// ==UserScript==
// @name 💰 GTA Companion Mod - Los Santos Edition ⭐️
// @namespace http://tampermonkey.net/
// @version 1.3
// @description Become a boss! Summon weapons, skills, and GTA search levels to dominate Drawaria.
// @author YouTubeDrawaria
// @match https://drawaria.online/*
// @match https://*.drawaria.online/*
// @icon https://fonts.gstatic.com/s/e/notoemoji/latest/1f4b8/512.webp
// @grant GM_xmlhttpRequest
// @license MIT
// ==/UserScript==
(function () {
'use strict';
/* ----------------------------------------------------------------------------------
// CONFIGURACIÓN Y ASSETS DE GTA
// ---------------------------------------------------------------------------------- */
// Colores de la paleta GTA (Grove Street / Los Santos)
const GTA_COLORS = {
'G': '#008000', // Verde (Grove Street)
'B': '#00008B', // Azul Oscuro (LSPD/Neon)
'R': '#B22222', // Rojo (Gang/Wanted)
'W': '#FFFFFF', // Blanco
'K': '#000000', // Negro
'Y': '#FFD700', // Amarillo (Cash)
'T': '#00FFFF', // Teal (Neon)
'P': '#800080', // Púrpura (Ballaz/Gang)
'A': '#A9A9A9', // Gris (Armor/Asfalto)
'O': '#FF4500' // Naranja (Fuego/Explosión)
};
// Estructuras de Pixel Art simplificadas (Iconos de GTA)
const GTA_PIXEL_ASSETS = {
// Estrellas de Nivel de Búsqueda (Wanted Level)
'WANTED_STAR': {
art: [
" R ",
" RRRR ",
"RRRRRR",
" RRRR ",
" R "
],
colors: { 'R': '#FF0000', 'W': '#FFFFFF' }
},
// Símbolo de Dinero ($)
'CASH_SYMBOL': {
art: [
" Y ",
" YYY ",
" KYK ",
" YYY ",
" Y "
],
colors: { 'Y': '#FFD700', 'K': '#000000' }
},
// Icono de Salud (Cruz verde)
'HEALTH_ICON': {
art: [
" G ",
" GGG ",
"GGGGG",
" GGG ",
" G "
],
colors: { 'G': '#00FF00' }
}
};
// Armas GTA
const GTA_WEAPONS = {
'Ninguno': '',
'🔫 Minigun Spray': 'weapon:minigun_spray',
'🚀 Rocket Launcher': 'weapon:rocket_launcher',
'⚡ Taser Stun': 'weapon:taser_stun',
'🚗 Drive-By (AK)': 'weapon:drive_by_attack',
'💣 Sticky Bomb': 'weapon:sticky_bomb',
};
// Poderes/Efectos GTA
const GTA_POWERS = {
'Ninguno': '',
'🛡️ Full Armor': 'effect:full_armor',
'💰 Cash Drop / Payday': 'effect:cash_drop',
'💉 Health Injector': 'effect:health_injector',
};
const POWER_INTENSITY_LABELS = ['Bajo (Traficante)', 'Medio (Sicario)', 'Alto (Jefe)', 'Maestro (CEO)', 'Leyenda (CJ/Trevor)'];
/* ----------------------------------------------------------------------------------
// SETUP BASE (Conexión y Canvas)
// ---------------------------------------------------------------------------------- */
let socket;
const canvas = document.getElementById('canvas');
const ctx = canvas ? canvas.getContext('2d') : null;
let stopSignal = false;
let activePowerInterval = null;
let stopBtn;
const originalSend = WebSocket.prototype.send;
WebSocket.prototype.send = function (...args) {
if (!socket) socket = this;
return originalSend.apply(this, args);
};
function getPlayerCoords(playerId) {
const avatar = document.querySelector(`.spawnedavatar[data-playerid="${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 GTA: SINCRONIZACIÓN LOCAL Y REMOTA
// ---------------------------------------------------------------------------------- */
/**
* 1. Dibuja el efecto localmente en el canvas del usuario (visibilidad inmediata).
*/
function drawLocalLine(x1, y1, x2, y2, color, thickness) {
if (!ctx) return;
// Para el modo 'spray' o 'punto grueso', Drawaria usa grosor negativo en el cmd.
// Localmente necesitamos el grosor POSITIVO.
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();
}
/**
* 2. Envía el comando al servidor (Drawcmd) para visibilidad de otros jugadores.
