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Aimbot script for automatic aiming and optional shooting
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// ==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();