Advanced Aimbot Xbox Cloud Gaming

Aimbot script for automatic aiming and optional shooting

目前為 2024-11-24 提交的版本,檢視 最新版本

您需要先安裝使用者腳本管理器擴展,如 TampermonkeyGreasemonkeyViolentmonkey 之後才能安裝該腳本。

You will need to install an extension such as Tampermonkey to install this script.

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyViolentmonkey 後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyUserscripts 後才能安裝該腳本。

你需要先安裝一款使用者腳本管理器擴展,比如 Tampermonkey,才能安裝此腳本

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

(我已經安裝了使用者腳本管理器,讓我安裝!)

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

// ==UserScript==
// @name         Advanced Aimbot Xbox Cloud Gaming
// @namespace    https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @version      3.1
// @description  Aimbot script for automatic aiming and optional shooting
// @author       yeebus
// @match        https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @grant        none
// ==/UserScript==


const aimAssistSettings = {
    enabled: false, // Start with aim assist off
    sensitivity: 1.0, // Strong aim assist sensitivity (0 to 1)
    smoothing: 0.4, // Smoother and faster adjustments
    maxOffset: 5, // Reduced offset for high precision
    assistRange: 300, // Increased range for assist
    toggleKeys: ['4', 't'], // Keys to toggle aim assist
    fpsBoost: true, // Simulate HD FPS by optimizing rendering
};

// Targets (replace with actual game targets or DOM elements)
let targets = [
    { x: 400, y: 300, width: 50, height: 50 },
    { x: 700, y: 500, width: 50, height: 50 },
];

// Player's crosshair position
let crosshair = { x: 100, y: 100 };

// Input tracking
let keySequence = []; // Tracks keys pressed for toggle sequence

// Track mouse position for crosshair movement
document.addEventListener("mousemove", (e) => {
    crosshair.x = e.clientX;
    crosshair.y = e.clientY;
});

// Detect key presses for toggling aim assist
document.addEventListener("keydown", (e) => {
    keySequence.push(e.key.toLowerCase());
    if (keySequence.slice(-2).join('') === aimAssistSettings.toggleKeys.join('')) {
        aimAssistSettings.enabled = !aimAssistSettings.enabled;
        console.log(`Aim assist ${aimAssistSettings.enabled ? 'enabled' : 'disabled'}`);
        keySequence = []; // Clear sequence after toggle
    }
});

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

// Smoothly adjust aim toward the target
function adjustAim(target) {
    let deltaX = target.x - crosshair.x;
    let deltaY = target.y - crosshair.y;

    // Apply strong aim assist adjustments
    crosshair.x += deltaX * aimAssistSettings.smoothing * aimAssistSettings.sensitivity;
    crosshair.y += deltaY * aimAssistSettings.smoothing * aimAssistSettings.sensitivity;
}

// Main game loop for aim assist and rendering
function gameLoop() {
    if (aimAssistSettings.enabled) {
        // Find the nearest target within range
        let nearestTarget = null;
        let nearestDistance = aimAssistSettings.assistRange;

        targets.forEach((target) => {
            let distance = getDistance(crosshair.x, crosshair.y, target.x + target.width / 2, target.y + target.height / 2);
            if (distance < nearestDistance) {
                nearestDistance = distance;
                nearestTarget = target;
            }
        });

        // If a target is found, adjust aim
        if (nearestTarget) {
            adjustAim({ x: nearestTarget.x + target.width / 2, y: nearestTarget.y + target.height / 2 });
        }
    }

    // Render the scene (HD FPS simulation)
    renderScene();
    if (aimAssistSettings.fpsBoost) {
        requestAnimationFrame(gameLoop); // High FPS-like smoothness
    } else {
        setTimeout(() => requestAnimationFrame(gameLoop), 16); // Approx. 60 FPS
    }
}

// Render crosshair and targets for visualization
function renderScene() {
    const canvas = document.getElementById("gameCanvas");
    const ctx = canvas.getContext("2d");

    // Clear canvas
    ctx.clearRect(0, 0, canvas.width, canvas.height);

    // Draw targets
    targets.forEach((target) => {
        ctx.fillStyle = "red";
        ctx.fillRect(target.x, target.y, target.width, target.height);
    });

    // Draw crosshair
    ctx.beginPath();
    ctx.arc(crosshair.x, crosshair.y, 10, 0, 2 * Math.PI);
    ctx.fillStyle = aimAssistSettings.enabled ? "green" : "blue"; // Green for active assist
    ctx.fill();
}

// Initialize game canvas
function initCanvas() {
    const canvas = document.createElement("canvas");
    canvas.id = "gameCanvas";
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    document.body.appendChild(canvas);
}

// Start the game
initCanvas();
gameLoop();