max / Diep.io Mod Menu Aimbot remix v4.2

Install steps: Install a userscript manager, select Install, then open a website matched by the script.

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Објављено:

Версион: 4.2.1+9bcc3a2

Резиме: Loop upgrade custom builds, render aim line, render factory guide circle, aim assist at the nearest enemy tank, hitboxes

Почетна страница: https://github.com/ezydubs/diep_mod_menu

Подршка: https://github.com/ezydubs/diep_mod_menu/issues

Лиценца: MIT

Антифеатуре: неодређено

Source and freshness

The following figures come from the original source and are separate from activity on this site.

Original script: Diep.io Mod Menu Aimbot remix v4.2

Source version: 4.2

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Diep.io Mod Menu — aimbot remix

A Tampermonkey userscript for diep.io. It is a remix of x032205's Diep.io Mod Menu with an auto aim that measures the game and learns from its own shots, a fire on green trigger that only shoots when the shot is likely to land, edge arrows for enemies that are out of view, and a game logger that records every shot so the aim can be tuned offline.

Current version: 4.2.

The menu

Install

  1. Install the Tampermonkey extension (Chrome, Edge, Brave, Firefox).
  2. Open the script link and press Install when Tampermonkey asks: https://raw.githubusercontent.com/ezydubs/diep_mod_menu/main/script.user.js (Or open the Tampermonkey dashboard, press +, paste the contents of script.user.js and save.)
  3. Open https://diep.io. The menu bar appears at the top of the page. Press R to show or hide the panel.

Tampermonkey checks the same link for updates.

The panel

The panel has three tabs on its left edge: the eye (display and aim), the arrows (builds) and the i (credits).

Display and aim

Switch What it does
Auto Respawn Spawns again as soon as you die.
Aim line Draws a line from your tank to the cursor.
Factory circle Draws guide circles around your tank and cursor (drone range for the Factory).
Auto Aim (nearest enemy tank) Points your tank at the nearest enemy tank and keeps it while it stays close. The target gets a red ring. Your mouse still works; the script re-applies the aim after every move.
Auto Aim: lead moving targets Aims where the target will be when the bullet arrives, using the bullet speed and flight profile measured from your own bullets, a 0.2 s input latency, your own movement, and how much each target has been dodging.
Fire on green Needs Auto Aim. Holds fire until the small ring is green (50% or better), then fires through the game's own auto fire (the E key), and stops when the chance drops. The ring fills in while it holds the trigger. Your own mouse button always fires. Press E yourself if it ever seems stuck.
Track enemies off screen Arrows at the screen edge. Red: an enemy the game still sends just past the edge. Orange with an age: an enemy that left the view, carried on from its last speed and heading for up to 8 s (a guess). Yellow "fire": the direction an unseen shooter fired from.
Aim log Shots, hits and what they taught. reset clears the learned values; save log downloads diep-game-log.json.
Game log Records your shots, the enemies and your movement even with Auto Aim off, so manual play can be analysed too. copy summary copies a readable summary to the clipboard (and prints it to the console).
Render Collisions / FPS / Raw Health Values The game's own debug renderers.
Hide Game UI Hides the game's interface.

Builds

Paste a 33-digit build string (each digit is the stat to upgrade next, 1 to 8) into Custom Build and it is applied whenever you level. Keep build on respawn re-applies it after death. Presets: Rammer, Bullet Umbrella, Glass Cannon, Balanced, The 1M Overlord, Balanced Factory, Armor.

Reading the rings

  • The red ring is the target.
  • The small ring is the point the script aims at, with the lead applied. Its colour is the chance that a shot fired now lands, read off the enemies' recorded movement in this session: green 50% or better, yellow 25% or better, red below that. The number next to it is that chance. It appears about 15 s into a game, once there is movement to read.
  • A filled small ring means fire on green is holding the trigger.

What the logs say

About 3,000 logged shots from real games say the same thing every time: range decides the hit rate, not the aim.

Distance to the target (in your tank's radius) Hit rate
under 8 radii most shots land
8 to 14 radii about 40%
14 to 22 radii about 20%
beyond 22 radii about 10%

Shots the ring would have called green landed 36%, yellow 18%, red 7%. So: fight inside 14 radii, and shoot on green.

The log file

save log writes diep-game-log.json with:

  • version, summary (the same text as copy summary), the learned values (dodgeRate, leadAdjust, bulletSpeed, bulletProfile) and fireGreen;
  • game: your movement, hits taken, near misses, how much enemies lead you, per-enemy stats, the dodge profile (chance to land by flight time), ghost returns and shots from unseen tanks;
  • shots: one record per shot at a target: distance, target speed, lead, flight time, lead fraction, result (hit, miss or lost when the target left before the bullet arrived), the miss distance along and across the target's motion, the ring's chance at firing, and more;
  • track: the recorded positions of the targets, in world units, for offline analysis.

Learned values persist in the browser's local storage (keys starting with mm_). reset clears them; a new script version resets the timing correction on its own.

How the aim works, briefly

  • Entities are read from the game's canvas drawing calls. Your tank is the one drawn at the centre; enemy tanks are tanks of other colours.
  • A target's real velocity is its velocity on screen plus the camera's, measured over the last 150 ms, so your own movement does not bend the lead.
  • Bullet speed and how far a bullet has flown after each tenth of a second are measured from your own bullets; the bullet's start point at the barrel is taken off the flight; the intercept is solved by iteration.
  • Dodging: for each target, the share of a straight lead that would have hit most often over 0.6, 1.0 and 1.5 s flights is measured from its own last 15 s of movement and applied to the part of its motion across your line of fire. New targets start from what this lobby's enemies have done so far.
  • Every own bullet is followed to see whether it hit, missed or was lost, and by how much, which is where the log and the learned corrections come from.

Limits

  • The trigger and the shot judging are built for bullet tanks (Sniper, Ranger, Tank, Twin and the like). Drone and trap classes are not understood by fire on green.
  • The game only sends what lies in a box around your view (about 34 px past the sides and 243 px past the top and bottom on a 1920×863 window), so the off-screen arrows are real only inside that margin; beyond it they are a guess from the last known movement, and no script can see further.
  • The script reads the game's rendering and sends synthetic input events. A diep.io update can break it at any time.
  • Use it at your own risk. Aim assistance in public lobbies is against the spirit of the game and may get you banned.

Credits

Original Diep.io Mod Menu by x032205. Auto aim, fire on green, off-screen tracking and the game logger by ezydubs. MIT licence.

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