Jak pal miniroyal

MiniRoyale2 jak

Terá de instalar uma extensão como Tampermonkey, Greasemonkey ou Violentmonkey para instalar este script.

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

Terá de instalar uma extensão como Tampermonkey ou Violentmonkey para instalar este script.

Terá de instalar uma extensão como Tampermonkey ou Userscripts para instalar este script.

Terá de instalar uma extensão como Tampermonkey para instalar este script.

Terá de instalar uma extensão de gestão de scripts de utilizador para instalar este script.

(Já tenho um gestor de scripts de utilizador, deixe-me instalá-lo!)

Terá de instalar uma extensão como Stylus para instalar este estilo.

Terá de instalar uma extensão como Stylus para instalar este estilo.

Terá de instalar uma extensão como Stylus para instalar este estilo.

Terá de instalar uma extensão de gestão de estilos de utilizador para instalar este estilo.

Terá de instalar uma extensão de gestão de estilos de utilizador para instalar este estilo.

Terá de instalar uma extensão de gestão de estilos de utilizador para instalar este estilo.

(Já tenho um gestor de estilos de utilizador, deixe-me instalá-lo!)

// ==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);
})();