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

Complete GoS LUA API [Alpha Version 0.1.8]


  • This topic is locked This topic is locked
134 replies to this topic

#1
Feretorix

Feretorix

    Administrator

  • Administrators
  • 2,200 posts
Changelog 20.10.2015
 
Sorry for the delay on the Loader update i've promised, it's been 5 days and i got it on hold, but here we go with something else which is also neat!
 
-Added new great event OnProcessSpellComplete, which is exactly the same as the OnProcessSpell, with the only difference that it gets triggered (by the game engine itself) exactly after the real "windup" animation of an attack or spell. (huge credits to finndev)
Here is an image in action, calling dance emote, and moving towards cursor:
rivenQ_dance_cancel.gif
 
Here is some code how it's achieved:
 
OnProcessSpellComplete(function(Object,spellProc)
if Object == GetMyHero() then --we check if it's us
CastEmote(EMOTE_DANCE); --force emote cast after Q finished
MoveToXYZ(GetMousePos()); --force move to cursor to cancel dance emote
end
end)
 
Some other news are that we have:
 
OnDraw(function(myHero)
--which does the same thing as OnLoop, but soon the old "OnLoop" will get deprecated and later deleted.
end)
 
OnTick(function(myHero)
--which should be used for heavy calculations and hundreds of calls to GotBuff functions, etc without losing any performance (causing FPS lag)
 
end)
 
New SCRIPT_PATH and COMMON_PATH constants.
 
 
 
 
 
 
 
 
Changelog 15.10.2015
 
With the new update for Patch 5.20 and old 5.19, i've updated both dll's with the following changes:
 
 
-Added new API CastEmote(emoteID) which returns a boolean with success/failure (but how can it possibly fail?) (Credits to finndev @ UC Forums)
Current emote ID's:
EMOTE_DANCE, EMOTE_TAUNT, EMOTE_LAUGH, EMOTE_JOKE, EMOTE_TOGGLE.
-Added new API IsChatOpened() which returns a boolean, to check if your chat is open, good for libs.
-Added new API IsGameOnTop() which returns a boolean, to check if your game window is currently on top.
-Added Lua.IO.Library support (file manipulation functions) (fixed it's loading)
 
(Credits for events to Inspired!)
-Added new OnDraw(myHero) event which is the same as OnLoop (which will become deprecated soon™)
-Added new OnTick(myHero) event which is safe to use it to make heavy calculations without draining FPS too much.
 
Code example:
 
 
local myDrawID = OnDraw(function(myHero)
DrawText(GetObjectName(myHero),64,250,250,0xffffffff)
end)
 
--if DeleteOnDraw(myDrawID) then
-- PrintChat("Draw was removed!")
--else
-- PrintChat("Draw was NOT removed!")
--end
 
local myTickID1 = OnTick(function(myHero)
PrintChat(string.format("PassedTicks1 = %d", GetTickCount()))
end)
 
local myTickID2 = OnTick(function(myHero)
PrintChat(string.format("PassedTicks2 = %d", GetTickCount()))
end)
 
local myTickID3 = OnTick(function(myHero)
PrintChat(string.format("PassedTicks3 = %d", GetTickCount()))
end)
 
local myTickID4 = OnTick(function(myHero)
PrintChat(string.format("PassedTicks4 = %d", GetTickCount()))
end)
 
 
--if DeleteOnTick(myTickID) then
-- PrintChat("Tick was removed!")
--else
-- PrintChat("Tick was NOT removed!")
--end
 
 
 
 
 
 
 
Changelog 28.09.2015
 
 
-Added new API GetGameTimer(); returns a float value with the game time used for buffs.
-Added new API GetBuffData(myHero,"buffname"); returns struct with the following values: (credits to can1357 @ UC Forums)
retval.Type = a value from 0 to 31 containing specifying the buff type.
retval.Name = returning a string with the buffname
retval.Count = returning how much the buff is stacked (Ryze passive, Annie passive)
retval.Stacks = returns a value for a rare amount of buffs in the game which have huge stack values (Example is Nasus Q)
retval.StartTime = returns a value with the time the buff started depending on the GetGameTimer.
retval.ExpireTime = returns a value when the buff will expire depending on the GetGameTimer.
 
-Added new API GetBuffType(myHero,ID); returns the buff type for the specified ID
-Added new API GetBuffStacks(myHero,ID); returns the buff stacks for the specified ID
-Added new API GetBuffStartTime(myHero,ID); returns a float with the buff start time for the specified ID
-Added new API GetBuffExpireTime(myHero,ID); returns a float with the buff end time for the specified ID
-Added new API GetBuffTypeList(); returns a structure with the constant buff types as follows:
    Ret.Internal = 0,
    Ret.Aura = 1,
    Ret.CombatEnchancer = 2,
    Ret.CombatDehancer = 3,
    Ret.SpellShield = 4,
    Ret.Stun = 5,
    Ret.Invisibility = 6,
    Ret.Silence = 7,
    Ret.Taunt = 8,
    Ret.Polymorph = 9,
    Ret.Slow = 10,
    Ret.Snare = 11,
    Ret.Damage = 12,
    Ret.Heal = 13,
    Ret.Haste = 14,
    Ret.SpellImmunity = 15,
    Ret.PhysicalImmunity = 16,
    Ret.Invulnerability = 17,
    Ret.Sleep = 18,
    Ret.NearSight = 19,
    Ret.Frenzy = 20,
    Ret.Fear = 21,
    Ret.Charm = 22,
    Ret.Poison = 23,
    Ret.Suppression = 24,
    Ret.Blind = 25,
    Ret.Counter = 26,
    Ret.Shred = 27,
    Ret.Flee = 28,
    Ret.Knockup = 29,
    Ret.Knockback = 30,
    Ret.Disarm = 31,
-Added new API GetBuffTypeToString(BuffTypeInt); returns a string with the bufftypename depending on the ID provided.
 
