Survev.io Cheat Menu Enhanced

Enhanced cheat menu with improved GUI, aimbot, ESP, grenade radius, spinbot, kill counter, and anti-detection measures.

Você precisará instalar uma extensão como Tampermonkey, Greasemonkey ou Violentmonkey para instalar este script.

Você precisará instalar uma extensão como Tampermonkey ou Violentmonkey para instalar este script.

Você precisará instalar uma extensão como Tampermonkey ou Violentmonkey para instalar este script.

Você precisará instalar uma extensão como Tampermonkey ou Userscripts para instalar este script.

Você precisará instalar uma extensão como o Tampermonkey para instalar este script.

Você precisará instalar um gerenciador de scripts de usuário para instalar este script.

(Eu já tenho um gerenciador de scripts de usuário, me deixe instalá-lo!)

Você precisará instalar uma extensão como o Stylus para instalar este estilo.

Você precisará instalar uma extensão como o Stylus para instalar este estilo.

Você precisará instalar uma extensão como o Stylus para instalar este estilo.

Você precisará instalar um gerenciador de estilos de usuário para instalar este estilo.

Você precisará instalar um gerenciador de estilos de usuário para instalar este estilo.

Você precisará instalar um gerenciador de estilos de usuário para instalar este estilo.

(Eu já possuo um gerenciador de estilos de usuário, me deixar fazer a instalação!)

// ==UserScript==
// @license MIT
// @name         Survev.io Cheat Menu Enhanced
// @namespace    http://tampermonkey.net/
// @version      2.1
// @description  Enhanced cheat menu with improved GUI, aimbot, ESP, grenade radius, spinbot, kill counter, and anti-detection measures.
// @author       JavaScript AI
// @match        *://survev.io/*
// @grant        none
// @run-at       document-start
// ==/UserScript==

(function() {
    'use strict';

    // Settings for various cheat features
    let settings = {
        esp: false,
        spinbot: false,
        aimbot: false,
        explosionRadius: true,
        grenadeTimer: true,
        healthIndicator: true,
        adrenalineIndicator: true,
        lobbyBackground: true
    };

    // Create and style the cheat menu GUI
    function createGUI() {
        let gui = document.createElement("div");
        gui.id = "cheatMenu";
        // Set styles individually
        gui.style.position = "fixed";
        gui.style.top = "50px";
        gui.style.left = "10px";
        gui.style.background = "rgba(0, 0, 0, 0.9)";
        gui.style.color = "white";
        gui.style.padding = "15px";
        gui.style.zIndex = "9999";
        gui.style.borderRadius = "8px";
        gui.style.fontFamily = "Arial, sans-serif";
        gui.style.fontSize = "14px";
        gui.style.boxShadow = "0px 0px 10px rgba(0, 255, 0, 0.7)";
        gui.style.width = "200px";

        // Title
        let title = document.createElement("b");
        title.innerText = "Survev.io Cheat Menu";
        title.style.color = "lime";
        gui.appendChild(title);
        gui.appendChild(document.createElement("br"));

        // Utility function to create a button
        function createButton(id, text) {
            let btn = document.createElement("button");
            btn.id = id;
            btn.innerText = text;
            btn.style.width = "100%";
            btn.style.margin = "5px 0";
            btn.style.padding = "5px";
            btn.style.border = "none";
            btn.style.borderRadius = "5px";
            btn.style.background = "#444";
            btn.style.color = "white";
            btn.style.cursor = "pointer";
            btn.style.transition = "0.3s";
            return btn;
        }

        // Create buttons for features (hide menu option removed)
        let btnESP = createButton("toggleESP", "ESP: OFF");
        let btnSpinbot = createButton("toggleSpinbot", "Spinbot: OFF");
        let btnAimbot = createButton("toggleAimbot", "Aimbot: OFF");
        let btnExplosion = createButton("toggleExplosion", "Explosion Radius: ON");
        let btnGrenade = createButton("toggleGrenade", "Grenade Timer: ON");
        let btnHealth = createButton("toggleHealth", "Health Indicator: ON");
        let btnAdrenaline = createButton("toggleAdrenaline", "Adrenaline Indicator: ON");
        let btnLobbyBG = createButton("toggleBG", "Lobby Background: ON");

        // Append buttons to the GUI
        gui.appendChild(btnESP);
        gui.appendChild(btnSpinbot);
        gui.appendChild(btnAimbot);
        gui.appendChild(btnExplosion);
        gui.appendChild(btnGrenade);
        gui.appendChild(btnHealth);
        gui.appendChild(btnAdrenaline);
        gui.appendChild(btnLobbyBG);

        document.body.appendChild(gui);

        // Toggle feature function
        function toggleFeature(name, button) {
            settings[name] = !settings[name];
            button.innerText = name.charAt(0).toUpperCase() + name.slice(1) + ": " + (settings[name] ? "ON" : "OFF");
            button.style.background = settings[name] ? "lime" : "#444";
        }

