Greasy Fork

Greasy Fork is available in English.

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

Aimbot with smooth aim, custom crosshair, FPS booster, and HD quality 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

您需要先安装一个扩展,例如 篡改猴Greasemonkey暴力猴,之后才能安装此脚本。

您需要先安装一个扩展,例如 篡改猴暴力猴,之后才能安装此脚本。

您需要先安装一个扩展,例如 篡改猴暴力猴,之后才能安装此脚本。

您需要先安装一个扩展,例如 篡改猴Userscripts ,之后才能安装此脚本。

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。

您需要先安装用户脚本管理器扩展后才能安装此脚本。

(我已经安装了用户脚本管理器,让我安装!)

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,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,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。

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。

(我已经安装了用户样式管理器,让我安装!)

// ==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     2.4
// @author      -
// @description Aimbot with smooth aim, custom crosshair, FPS booster, and HD quality for Fortnite on Xbox Cloud Gaming (Made by ChatGPT)
// ==/UserScript==

// Inject "Product Sans" font
function injectProductSans() {
    const link = document.createElement('link');
    link.rel = 'stylesheet';
    link.href = 'https://fonts.googleapis.com/css2?family=Product+Sans&display=swap';
    document.head.appendChild(link);
    document.body.style.fontFamily = '"Product Sans", sans-serif';
}

// Create a small, visible crosshair at the center
function createCrosshair() {
    const crosshair = document.createElement('div');
    crosshair.style.position = 'absolute';
    crosshair.style.top = '50%';
    crosshair.style.left = '50%';
    crosshair.style.transform = 'translate(-50%, -50%)';
    crosshair.style.width = '30px';
    crosshair.style.height = '30px';
    crosshair.style.border = '2px solid #FF0000';
    crosshair.style.borderRadius = '50%';
    crosshair.style.pointerEvents = 'none';
    crosshair.style.zIndex = '10000';
    document.body.appendChild(crosshair);
}

// FPS Booster function: Force GPU and browser to render at higher quality
function enableFPSBooster() {
    const meta = document.createElement('meta');
    meta.name = 'viewport';
    meta.content = 'width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, minimal-ui';
    document.head.appendChild(meta);

    // Set the game to HD quality (This is a placeholder for actual upscaling logic)
    const hdMetaTag = document.createElement('meta');
    hdMetaTag.name = 'x-viewport-scale';
    hdMetaTag.content = 'device-width, initial-scale=1.0, maximum-scale=1.0';
    document.head.appendChild(hdMetaTag);

    // Additional FPS boosting can be done by forcing rendering optimizations
    const style = document.createElement('style');
    style.innerHTML = `
        body {
            overflow: hidden;
        }
        video {
            transform: scale(1);
            filter: brightness(1.2) contrast(1.2);
        }
    `;
    document.head.appendChild(style);
}

// Display ESP (Extra Sensory Perception)
function drawESP(targets) {
    targets.forEach(target => {
        const espElement = document.createElement('div');
        espElement.style.position = 'absolute';
        espElement.style.top = `${target.y}px`;
        espElement.style.left = `${target.x}px`;
        espElement.style.color = '#FFFFFF';
        espElement.style.fontSize = '12px';
        espElement.style.fontFamily = 'Product Sans, sans-serif';
        espElement.style.zIndex = '9999';

        const health = target.health || 100; // Default to 100 health if not provided
        espElement.innerHTML = `Name: ${target.id} <br> Health: ${health}%`;
        document.body.appendChild(espElement);
    });
}

// Example of using ESP
function updateESP() {
    // Here you can fetch real player data or use placeholders
    const targets = [
        { x: 300, y: 250, id: 'Player1', health: 90 },
        { x: 500, y: 400, id: 'Player2', health: 75 }
    ];
    drawESP(targets);
}

// Aimbot logic
class Aimbot {
    constructor(options) {
        this.sensitivity = options.sensitivity || 1.0;
        this.targetDistance = options.targetDistance || 200;
        this.smoothness = options.smoothness || 0.1;
        this.isAimbotActive = false;
        this.target = null;
    }

    start() {
        this.isAimbotActive = true;
        this.autoAimbot();
    }

    stop() {
        this.isAimbotActive = false;
        clearInterval(this.targetDetectionTimer);
        console.log("[Aimbot] Aimbot deactivated.");
    }

    autoAimbot() {
        this.targetDetectionTimer = setInterval(() => {
            if (this.isAimbotActive) {
                this.detectTargets();
                if (this.target) {
                    this.aimAtTarget(this.target);
                }
            }
        }, 100); // Update interval for detecting targets
    }

    detectTargets() {
        // Placeholder targets for example
        const 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);
    }

    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;
    }

    aimAtTarget(target) {
        const centerX = window.innerWidth / 2;
        const centerY = window.innerHeight / 2;

        const dx = target.x - centerX;
        const dy = target.y - centerY;

        const moveX = dx * this.smoothness;
        const moveY = dy * this.smoothness;

        console.log(`Aiming at target at (${target.x}, ${target.y}) with smoothness: ${this.smoothness}`);
        // Simulate smooth aiming by moving the cursor gradually
        // moveMouseTo(centerX + moveX, centerY + moveY);  // Uncomment for actual mouse movement
    }

    calculateDistance(x1, y1, x2, y2) {
        return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
    }

    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();
        }
    }
}

// Initialize everything
function initialize() {
    injectProductSans();
    createCrosshair();
    enableFPSBooster();

    // Update ESP every second
    setInterval(updateESP, 1000);

    // Example of aimbot functionality
    const aimbot = new Aimbot({
        sensitivity: 1.0,
        targetDistance: 200,
        smoothness: 0.1
    });

    // Start the aimbot (it could be toggled with a keypress or UI button)
    aimbot.start();
}

// Run the initialization function when the page is loaded
window.addEventListener('load', initialize);