-Updated OnRemoveBuff(Object,buffProc) where buffProc has the following members:
-Updated OnUpdateBuff(Object,buffProc) where buffProc has the following members:
buffProc.Type = a value from 0 to 31 containing specifying the buff type.
buffProc.Name = returning a string with the buffname
buffProc.Count = returning how much the buff is stacked (Ryze passive, Annie passive)
buffProc.Stacks = returns a value for a rare amount of buffs in the game which have huge stack values (Example is Nasus Q)
buffProc.StartTime = returns a value with the time the buff started depending on the GetGameTimer.
buffProc.ExpireTime = returns a value when the buff will expire depending on the GetGameTimer.
 
 
Some random LUA example:
 
OnUpdateBuff(function(Object,buffProc)
--PrintChat(string.format("<font color='#00ff00'>CreatedObject = %s</font>",buffProc.Name));
PrintChat(string.format("<font color='#00ff00'>Updated:</font> BuffName: [%s] BuffType: [%d] BuffCount: [%d] BuffStacks: [%f] StartTime: [%f] ExpireTime: [%f]",buffProc.Name,buffProc.Type,buffProc.Count,buffProc.Stacks,buffProc.StartTime,buffProc.ExpireTime));
end)
 
 
OnLoop(function(myHero)
buffdatas = GetBuffData(myHero,"recall");
DrawText(string.format("[RECALL_BUFF INFO]", buffdatas.Type),12,0,20,0xff00ff00);
DrawText(string.format("Type = %d", buffdatas.Type),12,0,30,0xff00ff00);
DrawText(string.format("Name = %s", buffdatas.Name),12,0,40,0xff00ff00);
DrawText(string.format("Count = %d", buffdatas.Count),12,0,50,0xff00ff00);
DrawText(string.format("Stacks = %f", buffdatas.Stacks),12,0,60,0xff00ff00);
DrawText(string.format("StartTime = %f", buffdatas.StartTime),12,0,70,0xff00ff00);
DrawText(string.format("ExpireTime = %f", buffdatas.ExpireTime),12,0,80,0xff00ff00);
DrawText(string.format("[GameTime] = %f", GetGameTimer()),12,0,90,0xff00ff00);
bufftypelist = GetBuffTypeList();
if buffdatas.Type == bufftypelist.Aura then
DrawText("Buff is considered as aura",12,0,100,0xffffffff);
end
DrawText(string.format("GetBuffTypeToString = [%s]", GetBuffTypeToString(buffdatas.Type)),12,0,110,0xffffff00);
 
 
buffdatas2 = GetBuffData(myHero,"nasusqstacks");
DrawText(string.format("[NASUS(Q)BUFF INFO]", buffdatas2.Type),12,200,20,0xff00ff00);
DrawText(string.format("Type = %d", buffdatas2.Type),12,200,30,0xff00ff00);
DrawText(string.format("Name = %s", buffdatas2.Name),12,200,40,0xff00ff00);
DrawText(string.format("Count = %d", buffdatas2.Count),12,200,50,0xff00ff00);
DrawText(string.format("Stacks = %f", buffdatas2.Stacks),12,200,60,0xff00ff00);
DrawText(string.format("StartTime = %f", buffdatas2.StartTime),12,200,70,0xff00ff00);
DrawText(string.format("ExpireTime = %f", buffdatas2.ExpireTime),12,200,80,0xff00ff00);
DrawText(string.format("[GameTime] = %f", GetGameTimer()),12,200,90,0xff00ff00);
DrawText(string.format("GetBuffTypeToString = [%s]", GetBuffTypeToString(buffdatas2.Type)),12,200,110,0xffffff00);
end)
 
 
 
 
 
Changelog 20.09.2015
 
-Added new API GetItemID(myHero,SLOT_1); returns a value bigger than 0 with the ITEMID number if any is found.
-Added new API GetItemStack(myHero,SLOT_1); returns value bigger than 0 if item is found, bigger than 1 for any item stacked on that slot (multiple potions in one slot)
-Added new API GetItemAmmo(myHero,SLOT_1); returns value bigger than 0 if the current item has any ammo (Crystalline Flask)
 
Added inventory slot constants:
 
ITEM_1
ITEM_2
ITEM_3
ITEM_4
ITEM_5
ITEM_6
ITEM_7
 
Some example code:
 
OnLoop(function(myHero)
local capspress = KeyIsDown(0x14); --Caps Lock key
if capspress then
local itemid = GetItemID(myHero,ITEM_1);
local itemammo = GetItemAmmo(myHero,ITEM_1);
local itemstack = GetItemStack(myHero,ITEM_1);
PrintChat(string.format("itemID in Slot 1 is = %d", itemid));
PrintChat(string.format("AMMO! in Slot 1 is = %d", itemammo));
PrintChat(string.format("STACK in Slot 1 is = %d", itemstack));
end
end)
 
