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fortnite-basic-api v1.6.2

basic fortnite api and other things, supporting both v1 and v2, using request-promises, xmpp support

fortnite-basic-api

npm version npm downloads license

Basic Fortnite API for stats and server status built with async/await

Inspired by other repos about Fortnite API's as:

  • https://github.com/SzymonLisowiec/node-epicgames-client

  • https://github.com/qlaffont/fortnite-api

Which I previously used fortnite-api but have gotten issues with unhandledrejections which causing issues in other projects. Therefore I rebuilt with focus on Async/await to resolve the issues and adding support for V2 API endpoint.

BREAKING CHANGES

From v1.5 backward compatibility methods & ways of doing things has been removed. Check the examples how to use it properly.

  • Generate device id from exchange example: https://github.com/iXyles/fortnite-basic-api/blob/master/example-test/generatedeviceauth.js
  • Login with regular creds and use device auth example: https://github.com/iXyles/fortnite-basic-api/blob/master/example-test/deviceauth.js

Example usage:

const { Client, Communicator, FriendStatus } = require('fortnite-basic-api');

// Creation of the Client, autokill will kill the session when client is disposed.
// If you are not giving any tokens it will use the default ones that are needed.
// If you got rate limited (captcha_invalid) you can use an exchangeCode to generate a deviceauth.
// You get the exchangeCode at https://www.epicgames.com/id/login?redirectUrl=https%3A%2F%2Fwww.epicgames.com%2Fid%2Fapi%2Fexchange.
// Remember that you must be logged in with the account you want at https://epicgames.com
// AND BE CAREFUL! The generated code bypasses all 2FA logins & credentials, so do not share it.
const client = new Client({
  email: process.env.FORTNITE_EMAIL, // PLEASE USE ENV VARIABLES!
  password: process.env.FORTNITE_PASSWORD, // PLEASE USE ENV VARIABLES!
  // You should not have to update any of the tokens.
  launcherToken: 'MzRhMDJjZjhmNDQxNGUyOWIxNTkyMTg3NmRhMzZmOWE6ZGFhZmJjY2M3Mzc3NDUwMzlkZmZlNTNkOTRmYzc2Y2Y=',
  fortniteToken: 'ZWM2ODRiOGM2ODdmNDc5ZmFkZWEzY2IyYWQ4M2Y1YzY6ZTFmMzFjMjExZjI4NDEzMTg2MjYyZDM3YTEzZmM4NGQ=',
  autokill: true,
});

// Creation of communicator
const communicator = new Communicator(client);

// Example of usage
(async () => {
  // Perform the login process of the "client"
  console.log(await client.authenticator.login());

  // Setup communicator events
  communicator.events.on('session:started', async () => {
    console.log('XMPP Client is fully connected');
    console.log('Add friend: ', await communicator.friendship.addFriend('iXyles')); // example of how to add a friend
    console.log(await communicator.friendship.getFriends()); // get current friends
    console.log(await communicator.friendship.getIncomingFriendRequests()); // incoming
    console.log(await communicator.friendship.getOutgoingFriendRequests()); // outgoing
  });

  communicator.events.on('friend:request', async (friendrequest) => {
    if (friendrequest.friendStatus === FriendStatus.INCOMING) {
      console.log(friendrequest, await friendrequest.accept());
    }
  });

  communicator.events.on('reconnect', async (failure) => {
    if (failure) {
      console.log(failure); // reason to why it failed, currently only if token update failed
    }
  });

  communicator.events.on('friend:added', async (friend) => {
    console.log(`You're now friend with: ${friend.accountId}`);
  });

  communicator.events.on('friend:reject', async (friend) => {
    console.log(`You got rejected the friend request by: ${friend.accountId}`);
  });

  communicator.events.on('friend:removed', async (friend) => {
    console.log(`You're now unfriended with: ${friend.accountId}`);
  });

  communicator.events.on('friend:abort', async (friend) => {
    console.log(`Friendrequest aborted with: ${friend.accountId}`);
  });

  communicator.events.on('friend:presence', (friend) => {
    console.log(friend.presence);
  });

  communicator.events.on('friend:message', async (friend) => {
    console.log(await friend.getStatus());
    console.log('message', await friend.sendMessage('Send something back'));
  });

  // Then connect it
  console.log(await communicator.connect());

  // Since everything is async based, we can query everything parallel how ever we want with await
  const parallel = await Promise.all([
    // Supports both name & id
    client.stats.getV2Stats('iXyles'),
    client.stats.getV2Stats('96afefcb12e14e7fa1bcfab1189eae55'),

    // Or maybe just lookup?
    client.lookup.accountLookup('iXyles'),
    client.lookup.accountLookup('96afefcb12e14e7fa1bcfab1189eae55'),

    // or maybe a couple at a time?
    client.lookup.accountLookup(['iXyles', '96afefcb12e14e7fa1bcfab1189eae55']),

    client.getServerStatus(),
    client.getBRNews('es'), // insert a different language code if wanted
    client.getBRStore(),
    client.getPVEInfo(),
    client.getBREventFlags(),

    // or maybe the current logged in user accountId
    client.authenticator.accountId,
  ]);

  (parallel).forEach((result) => {
    console.log(result);
  });

  // Node will die and print that the session has been killed if login was successful
})();

License

MIT License

Copyright (c) 2019-2020 iXyles

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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