// ==UserScript== // @name Lunar Client Aimbot (Smooth HD Precision Toggle) // @namespace ViolentMonkey Scripts // @match https://www.xbox.com/en-US/play/launch/fortnite/* // @grant none // @version 1.7 // @description Aimbot script with smoother precision, improved lock-on, optimized for cloud gaming environments (e.g., Xbox Cloud Gaming), and toggleable using 'A' and 'V' keys. // @downloadURL none // ==/UserScript== // Helper function to calculate distance between player and target function calculateDistance(x1, y1, x2, y2) { return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); } // Toggle the aimbot on and off let aimbotEnabled = false; // Smoothness factor for aiming (higher value = smoother but slower) const smoothness = 0.1; // Adjust this for smoother and more precise movements (lower is smoother) // Maximum aimbot range (in pixels) for auto-shooting const shootingRange = 50; // Decreased range for more precision // Placeholder for player position (replace with real data, assuming player coordinates are available) const playerPosition = { x: 400, y: 300 }; // AI lock-on variables let currentLockedTarget = null; // The currently locked-on target let currentAngle = 0; // Current player view angle (this should be dynamically set) function aimbot(targets) { if (!aimbotEnabled) return; let closestTarget = null; let closestDistance = Infinity; // Find the closest target to the player targets.forEach(target => { const distance = calculateDistance(playerPosition.x, playerPosition.y, target.x, target.y); if (distance < closestDistance) { closestDistance = distance; closestTarget = target; } }); // Lock-on to the closest target if one is found if (closestTarget && closestTarget !== currentLockedTarget) { currentLockedTarget = closestTarget; // Lock on to the new closest target } // If a locked target exists, aim and shoot if (currentLockedTarget) { const angleToTarget = Math.atan2(currentLockedTarget.y - playerPosition.y, currentLockedTarget.x - playerPosition.x); const adjustedAngle = smoothAim(angleToTarget); // Aim at the target aimAtTarget(adjustedAngle); // Triggerbot functionality: shoot if within range and triggerbot is enabled if (closestDistance < shootingRange) { shootAtTarget(currentLockedTarget); } } } // Smooth the aiming towards the target based on smoothness function smoothAim(angleToTarget) { const difference = angleToTarget - currentAngle; const smoothFactor = smoothness; // Prevent overshooting by ensuring angle is between -π and π if (difference > Math.PI) { return currentAngle + (difference - 2 * Math.PI) * smoothFactor; } else if (difference < -Math.PI) { return currentAngle + (difference + 2 * Math.PI) * smoothFactor; } return currentAngle + difference * smoothFactor; } // Function to simulate aiming at the target with smoother transitions function aimAtTarget(angle) { currentAngle = angle; // Update the player's view angle console.log("[Aimbot] Aiming at angle:", angle); // Simulate mouse or input control adjustments // Here, you would implement logic to simulate aiming in cloud gaming (e.g., virtual mouse movement) } // Function to simulate shooting at the target function shootAtTarget(target) { console.log("[Aimbot] Shooting at target:", target); // Simulate a shooting action here (e.g., keyboard press, virtual trigger) // In cloud gaming, simulate the shooting action via keypress or button events } // Simulate targets (replace this with actual dynamic target data in a real game) const targets = [ { x: 300, y: 250 }, // Target 1 { x: 500, y: 400 } // Target 2 ]; // Run the aimbot every 100ms (you can adjust this interval) setInterval(() => { aimbot(targets); }, 100); // Keydown event to toggle the aimbot on/off with the "A" and "V" keys document.addEventListener('keydown', (event) => { if (event.key === 'v' || event.key === 'V') { aimbotEnabled = !aimbotEnabled; console.log(`[Aimbot] Aimbot ${aimbotEnabled ? 'enabled' : 'disabled'}`); } else if (event.key === 'a' || event.key === 'A') { aimbotEnabled = !aimbotEnabled; console.log(`[Aimbot] Aimbot ${aimbotEnabled ? 'enabled' : 'disabled'}`); } }); // Inject custom crosshair for the HD-like effect function createCrosshair() { const crosshair = document.createElement('img'); crosshair.src = 'https://static-00.iconduck.com/assets.00/crosshair-icon-2048x2048-5h6w9rqc.png'; crosshair.style.position = 'absolute'; crosshair.style.top = '50%'; crosshair.style.left = '50%'; crosshair.style.transform = 'translate(-50%, -50%)'; crosshair.style.width = '50px'; crosshair.style.height = '50px'; crosshair.style.pointerEvents = 'none'; crosshair.style.zIndex = '10000'; document.body.appendChild(crosshair); } // Create a link to Google Fonts to import Product Sans (since it's not available on Google Fonts by default, we use a custom CDN) const link = document.createElement('link'); link.href = "https://fonts.googleapis.com/css2?family=Product+Sans&display=swap"; // Product Sans CDN link.rel = 'stylesheet'; document.head.appendChild(link); // Create and toggle the menu for user interface let menuVisible = true; let menuMinimized = false; const menu = document.createElement('div'); menu.style.position = 'fixed'; menu.style.top = '20px'; menu.style.left = '20px'; menu.style.backgroundColor = 'rgba(0, 0, 0, 0.7)'; menu.style.color = '#FFF'; menu.style.padding = '10px'; menu.style.fontSize = '16px'; menu.style.fontFamily = '"Product Sans", sans-serif'; // Use Product Sans as requested menu.style.zIndex = '10001'; menu.style.cursor = 'move'; // Make the menu draggable menu.innerHTML = `