 
 
Changelog 15.09.2015
 
-Added new API: DrawLine(x1,y1,x2,y2,width,color);
 
 
Example code:
 
OnLoop(function(myHero)
mymouse = WorldToScreen(1,GetMousePos());
myposition = WorldToScreen(1,GetOrigin(myHero));
if mymouse.flag and myposition.flag then
DrawLine(mymouse.x,mymouse.y,myposition.x,myposition.y,1,ARGB(255,255,255,255));
end
end)
Changelog 08.09.2015
 
-Added new event "OnWndMsg"
-Added new API "GetCursorPos"
-Added new API "GetResolution"
-Added constants for event "OnWndMsg"; WM_MOUSEHWHEEL, WM_LBUTTONDOWN, WM_LBUTTONUP, WM_RBUTTONDOWN, WM_RBUTTONUP, WM_MBUTTONDOWN, WM_MBUTTONUP, KEY_DOWN, KEY_UP.
 
Example script below:
 
OnWndMsg(function(msg,wParam)
PrintChat(string.format("msg = %d | wParam = %d", msg, wParam))
end)
 
OnLoop(function(myHero)
reso = GetResolution();
curp = GetCursorPos();
DrawText(string.format("     RES[X] = %d | RES[Y] = %d", reso.x, reso.y),30,curp.x,curp.y,ARGB(255,255,255,255));
DrawText(string.format("    MOUSE[X] = %d | MOUSE[Y] = %d", curp.x, curp.y),30,curp.x,curp.y+30,ARGB(255,255,255,255));
end)
 
Changelog 01.09.2015
 
-Added new OnProcessWaypoint event!
-Added new GetMapID.
-Added new GetBaseAttackSpeed.
-Added constants: CRYSTAL_SCAR, TWISTED_TREELINE, SUMMONERS_RIFT, HOWLING_ABYSS, RECALL
-Fixed prediction large waypoints mismatch position.
-Fixed DrawTextSmall ")" symbol support.
 
Example script below:
 
mapID = GetMapID(); --get mapID once ....
baseAS = GetBaseAttackSpeed(GetMyHero()); --get once baseAS to avoid causing FPS lag...
 
OnProcessWaypoint(function(Object,waypointProc)
if Object == GetMyHero() then
if waypointProc.index == 1 then
place = waypointProc.position;
end
if waypointProc.index == 2 then
place2 = waypointProc.position;
end
end
end)
 
OnLoop(function(myHero)
if place ~= nil then
DrawCircle(place,100,0,0,ARGB(255,255,255,255));
end
if place2 ~= nil then
DrawCircle(place2,100,0,0,ARGB(255,255,255,255));
end
if mapID == CRYSTAL_SCAR then
DrawText("Map is: CRYSTAL_SCAR",12,10,10,ARGB(255,0,255,0));
elseif mapID == TWISTED_TREELINE then
DrawText("Map is: TWISTED_TREELINE",12,10,10,ARGB(255,0,255,0));
elseif mapID == SUMMONERS_RIFT then
DrawText("Map is: SUMMONERS_RIFT",12,10,10,ARGB(255,0,255,0));
elseif mapID == HOWLING_ABYSS then
DrawText("Map is: HOWLING_ABYSS",12,10,10,ARGB(255,0,255,0));
else
DrawText(string.format("Map is unknown with ID: %d",mapID),12,10,10,ARGB(255,0,255,0));
end
if baseAS ~= nil then
DrawText(string.format("My BaseAttackSpeed is: %f",baseAS),12,10,20,ARGB(255,0,255,0));
end
end)
Changelog 25.08.2015
 
-Added 4 new functions (events).
-Fixed GetObjectBaseName to properly read names longer than 15 bytes.
Example code with the latest events:
 
 
OnUpdateBuff(function(Object,BuffName,Stacks)
PrintChat(string.format("<font color='#00ff00'>Champion [%s] Updated: [%s] Stacks: [%d]</font>",GetObjectName(Object),BuffName,Stacks));
end)
 
 
OnRemoveBuff(function(Object,BuffName)
PrintChat(string.format("<font color='#ff0000'>Champion [%s] Removed: [%s]</font>",GetObjectName(Object),BuffName));
end)
 
 
OnCreateObj(function(Object) --Object is a pointer to the object created by the game just now.
PrintChat(string.format("<font color='#00ff00'>CreatedObject = %s</font>",GetObjectBaseName(Object)));
--NetworkID for newly created objects is always 0, just save the object pointer instead
end)
 
 
OnDeleteObj(function(Object) --Object is a pointer to the object deleted by the game just now.
--if GetNetworkID(Object) > 0 then --this line could be used to track objects only with NETID
PrintChat(string.format("<font color='#ff0000'>DeletedObject = %s</font>",GetObjectBaseName(Object)));
--end --this line is used only if we're closing the GetNetworkID check
end)
 
 
 
 
 
Changelog 23.08.2015
 
-Added new function IsTargetable(Object); returns a boolean (true) if you can attack the target, and false if you can't (for example Vladimir currently is using his blood pool)
-Improved IsImmune(Object); now checks only for immortality buffs like Trynda, Kayle, Zilean, Poppy ultimates & more. For additional checks use IsTargetable (Vlad Pool, Fizz Trickster, Yi AlphaStrike, Kogmaw SupriseDeath, Karthus DeathBuff ... etc)
 