*/
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;
// Conversión a coordenadas normalizadas [0, 1]
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);
// Se usa un grosor NEGATIVO para asegurar que se dibuje como un pincel/spray
const cmd = `42["drawcmd",0,[${normX1},${normY1},${normX2},${normY2},false,${0 - thickness},"${color}",0,0,{}]]`;
socket.send(cmd);
}
/**
* 3. Función principal: Llama a dibujar localmente y enviar remotamente.
*/
function sendAndDrawCommand(x1, y1, x2, y2, color, thickness) {
drawLocalLine(x1, y1, x2, y2, color, thickness);
sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness);
}
/**
* Dibuja el pixel art de GTA en la posición del objetivo (usando la nueva función).
*/
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];
if (color) {
const pX = startX + col * pixelSize;
const pY = startY + row * pixelSize;
// Dibuja el pixel como un punto grueso (usa thickness positivo para el servidor)
sendAndDrawCommand(pX, pY, pX + 1, pY + 1, color, pixelSize);
}
}
}
}
/* ----------------------------------------------------------------------------------
// FUNCIONES DE ARMAS GTA (ACTUALIZADAS)
// Todas las llamadas a sendGTADrawCommand han sido reemplazadas por sendAndDrawCommand.
// ---------------------------------------------------------------------------------- */
// 1. Minigun Spray (Weapon)
async function minigunSpray(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const startX = canvas.width * 0.5;
const startY = canvas.height - 50;
const endX = target.x;
const endY = target.y;
const duration = 500;
const startTime = Date.now();
const thickness = 1 + intensity;
const color = GTA_COLORS.K;
while (Date.now() - startTime < duration) {
if (stopSignal) break;
for (let i = 0; i < 5 + intensity; i++) {
const spreadX = (Math.random() - 0.5) * 40;
const spreadY = (Math.random() - 0.5) * 40;
// USANDO sendAndDrawCommand
sendAndDrawCommand(startX + spreadX, startY, endX + spreadX, endY + spreadY, color, thickness);
}
await new Promise(r => setTimeout(r, 20));
}
// Efecto de impacto final
sendAndDrawCommand(endX, endY, endX, endY, GTA_COLORS.R, 20);
}
// 2. Rocket Launcher (Weapon)
async function rocketLauncher(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const startX = canvas.width * 0.1;
const startY = canvas.height * 0.8;
const endX = target.x;
const endY = target.y;
// Animación del cohete
for (let i = 0; i < 15; i++) {
if (stopSignal) break;
const progress = i / 14;
const currentX = startX + (endX - startX) * progress;
const currentY = startY + (endY - startY) * progress;
const trailThickness = 5 + intensity;
// USANDO sendAndDrawCommand
sendAndDrawCommand(currentX, currentY, currentX, currentY, GTA_COLORS.R, trailThickness); // Cabeza
sendAndDrawCommand(startX, startY, currentX, currentY, GTA_COLORS.O, 3); // Estela de fuego
await new Promise(r => setTimeout(r, 40));
}
// Explosión final
const maxRadius = 50 + intensity * 10;
const colors = [GTA_COLORS.O, GTA_COLORS.Y, GTA_COLORS.R];
for (let step = 0; step < 10; step++) {
if (stopSignal) break;
const currentRadius = maxRadius * (step / 10);
for (let p = 0; p < 10; 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)];
// USANDO sendAndDrawCommand
sendAndDrawCommand(endX, endY, x, y, color, 5);
}
await new Promise(r => setTimeout(r, 30));
}
}
// 3. Taser Stun (Weapon)
async function taserStun(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const centerX = target.x;
const centerY = target.y;
const duration = 1500;
const startTime = Date.now();
const thickness = 2 + intensity;
while (Date.now() - startTime < duration) {
if (stopSignal) break;
// Dibuja el efecto de electricidad azul/teal
for (let i = 0; i < 5 + intensity; i++) {
const r1 = 10;
const r2 = 30;
const angle1 = Math.random() * Math.PI * 2;
const angle2 = Math.random() * Math.PI * 2;
const x1 = centerX + r1 * Math.cos(angle1);
const y1 = centerY + r1 * Math.sin(angle1);
const x2 = centerX + r2 * Math.cos(angle2);
const y2 = centerY + r2 * Math.sin(angle2);
const color = (Math.random() > 0.5) ? GTA_COLORS.B : GTA_COLORS.T;
