Venge.io HACKS NEW 2020 UNLIMTIED AMMO INF JUMP

Venge.io HACKS

질문, 리뷰하거나, 이 스크립트를 신고하세요.
  1. // ==UserScript==
  2. // @name Venge.io HACKS NEW 2020 UNLIMTIED AMMO INF JUMP
  3. // @version 0.2
  4. // @description Venge.io HACKS
  5. // @author Llama
  6. // @match https://venge.io/
  7. // @grant none
  8. // @run-at document-end
  9. // @namespace https://greasyfork.org/users/662323
  10. // ==/UserScript==
  11.  
  12. (async() => {
  13. while(!window.hasOwnProperty("Movement"))
  14. await new Promise(resolve => setTimeout(resolve, 1000));
  15.  
  16. const update = Movement.prototype.update;
  17. Movement.prototype.update = function (t) {
  18. update.apply(this, [t]);
  19. this.setAmmoFull()
  20. this.player.throwCooldown = 0;
  21. this.lastThrowDate = 0;
  22. this.currentWeapon.spread = 0;
  23. this.currentWeapon.recoil = 0;
  24. this.currentWeapon.shootTime = .1;
  25. this.currentWeapon.isAutomatic = true;
  26. this.isLanded = true;
  27. this.bounceJumpTime = 0;
  28. this.isJumping = false;
  29. this.isHitting = false;
  30. };
  31. })();// ==UserScript==
  32. // @name Venge.io Hacks By CommanderPuli
  33. // @namespace http://tampermonkey.net/
  34. // @version 2.5
  35. // @description Infinite Jump, Infinite ammo, Zero Recoil and custom fov for Venge.io!
  36. // @author You
  37. // @match https://venge.io/
  38. // @icon https://www.google.com/s2/favicons?domain=venge.io
  39. // @grant none
  40. // ==/UserScript==
  41.  
  42.  
  43.  
  44. // with this script, you get infinite ammo, fully custom fov, and infinite jump!
  45.  
  46. // change this to what u want ur fov to be:
  47. var customFov = 103;
  48.  
  49.  
  50. (function() {
  51.  
  52.  
  53.  
  54. 'use strict';
  55. alert("Injected Hacks By The Krunkador")
  56.  
  57. document.onkeypress = function (e) {
  58. e = e || window.event;
  59. console.log("lol")
  60. Movement.prototype.setMovementAnimation = function(t) {
  61. if (this.player.isDeath)
  62. return !1;
  63. var i = Math.sin(this.forwardCount / this.movementAnimationSpeed) * this.movementAnimationFactor * this.movementSpeed * this.animation.movementFactor * this.animation.movementFactorStatic * pc.settings.weaponBobbing,
  64. e = Math.cos(this.forwardCount / this.movementAnimationSpeed) * this.movementAnimationFactor * this.movementSpeed * this.animation.movementFactor * pc.settings.weaponBobbing,
  65. s = Math.cos(this.forwardCount / this.movementSwingSpeed) * Math.sin(this.forwardCount / this.movementSwingSpeed) * this.movementSwingFactor * 2 * this.movementSpeed * this.animation.movementFactor * this.animation.movementFactorStatic * pc.settings.weaponBobbing,
  66. n = Math.cos(this.forwardCount / this.movementSwingSpeed) * this.movementSwingFactor * this.movementSpeed * pc.settings.weaponBobbing;
  67. !this.isFocusing && this.movementSpeed > .8 ? this.animation.movementPositionZ = pc.math.lerp(this.animation.movementPositionZ, -.04, .08) : this.animation.movementPositionZ = pc.math.lerp(this.animation.movementPositionZ, 0, .1),
  68. this.isJumping ? (i = 0,
  69. e = 0,
  70. s = 0,
  71. this.animation.jumpHeight = pc.math.lerp(this.animation.jumpHeight, this.deltaHeight, .15)) : this.animation.jumpHeight = pc.math.lerp(this.animation.jumpHeight, 0, .1);
  72. var o = this.weaponPositionEntity,