 
 
 
Changelog 06.08.2015
 
Added new function LevelSpell(spellid); --returns a boolean true/false if success or failure
Added new function CastSkillShot3(spellid,startpos,endpos); --could be used for Viktor[E] or Rumble[R] and any other spell which requires two positions.
 
local tabpress = KeyIsDown(9); --TAB key
if tabpress then
lvlp = LevelSpell(_Q);
if lvlp == true then
MessageBox(0,"LVLUP Q SUCCESS!","Nice!",0);
else
MessageBox(0,"LVLUP Q FAILURE!","Bad!",0);
end
end
 
local shiftpress = KeyIsDown(0x10); --Shift Key
if shiftpress then
CastSkillShot3(_E,myorigin,mymouse); --cast victor [E] from ourself to our mouse pos
end
Changelog 03.08.2015
 
Added new event: OnDrawMinimap(function() which could be used to draw over everything, not only minimap, but it's not recommended to use.
Added WorldToMinimap(position) .... returns X,Y
 
 
 
OnDrawMinimap(function()
 
local myHero = GetMyHero();
local myorigin = GetOrigin(myHero);
 
minipos = WorldToMinimap(myorigin);
 
DrawText("me!",12,minipos.x,minipos.y,ARGB(255,255,255,255));
 
end)
 
 
 
 
 
Changelog 31.07.2015
 
Added new function "ARGB(255,255,255,255)" used in other drawing funcs to fix color bugs with values bigger than 7FFFFFFF.
Added possibility to use directly a "vector" instead of "vector.x","vector.y","vector.z"
 
OnLoop(function(myHero)
 
local origin = GetOrigin(myHero);
local mymouse = GetMousePos();
 
local shiftpress = KeyIsDown(0x10); --Shift Key
if shiftpress then
CastSkillShot(_Q,mymouse); --start charging Xerath Q
end
 
local tabpress = KeyIsDown(9); --TAB key
if tabpress then
CastSkillShot2(_Q,mymouse); --release charged Xerath Q
end
 
local capspress = KeyIsDown(0x14); --Caps Lock key
if capspress then
MoveToXYZ(mymouse);
end
 
local myscreenpos = WorldToScreen(1,origin);
if myscreenpos.flag then
FillRect(myscreenpos.x-200,myscreenpos.y-200,100,100,ARGB(220,0,0xff,100)); --you can use both int and hex
DrawDmgOverHpBar(myHero,GetCurrentHP(myHero),220,60,ARGB(255,255,255,255)); --full white color
DrawText("New ARGB!",24,myscreenpos.x,myscreenpos.y,ARGB(255,0,255,0)); --full green color
DrawTextSmall("hEllO wOrLd!",myscreenpos.x,myscreenpos.y-20,ARGB(0xff,0,0xff,0)); --full green color again (in hex)
 
DrawCircle(origin,300,0,0,0xffffffff); --white with direct origin table
DrawCircle(origin.x,origin.y,origin.z,350,0,0,0xffff0000); --red with separate origin table
DrawCircle(origin,400,0,0,ARGB(0xff,0,0xff,0)); --green with direct origin table
DrawCircle(origin.x,origin.y,origin.z,450,0,0,ARGB(0xff,0,0,0xff)); --blue with separate origin table
end
 
end)
 
Changelog 28.07.2015
 
 
Added support for classes thanks to  Inspired!
 
 
-- define class Point
class "Point" -- {
  function Point:__init(x, y, z) -- this constructor gets called when we create a new Point(x,y,z)
    local pos = GetOrigin(x) or type(x) ~= "number" and x or nil -- check if the input is a position or an object instead of x,y,z coordinates
    self.x = pos and pos.x or x -- set x
    self.y = pos and pos.y or y -- set y
    self.z = pos and pos.z or z -- set z
  end
-- }
 
-- create some points
local p1 = Point(myHero) -- create a new point of myHero coordinates
local p2 = Point(GetMousePos()) -- create a new point of mouse coordinates
local p3 = Point(100,10,100) -- create a new point with defined coordinates
 
-- print distances between the three points in chat
PrintChat(GetDistance(p1, p2)) 
PrintChat(GetDistance(p2, p3))
PrintChat(GetDistance(p1, p3))
 
Changelog 27.07.2015
 
OnProcessRecall detects recalling in FOW!
PrintChat("text"); --prints a text on the lol chat
CastSpell(_R); --selfcast a spell (like Katar R, Kata W, Potions, and much more - self targetable)
CastSkillShot2(_Q,mymouse.x,mymouse.y,mymouse.z); --release already charged Xerath Q
 
 
--GamingOnSteroids.com lua API file (with some basic examples)
 
--available constants by GoS
--[[
 
/////////////////////////
Spell slots used by "CastTargetSpell", "CastSkillShot" and more ...:
_Q
_W
_E
_R
SUMMONER_1
SUMMONER_2
////////////////////////
Spellstates returned by "CanUseSpell":
READY
NOTAVAILABLE
NOTLEARNED
READYNONCAST
UNKNOWN
ONCOOLDOWN
NOMANA
////////////////////////
ObjectTypes returned by "GetObjectType" (the engine might have more, but they're not declared in GoS):
Obj_AI_SpawnPoint
Obj_AI_Camp
Obj_AI_Barracks
Obj_AI_Hero
Obj_AI_Minion
Obj_AI_Turret
Obj_AI_LineMissle
Obj_AI_Shop
 