// USANDO sendAndDrawCommand
sendAndDrawCommand(x1, y1, x2, y2, color, thickness);
}
await new Promise(r => setTimeout(r, 50));
}
}
// 4. Drive-By (AK) (Weapon)
async function driveByAttack(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const centerX = target.x;
const centerY = target.y;
const duration = 800;
const startTime = Date.now();
const thickness = 2 + intensity;
while (Date.now() - startTime < duration) {
if (stopSignal) break;
// Líneas de bala rojas y verdes cruzadas (Gang Colors)
for (let i = 0; i < 10; i++) {
const offset = (Math.random() - 0.5) * 50;
const color = (Math.random() > 0.5) ? GTA_COLORS.R : GTA_COLORS.G;
// Línea rápida a través del objetivo
// USANDO sendAndDrawCommand
sendAndDrawCommand(centerX - 100, centerY + offset, centerX + 100, centerY - offset, color, thickness);
}
await new Promise(r => setTimeout(r, 40));
}
}
// 5. Sticky Bomb (Weapon)
async function stickyBomb(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 bomba pegajosa (drawPixelArt ya usa sendAndDrawCommand)
drawPixelArt(endX, endY, GTA_PIXEL_ASSETS.CASH_SYMBOL, 2); // Usando Cash Symbol como placeholder para la bomba
await new Promise(r => setTimeout(r, 500));
// Paso 2: Explosión
const maxRadius = 80 + intensity * 15;
const colors = [GTA_COLORS.O, GTA_COLORS.Y, GTA_COLORS.R, GTA_COLORS.K];
for (let step = 0; step < 15; step++) {
if (stopSignal) break;
const currentRadius = maxRadius * (step / 15);
for (let p = 0; p < 15; 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)];
// USANDO sendAndDrawCommand
sendAndDrawCommand(endX, endY, x, y, color, 8);
}
await new Promise(r => setTimeout(r, 30));
}
}
/* ----------------------------------------------------------------------------------
// FUNCIONES DE PODERES/EFECTOS GTA (ACTUALIZADAS)
// ---------------------------------------------------------------------------------- */
// 6. Full Armor (Power)
async function fullArmorDefense(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const duration = 4000;
const startTime = Date.now();
const thickness = 5 + intensity * 2;
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 círculo exterior gris/azul pulsante
for (let i = 0; i < 10; i++) {
const angle = (i / 10) * 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) ? GTA_COLORS.A : GTA_COLORS.B;
// USANDO sendAndDrawCommand
sendAndDrawCommand(target.x, target.y, x, y, color, thickness);
}
await new Promise(r => setTimeout(r, 100));
}
}
// 7. Cash Drop / Payday (Power)
async function cashDrop(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 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
// drawPixelArt ya usa sendAndDrawCommand
drawPixelArt(target.x + xOffset, target.y + yOffset, GTA_PIXEL_ASSETS.CASH_SYMBOL, 1 + intensity * 0.2);
}
await new Promise(r => setTimeout(r, 50));
}
}
// 8. 5-Star Wanted Level (Power)
async function wantedLevelFive(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const duration = 3000;
const startTime = Date.Now();
while (Date.now() - startTime < duration) {
if (stopSignal) break;
const elapsed = Date.now() - startTime;
const pulse = Math.sin(elapsed * 0.02) * 5;
const rotation = elapsed * 0.01;
// Dibuja 5 estrellas girando
for (let i = 0; i < 5; i++) {
const angle = (i / 5) * 2 * Math.PI + rotation;
const dist = 50 + pulse;
const x = target.x + dist * Math.cos(angle);
const y = target.y - 50 + dist * Math.sin(angle); // Sobre la cabeza
// drawPixelArt ya usa sendAndDrawCommand
drawPixelArt(x, y, GTA_PIXEL_ASSETS.WANTED_STAR, 1.5);
}
await new Promise(r => setTimeout(r, 100));
}
}
// 9. Health Injector (Power)
async function healthInjector(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const centerX = target.x;
const centerY = target.y;
// Pulso de curación verde
for (let i = 0; i < 8; i++) {
if (stopSignal) break;
const size = 1 + i * 0.5;
// drawPixelArt ya usa sendAndDrawCommand
drawPixelArt(centerX, centerY, GTA_PIXEL_ASSETS.HEALTH_ICON, size);
await new Promise(r => setTimeout(r, 50));
}
// Estela de salud ascendente
for (let i = 0; i < 10; i++) {
// USANDO sendAndDrawCommand
