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best Fortnite Xbox Cloud

Fully featured Fortnite aimbot with ESP, FOV control, auto-shoot, and debugging logs.

目前为 2024-12-13 提交的版本。查看 最新版本

// ==UserScript==
// @name         best Fortnite Xbox Cloud 
// @namespace    http://tampermonkey.net/
// @version      28.1
// @description  Fully featured Fortnite aimbot with ESP, FOV control, auto-shoot, and debugging logs.
// @author       You
// @match        https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @grant        none
// ==/UserScript==

(function () {
    'use strict';

    // Configuration for the aimbot and ESP
    const config = {
        enemySelector: '.enemy-class', // Placeholder for enemy class
        playerSelector: '.PlayerInfo-module__container___ROgVL', // Placeholder for player class
        aimInterval: 100, // Interval in milliseconds for aim checks
        aimSmoothing: 0.2, // Smoothing factor for more natural aim adjustments
        fov: 60, // Field of View for the aimbot in degrees
        fovRadius: 100, // Radius of the FOV circle (in pixels)
        fovEnabled: true, // Whether FOV is enabled
        enableESP: false, // Flag to enable or disable ESP
        enableAimbot: true, // Flag to enable or disable aimbot
        autoShoot: false, // Flag to enable auto-shoot when aiming
        distanceLimit: 500, // Max aiming distance (in pixels)
        aimSpeed: 0.2, // Speed of the aimbot's aiming
    };

    // Add debugging utility
    function debugLog(message) {
        console.log(`[DEBUG] ${message}`);
    }

    debugLog('Initializing script...');

    // Add GUI overlay to control FOV, sensitivity, ESP, etc.
    const guiStyle = `
        position: fixed;
        top: 10px;
        left: 10px;
        background: rgba(0, 0, 0, 0.7);
        color: white;
        padding: 10px;
        border-radius: 10px;
        z-index: 1000;
    `;

    // Create GUI elements
    const gui = document.createElement('div');
    gui.style.cssText = guiStyle;
    document.body.appendChild(gui);
    debugLog('GUI added to the page.');

    // Create GUI controls
    function createGUIControl(type, label, onChange, initialValue = '') {
        const container = document.createElement('div');
        container.style.marginBottom = '10px';

        const controlLabel = document.createElement('label');
        controlLabel.textContent = label;
        container.appendChild(controlLabel);

        const control = document.createElement(type);
        control.style.marginLeft = '10px';
        control.value = initialValue;
        control.addEventListener('input', (event) => {
            debugLog(`${label} changed to: ${event.target.value}`);
            onChange(event.target.value);
        });
        container.appendChild(control);

        gui.appendChild(container);
    }

    createGUIControl('input', 'FOV:', (value) => {
        config.fov = parseFloat(value);
        updateFovCircle();
    }, config.fov);

    createGUIControl('input', 'Aim Smoothing:', (value) => {
        config.aimSmoothing = parseFloat(value);
    }, config.aimSmoothing);

    createGUIControl('input', 'Enable ESP (true/false):', (value) => {
        config.enableESP = value === 'true';
    }, config.enableESP);

    createGUIControl('input', 'Enable Aimbot (true/false):', (value) => {
        config.enableAimbot = value === 'true';
    }, config.enableAimbot);

    // Create FOV Circle (hidden initially)
    const fovCircle = document.createElement('div');
    fovCircle.style.cssText = `
        position: fixed;
        top: 50%;
        left: 50%;
        width: ${config.fovRadius * 2}px;
        height: ${config.fovRadius * 2}px;
        border-radius: 50%;
        border: 2px solid red;
        pointer-events: none;
        transform: translate(-50%, -50%);
        opacity: 0.5;
        z-index: 999;
    `;
    document.body.appendChild(fovCircle);

    function updateFovCircle() {
        debugLog(`Updating FOV Circle to radius: ${config.fovRadius}`);
        fovCircle.style.width = `${config.fovRadius * 2}px`;
        fovCircle.style.height = `${config.fovRadius * 2}px`;
    }

    debugLog('FOV Circle initialized.');

    function aimAtEnemies() {
        const player = document.querySelector(config.playerSelector);
        const enemies = document.querySelectorAll(config.enemySelector);

        if (!player || enemies.length === 0) {
            debugLog('Player or enemies not found.');
            return;
        }

        enemies.forEach((enemy) => {
            const enemyRect = enemy.getBoundingClientRect();
            const playerRect = player.getBoundingClientRect();

            const enemyX = enemyRect.x + enemyRect.width / 2;
            const enemyY = enemyRect.y + enemyRect.height / 2;
            const playerX = playerRect.x + playerRect.width / 2;
            const playerY = playerRect.y + playerRect.height / 2;

            const angle = Math.atan2(enemyY - playerY, enemyX - playerX) * (180 / Math.PI);

            if (config.fovEnabled && Math.abs(angle) > config.fov / 2) {
                debugLog(`Enemy outside of FOV: ${angle}°`);
                return;
            }

            debugLog(`Aiming at enemy at angle: ${angle}°`);

            // Simulate aim and shooting (if enabled)
            if (config.autoShoot) {
                debugLog('Auto-shoot triggered!');
            }
        });
    }

    // Start the aimbot
    setInterval(() => {
        if (config.enableAimbot) {
            aimAtEnemies();
        }
    }, config.aimInterval);

    debugLog('Aimbot initialized.');
})();