]]
 
 
 
 
OnProcessRecall(function(Object,recallProc) --Object is a pointer to the player which is recalling; recallProc is a struct with additional info
--recallProc.name = the name of the recall spell
--recallProc.isStart = returns a boolean = true if the player just started recalling
--recallProc.isFinish = returns a boolean = true if the player successfully recalled to spawn
-- if both (isStart == false and isFinish == false) then it means that recall got canceled/interrupted
--recallProc.passedTime = returns an integer with the passed time since the start of the recall
--recallProc.totalTime  = returns an integer with the total expected time for the recall spell
 
 
 
if recallProc.isStart == true then
PrintChat(string.format("Currently %s <font color='#ffffff'>STARTED</font> %s for total time %d", GetObjectName(Object), recallProc.name, recallProc.totalTime))
elseif recallProc.isFinish == true then
PrintChat(string.format("Currently %s <font color='#00aaff'>FINISHED</font> Recall to the base for passed time %d", GetObjectName(Object), recallProc.passedTime))
else
PrintChat(string.format("Currently %s <font color='#ffaa00'>FAILED</font> to Recall to the base for passed time %d", GetObjectName(Object), recallProc.passedTime))
end
 
 
end)
 
 
 
 
OnProcessSpell(function(Object,spellProc) --Object is a pointer to the caster of the spell; spellProc is a struct with some spell datas
--spellProc.name = the name of the current spell cast (including autoattacks and such)
--spellProc.windUpTime = number holding the value of the required animation time for an attack to complete
--spellProc.animationTime = number holding the full animation time of an attack or spell (always greater than windUpTime)
--spellProc.castSpeed = proportional to "GetAttackSpeed(myHero);", returns the speed value of the casted spell or attack.
--spellProc.startPos.x
--spellProc.startPos.y = returns a VECTOR holding the starting position of the spell cast (often the same as GetOrigin(Object))
--spellProc.startPos.z 
--||||||||||||||||||||
--spellProc.endPos.x
--spellProc.endPos.y = returns a VECTOR holding the ending position of the spell cast (often the same as GetOrigin(Object))
--spellProc.endPos.z 
--||||||||||||||||||||
--spellProc.target = returns a pointer to a target if there is any (for example Ryze Q is skillshot without target, but his W does have target)
 
if myher0 == Object then
--MessageBox(0,spellProc.name,tostring(spellProc.windUpTime),0);
end
 
end)
 
 
 
OnObjectLoop(function(Object,myHero) --Object is a pointer to the current object, ObjectLoopEvent is looping trough all objects each frame.
local Obj_Type = GetObjectType(Object);
if Obj_Type == Obj_AI_Hero then
if IsObjectAlive(Object) then
local HPBARPOS = GetHPBarPos(Object); --returns X/Y integer values holding the hpbar position of the object
if HPBARPOS.x > 0 then
if HPBARPOS.y > 0 then
DrawText("Champ HpBarPosition is Here!",12,HPBARPOS.x,HPBARPOS.y,0xffffff00);
end
end
end
end
end)
 
 
 
global_ticks = 0; --global variable with system ticks later used for potion drinking ...
OnLoop(function(myHero) --myHero is pointer to our champion; AfterObjectLoopEvent itself is happening every game frame.
 
myher0 = myHero;
 
local Obj_Type = GetObjectType(myHero); --returns string holding the name of the object type (champion, minion, turret, etc)
local Obj_BaseName = GetObjectBaseName(myHero); --returns a string holding the basename, often used when GetObjectName is empty or incorrect
local deadflag = IsDead(myHero); --returns a boolean, true if dead, false if alive
local team = GetTeam(myHero); --returns an int, holding the team (100;200 or 300 for jungle team)
local origin = GetOrigin(myHero); --returns a xyz VECTOR of the specific object in the world; in this case "origin.x" "origin.y" and "origin.z"
local currhp = GetCurrentHP(myHero); --returns the current health of the object
local maxhp = GetMaxHP(myHero);  --returns the maximum health of the object
local junglecampbool = IsCampusUp(myHero);  --this can't be used with myHero object, instead only for a jungle camp, will return true if it's UP
local currmana = GetCurrentMana(myHero);  --returns the current mana/energy of the champion (should be 0 for Katarina, Vladimir, etc)
local maxmana = GetMaxMana(myHero); --returns the maximum mana/energy of the champion
local magicshield = GetMagicShield(myHero); --returns the value of the magic damage shield applied to the champion (probably by Morgana E)
local dmgshield = GetDmgShield(myHero);  --returns the standart shield value a champion has (like Riven E; Lux W; and much more)
local champname = GetObjectName(myHero);  --returns a string with the champion name (for example Ryze, Annie etc)
local cdr = GetCDR(myHero);  --returns the cooldown reduction of the champion
local apf = GetArmorPenFlat(myHero);  --returns the flat armor penetration value of the champion (probably by runes or blrutalizer item)
local mpf = GetMagicPenFlat(myHero);  --returns the same thing as above, but for flat magic penetration
local app = GetArmorPenPercent(myHero);  --returns the percentage of armor penetration
local mpp = GetMagicPenPercent(myHero);  --returns the percentage of magic penetration
local bonusdmg = GetBonusDmg(myHero); --returns the bonus AD damage by items/runes/buffs etc
local bonusap = GetBonusAP(myHero); --returns the bonus AP damage by items/runes/buffs etc
local lifesteal = GetLifeSteal(myHero); --returns the lifesteal percentage of a champion
local spellvamp = GetSpellVamp(myHero); --returns the spellvamp percentage of a champion
local attspd = GetAttackSpeed(myHero); --returns the attack speed percentage of a champion
local basedmg = GetBaseDamage(myHero); --returns the base champion attack damage (works for minions and others too)
local crit = GetCritChance(myHero); --returns the critical strike percentage of a champion
local armor = GetArmor(myHero); --returns the total armor of an object
local magicres = GetMagicResist(myHero);  --returns the magic resist of an object
local hpregen = GetHPRegen(myHero);  --returns the health regeneration ratio of an object
local mpregen = GetMPRegen(myHero);  --returns the mana/energy regeneration of an object
local movespd = GetMoveSpeed(myHero);  --returns the move speed of an object
local range = GetRange(myHero); --returns the attack range of an object
 
