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Script for Developers 0.1 [get easy SpellNames, BuffNames, UnknownObjects, OnProcessSpell datas & much more]


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#1
Feretorix

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Today i spent some of my time to actually code a LUA script, but this script is not for the average player. This script is aimed for LUA Developers, or at least people who want to code scripts for GoS. But enough for the talk, let's list the features of that script:
 
 
 
 
Detect unknown Objects in 200 range of your mouse position:
 
detect_objects.gif








Same thing applies with a little tweaking for skillshots, though the information could be incomplete:

detect_objects_skillshots.png






You can collect all your (and your enemies btw) active buffs and spellnames:

testbuff.gif






And not last (well it is last) detect OnProcessSpell by champions (but it could be changed to your liking):

onprocessspell_detection.gif







And now the script code itself:

 
function GetDistanceX(p1,p2) --thanks Inspired!
    p1 = GetOrigin(p1) or p1
    p2 = GetOrigin(p2) or p2
    return math.sqrt(GetDistanceSqrX(p1,p2))
end

function GetDistanceSqrX(p1,p2) --thanks Inspired!
    p2 = p2 or GetMyHeroPos()
    local dx = p1.x - p2.x
    local dz = (p1.z or p1.y) - (p2.z or p2.y)
    return dx*dx + dz*dz
end



OnObjectLoop(function(Object,myHero)
local Obj_Type = GetObjectType(Object);
if Obj_Type == Obj_AI_Hero then
	if IsVisible(Object) then
		if IsObjectAlive(Object) then  --you can remove this check if you wish...
			local origin = GetOrigin(Object);
			local myscreenpos = WorldToScreen(1,origin.x,origin.y,origin.z);
			if myscreenpos.flag then --after they're visible, alive and in our screen i will get the rest of the data to save some FPS
				DrawText(string.format("ChampName  = %s", GetObjectName(Object)),12,myscreenpos.x,myscreenpos.y,0xffffffff);
				DrawText(string.format("NetworkID     = 0x%X", GetNetworkID(Object)),12,myscreenpos.x,myscreenpos.y+10,0xffffffff);
				DrawText(string.format("Q________   = %s", GetCastName(Object,_Q)),12,myscreenpos.x,myscreenpos.y+20,0xffffffff);
				DrawText(string.format("W________  = %s", GetCastName(Object,_W)),12,myscreenpos.x,myscreenpos.y+30,0xffffffff);
				DrawText(string.format("E________    = %s", GetCastName(Object,_E)),12,myscreenpos.x,myscreenpos.y+40,0xffffffff);
				DrawText(string.format("R________    = %s", GetCastName(Object,_R)),12,myscreenpos.x,myscreenpos.y+50,0xffffffff);
				DrawText(string.format("SUMONER_1  = %s", GetCastName(Object,SUMMONER_1)),12,myscreenpos.x,myscreenpos.y+60,0xffffffff);
				DrawText(string.format("SUMONER_2  = %s", GetCastName(Object,SUMMONER_2)),12,myscreenpos.x,myscreenpos.y+70,0xffffffff);
				
				local yadder = 0;
				
				for i = 0,63 do
					if GetBuffCount(Object,i) > 0 then
						currbufname = GetBuffName(Object,i);
						currbufcount = GetBuffCount(Object,i);
						yadder = yadder + 10;
						DrawText(string.format("Buffstacks: %d for %s", currbufcount,currbufname),12,myscreenpos.x,myscreenpos.y+80+yadder,0xff00ff00);
						end
					end
				end
			end
		end
	--end
	else --it's not a champion, it's a different object type
	local origin = GetOrigin(Object);
	local mousepoz = GetMousePos();
	if (GetDistanceX(origin,mousepoz) < 200) then  --and (GetNetworkID(Object) > 0) then --add this network ID check for checking skillshots maybe?
		local myscreenpos = WorldToScreen(1,origin.x,origin.y,origin.z);
		if myscreenpos.flag then
			--you can port those to printchat if you wish; but since it's happening each game frame, it might not be the best idea.
			DrawCircle(origin.x,origin.y,origin.z,30,0,10000,0xffffffff); --specify some really bad circle quality like "10000" for best FPS
			DrawText(string.format("NetworkID = 0x%X", GetNetworkID(Object)),12,myscreenpos.x,myscreenpos.y,0xffffffff);
			DrawText(string.format("ObjType  = %s", GetObjectType(Object)),12,myscreenpos.x,myscreenpos.y+10,0xffffffff);
			DrawText(string.format("BaseName  = %s", GetObjectBaseName(Object)),12,myscreenpos.x,myscreenpos.y+20,0xffffffff);
			DrawText(string.format("Name  = %s", GetObjectName(Object)),12,myscreenpos.x,myscreenpos.y+30,0xffffffff);
			--add any other info you wish here ... but don't forget myscreenpos.y+XX
			end
		end
	end
end)