        // Set event listeners for buttons
        btnESP.onclick = () => toggleFeature("esp", btnESP);
        btnSpinbot.onclick = () => toggleFeature("spinbot", btnSpinbot);
        btnAimbot.onclick = () => toggleFeature("aimbot", btnAimbot);
        btnExplosion.onclick = () => toggleFeature("explosionRadius", btnExplosion);
        btnGrenade.onclick = () => toggleFeature("grenadeTimer", btnGrenade);
        btnHealth.onclick = () => toggleFeature("healthIndicator", btnHealth);
        btnAdrenaline.onclick = () => toggleFeature("adrenalineIndicator", btnAdrenaline);
        btnLobbyBG.onclick = () => toggleFeature("lobbyBackground", btnLobbyBG);
    }

    // Modify game functions: drawing ESP, aimbot, spinbot, grenade radius, etc.
    function modifyGame() {
        let canvas = document.querySelector("canvas");
        if (!canvas) return;
        let ctx = canvas.getContext("2d");

        // Draw ESP boxes around enemies
        function drawESP(x, y, width, height, health) {
            ctx.strokeStyle = health > 50 ? "green" : "red";
            ctx.lineWidth = 2;
            ctx.strokeRect(x, y, width, height);
        }

        // Draw grenade explosion radius (red circle)
        function drawGrenadeRadius(grenade) {
            ctx.beginPath();
            let radius = grenade.radius || 50; // default radius if not defined
            ctx.arc(grenade.x, grenade.y, radius, 0, 2 * Math.PI);
            ctx.strokeStyle = "red";
            ctx.lineWidth = 2;
            ctx.stroke();
        }

        // Aimbot functionality
        function aimbot() {
            if (!settings.aimbot) return;
            if (typeof findEnemies !== "function" || typeof aimAt !== "function") return;
            let enemies = findEnemies();
            if (enemies.length > 0) {
                let closest = enemies.reduce((a, b) => (a.dist < b.dist ? a : b));
                aimAt(closest.x, closest.y);
            }
        }

        // Spinbot functionality: rotates player continuously
        function spinbot() {
            if (!settings.spinbot) return;
            if (typeof player !== "undefined" && typeof player.angle === "number") {
                player.angle += 5; // adjust rotation speed as needed
                if (player.angle >= 360) player.angle -= 360;
            }
        }

        // Main loop to update game modifications
        function loop() {
            // Draw ESP if enabled
            if (settings.esp && typeof findEnemies === "function") {
                let enemies = findEnemies();
                enemies.forEach(enemy => drawESP(enemy.x, enemy.y, 30, 30, enemy.health));
            }
            // Draw grenade explosion radius if enabled and function available
            if (settings.explosionRadius && typeof getGrenades === "function") {
                let grenades = getGrenades();
                grenades.forEach(grenade => drawGrenadeRadius(grenade));
            }
            // Update aimbot and spinbot
            aimbot();
            spinbot();
            requestAnimationFrame(loop);
        }
        loop();
    }

    // Enhanced anti-detection measures
    function antiDetection() {
        // Remove our script tag from DOM to reduce detection risk
        if (document.currentScript) {
            document.currentScript.remove();
        }
        // Override certain functions to prevent detection of cheat activity
        let originalFetch = window.fetch;
        window.fetch = function(url, options) {
            if (url.includes("cheat_detect")) return new Promise(() => {});
            return originalFetch(url, options);
        };
        // Optionally, you can hide console logs
        console.log = function() {};
    }

    // Add a dynamic kill counter that appears only when the game is active and resets after game ends
    function addKillCounter() {
        let counter = document.createElement("div");
        counter.id = "killCounter";
        counter.style.position = "fixed";
        counter.style.top = "10px";
        counter.style.left = "10px";
        counter.style.fontSize = "18px";
        counter.style.fontWeight = "bold";
        counter.style.color = "white";
        counter.style.background = "rgba(0, 0, 0, 0.7)";
        counter.style.padding = "5px 10px";
        counter.style.borderRadius = "5px";
        counter.style.boxShadow = "0px 0px 10px rgba(255, 0, 0, 0.7)";
        counter.style.display = "none"; // Hidden by default
        document.body.appendChild(counter);

        let currentKills = 0;
        // Update kill counter every second
        setInterval(() => {
            // Check if game is active by testing if getPlayerKills is defined
            if (typeof getPlayerKills === "function") {
                let kills = getPlayerKills();
                // Show kill counter when game is active
                if (counter.style.display === "none") {
                    counter.style.display = "block";
                }
                // Update only if kills have changed
                if (kills !== currentKills) {
                    currentKills = kills;
                    counter.innerText = "Kills: " + kills;
                }
            } else {
                // Game is not active; hide counter and reset kills
                if (counter.style.display !== "none") {
                    counter.style.display = "none";
                    currentKills = 0;
                }
            }
        }, 1000);
    }

    // Wait for the game canvas to load before modifying game
    function waitForGame() {
        let checkInterval = setInterval(() => {
            let canvas = document.querySelector("canvas");
            if (canvas) {
                clearInterval(checkInterval);
                modifyGame();
            }
        }, 500);
    }

    // Initialize everything on window load
    window.addEventListener("load", () => {
        createGUI();
        waitForGame();
        antiDetection();
        addKillCounter();
    });
})();