Jak pal miniroyal

MiniRoyale2 jak

Tendrás que instalar una extensión para tu navegador como Tampermonkey, Greasemonkey o Violentmonkey si quieres utilizar este script.

You will need to install an extension such as Tampermonkey to install this script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Userscripts para instalar este script.

Necesitará instalar una extensión como Tampermonkey para instalar este script.

Necesitarás instalar una extensión para administrar scripts de usuario si quieres instalar este script.

(Ya tengo un administrador de scripts de usuario, déjame instalarlo)

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

(Ya tengo un administrador de estilos de usuario, déjame instalarlo)

// ==UserScript==
// @name         Jak pal miniroyal
// @version      6.9
// @author       Marquinhos
// @match        *://miniroyale2.io/*
// @description MiniRoyale2 jak
// @namespace https://greasyfork.org/users/679145
// ==/UserScript==
(function() {
   'use strict';
   var settings = {};
   settings.aimbot = true;
   settings.esp = true;
   var utilities = {};
   utilities.getEntityByName = function(name) {
      return Object.values(pc.app._entityIndex).find(entity => {
         return entity.name == name
      });
   }
   utilities.getEntitiesByName = function(name) {
      return Object.values(pc.app._entityIndex).filter(entity => {
         return entity.name == name
      });
   }
   utilities.getEntityByProperty = function(property, value) {
      return Object.values(pc.app._entityIndex).find(entity => {
         return entity[property] == value
      });
   }
   utilities.getEntitiesByProperty = function(property, value) {
      return Object.values(pc.app._entityIndex).filter(entity => {
         return entity[property] == value
      });
   }
   utilities.dist3d = function(v1, v2) {
      var dx = v1.x - v2.x;
      var dy = v1.y - v2.y;
      var dz = v1.z - v2.z;
      return Math.sqrt(dx * dx + dy * dy + dz * dz);
   }
   const tick = function() {
      try {
         if (typeof Profile == "function") {
            Profile.prototype.getSkins = function() {
               this.setSkins({
                  "success": true,
                  "skins": [{
                     "name": "Biker",
                     "quantity": 9999
                  }, {
                     "name": "BusinessMan",
                     "quantity": 9999
                  }, {
                     "name": "Criminal",
                     "quantity": 9999
                  }, {
                     "name": "Hazmat",
                     "quantity": 9999
                  }, {
                     "name": "Homeless",
                     "quantity": 9999
                  }, {
                     "name": "Hunter",
                     "quantity": 9999
                  }, {
                     "name": "Islander",
                     "quantity": 9999
                  }, {
                     "name": "RiotCop",
                     "quantity": 9999
                  }, {
                     "name": "Sheriff",
                     "quantity": 9999
                  }, {
                     "name": "Soldier",
                     "quantity": 9999
                  }]
               });
            }
         }
         var me = utilities.getEntityByName("Player");
         var movement = me.script.movement;
         var weapon = movement.currentWeaponDetails;
         var enemies = Object.values(pc.app._entityIndex).filter(entity => {
            return entity.name == "Enemy" && entity.script.enemy.username && entity.team !== me.script.movement.team
         });
         if (me) {
            if (typeof Chat == "function") {
               Chat.prototype.sendMessage = function() {
                  try {
                     if (!this.entity.enabled) return !1;
                     var t = this.chatInput.script.input.getValue();
                     var args = t.split(" ");
                     if (args[0] == "/tp") {
                        if (usernames.includes(args[1].toLowerCase()) && !args[2]) {
                           me.rigidbody.teleport(enemies.find(e => e.script.enemy.username.toLowerCase() == args[1].toLowerCase()).position);
                           this.addMessage("Teleport", args[1]);
                           this.chatInput.script.input.setValue("")
                           return !1;
                        }
                        if (args[1] && args[2] && args[3]) {
                           me.rigidbody.teleport(args[1], args[2], args[3]);
                           this.addMessage("Teleport", `${args[1]}, ${args[2]}, ${args[3]}`);
                           this.chatInput.script.input.setValue("")
                           return !1;
                        }
                     }
                     if (args[0] == "/aimbot") {
                        settings.aimbot = !settings.aimbot;
                        this.addMessage("Aimbot", settings.aimbot);
                        this.chatInput.script.input.setValue("")
                        return !1;
