JS Js mindamage с изменением дамага

Статус
В этой теме нельзя размещать новые ответы.
  • 204
  • 45
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Кто не понял - эта джс позволяет менять миндамаг в чите не выключая джс
Как по мне полезная штука
JavaScript:
UI.AddCheckbox("Enable mind");
UI.AddCheckbox("Show currently mindamage");
UI.AddHotkey("Minimum Damage Override");
UI.AddSliderInt("General Mindmg", 0, 130);
UI.AddSliderInt("Pistol Mindmg", 0, 130);
UI.AddSliderInt("Heavy Pistol Mindmg", 0, 130);
UI.AddSliderInt("Scout Mindmg", 0, 130);
UI.AddSliderInt("AWP Mindmg", 0, 130);
UI.AddSliderInt("Auto Mindmg", 0, 130);


setDMG_auto = false
setDMG_auto_return = true

setDMG_awp = false
setDMG_awp_return = true

setDMG_scout = false
setDMG_scout_return = true

setDMG_HVpistol = false
setDMG_HVpistol_return = true

setDMG_pistol = false
setDMG_pistol_return = true

setDMG_general = false
setDMG_general_return = true

function SetEnabled()
{

    if (UI.GetValue("Misc", "JAVASCRIPT", "Script items", "Enable mind"))
    {
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Show currently mindamage", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Minimum Damage Override", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "General Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Pistol Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Heavy Pistol Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Scout Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "AWP Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Auto Mindmg", 1);
    }
    else
    {
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Show currently mindamage", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Minimum Damage Override", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "General Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Pistol Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Heavy Pistol Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Scout Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "AWP Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Auto Mindmg", 0);
    }
}

function isActive(a)
{
    return UI.IsHotkeyActive("Script items", a)
}
function setValue(cat, value)
{
    UI.SetValue("Rage", cat.toUpperCase(), "Targeting", "Minimum damage", value)
}


function isHeavyPistol(name)
{
    if (name == "r8 revolver" || name == "desert eagle")
    {
        return true
    }
}

function isPistol(name)
{
    if (name == "glock 18" || name == "five seven" || name == "dual berettas" || name == "p250" || name == "tec 9" || name == "usp s" || name == "cz75 auto" || name == "p2000")
    {
        return true
    }
}

function isAutoSniper(name)
{
    if(name == "scar 20" || name == "g3sg1")
    {
        return true
    }
}

function onCM()
{
    var general_value = UI.GetValue("Script items", "General Mindmg")
    var pistol_value = UI.GetValue("Script items", "Pistol Mindmg")
    var heavy_value = UI.GetValue("Script items", "Heavy Pistol Mindmg")
    var scout_value = UI.GetValue("Script items", "Scout Mindmg")
    var awp_value = UI.GetValue("Script items", "AWP Mindmg")
    var auto_value = UI.GetValue("Script items", "Auto Mindmg")
    local_weapon_name =  Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))

  

        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_general)
            {
               general_cache = UI.GetValue("Rage", "GENERAL", "Targeting", "Minimum damage")
               setValue("GENERAL", general_value)
               setDMG_general = true
               setDMG_general_return = false
            }
        }
        else
        {
            if (!setDMG_general_return)
            {
               setValue("GENERAL", general_cache)
               setDMG_general = false
               setDMG_general_return = true
            }
        } 

  

    if (isPistol(local_weapon_name))
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_pistol)
            {
               pistol_cache = UI.GetValue("Rage", "PISTOL", "Targeting", "Minimum damage")
               setValue("PISTOL", pistol_value)
               setDMG_pistol = true
               setDMG_pistol_return = false
            }
        }
        else
        {
            if (!setDMG_pistol_return)
            {
               setValue("PISTOL", pistol_cache)
               setDMG_pistol = false
               setDMG_pistol_return = true
            }
        }
    }



    if (isHeavyPistol(local_weapon_name))
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_HVpistol)
            {
               HVpistol_cache = UI.GetValue("Rage", "HEAVY PISTOL", "Targeting", "Minimum damage")
               setValue("HEAVY PISTOL", heavy_value)
               setDMG_HVpistol = true
               setDMG_HVpistol_return = false
            }
        }
        else
        {
            if (!setDMG_HVpistol_return)
            {
               setValue("HEAVY PISTOL", HVpistol_cache)
               setDMG_HVpistol = false
               setDMG_HVpistol_return = true
            }
        }
    }