  73. a = 1,
  74. h = this.defaultFov,
  75. r = this.defaultNonFov;
  76. this.isFocusing && this.isReloading < this.timestamp && this.currentWeapon.isFocusable ? (o = this.focusPositionEntity,
  77. a = .1,
  78. h = this.currentWeapon.focusFov,
  79. r = this.currentWeapon.focusFov,
  80. this.isFocused || (this.directionSenseX = 5),
  81. this.isFocused || this.currentWeapon.focus(),
  82. this.isFocused = !0) : this.isFocused = !1,
  83. this.isShooting > this.timestamp && (a = pc.math.lerp(a, 0, .1));
  84. var p = this.animation.jumpHeight * this.animation.jumpHeight * .01;
  85. p = Math.min(p, .08);
  86. var m = .4;
  87. "Shotgun" == this.currentWeapon.type && (m = .8);
  88. var c = this.handEntity.getLocalPosition().lerp(this.handEntity.getLocalPosition(), o.getLocalPosition(), m);
  89. "Sniper" == this.currentWeapon.type && this.isFocusing && this.now() - this.focusStartTime > 60 ? (this.currentWeapon.modelEntity.enabled = !1,
  90. this.currentWeapon.armEntity.enabled = !1) : (this.currentWeapon.modelEntity.enabled = !0,
  91. this.currentWeapon.armEntity.enabled = !0),
  92. this.handEntity.setLocalPosition(c),
  93. this.movementHolder.setLocalPosition(.1 * s * a + this.animation.bounceZ + this.animation.movementPositionZ, (i + p) * a + this.animation.landAngle * a, .2 * -s * a),
  94. this.takePoint.setLocalEulerAngles(this.animation.takeX, this.animation.takeY, this.animation.takeZ);
  95. var u = this.animation.cameraBounce;
  96. if (this.isFocusing && (u = 0),
  97. this.movementHolder.setLocalEulerAngles(u + this.animation.movementAngleX + this.animation.shootSwing + this.directionSenseX + s * this.movementAngleFactor * a + this.animation.jumpAngle * a * this.randomDirection, this.animation.movementAngleY + i + s * this.movementAngleFactor * a, this.animation.movementAngleZ + this.directionSenseZ + this.animation.jumpAngle * a),
  98. this.headEntity.setLocalEulerAngles(.2 * -this.animation.jumpAngle * a - this.animation.cameraShootBounce, 0, 0),
  99. this.weaponCenter.setLocalEulerAngles(this.animation.horizantalSpread + this.animation.weaponAngleX, -i * i + .1 * this.senseX + n + 20 * this.animation.bounceX + this.animation.weaponAngleY, this.animation.bounceAngle + this.animation.activeBounce + this.animation.weaponAngleZ + 80 * e * a),
  100. this.weaponFront.setLocalEulerAngles(0, 0, n + s * s * 2),
  101. this.isLeft ? (this.forwardCount += 1.25 * t,
  102. this.movementSpeed = 1) : this.isBackward || this.isRight ? (this.forwardCount -= 1.25 * t,
  103. this.movementSpeed = 1) : this.isForward ? (this.forwardCount += t,
  104. this.movementSpeed = 1) : this.currentSpeed > .1 && (this.forwardCount += t,
  105. this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .1)),
  106. this.isShooting < this.timestamp) {
  107. var l = 1;
  108. this.isFocusing && (l = .12),
  109. this.isLeft ? this.directionSenseX = pc.math.lerp(this.directionSenseX, -25 * l, .07) : this.isRight && (this.directionSenseX = pc.math.lerp(this.directionSenseX, 17 * l, .07)),
  110. this.isBackward && (this.directionSenseZ = pc.math.lerp(this.directionSenseZ, .8, .1))
  111. }
  112. if (this.directionSenseX *= pc.settings.weaponLeaning,
  113. this.directionSenseZ *= pc.settings.weaponLeaning,
  114. this.directionSenseX = pc.math.lerp(this.directionSenseX, 0, .1),
