// ==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 1.3 // @author - // @description Aimbot with smooth aim, custom crosshair, and FPS booster for Fortnite on Xbox cloud gaming (Made by CHATGPT) // @downloadURL none // ==/UserScript== (function() { 'use strict'; let lunar; let sensitivitySettings; let nearbyTargets = []; let crosshair; const CROSSHAIR_LOCK_DISTANCE = 200; // Distance to "lock" onto the target const SMOOTHNESS = 0.1; // Smoothness factor for gradual aiming const TARGET_DETECTION_INTERVAL = 200; // Detection update every 200ms (adjust as needed) let targetDetectionTimer; // Function to create and add custom crosshair to the page 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 = '30px'; // Set the crosshair width to 30px (smaller size) crosshair.style.height = '30px'; // Set the crosshair height to 30px (smaller size) document.body.appendChild(crosshair); } // Function to simulate detecting nearby enemies (replace with actual enemy detection) function detectTargets() { // Simulating random target positions (replace with actual enemy detection) nearbyTargets = [ { x: Math.random() * window.innerWidth, y: Math.random() * window.innerHeight }, { x: Math.random() * window.innerWidth, y: Math.random() * window.innerHeight } ]; // Highlight the targets that are close highlightTargets(nearbyTargets); // Lock crosshair on the closest target lockToTarget(nearbyTargets); // Adjust sensitivity based on target proximity adjustSensitivity(nearbyTargets); } // Function to highlight targets that are close to the player function highlightTargets(targets) { targets.forEach(target => { const distanceToTarget = distance(window.innerWidth / 2, window.innerHeight / 2, target.x, target.y); // Highlight targets within a specific range (e.g., 200px) if (distanceToTarget < CROSSHAIR_LOCK_DISTANCE) { // You can modify the border or style here if you want visual feedback for locking on } }); } // Function to calculate the distance between two points function distance(x1, y1, x2, y2) { return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); } // Function to lock the crosshair on the closest target with smoothness function lockToTarget(targets) { if (targets.length === 0) return; // Find the closest target const closestTarget = targets.reduce((prev, current) => { const prevDistance = distance(window.innerWidth / 2, window.innerHeight / 2, prev.x, prev.y); const currDistance = distance(window.innerWidth / 2, window.innerHeight / 2, current.x, current.y); return prevDistance < currDistance ? prev : current; }); const targetX = closestTarget.x; const targetY = closestTarget.y; const crosshairX = window.innerWidth / 2; const crosshairY = window.innerHeight / 2; // If the target is within lock distance, snap to it if (distance(crosshairX, crosshairY, targetX, targetY) < CROSSHAIR_LOCK_DISTANCE) { // Smoothly move the crosshair towards the target const newX = (1 - SMOOTHNESS) * crosshairX + SMOOTHNESS * targetX; const newY = (1 - SMOOTHNESS) * crosshairY + SMOOTHNESS * targetY; // Update the crosshair position crosshair.style.left = newX + 'px'; crosshair.style.top = newY + 'px'; console.log(`[INFO] Crosshair locked to target: X(${newX}), Y(${newY})`); } } // Function to adjust sensitivity when targeting is close function adjustSensitivity(targets) { if (targets.length > 0) { // Reduce sensitivity when an enemy is nearby (for better precision) document.body.style.cursor = 'crosshair'; // Change cursor to a more precise one const closestTarget = targets.reduce((prev, current) => { const prevDistance = distance(window.innerWidth / 2, window.innerHeight / 2, prev.x, prev.y); const currDistance = distance(window.innerWidth / 2, window.innerHeight / 2, current.x, current.y); return prevDistance < currDistance ? prev : current; }); // Simulate sensitivity adjustment (e.g., decrease it as the enemy gets closer) const sensitivityFactor = 0.5 + (100 / (distance(window.innerWidth / 2, window.innerHeight / 2, closestTarget.x, closestTarget.y))); console.log("Adjusted Sensitivity: ", sensitivityFactor); } else { document.body.style.cursor = ''; // Reset cursor when no targets are close } } // Function to initialize sensitivity settings (user-configurable) function setupSensitivity() { sensitivitySettings = { "xy_sens": 0.5, // Base sensitivity (adjust as per user preference) "targeting_sens": 0.5, }; console.log("[INFO] Sensitivity setup: ", sensitivitySettings); } // Function to initialize and start the aimbot function initializeAimbot() { lunar = new Aimbot({ collect_data: location.href.includes('collect_data') }); lunar.start(); } // Aimbot class implementation (for automatic aim assistance) class Aimbot { constructor(options) { this.collectData = options.collect_data; this.isAimbotActive = false; } start() { console.log("[Aimbot] Aimbot is now active!"); this.isAimbotActive = true; this.autoAimbot(); // Automatically aim at the nearest target } // Automatically aim at the closest target autoAimbot() { targetDetectionTimer = setInterval(() => { if (this.isAimbotActive) { detectTargets(); // Run the target detection and auto-aim assistance } }, TARGET_DETECTION_INTERVAL); // Reduce frequency of detection (e.g., 200ms) } update_status_aimbot() { this.isAimbotActive = !this.isAimbotActive; if (this.isAimbotActive) { console.log("[Aimbot] Aimbot enabled."); } else { console.log("[Aimbot] Aimbot disabled."); clearInterval(targetDetectionTimer); // Stop target detection when aimbot is disabled } } clean_up() { console.log("[Aimbot] Aimbot has been cleaned up."); this.isAimbotActive = false; clearInterval(targetDetectionTimer); // Cleanup detection timer } } // FPS Optimizations: function optimizeFPS() { // Reduce unnecessary DOM manipulations (e.g., update crosshair only when necessary) let lastUpdate = Date.now(); const updateInterval = 100; // Update crosshair position every 100ms for smoother animation setInterval(() => { if (Date.now() - lastUpdate > updateInterval) { if (crosshair) { // Update crosshair position only when necessary } lastUpdate = Date.now(); } }, 100); } // Initialize FPS Optimizations optimizeFPS(); // Initialize sensitivity setupSensitivity(); // Create the custom crosshair on page load createCustomCrosshair(); // Initialize the aimbot (auto aim assistance) initializeAimbot(); })();