sendAndDrawCommand(centerX, centerY, centerX, centerY - 50, GTA_COLORS.G, 5 + intensity);
await new Promise(r => setTimeout(r, 20));
}
}
/* ----------------------------------------------------------------------------------
// INTERFAZ DE USUARIO Y GESTIÓN DE EVENTOS (SIN CAMBIOS)
// ---------------------------------------------------------------------------------- */
const gtaContainer = document.createElement('div');
gtaContainer.id = 'GTACompanionUI';
gtaContainer.style.cssText = `
position:fixed; bottom:10px; right:10px; z-index:9999;
background:rgba(20, 20, 20, 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(0, 255, 0, 0.3);
border: 3px solid #00FF00;
min-width: 250px;
backdrop-filter: blur(5px);
`;
const titleBar = document.createElement('div');
titleBar.innerHTML = '💰 GTA COMPANION MANAGER ⭐️';
titleBar.style.cssText = `
font-weight: bold; font-size: 14px; text-align: center; cursor: grab;
color: #00FF00;
background: rgba(0, 0, 0, 0.5);
text-shadow: 0 0 5px #00FF00;
margin: -15px -20px 8px -20px; padding: 10px 20px;
border-bottom: 2px solid #00FF00;
border-radius: 7px 7px 0 0;
`;
gtaContainer.appendChild(titleBar);
const contentDiv = document.createElement('div');
contentDiv.style.cssText = `display:flex; flex-direction:column; gap:8px;`;
gtaContainer.appendChild(contentDiv);
const gtaInputStyle = `
flex-grow: 1; padding: 6px 10px; border-radius: 5px;
border: 2px solid #00FF00; background: rgba(0, 0, 0, 0.7);
color: #00FFFF; font-size: 11px; font-family: monospace;
transition: all 0.2s ease;
`;
function createGtaRow(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 = gtaInputStyle;
createGtaRow(contentDiv, '👤 Objetivo (LSP D):', enemySelect);
// Selector de Armas
const weaponSelect = document.createElement('select');
weaponSelect.style.cssText = gtaInputStyle;
for (const name in GTA_WEAPONS) {
const opt = document.createElement('option');
opt.value = GTA_WEAPONS[name];
opt.textContent = name;
weaponSelect.appendChild(opt);
}
weaponSelect.value = GTA_WEAPONS['Ninguno'];
createGtaRow(contentDiv, '🔫 Arma:', weaponSelect);
// Selector de Poderes (Effects)
const powerSelect = document.createElement('select');
powerSelect.style.cssText = gtaInputStyle;
for (const name in GTA_POWERS) {
const opt = document.createElement('option');
opt.value = GTA_POWERS[name];
opt.textContent = name;
powerSelect.appendChild(opt);
}
powerSelect.value = GTA_POWERS['Ninguno'];
createGtaRow(contentDiv, '✨ Habilidad:', powerSelect);
// Auto-reset de selectores (solo uno a la vez)
weaponSelect.addEventListener('change', () => {
if (weaponSelect.value !== '') powerSelect.value = GTA_POWERS['Ninguno'];
});
powerSelect.addEventListener('change', () => {
if (powerSelect.value !== '') weaponSelect.value = GTA_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: #00FF00;`;
createGtaRow(contentDiv, '💪 Intensidad:', powerInput);
const powerLabel = document.createElement('span');
powerLabel.style.cssText = 'color: #00FFFF; 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 ("Flujo Continuo")
const repeatToggle = document.createElement('input');
repeatToggle.type = 'checkbox';
repeatToggle.style.cssText = `transform: scale(1.2); accent-color: #FFD700;`;
const repeatLabel = document.createElement('label');
repeatLabel.textContent = ' 🔄 Flujo Continuo (Spam)';
repeatLabel.style.cssText = `color: #FFD700; 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 = '🔥 USA ARMA / ACTIVA HABILIDAD 🔥';
activateBtn.disabled = true;
activateBtn.style.cssText = `
padding: 10px 15px; border-radius: 8px; border: none;
background: linear-gradient(45deg, #FFD700, #FFCC00);
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, #FFCC00, #FFAC00); 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 = '⛔ EVADE LA POLICÍA (Stop)';
stopBtn.disabled = true;
stopBtn.style.cssText = `
margin-top: 5px; padding: 8px 12px; border-radius: 6px; border: none;
background: linear-gradient(45deg, #8B0000, #FF0000);
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, #FF0000, #B00000); transform: translateY(-1px); }