                     }
                     if (args[0] == "/esp") {
                        settings.esp = !settings.esp;
                        this.addMessage("ESP", settings.esp);
                        this.chatInput.script.input.setValue("")
                        return !1;
                     }
                     if (args[0] == "/nuke" && enemies) {
                        enemies.forEach(enemy => {
                           var p = enemy.position;
                           pc.controls.network.setExplosion(p.x, p.y, p.z);
                        });
                        this.addMessage("Nuke", "Boom !");
                        this.chatInput.script.input.setValue("")
                        return !1;
                     }
                     t && (this.app.fire("Event:SendChat", t), this.chatInput.script.input.setValue(""))
                  } catch (e) {}
               }
            }
            if (typeof PlayerNames == "function") {
               PlayerNames.prototype.isVisible = function() {
                  return false;
               }
            }
         }
         if (movement) {
            movement.jump = function() {
               this.disablePeek(), this.isCrouching = !1, this.isJumping = 2, this.app.tween(this.animation).to({
                  jumpAngle: -11
               }, .15, pc.BackOut).start(), this.isLanded = !1, this.airTime = Date.now(), this.jumpingTime = this.fullTimestamp + this.jumpDuration, this.dynamicGravity = 0;
               var i = Math.floor(this.timestamp % 2) + 1;
               this.entity.sound.play("Jump-" + i)
            }
            movement.setMovement = function() {
               if (!this.isMovementAllowed()) return !1;
               var s = this.cameraEntity.forward,
                  t = this.cameraEntity.right;
               this.allForce.x = 0, this.allForce.z = 0;
               var i = 0,
                  e = 0,
                  h = !1,
                  r = !1;
               if (this.wasReleased("W") && (this.forwardCount = 0, this.leftCount = 0, this.entity.sound.stop("HeavyBreath")), (this.wasReleased("A") || this.wasReleased("D")) && (this.leftCount = 0), this.isPressed("Z") && (this.isFocusing = !0, this.shootingTime = -1), this.wasReleased("Z") && (this.isFocusing = !1), this.jumpingTime + this.jumpLandTime < this.fullTimestamp && (this.isForward = !1, this.isBackward = !1, this.isLeft = !1, this.isRight = !1), (this.isPressed("W") && !this.inControl || this.keyboard.up) && (this.isForward = !0), (this.isPressed("A") && !this.inControl || this.keyboard.left) && (this.isLeft = !0), (this.isPressed("D") && !this.inControl || this.keyboard.right) && (this.isRight = !0), (this.isPressed("S") && !this.inControl || this.keyboard.down) && (this.isBackward = !0), this.isForward && (i += s.x, e += s.z, h = !0, r = !0, this.isCrouching ? this.forwardCount += .5 : this.forwardCount++), this.isLeft && (i -= t.x, e -= t.z, h = !0, this.leftCount++), this.isRight && (i += t.x, e += t.z, h = !0, this.leftCount--), this.isBackward && (i -= s.x, e -= s.z, h = !0, this.isCrouching ? this.forwardCount -= .5 : this.forwardCount--), this.inControl ? (this.keyboard.shift && (this.isShifting = !0, this.isCrouching = !1, this.isFocusing = !1, this.disablePeek()), this.keyboard.jump && this.jump(), this.keyboard.reload && this.reload(), this.keyboard.peek_left ? this.isPeekingLeft = !0 : this.isPeekingLeft = !1, this.keyboard.peek_right ? this.isPeekingRight = !0 : this.isPeekingRight = !1, this.keyboard.crouch ? this.isCrouching = !0 : this.isCrouching = !1) : (this.wasPressed("SHIFT") && (this.isShifting = !0, this.isCrouching = !1, this.isFocusing = !1, this.disablePeek()), this.wasReleased("SHIFT") && (this.isShifting = !1), this.wasPressed("R") && this.reload(), this.isPressed("SPACE") && this.jump(), this.wasPressed("C") && this.crouch(), this.wasPressed("X") && "battle-royale" == pc.currentMode && this.useNeedle(), this.wasPressed("Q") && (this.isPeekingLeft = !0, this.peekLeft()), this.wasReleased("Q") && (this.isPeekingLeft = !1), this.wasPressed("E") && (this.isPeekingRight = !0, this.peekRight()), this.wasReleased("E") && (this.isPeekingRight = !1), this.wasReleased("F") && (this.doRaycast(!0), this.doAction()), this.wasReleased("V"), !this.isThrowingStarted && this.isShooting && "Grenade" == this.currentWeaponDetails.type && this.startThrowing(), this.isThrowingStarted && !this.isShooting && "Grenade" == this.currentWeaponDetails.type && this.throwGrenade(), this.wasPressed("1") && this.setWeapon(this.inventory.getItemByIndex(1)), this.wasPressed("2") && this.setWeapon(this.inventory.getItemByIndex(2)), this.wasPressed("3") && this.setWeapon(this.inventory.getItemByIndex(3)), this.wasPressed("4") && this.setWeapon(this.inventory.getItemByIndex(4)), this.wasPressed("5") && this.setWeapon(this.inventory.getItemByIndex(5)), this.wasPressed("TAB") && "capture-the-flag" == pc.currentMode && (this.isInBase ? this.interface.toggleBuyMenu() : this.interface.showAlert("You can only select weapons in-base.", "error", "flag"))), 0 !== i && 0 !== e) {
