您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 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 或 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 或 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 或 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。
Greasy Fork is available in English.
try to take over the world!
当前为
// ==UserScript== // @name Xbox Cloud Gaming Aim Assist // @namespace http://tampermonkey.net/ // @version 0.3 // @description try to take over the world! // @author You // @match https://xcloud.gg/* // @match https://www.xbox.com/play/* // @grant none // ==/UserScript== (function() { 'use strict'; // Set the aim assist settings var aimAssistSettings = { enabled: true, sensitivity: 15, // Adjust this value to change the aim assist's sensitivity range: 150, // Adjust this value to change the aim assist's range speed: 10, // Adjust this value to change the aim assist's speed accuracy: 0.8, // Adjust this value to change the aim assist's accuracy (0 = random, 1 = precise) smoothing: 0.05, // Adjust this value to change the aim assist's smoothing (0 = instant, 1 = slow) threshold: 15, // Adjust this value to change the aim assist's threshold (minimum distance to trigger aim assist) maxDistance: 250, // Adjust this value to change the aim assist's maximum distance minDistance: 75, // Adjust this value to change the aim assist's minimum distance }; // Get the game's canvas element var canvas = document.querySelector('canvas'); // Add an event listener to the canvas to track the user's mouse movements canvas.addEventListener('mousemove', function(event) { // Get the user's mouse position var mouseX = event.clientX; var mouseY = event.clientY; // Get the game's crosshair position var crosshairX = mouseX; var crosshairY = mouseY; // Calculate the aim assist's target position var targets = getTargets(crosshairX, crosshairY); var bestTarget = getBestTarget(targets, crosshairX, crosshairY); // Calculate the aim assist's movement vector if (bestTarget) { var movementX = bestTarget.x - crosshairX; var movementY = bestTarget.y - crosshairY; // Normalize the movement vector var length = Math.sqrt(movementX * movementX + movementY * movementY); movementX /= length; movementY /= length; // Apply the aim assist's movement if (aimAssistSettings.enabled && length > aimAssistSettings.threshold && length < aimAssistSettings.maxDistance) { // Move the crosshair towards the target position crosshairX += movementX * aimAssistSettings.speed * aimAssistSettings.sensitivity; crosshairY += movementY * aimAssistSettings.speed * aimAssistSettings.sensitivity; // Update the game's crosshair position // NOTE: This will depend on the game's implementation and may require additional code to work correctly // For example, you might need to use the game's API to update the crosshair position // or simulate a mouse movement event to move the crosshair simulateMouseMovement(crosshairX, crosshairY); } } }); // Function to get targets (e.g. enemies, objects, etc.) function getTargets(x, y) { // NOTE: This function should return an array of target objects with x and y properties // For example, you could use the game's API to get a list of enemies on the screen // or use image recognition to detect objects on the screen return [ { x: 100, y: 100 }, { x: 200, y: 200 }, { x: 300, y: 300 }, ]; } // Function to get the best target function getBestTarget(targets, x, y) { // NOTE: This function should return the best target object based on the aim assist's settings // For example, you could use the aim assist's accuracy setting to determine the best target var bestTarget = null; var bestDistance = Infinity; for (var i = 0; i < targets.length; i++) { var target = targets[i]; var distance = Math.sqrt(Math.pow(target.x - x, 2) + Math.pow(target.y - y, 2)); if (distance < bestDistance && distance > aimAssistSettings.minDistance) { bestTarget = target; bestDistance = distance; } } return bestTarget; } // Function to simulate a mouse movement event function simulateMouseMovement(x, y) { // Create a new mouse movement event var event = new MouseEvent('mousemove', { bubbles: true, cancelable: true, clientX: x, clientY: y, }); // Dispatch the event to the canvas element canvas.dispatchEvent(event); } })();