 
local buffcnt = GotBuff(myHero,"OdinRecall"); --returns how much stacks we have of a specific buff; returns 0 if we don't have the buff
--test1 = GetBuffCount(myHero,4); --returns a value bigger than 1 (if the buff at index 4 is actually valid, min index 0, max index 63)
--testname = GetBuffName(myHero,4); --returns a string with a buffname (if the buff at index 4 is valid and has GetBuffCount(myHero,4) > 0)
--immune = IsImmune(Object,myHero); --returns a boolean true if the "Object" is immune to damage and can't be killed (Tryndamere ulti; etc)
 
local potionslot = GetItemSlot(myHero,2003); --returns a value > than 0 if the item is found; this value is used in CastSpell as slot
 
local castlevel = GetCastLevel(myHero,_Q); --returns how much the Q spell has been leveled up
local castrange = GetCastRange(myHero,_Q); --returns the range of the Q spell determined by the game engine
local castmana = GetCastMana(myHero,_Q,castlevel);  --returns the mana required to cast Q on the specific level it is
local castcd = GetCastCooldown(myHero,_Q,castlevel);  --returns the cooldown of the Q spell depending on the level it is currently
local castname = GetCastName(myHero,_Q);  --returns the current name of the Q spell (it changes for Nidalee and other champs depending on form)
local castusage = CanUseSpell(myHero,_Q); --returns the current state of the Q spell; READY=0;NOTAVAILABLE=1;NOTLEARNED=2;READYNONCAST=3;UNKNOWN=4;ONCOOLDOWN=5;NOMANA=6;
 
 
local hitboxsize = GetHitBox(myHero); --returns a value with the "size (range)" of the object's hitbox
local mylevel = GetLevel(myHero); --returns an int value from 1 to 18 with the player's level
local myexp = GetExperience(myHero);  --returns a value with the total experience gained so far
local amivisible = IsVisible(myHero);  --returns a boolean if an object is visible (not in Fog Of War)
local isobjalive = IsObjectAlive(myHero); --returns a boolean if the object is not dead and has health bigger than 0
local mypingval = GetLatency(); --returns an integer with the value of our ping ingame
local os_clock = GetTickCount(); --returns an integer with the passed ticks in the system
local mynetid = GetNetworkID(myHero); --returns an integer with the netID for an object
 
 
 
--CastTargetSpell(Object,_Q); --casts Q spell at target "Object"
--CastSkillShot(_Q,origin.x,origin.y,origin.z); --casts Q spell as a skillshot at target location "origin" (fixed a typo; it's CastSkillShot)
--MoveToXYZ(origin.x,origin.y,origin.z); --Moves your champion to "origin"
--HoldPosition(); --stops your champion from attacking and moving
--AttackUnit(Object);  --attacks "Object" with an auto-attack if it's an enemy.
 
local capspress = KeyIsDown(0x14); --Caps Lock key
if capspress then
if BuyItem(1027) then --Saphire Mana Crystal (400gold)
MessageBox(0,"Saphire bought!","Nice!",0);
end
end
 
--we got "origin" by GetOrigin(myHero);
DrawCircle(origin.x,origin.y,origin.z,300,0,0,0xffffffff); --draws a circle around object (params: x,y,z,radius,width,quality,colorARGB);
--width by default is 0; anything above that draws another extra circle
--quality by default is 0 so it will be handled by GoS settings which are set by the user
 
 
local myscreenpos = WorldToScreen(1,origin.x,origin.y,origin.z); --transforms xyz to screen xy coordinates; (params: visfix,x,y,z; and returns a struct x,y,flag)
if myscreenpos.flag then
DrawText("Testing... This text was changed",24,myscreenpos.x,myscreenpos.y,0xff00ff00); --draws a text to XY coords; (params: text,size,x,y,color)
--if "size" is not 12, but 0 it will use GoS setting set by the user for default text size
 
DrawTextSmall("hEllO wOrLd",myscreenpos.x,myscreenpos.y-20,0xff00ff00); --draws small text to XY coords; (params: text,x,y,color)
--note that this "smal" font is custom pixel made and it drains FPS on slow PC's if used in huge quantities
 
FillRect(myscreenpos.x-200,myscreenpos.y-200,100,100,0x50ffffff); --fills a rect pixels with a specific color; (params x,y,width,height,color)
 