OnDraw(function(myHero)  -- in here we get all needed info for our champ
origin = GetOrigin(myHero);
myscreenpos = WorldToScreen(1,origin.x,origin.y,origin.z);
if myscreenpos.flag then
	DrawText(string.format("ChampName  = %s", GetObjectName(myHero)),12,myscreenpos.x,myscreenpos.y,0xffffffff);
	DrawText(string.format("NetworkID     = 0x%X", GetNetworkID(myHero)),12,myscreenpos.x,myscreenpos.y+10,0xffffffff);
	DrawText(string.format("Q________   = %s", GetCastName(myHero,_Q)),12,myscreenpos.x,myscreenpos.y+20,0xffffffff);
	DrawText(string.format("W________  = %s", GetCastName(myHero,_W)),12,myscreenpos.x,myscreenpos.y+30,0xffffffff);
	DrawText(string.format("E________    = %s", GetCastName(myHero,_E)),12,myscreenpos.x,myscreenpos.y+40,0xffffffff);
	DrawText(string.format("R________    = %s", GetCastName(myHero,_R)),12,myscreenpos.x,myscreenpos.y+50,0xffffffff);
	DrawText(string.format("SUMONER_1  = %s", GetCastName(myHero,SUMMONER_1)),12,myscreenpos.x,myscreenpos.y+60,0xffffffff);
	DrawText(string.format("SUMONER_2  = %s", GetCastName(myHero,SUMMONER_2)),12,myscreenpos.x,myscreenpos.y+70,0xffffffff);	
	local yadder = 0;
	for i = 0,63 do
		if GetBuffCount(myHero,i) > 0 then
			currbufname = GetBuffName(myHero,i);
			currbufcount = GetBuffCount(myHero,i);
			yadder = yadder + 10;
			DrawText(string.format("Buffstacks: %d for %s", currbufcount,currbufname),12,myscreenpos.x,myscreenpos.y+80+yadder,0xff00ff00);
			end
		end
	end
end)


OnProcessSpell(function(Object,spellProc)
local Obj_Type = GetObjectType(Object);
if Obj_Type == Obj_AI_Hero then --check only champions?
	PrintChat(string.format("'%s' casts '%s'; Windup: %.3f Animation: %.3f", GetObjectName(Object), spellProc.name, spellProc.windUpTime, spellProc.animationTime))
	end
end)


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#2
Archer

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Nice! :D


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#3
Deftsu

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Awesome :D


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#4
Prometheus

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Good job, bud.


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#5
leaderking355

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w0w nice


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#6
ilovesona

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thx, save many time for typing :wub: 


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#7
iglor713

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Lucian info:

~ spell.animationTime = 1.493 - ((GetAttackSpeed(myHero) - 0.67 / 0.01) * x) x ~ 15 to 22
~ spell.windUpTime = 0.224 - ((GetAttackSpeed(myHero) - 0.67 / 0.01) * y) y ~ 3 to 5
 
lucianpassivebuff

LucianQ: Windup:0.350 Animation: 2.000
LucianW: Windup:0.300 Animation: 2.000
LucianE: Windup:0.150 Animation: 0.600
LucianR: Windup:0.010 Animation: 2.000