&:disabled { background: #666; cursor: not-allowed; opacity: 0.5; transform: none; }
`;
contentDiv.appendChild(stopBtn);
document.body.appendChild(gtaContainer);
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 (Prota)';
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 gtaName = name.includes('Police') ? '🚨 LSPD/FBI' : '🔪 Rival';
opt.textContent = `🎯 ${gtaName} (${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 - gtaContainer.getBoundingClientRect().left;
dragOffsetY = e.clientY - gtaContainer.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 - gtaContainer.offsetWidth));
newY = Math.max(0, Math.min(newY, window.innerHeight - gtaContainer.offsetHeight));
gtaContainer.style.left = newX + 'px';
gtaContainer.style.top = newY + 'px';
gtaContainer.style.right = 'auto';
gtaContainer.style.bottom = 'auto';
});
document.addEventListener('mouseup', () => {
isDragging = false;
titleBar.style.cursor = 'grab';
});
// Botón de parada
stopBtn.addEventListener('click', () => {
console.log('⛔ Dibujo detenido. ¡Evadiendo a la policía!');
stopSignal = true;
if (activePowerInterval) {
clearInterval(activePowerInterval);
activePowerInterval = null;
}
activateBtn.textContent = '🔥 USA ARMA / ACTIVA HABILIDAD 🔥';
activateBtn.style.background = 'linear-gradient(45deg, #FFD700, #FFCC00)';
activateBtn.disabled = false;
stopBtn.disabled = true;
});
// Botón principal de activación
activateBtn.addEventListener('click', async () => {
const playerId = enemySelect.value;
if (!playerId) {
alert('🎯 ¡Escoge un Rival o LSPD en el que enfocarte!');
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:minigun_spray': actionToExecute = () => minigunSpray(playerId, intensity); actionName = 'Minigun Spray'; break;
case 'weapon:rocket_launcher': actionToExecute = () => rocketLauncher(playerId, intensity); actionName = 'Rocket Launcher'; break;
case 'weapon:taser_stun': actionToExecute = () => taserStun(playerId, intensity); actionName = 'Taser Stun'; break;
case 'weapon:drive_by_attack': actionToExecute = () => driveByAttack(playerId, intensity); actionName = 'Drive-By Attack'; break;
case 'weapon:sticky_bomb': actionToExecute = () => stickyBomb(playerId, intensity); actionName = 'Sticky Bomb'; break;
default:
console.log('⚠️ ¡Esa arma no está en tu inventario!');
return;
}
} else if (selectedPower && selectedPower.startsWith('effect:')) {
switch (selectedPower) {
case 'effect:full_armor': actionToExecute = () => fullArmorDefense(playerId, intensity); actionName = 'Full Armor'; break;
case 'effect:cash_drop': actionToExecute = () => cashDrop(playerId, intensity); actionName = 'Cash Drop'; break;
case 'effect:wanted_level_five': actionToExecute = () => wantedLevelFive(playerId, intensity); actionName = '5-Star Wanted Level'; break;
case 'effect:health_injector': actionToExecute = () => healthInjector(playerId, intensity); actionName = 'Health Injector'; break;
default:
console.log('⚠️ ¡Esa habilidad no está cargada!');
return;
}
} else {
alert('🔺 ¡Debes seleccionar un Arma o Habilidad de GTA!');
return;
}
stopSignal = false;
activateBtn.disabled = true;
stopBtn.disabled = false;
try {
if (repeatToggle.checked) {
activateBtn.textContent = '🔄 DETENER FLUJO CONTINUO';
activateBtn.style.background = 'linear-gradient(45deg, #8B0000, #FF0000)';
activateBtn.disabled = false;
console.log(`🔥 ¡Iniciando Flujo Continuo de ${actionName}!`);
const continuousAction = async () => {
if (stopSignal || !repeatToggle.checked) {
if (activePowerInterval) clearInterval(activePowerInterval);
activePowerInterval = null;
activateBtn.textContent = '🔥 USA ARMA / ACTIVA HABILIDAD 🔥';
activateBtn.style.background = 'linear-gradient(45deg, #FFD700, #FFCC00)';
stopBtn.disabled = true;
return;
}
try {
await actionToExecute();
} catch (error) {
console.error(`Error durante el Flujo Continuo (${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 sal de Drawaria.online y vuelve a la vida real. -Los Santos.');
});
// Inicialización
refreshPlayerList();
console.log('✨ GTA Companion Mod cargado. ¡Bienvenido a Los Santos! ¡Domina la sesión! ✨');
})();