { const r = 50 * Math.random(); const angle = Math.random() * Math.PI * 2; const x = endX + r * Math.cos(angle); const y = endY + r * Math.sin(angle); // Partículas que se desvanecen (cambio de gris a transparente/blanco) sendAndDrawCommand(endX, endY, x, y, (Math.random() > 0.5 ? potionColor : MC_COLORS.W), 5); } await new Promise(r => setTimeout(r, 80)); } } /* ---------------------------------------------------------------------------------- // FUNCIONES DE PODERES/EFECTOS MINECRAFT // ---------------------------------------------------------------------------------- */ // 5. Armadura Netherite (Defensa) async function netheriteArmorDefense(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; const netheriteColor = MC_COLORS.N; while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const radius = 50; const pulse = Math.sin(elapsed * 0.015) * 5; // Dibuja un aura de Netherite oscura y pulsante for (let i = 0; i < 15; i++) { const angle = (i / 15) * 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) ? netheriteColor : MC_COLORS.K; sendAndDrawCommand(target.x, target.y, x, y, color, thickness); } await new Promise(r => setTimeout(r, 100)); } } // 6. Minería de Diamantes (Drop) async function diamondMiningDrop(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 300; const startTime = Date.now(); while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const count = 5 + intensity; for (let i = 0; i < count; i++) { const xOffset = (Math.random() - 0.5) * 100; const yOffset = -100 + (elapsed * 0.1) % 150; // Movimiento de caída // Diamante que cae (drawPixelArt es detallado) drawPixelArt(target.x + xOffset, target.y + yOffset, MC_PIXEL_ASSETS.DIAMOND_ITEM, 1 + intensity * 0.2); } await new Promise(r => setTimeout(r, 50)); } } // 7. Polvo de Hueso (Crecimiento rápido) async function boneMealGrowth(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const centerX = target.x; const centerY = target.y; // Partículas de Polvo de Hueso (Blanco) for (let i = 0; i < 15 + intensity * 5; i++) { if (stopSignal) break; const r = 50 * Math.random(); const angle = Math.random() * Math.PI * 2; const x = centerX + r * Math.cos(angle); const y = centerY + r * Math.sin(angle); sendAndDrawCommand(x, y, x, y, MC_COLORS.W, 5); // Polvo blanco await new Promise(r => setTimeout(r, 20)); } // Efecto de crecimiento (hojas verdes) for (let i = 0; i < 5; i++) { // Líneas verticales simulando el crecimiento de una planta sendAndDrawCommand(centerX + (Math.random() - 0.5) * 10, centerY, centerX + (Math.random() - 0.5) * 10, centerY - 80, MC_COLORS.G, 5 + intensity); await new Promise(r => setTimeout(r, 50)); } } // 8. Súper Estrella (Invencibilidad) - Adaptado a Minecraft async function superStarLike(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; while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const pulse = Math.sin(elapsed * 0.02) * 5; // Dibuja aura amarilla y dorada (efecto brillo) for (let i = 0; i < 10; i++) { const angle = (i / 10) * 2 * Math.PI; const dist = 50 + pulse; const x = target.x + dist * Math.cos(angle); const y = target.y + dist * Math.sin(angle); const color = (elapsed % 200 < 100) ? MC_COLORS.Y : MC_COLORS.W; sendAndDrawCommand(target.x, target.y, x, y, color, thickness); } await new Promise(r => setTimeout(r, 100)); } } /* ---------------------------------------------------------------------------------- // INTERFAZ DE USUARIO Y GESTIÓN DE EVENTOS // ---------------------------------------------------------------------------------- */ const mcContainer = document.createElement('div'); mcContainer.id = 'MinecraftCompanionUI'; mcContainer.