Exposes object in window to interact with gulper.io internal game states with dynamic plugins
The ultimate internal state interceptor, ad-bypass tool, and extensible modding framework for Gulper.io. Built on a modernized, asynchronous architectural layout, this script exposes the game's underlying Three.js rendering engine and input handlers, allowing for frame-perfect automation, custom plugin injections, and client-side enhancements.
Whether you are a casual player looking for visual flares, a competitive tryhard seeking optimized precision controls, or a developer aiming to build custom scripts, this tool delivers deep game integration without performance degradation.
requestAnimationFrame context for lag-free performance.OrthographicCamera, spatial Group structures, and internal event loops directly via window.__devtools.Bypasses the start_video_ad callback completely. The script silently intercepts ad calls and instantly returns a mock success flag (on_video_ad_finished(true)) to the game loop. Enjoy instant respawns, always.
Automates a perfectly tracked angular trajectory based on a default radian speed (π rad/sec). Excellent for wrapping down smaller targets, executing safe defensive self-coiling, or idling safely.
Implements a clean sinusoidal offset variable calculation against your current vector angle (sin(t × speed) × amplitude). Perfect for tactical visual displacement without losing your macro destination coordinate.
| Hotkey | Feature / Mode | Description |
|---|---|---|
| C | Toggle Rotate Mode | Blocks mouse input and initiates a smooth 360-degree orbital rotation loop (π radians per second). |
| X | Toggle Wiggle Mode | Wraps a high-frequency micro-sinusoidal wave layer onto your pathing. Works both when moving and idling! |
[Devtools] Game hooked.Creating your own module is highly simplified. The script exposes a BasePlugin schema interface that manages lifecycle states automatically.
class SpeedBoostPlugin extends __devtools.plugins.constructor.BasePlugin {
constructor(manager) {
super(manager);
this.name = "AutoBoost";
}
// Listens to global inputs bound through the central dispatch
onKeyDown(key) {
if (key === "v") this.toggle();
}
// Fires on every single render loop frame
onTick(delta, absoluteTime, baseAngle) {
// Implement custom game-state logic here
// Return a modified angle string/number if tracking target coordinates
}
}
// Inject directly into the running instance
__devtools.plugins.register(SpeedBoostPlugin);