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。
Launch Gaster Blasters, use the Noodle Cure, and dodge the Blue attack! Transform Drawaria into an Undertale Boss Battle.
// ==UserScript== // @name 💙 Frisk's Companion Mod (Undertale Edition) 💎 // @namespace http://tampermonkey.net/ // @version 1.0 // @description Launch Gaster Blasters, use the Noodle Cure, and dodge the Blue attack! Transform Drawaria into an Undertale Boss Battle. // @author YouTubeDrawaria // @match https://drawaria.online/* // @match https://*.drawaria.online/* // @icon https://fonts.gstatic.com/s/e/notoemoji/latest/2764_fe0f/512.webp // @grant GM_xmlhttpRequest // @license MIT // ==/UserScript== (function () { 'use strict'; /* ---------------------------------------------------------------------------------- // CONFIGURACIÓN Y ASSETS DE UNDERTALE // ---------------------------------------------------------------------------------- */ // Colores de la paleta Undertale (ALMA, Ataques, HP y Fondo) const UT_COLORS = { 'R': '#FF0000', // Rojo (ALMA Humana / HP) 'B': '#0000FF', // Azul (Ataque Azul / Integridad) 'O': '#FFA500', // Naranja (Ataque Naranja / Valentía) 'G': '#008000', // Verde (Curación / Amabilidad) 'Y': '#FFFF00', // Amarillo (Disparo / Justicia) 'P': '#800080', // Púrpura (Telaraña / Paciencia) 'C': '#00FFFF', // Cyan (Hielo / Persistencia) 'W': '#FFFFFF', // Blanco (Ataque Normal / Fondo) 'K': '#000000', // Negro (Bordes / Vacío) 'F': '#D3D3D3' // Gris Claro (Caja de Batalla) }; // Estructuras de Pixel Art detalladas (Iconos de Batalla) const UT_PIXEL_ASSETS = { // ALMA Humana (Corazón) 'SOUL_HEART': { art: [ " R R ", " R R R ", "R R R R R", " R R R ", " R R " ], colors: { 'R': UT_COLORS.R, 'K': UT_COLORS.K } }, // Gaster Blaster (Craneo) 'GASTER_BLASTER': { art: [ " KKKKK ", "K W W K", "K W W K", " KKKKK ", "K W W K" ], colors: { 'W': UT_COLORS.W, 'K': UT_COLORS.K } }, // Hueso (Ataque de Sans/Papyrus) 'BONE_ATTACK': { art: [ " WWW ", " W W W ", "W W W W", " W W W ", " WWW " ], colors: { 'W': UT_COLORS.W } } }; // Ataques de Jefes (Weapons) const UT_ATTACKS = { 'Ninguno': '', '🦴 Huesos (Ataque Blanco)': 'attack:bone_white_wave', '⚡ Gaster Blaster (Rayo)': 'attack:gaster_blaster_ray', '🧊 Ataque Azul (Integridad)': 'attack:blue_attack_freeze', '🔥 Ataque Naranja (Valentía)': 'attack:orange_attack_dash', }; // Objetos/Efectos (Items) de Undertale const UT_ITEMS = { 'Ninguno': '', '💚 Cura de Fideos (HP Alto)': 'item:instant_noodles_heal', '🛡️ Lazo Sucio (Defensa/Paciencia)': 'item:torn_ribbon_def', '🍰 Tarta de Caramelo (HP Máximo)': 'item:butterscotch_pie_maxhp', '✨ Determinación (Ataque Doble)': 'item:determination_double', }; const POWER_INTENSITY_LABELS = ['LV 1 (Flowey)', 'LV 5 (Papyrus)', 'LV 10 (Undyne)', 'LV 15 (Mettaton)', 'LV 20 (Sans/Final Boss)']; /* ---------------------------------------------------------------------------------- // 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="${playerId}"]`); if (!avatar || !canvas) return null; const cRect = canvas.getBoundingClientRect(); const aRect = avatar.getBoundingClientRect(); return { x: Math.round((aRect.left - cRect.left) + (aRect.width / 2)), y: Math.round((aRect.top - cRect.top) + (aRect.height / 2)), width: aRect.width, height: aRect.height }; } /* ---------------------------------------------------------------------------------- // NÚCLEO DE DIBUJO: DETALLE Y SINCRONIZACIÓN // ---------------------------------------------------------------------------------- */ function drawLocalLine(x1, y1, x2, y2, color, thickness) { if (!ctx) return; const actualThickness = Math.abs(thickness); ctx.beginPath(); ctx.strokeStyle = color; ctx.lineWidth = actualThickness; ctx.lineCap = 'butt'; ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.stroke(); ctx.closePath(); } function sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness) { x1 = Math.round(x1); y1 = Math.round(y1); x2 = Math.round(x2); y2 = Math.round(y2); if (!socket || !canvas) return; const normX1 = (x1 / canvas.width).toFixed(4); const normY1 = (y1 / canvas.height).toFixed(4); const normX2 = (x2 / canvas.width).toFixed(4); const normY2 = (y2 / canvas.height).toFixed(4); // Usa grosor NEGATIVO para Drawaria (modo pincel/spray) const cmd = `42["drawcmd",0,[${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 sprites de Undertale). */ 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] || UT_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 for (let i = 0; i < pixelSize; i += 2) { sendAndDrawCommand(pX1, pY1 + i, pX2, pY1 + i, color, 2); } // Borde negro sendAndDrawCommand(pX1, pY1, pX2, pY1, UT_COLORS.K, 1); } } } } /* ---------------------------------------------------------------------------------- // FUNCIONES DE ATAQUES (BOSS MOVES) UNDERTALE // ---------------------------------------------------------------------------------- */ // 1. Huesos (Ataque Blanco/Normal) async function boneWhiteWave(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const endY = target.y; const thickness = 5 + intensity * 2; const boneColor = UT_COLORS.W; const waveCount = 5 + intensity * 2; for (let i = 0; i < waveCount; i++) { if (stopSignal) break; // Dibuja una línea de Huesos que atraviesa la pantalla horizontalmente const startX = (i % 2 === 0) ? 0 : canvas.width; const endX = (i % 2 === 0) ? canvas.width : 0; const waveY = endY + (Math.random() - 0.5) * 50; let currentX = startX; for (let j = 0; j < 10; j++) { const nextX = startX + (endX - startX) * (j / 9); // Dibuja la línea que forma el "hueso" sendAndDrawCommand(currentX, waveY, nextX, waveY, boneColor, thickness); currentX = nextX; } // Dibuja un Hueso Pixel Art en un punto de la trayectoria drawPixelArt(startX + (endX - startX) * 0.5, waveY, UT_PIXEL_ASSETS.BONE_ATTACK, 0.8 + intensity * 0.1); await new Promise(r => setTimeout(r, 150 - intensity * 15)); } } // 2. Gaster Blaster (Rayo/Plasma) async function gasterBlasterRay(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const endX = target.x; const endY = target.y; const startX = canvas.width * 0.5; const startY = canvas.height * 0.1; const rayColor = UT_COLORS.C; // Cyan (Efecto Blaster) const thickness = 10 + intensity * 5; // 1. Carga (Gaster Blaster aparece) drawPixelArt(startX, startY, UT_PIXEL_ASSETS.GASTER_BLASTER, 2); await new Promise(r => setTimeout(r, 400 - intensity * 50)); // 2. Disparo del Rayo for (let i = 0; i < 8; i++) { if (stopSignal) break; const progress = i / 7; const currentX = startX + (endX - startX) * progress; const currentY = startY + (endY - startY) * progress; const color = (i % 2 === 0) ? rayColor : UT_COLORS.W; // Dibujo del rayo grueso sendAndDrawCommand(currentX, currentY, currentX, currentY, color, thickness); await new Promise(r => setTimeout(r, 30)); } // 3. Impacto (Explosión Cyan) sendAndDrawCommand(endX, endY, endX, endY, rayColor, 40); } // 3. Ataque Azul (Integridad: No te muevas) async function blueAttackFreeze(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 2000; const startTime = Date.now(); const blueColor = UT_COLORS.B; const thickness = 5 + intensity * 2; // Efecto de "congelamiento" o peso (Integridad) while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const count = 5 + intensity; // Rayos azules que caen sobre el objetivo, si se mueve, "golpea" for (let i = 0; i < count; i++) { const x = target.x + (Math.random() - 0.5) * 50; const startY = target.y - 50; const endY = target.y + 50; const currentY = startY + (endY - startY) * (elapsed / duration); // Movimiento descendente const color = (elapsed % 200 < 100) ? blueColor : UT_COLORS.W; // Parpadeo sendAndDrawCommand(x, startY, x, endY, color, thickness); } await new Promise(r => setTimeout(r, 80)); } } // 4. Ataque Naranja (Valentía: Muévete) async function orangeAttackDash(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 1500; const startTime = Date.now(); const orangeColor = UT_COLORS.O; const thickness = 5 + intensity * 3; // Efecto de velocidad (si te mueves, pasas, si te quedas quieto, golpea) while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const count = 10 + intensity * 