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(74, 4, 4, 0.5); border: 3px solid #4A0404; /* Netherite Color */ min-width: 250px; backdrop-filter: blur(5px); `; const titleBar = document.createElement('div'); titleBar.innerHTML = '⛏️ NETHERITE COMPANION 💎'; titleBar.style.cssText = ` font-weight: bold; font-size: 14px; text-align: center; cursor: grab; color: #4A0404; background: rgba(255, 255, 255, 0.7); text-shadow: 0 0 5px #000000; margin: -15px -20px 8px -20px; padding: 10px 20px; border-bottom: 2px solid #4A0404; border-radius: 7px 7px 0 0; `; mcContainer.appendChild(titleBar); const contentDiv = document.createElement('div'); contentDiv.style.cssText = `display:flex; flex-direction:column; gap:8px;`; mcContainer.appendChild(contentDiv); const mcInputStyle = ` flex-grow: 1; padding: 6px 10px; border-radius: 5px; border: 2px solid #00A000; background: rgba(0, 0, 0, 0.7); color: #00A000; font-size: 11px; font-family: monospace; transition: all 0.2s ease; `; function createMcRow(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 = mcInputStyle.replace('00A000', 'B'); createMcRow(contentDiv, '👤 Objetivo (Mob):', enemySelect); // Selector de Armas const weaponSelect = document.createElement('select'); weaponSelect.style.cssText = mcInputStyle; for (const name in MC_WEAPONS) { const opt = document.createElement('option'); opt.value = MC_WEAPONS[name]; opt.textContent = name; weaponSelect.appendChild(opt); } weaponSelect.value = MC_WEAPONS['Ninguno']; createMcRow(contentDiv, '⚔️ Arma / Item:', weaponSelect); // Selector de Poderes (Effects) const powerSelect = document.createElement('select'); powerSelect.style.cssText = mcInputStyle; for (const name in MC_POWERS) { const opt = document.createElement('option'); opt.value = MC_POWERS[name]; opt.textContent = name; powerSelect.appendChild(opt); } powerSelect.value = MC_POWERS['Ninguno']; createMcRow(contentDiv, '✨ Poder / Buff:', powerSelect); // Auto-reset de selectores (solo uno a la vez) weaponSelect.addEventListener('change', () => { if (weaponSelect.value !== '') powerSelect.value = MC_POWERS['Ninguno']; }); powerSelect.addEventListener('change', () => { if (powerSelect.value !== '') weaponSelect.value = MC_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: #4A0404;`; createMcRow(contentDiv, '⛏️ Nivel:', powerInput); const powerLabel = document.createElement('span'); powerLabel.style.cssText = 'color: #00A000; font-size: 10px; text-align: center; margin-top: -5px;'; powerLabel.textContent = `Herramienta: ${POWER_INTENSITY_LABELS[powerInput.value - 1]}`; contentDiv.appendChild(powerLabel); powerInput.addEventListener('input', () => { powerLabel.textContent = `Herramienta: ${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: #00A000;`; const repeatLabel = document.createElement('label'); repeatLabel.textContent = ' 🔄 Flujo Continuo (Spam de Creepers)'; repeatLabel.style.cssText = `color: #00A000; 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 = '💣 INVOCAR / ACTIVAR EFECTO 💣'; activateBtn.disabled = true; activateBtn.style.cssText = ` padding: 10px 15px; border-radius: 8px; border: none; background: linear-gradient(45deg, #00A000, #4A0404); color: #FFFFFF; font-weight: bold; font-size: 14px; cursor: pointer; transition: all 0.2s ease; box-shadow: 0 3px 10px rgba(0, 160, 0, 0.5); font-family: 'Monospace', monospace; &:hover { background: linear-gradient(45deg, #4A0404, #00A000); 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 = '⛔ DESACTIVAR (Stop Minería)'; stopBtn.disabled = true; stopBtn.style.cssText = ` margin-top: 5px; padding: 8px 12px; border-radius: 6px; border: none; background: linear-gradient(45deg, #FF0000, #8B0000); color: white; font-weight: bold; font-size: 12px; cursor: pointer; transition: all 0.2s ease; box-shadow: 0 2px 8px rgba(255, 0, 0, 0.4); font-family: 'Monospace', monospace; &:hover { background: linear-gradient(45deg, #8B0000, #FF0000); transform: translateY(-1px); } &:disabled { background: #666; cursor: not-allowed; opacity: 0.5; transform: none; } `; contentDiv.appendChild(stopBtn); document.body.appendChild(mcContainer); // --- 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 (Steve/Alex)'; 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 mcName = name.includes('Police') ? '💀 Wither Skeleton' : '🧟 Zombie'; opt.textContent = `🎯 ${mcName} (${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 - mcContainer.getBoundingClientRect().left; dragOffsetY = e.clientY - mcContainer.