LucianPassiveAttack, LucianBasicAttack, LucianBasicAttack2, LucianCritAttack, LucianCritAttack2
attack speed level:
0.67 1lvl:
LucianBasicAttack, ...: Windup:0.224  Animation: 1.493

0.68 2lvl:
LucianBasicAttack, ...: Windup:0.219  Animation: 1.460

0.70 3lvl:
LucianBasicAttack, ...: Windup:0.214  Animation: 1.427

0.72 4lvl:
LucianBasicAttack, ...: Windup:0.209  Animation: 1.394

0.73 5lvl:
LucianBasicAttack, ...: Windup:0.204  Animation: 1.361

0.75 6lvl:
LucianBasicAttack, ...: Windup:0.199  Animation: 1.328

0.77 7lvl:
LucianBasicAttack, ...: Windup:0.194  Animation: 1.296

0.79 8lvl:
LucianBasicAttack, ...: Windup:0.190  Animation: 1.264

0.81 9lvl:
LucianBasicAttack, ...: Windup:0.190  Animation: 1.232

0.83 10lvl:
LucianBasicAttack, ...: Windup:0.180  Animation: 1.201

0.85 11lvl:
LucianBasicAttack, ...: Windup:0.176  Animation: 1.171

0.88 12lvl:
LucianBasicAttack, ...: Windup:0.171  Animation: 1.140

0.90 13lvl:
LucianBasicAttack, ...: Windup:0.167  Animation: 1.111

0.92 14lvl:
LucianBasicAttack, ...: Windup:0.162  Animation: 1.082

0.95 15lvl:
LucianBasicAttack, ...: Windup:0.158  Animation: 1.054

0.97 16lvl:
LucianBasicAttack, ...: Windup:0.154  Animation: 1.026

1.00 17lvl:
LucianBasicAttack, ...: Windup:0.150  Animation: 1.000

1.03 18lvl:
LucianBasicAttack, ...: Windup:0.146  Animation: 0.973

1.28 18lvl:
LucianBasicAttack, ...: Windup:0.117  Animation: 0.780

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#8
Asserio

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Nice :D


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#9
Requizm

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wow thank you


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#10
incimage

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wow thank you

gos forumunda tayyip ne arıyo amk :D


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#11
Amnesia

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good


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#12
Wolfram

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This is a god send, thank you so much. 1YQy4.gif


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#13
JohanLiebert

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Lucian info:

~ spell.animationTime = 1.493 - ((GetAttackSpeed(myHero) - 0.67 / 0.01) * x) x ~ 15 to 22
~ spell.windUpTime = 0.224 - ((GetAttackSpeed(myHero) - 0.67 / 0.01) * y) y ~ 3 to 5
 

lucianpassivebuff

LucianQ: Windup:0.350 Animation: 2.000
LucianW: Windup:0.300 Animation: 2.000
LucianE: Windup:0.150 Animation: 0.600
LucianR: Windup:0.010 Animation: 2.000


LucianPassiveAttack, LucianBasicAttack, LucianBasicAttack2, LucianCritAttack, LucianCritAttack2
attack speed level:
0.67 1lvl:
LucianBasicAttack, ...: Windup:0.224  Animation: 1.493