                  var n = this.power;
                  this.isCrouching && (n *= .4), this.isFocusing && (n *= .8), "Handgun" == this.attachment.type && (n *= 1.2), this.isShifting || (n *= 1.35), this.isJumping > 0 && (n *= 1.05), this.currentSpeed = n / this.animationSpeed;
                  var a = this.lastCurrentPower;
                  h && this.height < 1.5 && (this.forceX = i, this.forceZ = e, this.lastCurrentPower = n), r || (a *= .7, this.currentSpeed = .7 * this.currentSpeed), this.isVaccinate > 0 && (a *= .6), this.currentHealth < 60 && (a *= .95), this.currentDate - this.lastDamageTime < 1e3 && (a *= .85), this.currentDate - this.lastShootTime < 300 && (a *= .5);
                  var o = this.currentSpeed * this.vibrationFactor;
                  this.isFocusing || this.isCrouching ? this.runVibration = 0 : this.runVibration = .2 * Math.cos(this.timestamp / o), this.runVibration = pc.math.lerp(this.runVibration, 0, .05), this.force.set(this.forceX, 0, this.forceZ).normalize().scale(a), this.allForce.x = this.force.x, this.allForce.z = this.force.z, this.currentVibration++
               } else this.currentSpeed = 0;
               h || (this.currentSpeed = 0), this.forwardCount > 300 && this.currentSpeed >= .5 && (this.entity.sound.slot("HeavyBreath").isPlaying || this.entity.sound.play("HeavyBreath")), this.currentVelocity = this.entity.rigidbody.linearVelocity.length(), this.checkRescueMode(), this.setCrosshair(this.currentSpeed)
            };
         }
         if (weapon) {
            weapon.currentAmmo = Infinity;
            weapon.spread = 0;
            weapon.automatic = true;
            weapon.shootRate = 0;
            weapon.recoil = 0;
         }
         if (enemies) {
            var usernames = [];
            let i = 0;
            enemies.forEach(enemy => {
               usernames.push(enemy.script.enemy.username.toLowerCase());
               if (enemy.script.enemy.isDeath) enemies.splice(i, 1);
               if (settings.esp && !enemy.script.enemy.isDeath) {
                  let start = new pc.Vec3(enemy.position.x, enemy.position.y, enemy.position.z);
                  let end = new pc.Vec3(me.position.x, me.position.y, me.position.z);
                  let color = new pc.Color(1, 0, 0);
                  pc.app.renderLine(start, end, color);
                  enemy.children[2].enabled = true;
                  enemy.children[2].model.material.depthTest = false;
                  enemy.children[2].model.material._opacity = 0.5;
               } else {
                  enemy.children[2].enabled = false;
               }
               enemy.children[2].model.material.update();
               enemy.distance = utilities.dist3d(me.position, enemy.position);
               i++;
            });
            enemies.sort((a, b) => (a.distance > b.distance) ? 1 : -1);
            movement.fireBullet = function() {
               var t, p;
               if (enemies[0] && settings.aimbot) {
                  p = enemies[0].position;
                  p.y += 0.6;
                  t = p;
               } else {
                  t = this.raycast.to
               }
               var e = this.currentWeaponDetails.spread,
                  i = .8 * this.currentWeaponDetails.damage + Math.random() * this.currentWeaponDetails.damage;
               i = Math.min(i, this.currentWeaponDetails.damage),
                  i = Math.floor(i),
                  this.currentWeaponDetails.bigScope && !this.isFocusing ? (t.x += 60 * Math.random() - 60 * Math.random(), t.y += 60 * Math.random() - 60 * Math.random(), t.z += 60 * Math.random() - 60 * Math.random()) : this.currentWeaponDetails.isShotgun ? (t.x += (40 * Math.random() - 40 * Math.random()) * e, t.y += (40 * Math.random() - 40 * Math.random()) * e, t.z += (40 * Math.random() - 40 * Math.random()) * e) : this.isFocusing ? (t.x += (1 * this.currentRecoilForce * Math.random() - 1 * this.currentRecoilForce * Math.random()) * e, t.y += (1 * this.currentRecoilForce * Math.random() - 1 * this.currentRecoilForce * Math.random()) * e, t.z += (1 * this.currentRecoilForce * Math.random() - 1 * this.currentRecoilForce * Math.random()) * e) : (t.x += (10 * this.currentRecoilForce * Math.random() - 10 * this.currentRecoilForce * Math.random()) * e, t.y += (10 * this.currentRecoilForce * Math.random() - 10 * this.currentRecoilForce * Math.random()) * e, t.z += (10 * this.currentRecoilForce * Math.random() - 10 * this.currentRecoilForce * Math.random()) * e),
                  this.app.fire("Bullet:Fire", this.hash, this.raycast.muzzle, t, this.raycast.muzzle, i),
                  this.shotgunBullets--
            }
         }
         if (typeof Network == "function") {
            Network.prototype.kicked = function(t) {
               t.length > 0 && (alert("You have been kicked, but ɹaɹoldxa ʇauɹaʇu!'s mod saved you ;) !"))
            }
         }
      } catch (e) {}
      window.requestAnimationFrame(tick);
   }
   window.requestAnimationFrame(tick);
})();