5; // Círculos concéntricos naranjas rápidos for (let i = 0; i < count; i++) { const r = 50 * (elapsed / duration) + Math.random() * 10; const angle = Math.random() * Math.PI * 2; const x = target.x + r * Math.cos(angle); const y = target.y + r * Math.sin(angle); sendAndDrawCommand(target.x, target.y, x, y, orangeColor, thickness); } await new Promise(r => setTimeout(r, 50)); } } /* ---------------------------------------------------------------------------------- // FUNCIONES DE OBJETOS/EFECTOS (ITEMS) UNDERTALE // ---------------------------------------------------------------------------------- */ // 5. Cura de Fideos (Curación Instantánea) async function instantNoodlesHeal(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 1500; const startTime = Date.now(); const healColor = UT_COLORS.G; // Verde (Amabilidad / Curación) // Dibuja el Corazón (ALMA) sobre el objetivo drawPixelArt(target.x, target.y - 30, UT_PIXEL_ASSETS.SOUL_HEART, 1.5); await new Promise(r => setTimeout(r, 200)); // Partículas verdes de HP que ascienden while (Date.now() - startTime < duration) { if (stopSignal) break; const count = 8 + intensity * 2; 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. Lazo Sucio (Defensa/Paciencia) async function tornRibbonDef(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 3000; const startTime = Date.now(); const defColor = UT_COLORS.P; // Púrpura (Paciencia / Defensa) 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 púrpura 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) ? defColor : UT_COLORS.F; // Parpadeo gris sendAndDrawCommand(target.x, target.y, x, y, color, 3); } await new Promise(r => setTimeout(r, 80)); } } // 7. Tarta de Caramelo (HP Máximo) async function butterscotchPieMaxhp(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 2500; const startTime = Date.now(); const maxHPColor = UT_COLORS.R; // Dibuja un gran círculo de curación que pulsa while (Date.now() - startTime < duration) { if (stopSignal) break; const elapsed = Date.now() - startTime; const radius = 20 + Math.sin(elapsed * 0.01) * 10; const count = 10; for (let i = 0; i < count; i++) { const angle = (i / count) * 2 * Math.PI; const x = target.x + radius * Math.cos(angle); const y = target.y + radius * Math.sin(angle); sendAndDrawCommand(target.x, target.y, x, y, maxHPColor, 5); } // Dibuja el ALMA roja pulsando drawPixelArt(target.x, target.y, UT_PIXEL_ASSETS.SOUL_HEART, 1 + intensity * 0.1); await new Promise(r => setTimeout(r, 100)); } } // 8. Determinación (Ataque Doble) async function determinationDouble(playerId, intensity = 3) { if (stopSignal) return; const target = getPlayerCoords(playerId); if (!target) return; const duration = 500; const startTime = Date.now(); const detColor = UT_COLORS.R; // Rojo (Determinación) while (Date.now() - startTime < duration) { if (stopSignal) break; const count = 5 + intensity * 2; // Rayos rojos que emanan del objetivo (aura de determinación) for (let i = 0; i < count; i++) { const r = 50 + 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(target.x, target.y, x, y, detColor, 3); } // Muestra el Corazón (ALMA) parpadeando drawPixelArt(target.x, target.y, UT_PIXEL_ASSETS.SOUL_HEART, 1); await new Promise(r => setTimeout(r, 50)); } } /* ---------------------------------------------------------------------------------- // INTERFAZ DE USUARIO Y GESTIÓN DE EVENTOS // ---------------------------------------------------------------------------------- */ const utContainer = document.createElement('div'); utContainer.id = 'UndertaleCompanionUI'; utContainer.style.cssText = ` position:fixed; bottom:10px; right:10px; z-index:9999; background:rgba(0, 0, 0, 0.95); /* Negro (Fondo de Batalla) */ color:#FFFFFF; padding:15px 20px; border-radius:10px; font-family: 'Press Start 2P', 'Consolas', monospace; font-size:12px; display:flex; flex-direction:column; gap:10px; box-shadow: 0 5px 20px rgba(0,0,0,0.9), 0 0 15px rgba(255, 0, 0, 0.6); border: 3px solid #FF0000; /* Rojo ALMA */ min-width: 250px; backdrop-filter: blur(5px); `; const