Xbox Cloud Gaming Aim Assist

try to take over the world!

질문, 리뷰하거나, 이 스크립트를 신고하세요.
// ==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);
    }
})();