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 - mcContainer.offsetWidth)); newY = Math.max(0, Math.min(newY, window.innerHeight - mcContainer.offsetHeight)); mcContainer.style.left = newX + 'px'; mcContainer.style.top = newY + 'px'; mcContainer.style.right = 'auto'; mcContainer.style.bottom = 'auto'; }); document.addEventListener('mouseup', () => { isDragging = false; titleBar.style.cursor = 'grab'; }); // Botón de parada stopBtn.addEventListener('click', () => { console.log('⛔ Modo Creativo: Deteniendo acción.'); stopSignal = true; if (activePowerInterval) { clearInterval(activePowerInterval); activePowerInterval = null; } activateBtn.textContent = '💣 INVOCAR / ACTIVAR EFECTO 💣'; activateBtn.style.background = 'linear-gradient(45deg, #00A000, #4A0404)'; activateBtn.disabled = false; stopBtn.disabled = true; }); // Botón principal de activación activateBtn.addEventListener('click', async () => { const playerId = enemySelect.value; if (!playerId) { alert('🎯 ¡Escoge un Mob o Boss al que atacar!'); 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:tnt_explosion': actionToExecute = () => tntExplosion(playerId, intensity); actionName = 'Bloque de TNT'; break; case 'weapon:wither_skull_shot': actionToExecute = () => witherSkullShot(playerId, intensity); actionName = 'Calavera Wither'; break; case 'weapon:trident_lightning': actionToExecute = () => tridentLightning(playerId, intensity); actionName = 'Rayo de Tridente'; break; case 'weapon:potion_weakness': actionToExecute = () => potionWeakness(playerId, intensity); actionName = 'Poción de Debilidad'; break; default: return; } } else if (selectedPower && selectedPower.startsWith('effect:')) { switch (selectedPower) { case 'effect:super_star_like': actionToExecute = () => superStarLike(playerId, intensity); actionName = 'Súper Estrella'; break; case 'effect:netherite_armor': actionToExecute = () => netheriteArmorDefense(playerId, intensity); actionName = 'Armadura Netherite'; break; case 'effect:diamond_mining': actionToExecute = () => diamondMiningDrop(playerId, intensity); actionName = 'Minería de Diamantes'; break; case 'effect:bone_meal_growth': actionToExecute = () => boneMealGrowth(playerId, intensity); actionName = 'Polvo de Hueso'; break; default: return; } } else { alert('🔺 ¡Debes seleccionar un Item o Poder de Minecraft!'); return; } stopSignal = false; activateBtn.disabled = true; stopBtn.disabled = false; try { if (repeatToggle.checked) { activateBtn.textContent = '🔄 DETENER FLUJO CONTINUO'; activateBtn.style.background = 'linear-gradient(45deg, #FF0000, #8B0000)'; activateBtn.disabled = false; console.log(`🔥 ¡Iniciando Flujo Continuo de ${actionName}!`); const continuousAction = async () => { if (stopSignal || !repeatToggle.checked) { if (activePowerInterval) clearInterval(activePowerInterval); activePowerInterval = null; activateBtn.textContent = '💣 INVOCAR / ACTIVAR EFECTO 💣'; activateBtn.style.background = 'linear-gradient(45deg, #00A000, #4A0404)'; stopBtn.disabled = true; return; } try { await actionToExecute(); } catch (error) { console.error(`Error durante el Flujo Continuo (${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! Ahora vuelve a minar. -Minecraft.'); }); // Inicialización refreshPlayerList(); console.log('✨ Netherite Companion Mod cargado. ¡Bienvenido al Overworld! ✨'); })();