Jump to content

Welcome to Gaming On Steroids Forums
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in.
Login to Account Create an Account
Photo

My mods to make IOW better lane clear with very little cs loss


  • Please log in to reply
19 replies to this topic

#1
rl1

rl1

    Newbie

  • Members
  • 2 posts

I modified both IOW.lua 1.96 and Inspired.lua V30 and want feedback.

 

https://gist.github....bde28bc9b54cd2f

https://gist.github....945688b73597bd0

 

Benchmarked it with AP runes/no-item annie for 100 cs and got 91

 

It's my first script but I will point things that I thougth is causing bad laneclear for Inspired.

 

Two main changes about the original one: 

 

1- IOW
local health2 = GoS:PredictHealth(minion, 2000*GoS:GetDistance(minion)/GoS:GetProjectileSpeed(myHero) + GetWindUp(myHero)*2000)

That function GetWindUp only take the time to get the project in the air and not the attack speed of the hero. It's okay to predict last hit but not to calculate more than one shot (to avoid loss due AA cooldown).

 

2- Inspired.lua
The function goslib:PredictHealth only counts the projects already in the air. You need to take in count that minnions should reattack.

 

Don't know community code style for lua but it works. I will try to redo that in another lib or make a pull request for Inspired with good code if I got good reviews.

 

I will improve that along the week


  • 4

#2
Yun

Yun

    Advanced Member

  • Members
  • 177 posts

Anyway thank you


  • 0

#3
Platypus

Platypus

    Bitcoin and Paysafecard payments are now available

  • Banned
  • PipPipPip
  • 1,289 posts

I modified both IOW.lua 1.96 and Inspired.lua V30

 

local health2 = GoS:PredictHealth(minion, 2000*GoS:GetDistance(minion)/GoS:GetProjectileSpeed(myHero) + GetWindUp(myHero)*2000)

That function GetWindUp only take the time to get the project in the air and not the attack speed of the hero. It's okay to predict last hit but not to calculate more than one shot (to avoid loss due AA cooldown).

 

Talking about calculations.

In the Inspired.lua the function goslib:PredictHealth only count the projects already in the air. You need to calc re-attacks.

 

 

GoS:GetDistance(minion)/GoS:GetProjectileSpeed(myHero)  = Calculates the amount of time the projectile needs to get to the minion 

GetWindUp(myHero)*2000) = the windup time to shoot the AA

 

I dont see the point in this thread sorry


  • 0

#4
ilovesona

ilovesona

    Sona's wife

  • Contributor
  • 1,096 posts

you should use github, it's better to know which line you changed


  • 0

#5
Feretorix

Feretorix

    Administrator

  • Administrators
  • 3,159 posts

I just logged in to upvote your work. We need people like you who want to improve and contribute to the already existing libs.

 

You can keep making tests with actual AD carries so there won't be limitation to only one champion (like Annie).

 

With best regards, Feretorix.


  • 0

#6
Deftsu

Deftsu

    donthackourgames

  • Ex-Core Dev
  • PipPipPip
  • 4,812 posts

I just logged in to upvote your work. We need people like you who want to improve and contribute to the already existing libs.

 

You can keep making tests with actual AD carries so there won't be limitation to only one champion (like Annie).

 

With best regards, Feretorix.

Kappa


  • 0

#7
Feretorix

Feretorix

    Administrator

  • Administrators
  • 3,159 posts

@Deftsu, i see how you achieved those 1057 posts 'till now....

 

Ontopic: I just wanted to add that i will love to see also your own scripts. And maybe we're waiting for the guy willing to actually use the Waypoints system provided in the LUA for a dodge script or something like that.


  • 0

#8
Deftsu

Deftsu

    donthackourgames

  • Ex-Core Dev
  • PipPipPip
  • 4,812 posts

@Deftsu, i see how you achieved those 1057 posts 'till now....

 

Ontopic: I just wanted to add that i will love to see also your own scripts. And maybe we're waiting for the guy willing to actually use the Waypoints system provided in the LUA for a dodge script or something like that.

well i didn't achieve them by posting Kappa rofl, look at my replies on D3ftlandAIO topic Doge

 

ontopic: i'm trying to contribute as much as i can Boss :D


  • 0

#9
Cloud

Cloud

    KAPPA

  • Ex-Staff
  • PipPipPip
  • 1,498 posts

@Deftsu, i see how you achieved those 1057 posts 'till now....

 

Ontopic: I just wanted to add that i will love to see also your own scripts. And maybe we're waiting for the guy willing to actually use the Waypoints system provided in the LUA for a dodge script or something like that.

Ive been working on this since yesterday :P


  • 0

#10
Chidory

Chidory

    Advanced Member

  • Members
  • 165 posts

excellent stuff, Try to make those changes for ADC AD carries, the better farm clear, the more asweome GoS can become. 91-100 that's clearly 90%


  • 0

#11
Darkness

Darkness

    GoSDB's manager

  • Banned
  • PipPipPip
  • 1,137 posts

do you want this modified iow and inspired be added into gosdb?