0.68 2lvl:
LucianBasicAttack, ...: Windup:0.219  Animation: 1.460

0.70 3lvl:
LucianBasicAttack, ...: Windup:0.214  Animation: 1.427

0.72 4lvl:
LucianBasicAttack, ...: Windup:0.209  Animation: 1.394

0.73 5lvl:
LucianBasicAttack, ...: Windup:0.204  Animation: 1.361

0.75 6lvl:
LucianBasicAttack, ...: Windup:0.199  Animation: 1.328

0.77 7lvl:
LucianBasicAttack, ...: Windup:0.194  Animation: 1.296

0.79 8lvl:
LucianBasicAttack, ...: Windup:0.190  Animation: 1.264

0.81 9lvl:
LucianBasicAttack, ...: Windup:0.190  Animation: 1.232

0.83 10lvl:
LucianBasicAttack, ...: Windup:0.180  Animation: 1.201

0.85 11lvl:
LucianBasicAttack, ...: Windup:0.176  Animation: 1.171

0.88 12lvl:
LucianBasicAttack, ...: Windup:0.171  Animation: 1.140

0.90 13lvl:
LucianBasicAttack, ...: Windup:0.167  Animation: 1.111

0.92 14lvl:
LucianBasicAttack, ...: Windup:0.162  Animation: 1.082

0.95 15lvl:
LucianBasicAttack, ...: Windup:0.158  Animation: 1.054

0.97 16lvl:
LucianBasicAttack, ...: Windup:0.154  Animation: 1.026

1.00 17lvl:
LucianBasicAttack, ...: Windup:0.150  Animation: 1.000

1.03 18lvl:
LucianBasicAttack, ...: Windup:0.146  Animation: 0.973

1.28 18lvl:
LucianBasicAttack, ...: Windup:0.117  Animation: 0.780

this looks AMAZING.

 - in the gifs I see "buff stacks" etc is that also included?

 

man this will really encourage people :)


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#14
Vedere

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Cool,now Draven auto pick up axe could be coded now.


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#15
NitroXenon

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Nice :)
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#16
Delshire

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Very nice, thanks.


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#17
Zypyzypyzy

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Nice bro thanks


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#18
iglor713

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added minion info (name, basename, buffs) and removed all objects:

function GetDistanceX(p1,p2) --thanks Inspired!
    p1 = GetOrigin(p1) or p1
    p2 = GetOrigin(p2) or p2
    return math.sqrt(GetDistanceSqrX(p1,p2))
end

function GetDistanceSqrX(p1,p2) --thanks Inspired!
    p2 = p2 or GetMyHeroPos()
    local dx = p1.x - p2.x
    local dz = (p1.z or p1.y) - (p2.z or p2.y)
    return dx*dx + dz*dz
end



OnObjectLoop(function(Object,myHero)
local Obj_Type = GetObjectType(Object);
if Obj_Type == Obj_AI_Hero then
	if IsVisible(Object) then
		if IsObjectAlive(Object) then  --you can remove this check if you wish...
			local origin = GetOrigin(Object);
			local myscreenpos = WorldToScreen(1,origin.x,origin.y,origin.z);
			if myscreenpos.flag then --after they're visible, alive and in our screen i will get the rest of the data to save some FPS
				DrawText(string.format("ChampName  = %s", GetObjectName(Object)),12,myscreenpos.x,myscreenpos.y,0xffffffff);
				DrawText(string.format("NetworkID     = 0x%X", GetNetworkID(Object)),12,myscreenpos.x,myscreenpos.y+10,0xffffffff);
				DrawText(string.format("Q________   = %s", GetCastName(Object,_Q)),12,myscreenpos.x,myscreenpos.y+20,0xffffffff);
				DrawText(string.format("W________  = %s", GetCastName(Object,_W)),12,myscreenpos.x,myscreenpos.y+30,0xffffffff);
				DrawText(string.format("E________    = %s", GetCastName(Object,_E)),12,myscreenpos.x,myscreenpos.y+40,0xffffffff);
				DrawText(string.format("R________    = %s", GetCastName(Object,_R)),12,myscreenpos.x,myscreenpos.y+50,0xffffffff);
				DrawText(string.format("SUMONER_1  = %s", GetCastName(Object,SUMMONER_1)),12,myscreenpos.x,myscreenpos.y+60,0xffffffff);
				DrawText(string.format("SUMONER_2  = %s", GetCastName(Object,SUMMONER_2)),12,myscreenpos.x,myscreenpos.y+70,0xffffffff);
				
				local yadder = 0;
				