  115. this.directionSenseZ = pc.math.lerp(this.directionSenseZ, 0, .05),
  116. this.currentSpeed = this.entity.rigidbody.linearVelocity.length(),
  117. this.currentFov = pc.math.lerp(customFov, h, .4),
  118. this.currentNonFov = pc.math.lerp(this.currentNonFov, r, .4),
  119. this.cameraEntity.camera.fov = this.currentFov + this.animation.fov,
  120. this.cameraNonFOVEntity.camera.fov = this.currentNonFov + this.animation.fov,
  121. this.isForward || this.isBackward || (this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .05)),
  122. this.isLeft || this.isRight || (this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .01)),
  123. this.isJumping ? this.lastHeight > this.currentHeight ? this.deltaHeight += t * this.jumpHeightSpeed : this.deltaHeight -= t * this.jumpHeightSpeed : this.deltaHeight = pc.math.lerp(this.deltaHeight, 0, .01),
  124. this.now() - this.lastFootDate > this.footSpeed && this.currentSpeed > 1 && this.isLanded) {
  125. var d = this.groundMaterial + "-Run-" + (this.footCount + 1),
  126. y = this.currentSpeed;
  127. this.entity.sound.slots[d].pitch = 1 + .1 * Math.random(),
  128. this.entity.sound.slots[d].volume = .2 + .2 * Math.random() + .3 * this.footForce,
  129. this.entity.sound.play(d),
  130. (this.isLeft || this.isRight || this.isBackward) && (y += 50),
  131. y += 20 * this.footForce,
  132. this.lastFootDate = this.now() - y,
  133. this.footForce = pc.math.lerp(this.footForce, 0, .2),
  134. this.footCount = Math.floor(5 * Math.random())
  135. }
  136. pc.isFinished || this.locked || "Melee" != this.currentWeapon.type && (pc.settings.hideArms || (this.interface.crosshairEntity.enabled = !this.isFocusing),
  137. this.interface.focusBulletsEntity.enabled = this.isFocusing),
  138. "Sniper" == this.currentWeapon.type ? this.now() - this.focusStartTime > 60 && (this.currentWeapon.scopeOverlay.enabled = this.isFocusing) : this.isZoomEffectEnabled
  139. },
  140. Movement.prototype.playEffortSound = function(t) {
  141. var i = Math.floor(1.4 * Math.random()) + 1,
  142. e = "Throw-" + i;
  143. t && (e = "Grunt-" + i),
  144. this.app.fire("Character:Sound", e, .1 * Math.random())
  145. }
  146. Movement.prototype.setShakeAnimation = function(t) {
  147.  
  148. }
  149. Movement.prototype.setAmmoFull = function() {
  150. this.currentWeapon.ammo = 100000
  151. this.app.fire("Overlay:SetAmmo", !0)
  152. }
  153. Movement.prototype.jump = function() {
  154.  
  155. if (this.jumpingTime = this.timestamp + this.jumpDuration,
  156. this.isJumping = !0,
  157. this.isLanded = !1,
  158. this.airTime = this.now(),
  159. this.randomDirection = Math.random() > .5 ? -1 : 1,
  160. this.previousVelocity,
  161. this.now() - this.lastImpactTime > 3e3) {
  162. var t = "Jump-" + (Math.round(1 * Math.random()) + 1);
  163. this.app.fire("Character:Sound", t, .1 * Math.random()),
  164. this.entity.sound.play("Only-Jump"),
  165. this.entity.sound.slots["Only-Jump"].pitch = .1 * Math.random() + 1.1
  166. }
  167. if (this.dynamicGravity = 0,
  168. this.app.fire("Overlay:Jump", !0),
  169. this.player.fireNetworkEvent("j"),
  170. this.isShooting > this.timestamp)
  171. return !1;
  172. this.app.tween(this.animation).to({
  173. jumpAngle: -11
  174. }, .15, pc.BackOut).start()
  175. }
  176. };
  177.  
  178.  
  179. })();