    // SCOUT

    if (local_weapon_name == "ssg 08")
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_scout)
            {
               scout_cache = UI.GetValue("Rage", "SCOUT", "Targeting", "Minimum damage")
               setValue("SCOUT", scout_value)
               setDMG_scout = true
               setDMG_scout_return = false
            }
        }
        else
        {
            if (!setDMG_scout_return)
            {
               setValue("SCOUT", scout_cache)
               setDMG_scout = false
               setDMG_scout_return = true
            }
        }
    }



    if (local_weapon_name == "awp")
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_awp)
            {
               awp_cache = UI.GetValue("Rage", "AWP", "Targeting", "Minimum damage")
               setValue("AWP", awp_value)
               setDMG_awp = true
               setDMG_awp_return = false
            }
        }
        else
        {
            if (!setDMG_awp_return)
            {
               setValue("AWP", awp_cache)
               setDMG_awp = false
               setDMG_awp_return = true
            }
        }
    }



    if (isAutoSniper(local_weapon_name))
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_auto)
            {
               auto_cache = UI.GetValue("Rage", "AUTOSNIPER", "Targeting", "Minimum damage")
               setValue("AUTOSNIPER", auto_value)
               setDMG_auto = true
               setDMG_auto_return = false
            }
        }
        else
        {
            if (!setDMG_auto_return)
            {
               setValue("AUTOSNIPER", auto_cache)
               setDMG_auto = false
               setDMG_auto_return = true
            }
        }
    }
}

function indicator()
{
    render_get_screen_size = Render.GetScreenSize
    const y = render_get_screen_size()[1];
    wep = Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))
    general = UI.GetValue("Rage", "GENERAL", "Targeting", "Minimum damage")
    pistol = UI.GetValue("Rage", "PISTOL", "Targeting", "Minimum damage")
    heavy = UI.GetValue("Rage", "HEAVY PISTOL", "Targeting", "Minimum damage")
    scout = UI.GetValue("Rage", "SCOUT", "Targeting", "Minimum damage")
    awp = UI.GetValue("Rage", "AWP", "Targeting", "Minimum damage")
    auto = UI.GetValue("Rage", "AUTOSNIPER", "Targeting", "Minimum damage")
    font = Render.AddFont("Verdana", 18, 700);

    var str = ""
    if (UI.GetValue("Misc", "JAVASCRIPT", "Script items", "Enable mind") && UI.GetValue("Misc", "JAVASCRIPT", "Script items", "Show currently mindamage") && Entity.IsValid(Entity.GetLocalPlayer()) && Entity.IsAlive(Entity.GetLocalPlayer()))
    {
        if (isPistol(wep))
        {
            str = pistol
        }
        else if (isHeavyPistol(wep))
        {
            str = heavy
        }
        else if(wep == "ssg 08")
        {
            str = scout
        }
        else if(wep == "awp")
        {
            str = awp
        }
        else if (isAutoSniper(wep))
        {
            str = auto
        }
        else
        {
            str = general
        }
    }
         Render.StringCustom(18, y - 312, 0, str+"", [ 100, 149, 237, 255 ], font);
         Render.StringCustom(17, y - 312, 0, str+"", [100, 149, 237, 255], font)
}

Global.RegisterCallback("Draw", "SetEnabled");
Cheat.RegisterCallback("CreateMove", "onCM");
Cheat.RegisterCallback("Draw", "indicator");

Showcase:
Извиняюсь за эпилепсию в конце
 
Последнее редактирование:
  • 54
  • 5
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
красавчик
 
