Lunar Aimhelper, Crosshair, and FPS Booster for Fortnite on Xbox Cloud Gaming

Aimbot with smooth aim, custom crosshair, and FPS booster for Fortnite on Xbox cloud gaming (Made by CHATGPT)

当前为 2024-11-12 提交的版本,查看 最新版本

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您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

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// ==UserScript==
// @name        Lunar Aimhelper, Crosshair, and FPS Booster for Fortnite on Xbox Cloud Gaming
// @namespace   Violentmonkey Scripts
// @match       https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2*
// @grant       none
// @version     2.3
// @author      -
// @description Aimbot with smooth aim, custom crosshair, and FPS booster for Fortnite on Xbox cloud gaming (Made by CHATGPT)
// ==/UserScript==

// Function to initialize and start the aimbot
function initializeAimbot() {
    // If lunar is already initialized, no need to initialize again
    if (lunar) {
        console.log("[Aimbot] Aimbot is already active.");
        return;
    }

    // Initialize lunar (the aimbot)
    lunar = new Aimbot({
        sensitivity: sensitivitySettings || 1.0,  // You can adjust sensitivity or set default value
        targetDistance: CROSSHAIR_LOCK_DISTANCE,  // Lock distance (you can change it based on preferences)
        smoothness: SMOOTHNESS                   // Smoothness factor for aimbot aiming
    });

    // Start the aimbot's automatic aim
    lunar.start();

    console.log("[Aimbot] Aimbot is now active!");
}

// Aimbot class implementation (for automatic aim assistance)
class Aimbot {
    constructor(options) {
        this.sensitivity = options.sensitivity || 1.0;  // Sensitivity of the aimbot
        this.targetDistance = options.targetDistance || 200;  // Distance to lock onto the target
        this.smoothness = options.smoothness || 0.1;  // Smoothness factor (0 = instant, 1 = slowest)
        this.isAimbotActive = false;  // Flag to check if aimbot is active
        this.target = null;  // Current target that the aimbot is locking onto
    }

    // Start the aimbot logic
    start() {
        this.isAimbotActive = true;
        this.autoAimbot();
    }

    // Stop the aimbot logic
    stop() {
        this.isAimbotActive = false;
        if (targetDetectionTimer) {
            clearInterval(targetDetectionTimer);
        }
        console.log("[Aimbot] Aimbot deactivated.");
    }

    // Method to automatically aim at the target
    autoAimbot() {
        targetDetectionTimer = setInterval(() => {
            if (this.isAimbotActive) {
                // Detect targets and lock onto the closest one
                this.detectTargets();
                if (this.target) {
                    this.aimAtTarget(this.target);
                }
            }
        }, TARGET_DETECTION_INTERVAL);
    }

    // Detect targets (stubbed with random data for now, you will need real data for actual use)
    detectTargets() {
        nearbyTargets = [
            { x: Math.random() * window.innerWidth, y: Math.random() * window.innerHeight, id: 'target_1' },
            { x: Math.random() * window.innerWidth, y: Math.random() * window.innerHeight, id: 'target_2' }
        ];

        this.target = this.findClosestTarget(nearbyTargets);
    }

    // Find the closest target based on the crosshair distance
    findClosestTarget(targets) {
        let closestTarget = null;
        let minDistance = Infinity;

        targets.forEach(target => {
            const distanceToTarget = this.calculateDistance(window.innerWidth / 2, window.innerHeight / 2, target.x, target.y);
            if (distanceToTarget < this.targetDistance && distanceToTarget < minDistance) {
                closestTarget = target;
                minDistance = distanceToTarget;
            }
        });

        return closestTarget;
    }

    // Method to aim at the given target (smooth aim)
    aimAtTarget(target) {
        // You should implement the actual aiming logic here (depends on your game environment)
        const centerX = window.innerWidth / 2;
        const centerY = window.innerHeight / 2;

        // Calculate the movement required to aim at the target
        const dx = target.x - centerX;
        const dy = target.y - centerY;

        // Smooth movement based on the defined smoothness factor
        const moveX = dx * this.smoothness;
        const moveY = dy * this.smoothness;

        // Simulate smooth aiming (this should be hooked to actual mouse or input movement in real application)
        console.log(`Aiming at target at (${target.x}, ${target.y}) with smoothness: ${this.smoothness}`);
        // Example of simulating smooth aim (this can be replaced with actual input system manipulation)
        // moveMouseTo(centerX + moveX, centerY + moveY);  // Uncomment when using actual input manipulation
    }

    // Calculate the distance between two points
    calculateDistance(x1, y1, x2, y2) {
        return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
    }

    // Method to update aimbot status (activate/deactivate)
    update_status_aimbot() {
        this.isAimbotActive = !this.isAimbotActive;
        if (this.isAimbotActive) {
            console.log("[Aimbot] Aimbot enabled.");
            this.start();
        } else {
            console.log("[Aimbot] Aimbot disabled.");
            this.stop();
        }
    }
}
console.log('ESP is now ' + (state ? 'ON' : 'OFF'));