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Illuminati Lux

Lux internal working E auto detonate advanced puszyy illuminati

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#1
puszyy

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illuminati_lux.jpg


Work in Progress!

Ver 0.3

>>INSTALL<

RAW: https://raw.githubus.../master/Lux.lua


TO DO:

- More KillSteal options

- W logic

- Mana managers


Features:

- Use Q (with double colission)

- Use E

- Auto E detonate on enemy

- R KillSteal

- Configurable Hitchance

- R + Pasive KillSteal

- Harass

- Auto Level Up

- R Configuration (X enemies, X% enemies HP)

- Key to R (pred)

- Orbwalker Fix

 

Ver 0.1 - Published

Ver 0.2 - Added R + Pasive

BIG UPDATE

Ver 0.3 - Added Harass, AutoLvLUp, R config, KeyToR, prediction improvements, Orbwalker fix.

 

 

Don't forget to leave feedback, your ideas and suggestions :)

 

GL&HF


Edited by puszyy, 13 April 2018 - 10:50 .

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#2
Aristo

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Approve,thanks
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#3
puszyy

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Big update arrived!

Ver 0.3

Added:

 - Harass

 - R configuration ( X enemies to use, on X% HP)

 - Auto Level Up

 - Key to R (Click key ( "U" as default) to cast predicted R on target)

 - Improved prediction values

 - Orbwalker fix

 

GL&HF


Edited by puszyy, 30 March 2018 - 04:41 .

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#4
VictorCont

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God
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#5
LuckShu

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nice ;D


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#6
jpaul

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Big update arrived!

Ver 0.3

Added:

 - Harass

 - R configuration ( X enemies to use, on X% HP)

 - Auto Level Up

 - Key to R (Click key ( "U" as default) to cast predicted R on target)

 - Improved prediction values

 - Orbwalker fix

 

GL&HF

I dont know if this is only me but she cast e and auto detonate on her position if theres no enemy close .... using on all for one mode...


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#7
puszyy

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I dont know if this is only me but she cast e and auto detonate on her position if theres no enemy close .... using on all for one mode...

Yes, dont work on One for All, because auto-detonate is used when script detect that Lux E object (Kugel) is created on map and if enemy is in range to detonate. Script see other Lux E object is created and cast it to detonate.

 

I tried to fix that, but GoS API have function GetObjectSpellOwner(Obj) what works for missles. Lux E is missle only when "in-air". When it's on ground and is ready to detonate, then you cant get it proper name, but can get object what is "sound particle" what i use to find it, but its still not a missle so I cant tell script to detonate E only, if this E object is mine. I tried to mix that with this missle detection, but get weird Loader API errors, what dont tell me what's wrong and I can't fix.

Greetings.


Edited by puszyy, 04 April 2018 - 08:03 .

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#8
jpaul

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Yes, dont work on One for All, because auto-detonate is used when script detect that Lux E object (Kugel) is created on map and if enemy is in range to detonate. Script see other Lux E object is created and cast it to detonate.

 

I tried to fix that, but GoS API have function GetObjectSpellOwner(Obj) what works for missles. Lux E is missle only when "in-air". When it's on ground and is ready to detonate, then you cant get it proper name, but can get object what is "sound particle" what i use to find it, but its still not a missle so I cant tell script to detonate E only, if this E object is mine. I tried to mix that with this missle detection, but get weird Loader API errors, what dont tell me what's wrong and I can't fix.

Greetings.

Woow such nice explication really educational...is ok buddy is not big deal...  is there a way to debug the scripts? i didint find a way to debug properly


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#9
puszyy

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Woow such nice explication really educational...is ok buddy is not big deal...  is there a way to debug the scripts? i didint find a way to debug properly

You mean this?

http://gamingonstero...atas-much-more/


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#10
Spears

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Are you planning to air this script for external too?  :wub:


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Also tagged with one or more of these keywords: Lux, internal, working E, auto detonate, advanced, puszyy, illuminati

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