  • 328
  • 60
Кто не понял - эта джс позволяет менять миндамаг в чите не выключая джс
Как по мне полезная штука
JavaScript:
UI.AddCheckbox("Enable mind");
UI.AddCheckbox("Show currently mindamage");
UI.AddHotkey("Minimum Damage Override");
UI.AddSliderInt("General Mindmg", 0, 130);
UI.AddSliderInt("Pistol Mindmg", 0, 130);
UI.AddSliderInt("Heavy Pistol Mindmg", 0, 130);
UI.AddSliderInt("Scout Mindmg", 0, 130);
UI.AddSliderInt("AWP Mindmg", 0, 130);
UI.AddSliderInt("Auto Mindmg", 0, 130);


setDMG_auto = false
setDMG_auto_return = true

setDMG_awp = false
setDMG_awp_return = true

setDMG_scout = false
setDMG_scout_return = true

setDMG_HVpistol = false
setDMG_HVpistol_return = true

setDMG_pistol = false
setDMG_pistol_return = true

setDMG_general = false
setDMG_general_return = true

function SetEnabled()
{

    if (UI.GetValue("Misc", "JAVASCRIPT", "Script items", "Enable mind"))
    {
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Show currently mindamage", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Minimum Damage Override", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "General Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Pistol Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Heavy Pistol Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Scout Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "AWP Mindmg", 1);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Auto Mindmg", 1);
    }
    else
    {
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Show currently mindamage", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Minimum Damage Override", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "General Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Pistol Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Heavy Pistol Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Scout Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "AWP Mindmg", 0);
        UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "Auto Mindmg", 0);
    }
}

function isActive(a)
{
    return UI.IsHotkeyActive("Script items", a)
}
function setValue(cat, value)
{
    UI.SetValue("Rage", cat.toUpperCase(), "Targeting", "Minimum damage", value)
}


function isHeavyPistol(name)
{
    if (name == "r8 revolver" || name == "desert eagle")
    {
        return true
    }
}

function isPistol(name)
{
    if (name == "glock 18" || name == "five seven" || name == "dual berettas" || name == "p250" || name == "tec 9" || name == "usp s" || name == "cz75 auto" || name == "p2000")
    {
        return true
    }
}

function isAutoSniper(name)
{
    if(name == "scar 20" || name == "g3sg1")
    {
        return true
    }
}

function onCM()
{
    var general_value = UI.GetValue("Script items", "General Mindmg")
    var pistol_value = UI.GetValue("Script items", "Pistol Mindmg")
    var heavy_value = UI.GetValue("Script items", "Heavy Pistol Mindmg")
    var scout_value = UI.GetValue("Script items", "Scout Mindmg")
    var awp_value = UI.GetValue("Script items", "AWP Mindmg")
    var auto_value = UI.GetValue("Script items", "Auto Mindmg")
    local_weapon_name =  Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))

 

        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_general)
            {
               general_cache = UI.GetValue("Rage", "GENERAL", "Targeting", "Minimum damage")
               setValue("GENERAL", general_value)
               setDMG_general = true
               setDMG_general_return = false
            }
        }
        else
        {
            if (!setDMG_general_return)
            {
               setValue("GENERAL", general_cache)
               setDMG_general = false
               setDMG_general_return = true
            }
        }

 

    if (isPistol(local_weapon_name))
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_pistol)
            {
               pistol_cache = UI.GetValue("Rage", "PISTOL", "Targeting", "Minimum damage")
               setValue("PISTOL", pistol_value)
               setDMG_pistol = true
               setDMG_pistol_return = false
            }
        }
        else
        {
            if (!setDMG_pistol_return)
            {
               setValue("PISTOL", pistol_cache)
               setDMG_pistol = false
               setDMG_pistol_return = true
            }
        }
    }



    if (isHeavyPistol(local_weapon_name))
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_HVpistol)
            {
               HVpistol_cache = UI.GetValue("Rage", "HEAVY PISTOL", "Targeting", "Minimum damage")
               setValue("HEAVY PISTOL", heavy_value)
               setDMG_HVpistol = true
               setDMG_HVpistol_return = false
            }
        }
        else
        {
            if (!setDMG_HVpistol_return)
            {
               setValue("HEAVY PISTOL", HVpistol_cache)
               setDMG_HVpistol = false
               setDMG_HVpistol_return = true
            }
        }
    }