				for i = 0,63 do
					if GetBuffCount(Object,i) > 0 then
						currbufname = GetBuffName(Object,i);
						currbufcount = GetBuffCount(Object,i);
						yadder = yadder + 10;
						DrawText(string.format("Buffstacks: %d for %s", currbufcount,currbufname),12,myscreenpos.x,myscreenpos.y+80+yadder,0xff00ff00);
						end
					end
				end
			end
		end
  end
  if Obj_Type == Obj_AI_Minion then
    if IsVisible(Object) then
			local origin = GetOrigin(Object);
			local myscreenpos = WorldToScreen(1,origin.x,origin.y,origin.z);
			if myscreenpos.flag then
        DrawText(string.format("BaseName  = %s", GetObjectBaseName(Object)),12,myscreenpos.x,myscreenpos.y+20,0xffffffff);
        DrawText(string.format("Name  = %s", GetObjectName(Object)),12,myscreenpos.x,myscreenpos.y+30,0xffffffff);
				local yadder = 0;
				for i = 0,63 do
					if GetBuffCount(Object,i) > 0 then
						currbufname = GetBuffName(Object,i);
						currbufcount = GetBuffCount(Object,i);
						yadder = yadder + 10;
						DrawText(string.format("Buffstacks: %d for %s", currbufcount,currbufname),12,myscreenpos.x,myscreenpos.y+80+yadder,0xff00ff00);
					end
				end
			end
    end
  end
end)



OnLoop(function(myHero)  -- in here we get all needed info for our champ
origin = GetOrigin(myHero);
myscreenpos = WorldToScreen(1,origin.x,origin.y,origin.z);
if myscreenpos.flag then
	DrawText(string.format("ChampName  = %s", GetObjectName(myHero)),12,myscreenpos.x,myscreenpos.y,0xffffffff);
	DrawText(string.format("NetworkID     = 0x%X", GetNetworkID(myHero)),12,myscreenpos.x,myscreenpos.y+10,0xffffffff);
	DrawText(string.format("Q________   = %s", GetCastName(myHero,_Q)),12,myscreenpos.x,myscreenpos.y+20,0xffffffff);
	DrawText(string.format("W________  = %s", GetCastName(myHero,_W)),12,myscreenpos.x,myscreenpos.y+30,0xffffffff);
	DrawText(string.format("E________    = %s", GetCastName(myHero,_E)),12,myscreenpos.x,myscreenpos.y+40,0xffffffff);
	DrawText(string.format("R________    = %s", GetCastName(myHero,_R)),12,myscreenpos.x,myscreenpos.y+50,0xffffffff);
	DrawText(string.format("SUMONER_1  = %s", GetCastName(myHero,SUMMONER_1)),12,myscreenpos.x,myscreenpos.y+60,0xffffffff);
	DrawText(string.format("SUMONER_2  = %s", GetCastName(myHero,SUMMONER_2)),12,myscreenpos.x,myscreenpos.y+70,0xffffffff);	
	local yadder = 0;
	for i = 0,63 do
		if GetBuffCount(myHero,i) > 0 then
			currbufname = GetBuffName(myHero,i);
			currbufcount = GetBuffCount(myHero,i);
			yadder = yadder + 10;
			DrawText(string.format("Buffstacks: %d for %s", currbufcount,currbufname),12,myscreenpos.x,myscreenpos.y+80+yadder,0xff00ff00);
			end
		end
	end
end)


OnProcessSpell(function(Object,spellProc)
local Obj_Type = GetObjectType(Object);
if Obj_Type == Obj_AI_Hero then --check only champions?
	PrintChat(string.format("'%s' casts '%s'; Windup: %.3f Animation: %.3f", GetObjectName(Object), spellProc.name, spellProc.windUpTime, spellProc.animationTime))
	end
end)

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#19
Crazie

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[ERROR] \Script for Developers 0.2.lua:16: attempt to call global 'OnObjectLoop' (a nill value).

I named the file "Script for Developers 0.2.lua". This specific error is for the 2nd version posted above by iglor713. It also happens to the first one in the OP.


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#20
Deftsu

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[ERROR] \Script for Developers 0.2.lua:16: attempt to call global 'OnObjectLoop' (a nill value).

I named the file "Script for Developers 0.2.lua". This specific error is for the 2nd version posted above by iglor713. It also happens to the first one in the OP.

 

OnObjectLoop event doesn't exist anymore


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