// ==UserScript==
// @name Lunar Aimbot, 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 1.1
// @author -
// @description Aimbot with smooth aim, custom crosshair, and FPS booster for Fortnite on Xbox cloud gaming (Made by CHATGPT)
// ==/UserScript==
(function() {
'use strict';
// Variables
let lunar;
let sensitivitySettings;
let crosshair;
let nearbyTargets = [];
const CROSSHAIR_LOCK_DISTANCE = 200; // Distance for crosshair to lock on target
const SMOOTHNESS = 0.1; // Smoothness of the aim transition
// Aimbot logic: Toggles on/off with Ctrl + Alt + A
function onKeyPress(event) {
if (event.ctrlKey && event.altKey && event.key === 'a') {
lunar.update_status_aimbot();
}
}
// Aimbot (Lunar) class
class Aimbot {
constructor() {
this.isAimbotActive = false;
}
start() {
console.log("[Aimbot] Aimbot is now active!");
this.isAimbotActive = true;
// Start tracking targets, adjust crosshair, etc.
}
update_status_aimbot() {
this.isAimbotActive = !this.isAimbotActive;
if (this.isAimbotActive) {
console.log("[Aimbot] Aimbot enabled.");
this.start();
} else {
console.log("[Aimbot] Aimbot disabled.");
this.clean_up();
}
}
clean_up() {
console.log("[Aimbot] Clean-up completed.");
this.isAimbotActive = false;
}
}
// Create custom crosshair element
function createCustomCrosshair() {
crosshair = document.createElement('img');
crosshair.src = "https://static-00.iconduck.com/assets.00/crosshair-icon-2048x2048-5h6w9rqc.png"; // Custom crosshair image URL
crosshair.style.position = 'absolute';
crosshair.style.top = '50%';
crosshair.style.left = '50%';
crosshair.style.transform = 'translate(-50%, -50%)';
crosshair.style.zIndex = '9999';
crosshair.style.pointerEvents = 'none';
crosshair.style.width = '50px'; // Customizable crosshair size
crosshair.style.height = '50px'; // Customizable crosshair size
document.body.appendChild(crosshair);
}
// Calculate distance between two points
function distance(x1, y1, x2, y2) {
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
}
// Update the crosshair to lock onto the nearest target
function lockCrosshairToTarget(targets) {
if (targets.length === 0) return;
const closestTarget = targets.reduce((prev, current) => {
const prevDist = distance(window.innerWidth / 2, window.innerHeight / 2, prev.x, prev.y);
const currDist = distance(window.innerWidth / 2, window.innerHeight / 2, current.x, current.y);
return prevDist < currDist ? prev : current;
});
// Smoothly move the crosshair towards the closest target
const targetX = closestTarget.x;
const targetY = closestTarget.y;
const crosshairX = window.innerWidth / 2;
const crosshairY = window.innerHeight / 2;
if (distance(crosshairX, crosshairY, targetX, targetY) < CROSSHAIR_LOCK_DISTANCE) {
const newX = (1 - SMOOTHNESS) * crosshairX + SMOOTHNESS * targetX;
const newY = (1 - SMOOTHNESS) * crosshairY + SMOOTHNESS * targetY;
crosshair.style.left = newX + 'px';
crosshair.style.top = newY + 'px';
console.log(`[Aimbot] Aiming towards target at X(${newX}), Y(${newY})`);
}
}
// Adjust sensitivity based on target distance
function adjustSensitivity(targets) {
if (targets.length > 0) {
const closestTarget = targets.reduce((prev, current) => {
const prevDist = distance(window.innerWidth / 2, window.innerHeight / 2, prev.x, prev.y);
const currDist = distance(window.innerWidth / 2, window.innerHeight / 2, current.x, current.y);
return prevDist < currDist ? prev : current;
});
// Adjust cursor and sensitivity based on distance
const sensitivityFactor = 0.5 + (100 / (distance(window.innerWidth / 2, window.innerHeight / 2, closestTarget.x, closestTarget.y)));
console.log("Adjusted Sensitivity Factor: ", sensitivityFactor);
}
}
// Highlight targets that are close enough (e.g., 200px)
function highlightTargets(targets) {
targets.forEach(target => {
const dist = distance(window.innerWidth / 2, window.innerHeight / 2, target.x, target.y);
if (dist < CROSSHAIR_LOCK_DISTANCE) {
target.element.style.border = '2px solid red'; // Highlight with red border
} else {
target.element.style.border = ''; // Reset if not close enough
}
});
}
// Mock target detection (replace with actual target detection)
function detectTargets() {
// Generate random target positions (Replace with actual game logic)
nearbyTargets = [
{ x: Math.random() * window.innerWidth, y: Math.random() * window.innerHeight, element: {} },
{ x: Math.random() * window.innerWidth, y: Math.random() * window.innerHeight, element: {} }
];
// Highlight nearby targets
highlightTargets(nearbyTargets);
// Lock the crosshair to the closest target
lockCrosshairToTarget(nearbyTargets);
// Adjust sensitivity based on proximity of target
adjustSensitivity(nearbyTargets);
}
// Function to setup sensitivity (User-configurable)
function setupSensitivity() {
sensitivitySettings = {
"xy_sens": 0.5, // Default base sensitivity
"targeting_sens": 0.5,
};
console.log("[INFO] Sensitivity setup:", sensitivitySettings);
}
// Initialize the aimbot
function initializeAimbot() {
lunar = new Aimbot();
lunar.start(); // Start the aimbot by default
}
// Setup event listener for keypress (toggle aimbot with Ctrl + Alt + A)
document.addEventListener('keydown', onKeyPress);
// Run the setup and aimbot initialization if no settings are found
if (!localStorage.getItem('sensitivitySettings')) {
setupSensitivity(); // Setup sensitivity if not available
} else {
sensitivitySettings = JSON.parse(localStorage.getItem('sensitivitySettings'));
}
console.log("[INFO] Loaded Sensitivity Settings:", sensitivitySettings);
// Initialize aimbot and crosshair
initializeAimbot();
createCustomCrosshair();
// Run target detection every 100ms for testing purposes
setInterval(detectTargets, 100);
})();