DrawDmgOverHpBar(myHero,currhp,120,60,0xffffffff);  --draws specific damage over enemy or ally champion in a specific color, takes into account shields
--(params: heropointer,currenthp,adandtruedmg,apdmg,color)
end
 
local mousepos = GetMousePos(); --returns a xyz VECTOR of your mouse position in the 3d world
DrawCircle(mousepos.x,mousepos.y,mousepos.z,150,0,0,0xff00ff00); --draw a green circle around the mouse with 150 radius
 
 
local myTarget = GetCurrentTarget(); --returns your current target (if any available) based on current GoS logic.
 
 
if myTarget ~=nil then
mypred = GetPredictionForPlayer(origin,myTarget,GetMoveSpeed(myTarget),1700,250,castrange,50,true,true);
--Parameters: CastStartPosVec,EnemyChampionPtr,EnemyMoveSpeed,YourSkillshotSpeed,SkillShotDelay,SkillShotRange,SkillShotWidth,MinionCollisionCheck,AddHitBox;
--return value: ret.PredPos.x; ret.PredPos.y; ret.PredPos.z; ret.HitChance (1 or 0 for now)
if mypred.HitChance == 1 then
DrawCircle(mypred.PredPos.x,mypred.PredPos.y,mypred.PredPos.z,150,3,255,0xff00ff00) --draw a green circle if we can hit the enemy
else
DrawCircle(mypred.PredPos.x,mypred.PredPos.y,mypred.PredPos.z,150,3,255,0xffff0000) --draw a red circle if we can't hit the enemy
end
end
 
 
currtickz = GetTickCount();
if (global_ticks + 15000) < currtickz then   -- if the ticks + 15 seconds is smaller than "now" (GetTickCount), then 15 seconds have passed
local potionslot = GetItemSlot(myHero,2003);  --get potions slot if available
if potionslot > 0 then
if GetCurrentHP(myHero) < GetMaxHP(myHero) then  --check if we have less current HP than MAXHP
global_ticks = currtickz  --set global_ticks to "now" so a wait of 15 seconds will occur once again
CastSpell(potionslot)  -- "selfcast spell" at "potionslot" (whatever the slot is)
--Katarina R cast would look like CastSpell(_R)
end
end
    end
 
 
local shiftpress = KeyIsDown(0x10); --Shift Key
if shiftpress then
mymouse = GetMousePos();
CastSkillShot(_Q,mymouse.x,mymouse.y,mymouse.z); --start charging Xerath Q
end
local tabpress = KeyIsDown(9); --TAB key
if tabpress then
mymouse = GetMousePos();
CastSkillShot2(_Q,mymouse.x,mymouse.y,mymouse.z); --release charged Xerath Q
end
 
 
 
-- print all the local variables we got so far from myHero
DrawText("Remember that using DrawText so much in an actual script will obviously cause huge FPS drops. This is a test example.",24,0,0,0xffff0000);
DrawText(string.format("Obj_Type = %s", Obj_Type),12,0,30,0xff00ff00);
DrawText(string.format("Obj_BaseName = %s", Obj_BaseName),12,0,40,0xff00ff00);
DrawText(string.format("deadflag = %s", tostring(deadflag)),12,0,50,0xff00ff00);
DrawText(string.format("team = %d", team),12,0,60,0xff00ff00);
DrawText(string.format("x,y,z = %f; %f; %f", origin.x, origin.y, origin.z),12,0,70,0xff00ff00);
DrawText(string.format("currhp = %f", currhp),12,0,80,0xff00ff00);
DrawText(string.format("maxhp = %f", maxhp),12,0,90,0xff00ff00);
DrawText(string.format("currmana = %f", currmana),12,0,100,0xff00ff00);
DrawText(string.format("maxmana = %f", maxmana),12,0,110,0xff00ff00);
DrawText(string.format("magicshield = %f", magicshield),12,0,120,0xff00ff00);
DrawText(string.format("dmgshield = %f", dmgshield),12,0,130,0xff00ff00);
DrawText(string.format("champname = %s", champname),12,0,140,0xff00ff00);
DrawText(string.format("cdr = %f", cdr),12,0,150,0xff00ff00);
DrawText(string.format("armorpenflat = %f", apf),12,0,160,0xff00ff00);
DrawText(string.format("magicpenflat = %f", mpf),12,0,170,0xff00ff00);
DrawText(string.format("armorpenpercent = %f", app),12,0,180,0xff00ff00);
DrawText(string.format("magicpenpercent = %f", mpp),12,0,190,0xff00ff00);
DrawText(string.format("bonusdmg = %f", bonusdmg),12,0,200,0xff00ff00);
DrawText(string.format("bonusap = %f", bonusap),12,0,210,0xff00ff00);
DrawText(string.format("lifesteal = %f", lifesteal),12,0,220,0xff00ff00);
DrawText(string.format("spellvamp = %f", spellvamp),12,0,230,0xff00ff00);
DrawText(string.format("attspd = %f", attspd),12,0,240,0xff00ff00);
DrawText(string.format("basedmg = %f", basedmg),12,0,250,0xff00ff00);
DrawText(string.format("critchance = %f", crit),12,0,260,0xff00ff00);
DrawText(string.format("armor = %f", armor),12,0,270,0xff00ff00);
DrawText(string.format("magicres = %f", magicres),12,0,280,0xff00ff00);
DrawText(string.format("hpregen = %f", hpregen),12,0,290,0xff00ff00);
DrawText(string.format("mpregen = %f", mpregen),12,0,300,0xff00ff00);
DrawText(string.format("movespeed = %f", movespd),12,0,310,0xff00ff00);
DrawText(string.format("range = %f", range),12,0,320,0xff00ff00);
 