titleBar = document.createElement('div'); titleBar.innerHTML = '💙 FRISK\'S COMPANION MOD ⚔️'; titleBar.style.cssText = ` font-weight: bold; font-size: 14px; text-align: center; cursor: grab; color: #FFFFFF; background: rgba(128, 128, 128, 0.7); /* Gris caja de batalla */ text-shadow: 0 0 5px #FF0000; margin: -15px -20px 8px -20px; padding: 10px 20px; border-bottom: 2px solid #FF0000; border-radius: 7px 7px 0 0; `; utContainer.appendChild(titleBar); const contentDiv = document.createElement('div'); contentDiv.style.cssText = `display:flex; flex-direction:column; gap:8px;`; utContainer.appendChild(contentDiv); const utInputStyle = ` flex-grow: 1; padding: 6px 10px; border-radius: 5px; border: 2px solid #FF0000; background: rgba(0, 0, 0, 0.7); color: #FFFFFF; font-size: 11px; font-family: monospace; transition: all 0.2s ease; `; function createUtRow(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 = utInputStyle; createUtRow(contentDiv, '👤 Objetivo:', enemySelect); // Selector de Ataques const attackSelect = document.createElement('select'); attackSelect.style.cssText = utInputStyle; for (const name in UT_ATTACKS) { const opt = document.createElement('option'); opt.value = UT_ATTACKS[name]; opt.textContent = name; attackSelect.appendChild(opt); } attackSelect.value = UT_ATTACKS['Ninguno']; createUtRow(contentDiv, '⚔️ ATAQUE:', attackSelect); // Selector de Objetos/Efectos const itemSelect = document.createElement('select'); itemSelect.style.cssText = utInputStyle; for (const name in UT_ITEMS) { const opt = document.createElement('option'); opt.value = UT_ITEMS[name]; opt.textContent = name; itemSelect.appendChild(opt); } itemSelect.value = UT_ITEMS['Ninguno']; createUtRow(contentDiv, '🍔 OBJETO/HP:', itemSelect); // Auto-reset de selectores (solo uno a la vez) attackSelect.addEventListener('change', () => { if (attackSelect.value !== '') itemSelect.value = UT_ITEMS['Ninguno']; }); itemSelect.addEventListener('change', () => { if (itemSelect.value !== '') attackSelect.value = UT_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: ${UT_COLORS.R};`; createUtRow(contentDiv, '📈 LV:', powerInput); const powerLabel = document.createElement('span'); powerLabel.style.cssText = `color: ${UT_COLORS.Y}; 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 ("Ataque Infinito") const repeatToggle = document.createElement('input'); repeatToggle.type = 'checkbox'; repeatToggle.style.cssText = `transform: scale(1.2); accent-color: ${UT_COLORS.R};`; const repeatLabel = document.createElement('label'); repeatLabel.textContent = ' 🔄 Batalla Infinita (Sin Perdón)'; repeatLabel.style.cssText = `color: ${UT_COLORS.R}; 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 = 'ACT (Usar Objeto) / FIGHT (Atacar)'; activateBtn.disabled = true; activateBtn.style.cssText = ` padding: 10px 15px; border-radius: 8px; border: none; background: linear-gradient(45deg, ${UT_COLORS.R}, ${UT_COLORS.K}); color: ${UT_COLORS.W}; 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, ${UT_COLORS.K}, ${UT_COLORS.R}); 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 = 'MERCY (Perdonar / Detener)'; stopBtn.disabled = true; stopBtn.style.cssText = ` margin-top: 5px; padding: 8px 12px; border-radius: 6px; border: none; background: linear-gradient(45deg, ${UT_COLORS.G}, ${UT_COLORS.K}); color: white; font-weight: bold; font-size: 12px; cursor: pointer; transition: all 0.2s ease; box-shadow: 0 2px 8px rgba(0, 128, 0, 0.5); font-family: 'Monospace', monospace; &:hover { background: linear-gradient(45deg, ${UT_COLORS.K}, ${UT_COLORS.G}); transform: translateY(-1px); } &:disabled { background: #666; cursor: not-allowed; opacity: 0.5; transform: none; } `; contentDiv.appendChild(stopBtn); document.body.appendChild(utContainer); // --- 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 (Frisk)'; 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; // Asigna nombres de jefes icónicos const utName = name.includes('Police') ? '🦴 Sans' : '👑 Asgore'; opt.textContent = `🎯 ${utName} (${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 - utContainer.getBoundingClientRect().left; dragOffsetY = e.clientY - utContainer.