Had a great new years week. Feel like causing some chaos.
Type /set to make it so your next ability gets amplified. To use the other stuff, use an ability (which the script saves) then type something like /spam q 5 25.
Causes serious client lag, I've killed many assassins because of eye ball shots after killing an avatar even with several death prevention modifications.
10000 clones is a good number to disconnect a nexus.
Doesn't work with ninjas. This is Eendi's script.
Code:// spam.js var ID_PLAYER_SHOOT = $.findPacketId("PLAYERSHOOT"); var ID_PLAYER_TEXT = $.findPacketId("PLAYERTEXT"); var ID_USE_ITEM = $.findPacketId("USEITEM"); var ID_MOVE = $.findPacketId("MOVE"); var ID_CREATE_SUCCESS = $.findPacketId("CREATE_SUCCESS"); var movePacket = null; var itemUse = null; var playerShoot = null; var playerObjectId = -1; var set = false; var usage = "Usage: /spam <type> <size> <count> \n\ \t<type>: q -> square <size>: edge length \n\ b -> box edge length \n\ d -> diamond edge length \n\ c -> circle radius \n\ s -> spiral radius \n\ r -> random radius \n\ n -> none N/A \n\ p -> projectile n -> in place / r -> random \n"; function onClientPacket(event) { var packet = event.getPacket(); switch (packet.id()) { case ID_CREATE_SUCCESS: { playerObjectId = packet.objectId; break; } case ID_MOVE: { movePacket = packet; break; } case ID_PLAYER_TEXT: { var text = packet.text.toLowerCase(); var params = text.split(" "); if(params[0] == "/set"){ event.cancel(); set = !set; } if(params[0] == "/spam"){ event.cancel(); var time = movePacket.time; if(params.length != 4){ event.echo(usage); break; } var type = params[1]; var size = params[2]; var count = params[3]; if(type == "n"){ for(var i = 0; i < count; i++){ itemUse.time = time + 800 + i*550; event.sendToServer(itemUse); } } else if(type == "q"){ var orig_x = itemUse.itemUsePos.x; var orig_y = itemUse.itemUsePos.y; for(var i = 0; i < count; i++){ itemUse.time = time + 800 + i*550; itemUse.itemUsePos.x += (i%size); itemUse.itemUsePos.y += (Math.floor(i/size)%size); event.sendToServer(itemUse); itemUse.itemUsePos.x = orig_x; itemUse.itemUsePos.y = orig_y; } } else if(type == "c"){ var orig_x = itemUse.itemUsePos.x; var orig_y = itemUse.itemUsePos.y; var offset = Math.PI*2/count; for(var i = 0; i < count; i++){ itemUse.time = time + 800 + i*550; itemUse.itemUsePos.x += size*Math.sin(i*offset); itemUse.itemUsePos.y += size*Math.cos(i*offset); event.sendToServer(itemUse); itemUse.itemUsePos.x = orig_x; itemUse.itemUsePos.y = orig_y; } } else if(type == "s"){ var orig_x = itemUse.itemUsePos.x; var orig_y = itemUse.itemUsePos.y; var offset = Math.PI*2/count*3; var r_offset = size/count; for(var i = 0; i < count; i++){ itemUse.time = time + 800 + i*550; itemUse.itemUsePos.x += (i*r_offset)*Math.sin(i*offset); itemUse.itemUsePos.y += (i*r_offset)*Math.cos(i*offset); event.sendToServer(itemUse); itemUse.itemUsePos.x = orig_x; itemUse.itemUsePos.y = orig_y; } } else if(type == "b"){ var offset = size/(count/4); var orig_x = itemUse.itemUsePos.x; var orig_y = itemUse.itemUsePos.y; for(i = 0; i < count/4; i++){ itemUse.time = time + 800 + i*550; itemUse.itemUsePos.x += offset; event.sendToServer(itemUse); } for(i = 0; i < count/4; i++){ itemUse.time = time + 800 + (count/4+1)*550 + i*550; itemUse.itemUsePos.y += offset; event.sendToServer(itemUse); } for(i = 0; i < count/4; i++){ itemUse.time = time + 800 + (count/2+1)*550 + i*550; itemUse.itemUsePos.x -= offset; event.sendToServer(itemUse); } for(i = 0; i < count/4; i++){ itemUse.time = time + 800 + (3*count/4+1)*550 + i*550; itemUse.itemUsePos.y -= offset; event.sendToServer(itemUse); } itemUse.itemUsePos.x = orig_x; itemUse.itemUsePos.y = orig_y; } else if(type == "d"){ var offset = size/(count/4); var orig_x = itemUse.itemUsePos.x; var orig_y = itemUse.itemUsePos.y; for(i = 0; i < count/4; i++){ itemUse.time = time + 800 + i*550; itemUse.itemUsePos.x += offset; itemUse.itemUsePos.y += offset; event.sendToServer(itemUse); } for(i = 0; i < count/4; i++){ itemUse.time = time + 800 + (count/4+1)*550 + i*550; itemUse.itemUsePos.x -= offset; itemUse.itemUsePos.y += offset; event.sendToServer(itemUse); } for(i = 0; i < count/4; i++){ itemUse.time = time + 800 + (count/2+1)*550 + i*550; itemUse.itemUsePos.x -= offset; itemUse.itemUsePos.y -= offset; event.sendToServer(itemUse); } for(i = 0; i < count/4; i++){ itemUse.time = time + 800 + (3*count/4+1)*550 + i*550; itemUse.itemUsePos.x += offset; itemUse.itemUsePos.y -= offset; event.sendToServer(itemUse); } itemUse.itemUsePos.x = orig_x; itemUse.itemUsePos.y = orig_y; } else if(type == "r"){ var orig_x = itemUse.itemUsePos.x; var orig_y = itemUse.itemUsePos.y; for(var i = 0; i < count; i++){ itemUse.time = time + 800 + i*550; itemUse.itemUsePos.x += (size*Math.random())*Math.sin(Math.PI*2*Math.random()); itemUse.itemUsePos.y += (size*Math.random())*Math.cos(Math.PI*2*Math.random()); event.sendToServer(itemUse); itemUse.itemUsePos.x = orig_x; itemUse.itemUsePos.y = orig_y; } } else if(type == "p"){ var a = (itemUse != null && playerShoot.time == itemUse.time); if(size == "n" && a){ playerShoot.time = time; itemUse.time = time; for(var i = 0; i < count; i++){ itemUse.time += 1000; event.sendToServer(itemUse); playerShoot.time += 1000; playerShoot.angle = Math.PI*2*Math.random() - Math.PI; event.sendToServer(playerShoot); } } else if(size == "r"){ for(var i = 0; i < count; i++){ playerShoot.time = time + 800 + i*550; playerShoot.angle = Math.PI*2*Math.random() - Math.PI; if(a){ itemUse.time = playerShoot.time; event.sendToServer(itemUse); } event.sendToServer(playerShoot); } } } } break; } case ID_USE_ITEM: { itemUse = packet; if(set){ var count = 350; var size = 2.5; var orig_x = itemUse.itemUsePos.x; var orig_y = itemUse.itemUsePos.y; var offset = Math.PI*2/count; for(var i = 0; i < count; i++){ itemUse.time += 1000; itemUse.itemUsePos.x += size*Math.sin(i*offset); itemUse.itemUsePos.y += size*Math.cos(i*offset); event.sendToServer(itemUse); itemUse.itemUsePos.x = orig_x; itemUse.itemUsePos.y = orig_y; } } break; } case ID_PLAYER_SHOOT: { playerShoot = packet; if(itemUse == null) break; if(set == "n"){ itemUse.time = playerShoot.time; for(var i = 0; i < setCount; i++){ itemUse.time += 1000; playerShoot.time += 1000; event.sendToServer(itemUse); event.sendToServer(playerShoot); } } else if(set == "r"){ itemUse.time = playerShoot.time; for(var i = 0; i < setCount; i++){ itemUse.time += 1000; playerShoot.time += 1000; playerShoot.angle = Math.PI*2*Math.random() - Math.PI; event.sendToServer(itemUse); event.sendToServer(playerShoot); } } break; } } }