DrawText(string.format("Got OdinRecallBuff? = %d", buffcnt),12,0,340,0xff00ff00);
 
DrawText(string.format("HealthPotionSlot = %d", potionslot),12,0,360,0xff00ff00);
 
DrawText(string.format("Q CastLevel = %d", castlevel),12,0,380,0xff00ff00);
DrawText(string.format("Q CastRange = %f", castrange),12,0,390,0xff00ff00);
DrawText(string.format("Q CastMana  = %f", castmana),12,0,400,0xff00ff00);
DrawText(string.format("Q CastCD    = %f", (castcd + (castcd * cdr))),12,0,410,0xff00ff00);
DrawText(string.format("Q CastName  = %s", castname),12,0,420,0xff00ff00);
DrawText(string.format("Q CastUsage = %d", castusage),12,0,430,0xff00ff00);
 
DrawText(string.format("hitboxsize = %f", hitboxsize),12,0,450,0xff00ff00);
DrawText(string.format("mylevel = %d", mylevel),12,0,460,0xff00ff00);
DrawText(string.format("myexp = %f", myexp),12,0,470,0xff00ff00);
DrawText(string.format("amivisible? = %s", tostring(amivisible)),12,0,480,0xff00ff00);
DrawText(string.format("isobjectalive? = %s", tostring(isobjalive)),12,0,490,0xff00ff00);
DrawText(string.format("Ping(ms): %d", mypingval),12,0,500,0xff00ff00);
DrawText(string.format("GetTickCount = %d", os_clock),12,0,510,0xff00ff00);
DrawText(string.format("NetworkID    = %X", mynetid),12,0,520,0xff00ff00);
 
end)


  • 42

#2
SatsujiN

SatsujiN

    Advanced Member

  • Members
  • 110 posts
  • LocationKebab

Finally!


  • 2

#3
Monkey

Monkey

    Member

  • Members
  • 23 posts

*_*


  • 0

#4
Kira

Kira

    Member

  • Members
  • 15 posts

my spacebar is ready Kappa


  • 1

#5
Elohim

Elohim

    Advanced Member

  • Members
  • 64 posts

Wooooooooooooooooooooooooooooooooooow nice nice nice nice ...let's go ****#@!  elo 


  • 0

#6
AlexOMFG

AlexOMFG

    Member

  • Members
  • 17 posts

Finally<3


  • 0

#7
Cloud

Cloud

    KAPPA

  • Ex-Staff
  • PipPipPip
  • 1,498 posts

Time to start ty Feo


  • 0

#8
TheFoxy

TheFoxy

    Advanced Member

  • Donator
  • 116 posts
  • LocationRight Here :P

^_^ !!COOL!!   ^_^

 

 

emm? Menues? Events?

:) :) :) :) Coming soon right :) :) :) :)

 

We love you!!


  • 0

#9
Kiara789

Kiara789

    Advanced Member

  • Contributor
  • 187 posts
  • LocationChile

nice!, waiting C# Kappa


  • 0

#10
TheFoxy

TheFoxy

    Advanced Member

  • Donator
  • 116 posts
  • LocationRight Here :P

nice!, waiting C# Kappa

Lua is easier then C#

It's langues for dummies :P

and pll who can't learn any decent language Keppo

I leraned it good enough in 3 hours 

EDIT:

Lacks objects and stuff by default but Fere did that well :)

And events <_<

But I have an idea for that :P


  • -1

#11
OxideSon

OxideSon

    Advanced Member

  • Donator
  • 642 posts

spacebar ready Kappa


  • 0

#12
hellblood

hellblood

    Newbie

  • Members
  • 6 posts

good stuff ^_^


  • 0

#13
TristanabestOne

TristanabestOne

    Brazilian Supp

  • Local Support
  • 1,083 posts
  • LocationBrazil

good


  • 0

#14
unity

unity

    Newbie

  • Members
  • 5 posts

now just wait for scripts  Doge


  • -1

#15
TheFoxy

TheFoxy

    Advanced Member

  • Donator
  • 116 posts
  • LocationRight Here :P

now just wait for scripts  Doge

LEACHER!!!! Keppo


  • 1

#16
PejeLagarto

PejeLagarto

    Member

  • Members
  • 12 posts
  • LocationVenezuela

Nice,Feretorix i will test.


  • 0

#17
Zypppy

Zypppy

    Ex Global Support

  • Contributor
  • 1,817 posts
:popcorn:
  • 0

#18
jlosa

jlosa

    Newbie

  • Members
  • 6 posts
  • LocationSpain

Finally!


  • 0

#19
movemama

movemama

    Newbie

  • Members
  • 8 posts

Good cow fork, how to use


  • 0

#20
vhdasilva

vhdasilva

    Advanced Member

  • Members
  • 46 posts

Spacebar to winnnn Keppo  :D


  • 1




61 user(s) are reading this topic

0 members, 61 guests, 0 anonymous users