    // SCOUT

    if (local_weapon_name == "ssg 08")
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_scout)
            {
               scout_cache = UI.GetValue("Rage", "SCOUT", "Targeting", "Minimum damage")
               setValue("SCOUT", scout_value)
               setDMG_scout = true
               setDMG_scout_return = false
            }
        }
        else
        {
            if (!setDMG_scout_return)
            {
               setValue("SCOUT", scout_cache)
               setDMG_scout = false
               setDMG_scout_return = true
            }
        }
    }



    if (local_weapon_name == "awp")
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_awp)
            {
               awp_cache = UI.GetValue("Rage", "AWP", "Targeting", "Minimum damage")
               setValue("AWP", awp_value)
               setDMG_awp = true
               setDMG_awp_return = false
            }
        }
        else
        {
            if (!setDMG_awp_return)
            {
               setValue("AWP", awp_cache)
               setDMG_awp = false
               setDMG_awp_return = true
            }
        }
    }



    if (isAutoSniper(local_weapon_name))
    {
        if (isActive("Minimum Damage Override"))
        {
            if (!setDMG_auto)
            {
               auto_cache = UI.GetValue("Rage", "AUTOSNIPER", "Targeting", "Minimum damage")
               setValue("AUTOSNIPER", auto_value)
               setDMG_auto = true
               setDMG_auto_return = false
            }
        }
        else
        {
            if (!setDMG_auto_return)
            {
               setValue("AUTOSNIPER", auto_cache)
               setDMG_auto = false
               setDMG_auto_return = true
            }
        }
    }
}

function indicator()
{
    render_get_screen_size = Render.GetScreenSize
    const y = render_get_screen_size()[1];
    wep = Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))
    general = UI.GetValue("Rage", "GENERAL", "Targeting", "Minimum damage")
    pistol = UI.GetValue("Rage", "PISTOL", "Targeting", "Minimum damage")
    heavy = UI.GetValue("Rage", "HEAVY PISTOL", "Targeting", "Minimum damage")
    scout = UI.GetValue("Rage", "SCOUT", "Targeting", "Minimum damage")
    awp = UI.GetValue("Rage", "AWP", "Targeting", "Minimum damage")
    auto = UI.GetValue("Rage", "AUTOSNIPER", "Targeting", "Minimum damage")
    font = Render.AddFont("Verdana", 18, 700);

    var str = ""
    if (UI.GetValue("Misc", "JAVASCRIPT", "Script items", "Enable mind") && UI.GetValue("Misc", "JAVASCRIPT", "Script items", "Show currently mindamage") && Entity.IsValid(Entity.GetLocalPlayer()) && Entity.IsAlive(Entity.GetLocalPlayer()))
    {
        if (isPistol(wep))
        {
            str = pistol
        }
        else if (isHeavyPistol(wep))
        {
            str = heavy
        }
        else if(wep == "ssg 08")
        {
            str = scout
        }
        else if(wep == "awp")
        {
            str = awp
        }
        else if (isAutoSniper(wep))
        {
            str = auto
        }
        else
        {
            str = general
        }
    }
         Render.StringCustom(18, y - 312, 0, str+"", [ 100, 149, 237, 255 ], font);
         Render.StringCustom(17, y - 312, 0, str+"", [100, 149, 237, 255], font)
}

Global.RegisterCallback("Draw", "SetEnabled");
Cheat.RegisterCallback("CreateMove", "onCM");
Cheat.RegisterCallback("Draw", "indicator");

Showcase:
Извиняюсь за эпилепсию в конце
блять нахуя
мин дамаг у каждого школьника есть
 
  • 851
  • 114
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
это самый дефолтный mindmg
Он имеет ввиду что иногда мин дамаг сбрасывается и потом нельзя с джской изменить его в рейдж боте. Приходится убирать джс, менять мдмг и опять её включать.
 
Статус
В этой теме нельзя размещать новые ответы.
Сверху Снизу