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 - utContainer.offsetWidth)); newY = Math.max(0, Math.min(newY, window.innerHeight - utContainer.offsetHeight)); utContainer.style.left = newX + 'px'; utContainer.style.top = newY + 'px'; utContainer.style.right = 'auto'; utContainer.style.bottom = 'auto'; }); document.addEventListener('mouseup', () => { isDragging = false; titleBar.style.cursor = 'grab'; }); // Botón de parada (MERCY) stopBtn.addEventListener('click', () => { console.log('💚 MERCY: Has perdonado al objetivo. La batalla ha terminado.'); stopSignal = true; if (activePowerInterval) { clearInterval(activePowerInterval); activePowerInterval = null; } activateBtn.textContent = 'ACT (Usar Objeto) / FIGHT (Atacar)'; activateBtn.style.background = `linear-gradient(45deg, ${UT_COLORS.R}, ${UT_COLORS.K})`; activateBtn.disabled = false; stopBtn.disabled = true; }); // Botón principal de activación (FIGHT/ACT) activateBtn.addEventListener('click', async () => { const playerId = enemySelect.value; if (!playerId) { alert('🎯 ¡Escoge un Monstruo para la Batalla!'); return; } const selectedAttack = attackSelect.value; const selectedItem = itemSelect.value; const intensity = parseInt(powerInput.value); if (activePowerInterval) { stopBtn.click(); return; } let actionToExecute = null; let actionName = ''; if (selectedAttack && selectedAttack.startsWith('attack:')) { // Modo FIGHT switch (selectedAttack) { case 'attack:bone_white_wave': actionToExecute = () => boneWhiteWave(playerId, intensity); actionName = 'Huesos Blancos'; break; case 'attack:gaster_blaster_ray': actionToExecute = () => gasterBlasterRay(playerId, intensity); actionName = 'Gaster Blaster'; break; case 'attack:blue_attack_freeze': actionToExecute = () => blueAttackFreeze(playerId, intensity); actionName = 'Ataque Azul'; break; case 'attack:orange_attack_dash': actionToExecute = () => orangeAttackDash(playerId, intensity); actionName = 'Ataque Naranja'; break; default: return; } } else if (selectedItem && selectedItem.startsWith('item:')) { // Modo ACT/ITEM switch (selectedItem) { case 'item:instant_noodles_heal': actionToExecute = () => instantNoodlesHeal(playerId, intensity); actionName = 'Cura de Fideos'; break; case 'item:torn_ribbon_def': actionToExecute = () => tornRibbonDef(playerId, intensity); actionName = 'Lazo Sucio (DEF)'; break; case 'item:butterscotch_pie_maxhp': actionToExecute = () => butterscotchPieMaxhp(playerId, intensity); actionName = 'Tarta de Caramelo (MAX HP)'; break; case 'item:determination_double': actionToExecute = () => determinationDouble(playerId, intensity); actionName = 'Determinación'; break; default: return; } } else { alert('🔺 ¡Debes seleccionar un Ataque o un Objeto/HP!'); return; } stopSignal = false; activateBtn.disabled = true; stopBtn.disabled = false; try { if (repeatToggle.checked) { activateBtn.textContent = `🔄 DETENER ${selectedAttack ? 'ATAQUE' : 'ACT' } CONTINUO`; activateBtn.style.background = `linear-gradient(45deg, ${UT_COLORS.K}, ${UT_COLORS.R})`; activateBtn.disabled = false; console.log(`🔥 ¡Iniciando Batalla Infinita con ${actionName}!`); const continuousAction = async () => { if (stopSignal || !repeatToggle.checked) { if (activePowerInterval) clearInterval(activePowerInterval); activePowerInterval = null; activateBtn.textContent = 'ACT (Usar Objeto) / FIGHT (Atacar)'; activateBtn.style.background = `linear-gradient(45deg, ${UT_COLORS.R}, ${UT_COLORS.K})`; stopBtn.disabled = true; return; } try { await actionToExecute(); } catch (error) { console.error(`Error durante la Batalla Infinita (${actionName}):`, error); } }; await continuousAction(); if (!stopSignal) { activePowerInterval = setInterval(continuousAction, 2000); } } 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 sal de Drawaria y sé bueno. -Undertale.'); }); // Inicialización refreshPlayerList(); console.log('✨ Frisk\'s Companion Mod cargado. ¡Prepárate para la batalla! ✨'); })();