  • 0

#12
Auxide

Auxide

    Advanced Member

  • Contributor
  • 295 posts

do you want this modified iow and inspired be added into gosdb?

You are everywhere asking about gosdb Kappa


  • 0

#13
Darkness

Darkness

    GoSDB's manager

  • Banned
  • PipPipPip
  • 1,137 posts

You are everywhere asking about gosdb Kappa

my only job.. so yea :fappa:


  • 0

#14
Chidory

Chidory

    Advanced Member

  • Members
  • 165 posts

ok so I tested, with V lane clear with Vayne and it was pretty nice I lost 11 CS of 100 minions at starting levels. But is because it takes long pauses is really nice, the good thing is can be modified. At Level +10 or higher laneclear is to slow and it takes 2 big pauses making it even miss sometimes and act in a jerky motion.  Good thing about Inspired v30 is that in higher levels is faster and easier to farm I lose one CS and I can farm without stops and for starting levels what I do is that I alternate Last hit with Lane clear *v30*

 

Now that being said, is to change Inspired on half of a game and reload Inspired or make a function to have 2 lane clears set up that can be change in the menu so 1 would be starting levels with big pause and 2 would be for middle game with highest speed and prediction. Or make a table to act differently base on level too. To change speed among other functions from a level 10 + ect. Anyways nice improvement. But I believe nothing will be made by perfection with so many champions.

 

I nice tutorial for the community to modified there own farming and share it, now that means progress and probably 1 CS lost. (caused by lag xD)


  • 0

#15
ilovesona

ilovesona

    Sona's wife

  • Contributor
  • 1,096 posts

my only job.. so yea :fappa:

why not ask me :dogecry:


  • 0

#16
Feretorix

Feretorix

    Administrator

  • Administrators
  • 3,159 posts

I am going to make further tests on this and report back in a bit.

 

Edit: Got the 100th minion at 13:04 with Ryze without any additional AD.


  • 0

#17
ButterSmooth

ButterSmooth

    Advanced Member

  • Members
  • 710 posts

I am going to make further tests on this and report back in a bit.

Edit: Got the 100th minion at 13:04 with Ryze without any additional AD.

Wow u tested Kappa
  • 0

#18
GothicCRO

GothicCRO

    Advanced Member

  • Members
  • 139 posts
  • LocationCroatia

try it with cait 126 cs around 14 min


  • 0

#19
Zimbar

Zimbar

    Advanced Member

  • Members
  • 43 posts
  • LocationChile

ok so I tested, with V lane clear with Vayne and it was pretty nice I lost 11 CS of 100 minions at starting levels. But is because it takes long pauses is really nice, the good thing is can be modified. At Level +10 or higher laneclear is to slow and it takes 2 big pauses making it even miss sometimes and act in a jerky motion.  Good thing about Inspired v30 is that in higher levels is faster and easier to farm I lose one CS and I can farm without stops and for starting levels what I do is that I alternate Last hit with Lane clear *v30*

 

Now that being said, is to change Inspired on half of a game and reload Inspired or make a function to have 2 lane clears set up that can be change in the menu so 1 would be starting levels with big pause and 2 would be for middle game with highest speed and prediction. Or make a table to act differently base on level too. To change speed among other functions from a level 10 + ect. Anyways nice improvement. But I believe nothing will be made by perfection with so many champions.

 

I nice tutorial for the community to modified there own farming and share it, now that means progress and probably 1 CS lost. (caused by lag xD)

^

in early works fine, but in mid/late game the lineclear is too slow 


  • 0

#20
thunderwave

thunderwave

    Advanced Member

  • Members
  • 433 posts

I modified both IOW.lua 1.96 and Inspired.lua V30 and want feedback.

https://gist.github....bde28bc9b54cd2f
https://gist.github....945688b73597bd0

Benchmarked it with AP runes/no-item annie for 100 cs and got 91

It's my first script but I will point things that I thougth is causing bad laneclear for Inspired.

Two main changes about the original one:

1- IOW
local health2 = GoS:PredictHealth(minion, 2000*GoS:GetDistance(minion)/GoS:GetProjectileSpeed(myHero) + GetWindUp(myHero)*2000)
That function GetWindUp only take the time to get the project in the air and not the attack speed of the hero. It's okay to predict last hit but not to calculate more than one shot (to avoid loss due AA cooldown).

2- Inspired.lua
The function goslib:PredictHealth only counts the projects already in the air. You need to take in count that minnions should reattack.

Don't know community code style for lua but it works. I will try to redo that in another lib or make a pull request for Inspired with good code if I got good reviews.

I will improve that along the week


I am not at home so cannot try now but your idea and tryout is really good
  • 0




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users