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#69338 [Free] Deftsu's Auto Carry : Reborn v0.58

Posted by Deftsu on 11 June 2016 - 02:46

YOU DO NOT NEED TO DOWNLOAD DAC:R, YOU CAN SELECT IT INGAME BY PRESSING SHIFT=>Orbwalker=>DAC:R

 

Insert Thread Design Here !

 

Features:

  • Fast Kiting Algorithm
  • 5 Different Modes (Combo, Harass, LaneClear, LastHit, Freeze)
  • Strong and Solid Coded
  • Dev-Friendly (Includes Events..)
  • Supports Almost all AutoAttack Resets
  • Doesn't Break Chanelling Spells
  • Supports Almost All Possible Damage Bonuses on LastHit
  • Most Perfect LastHit with Damage/Health Prediction
  • Friendly and Configurable
  • Attacks Wards/Pets/Barrels
  • Hold Position Depending on Distance between Mouse Position and Hero
  • Melee Settings
  • Range Drawings
  • Perfect Damage Calculation/Health Prediction
  • Support Mode (Spoil of War..)
  • Attack Turrets/Inhibitors/Nexus
  • Nice Logic Behind Getting Targets in Different Modes
  • Configurable WindUp + Farm Delays
  • Highest DPS Possible
  • AutoAttack Canceling that is not affected by Humanizer (Fast-Kite Option)
  • Strong Target Selector

ToDo:

  • Add Items Usage
  • Add Plugins for ADC's

 

API:

Spoiler

  • 298


#17121 Noddy | ADC Main

Posted by Noddy on 28 August 2015 - 06:02

N1NEZE8.png


  • 149


#72361 [Free] Challenger Evade v0.22

Posted by Deftsu on 28 July 2016 - 11:00

cR3IE0t.png

Introduction

Challenger Evade was under development for almost 2 months and now is the day of the release (RELEASE THE KRAKEN!).
Since alpha release, Challenger Evade supports almost all skillshots (if not all :P) so let's get into more details..



General

-Evades as smooth as possible, no matter how much skillshots are fired at you, click for more info..
-Will find optimal path for multiple skillshots (prioritizing : last evade position > orbwalker direction)
-Works well with the orbwalker/normal clicks, everything will work smooth without any jittering, click for more info..
-Fully Customizable settings for each enemy skillshot
-Fully Customizable settings for evade methods
-Simple and Clean menu, easy to configure
-Supports FOW Dodging (there is an option to turn off this feature)
-Dodge only dangerous option (this is useful when using combo mode, so it's on space by default, will dodge only dangerous skillshots instead of every skillshot fired at you)
-Ally Shielding
-Customizable danger levels for both evade methods and skillshots.
-Almost perfect algorithm over choosing evade method (knows exactly when it needs to move, dash etc..)
-Supports Drawings for all different types and special spells (planning to rewrite current linear, circular drawings..)
-Block spells (configurable) and AutoAttacks when evading
-Special Feature : Double Click to remove skillshot, works only for Gragas Q and Lux E for now, useful when the enemy is dead or the projectile is blocking your path, click for more info..
-Basic pathfinding and optimized wall calculations
-Collision support for windwall, minions and heroes
-Ignore Above HP% option
-Special evasion system for kalista
-FOW Dodge for some circular spells
-Prevention from AA cancelling option



SkillShot Types

Challenger Evade support the dodge of all current skillshot types including :
-Linear
-Circular
-Conic
-Arc (ex: Diana Q)
-Ring (ex: Veigar E inside and outside the ring)



Evading Methods

Challenger Evade Dodge with different methods including:
-SpellShields
-Walking (including movement speed buffs, includes Ghost)
-Dashes
-Blinks (includes flash)
-Invulnerable spells (includes Zhonya)
-Shields (including teammates)
-WardJumps
-AttackJump (Ekko E Attack)

Special Spells

while working on it, i recorded some special spells/spell types so here comes the fun part.. :D

Ahri Q (acceleration and backward orb follows ahri..)

Spoiler


Ashe W (x9 skillshots)
Spoiler


Darius E (cone, nothing special)
Spoiler


Diana Q (arc, nothing special)
Spoiler


Malzahar Q (same as zyra Q, perpendicular to cast direction)
Spoiler


Syndra E (orbs..)
Spoiler


Taric E (following taric + ally with his buff)
Spoiler


TwistedFate Q (threeway..)
Spoiler


Velkoz Q (perpendicular :D)
Spoiler


Zed Q/E (From object which is shadows in this case, same as Orianna Spells, Ekko R..)
Spoiler


Ziggs Q (triple bounce)
Spoiler



[img]http://i.imgur.com/mEdPG69.png[/img]ZuzjvKO.png

UTpvHX.png

TODO List

-ignore/DodgeOnlyDangerous when Banshee/Olaf R Active option
-Avoid Traps/Shrooms (Jinx E, Cait W, Teemo R...)
-Spam Feretorix to add GetPath(my current path)/CalculatePath(calculate path from a to b and return points)

API

Spoiler


Credits

Kortatu/Honda7 for open source evade (learned a lot from it :D)
evitaerCi for teaching/helping in different steps, this guy definitely deserve a cookie! :godbless:
Everyone that helped me on fixing/improving minor things (Inspired, Zwei.....)
Noddy for op Challenged Evade banner PogChamp


  • 134


#77752 [CS:R] Challenger Series : Reborn v0.31 [Added : Camille]

Posted by Deftsu on 03 September 2016 - 02:41

Insert Thread Design Here !

Features:

                                                                                                                                                                                                                            

 

  • Multi Champions Support
  • Multi Prediction Support
  • Multi Orbwalker Support
  • Built-in Activator
  • Built-in Humanizer
  • Built-in Skin Changer (Works every patch)
  • Always Up To Date
  • Advanced Logics and Algorithms for different champions
  • Smart Spell Rotation
  • Awesome Drawings

 

Supported Champions:

                                                                                                                                                                                                                            

  • Aatrox
  • Ahri
  • Akali
  • Alistar
  • Amumu
  • Ashe
  • Azir
  • Blitzcrank
  • Brand
  • Camille
  • Draven
  • Jayce
  • Katarina
  • Lee Sin
  • Master Yi
  • Vayne
  • Xerath

3oSKtjF.pngugRRHSw.png


  • 82


#10980 CloudAIO v16[IAC] v5.4 *FINAL* I Will no longer...

Posted by Cloud on 01 August 2015 - 03:26

HexYBaF.png
v5.4 Final [Read update]

Supported champions

Spoiler

Middle Lane

Spoiler

Attack Damage Carry (ADC)

Spoiler

 

Support

Spoiler

Top Lane

Spoiler

Jungle

Spoiler

 

 

Tutorial: Please open spoiler.

Spoiler

 

 

Download:https://raw.githubus...er/CloudAIO.lua

 

 

Download With Gnar Ult: https://github.com/C...r/CloudAIO1.lua

lel.lua (Required for Gnar ult) https://github.com/C.../master/lel.lua

 

 

Error IAC() fix: Delete myIAC = IAC() at the top of the file(s)

Update: *FINAL* I will no longer be updating this script. It is simply not "HQ" and I would rather spend time making something useful for GoS rather then crappy scripts. Scripts that will be released in the future will be very "HQ" and i might ressurect this thread at anytime. Yes you may still use this script Kappa.

 

 

Gameplay:

Spoiler

leeched drawings by: Deftsu big thanks!

 

Bug report layout:

Champion:
Did you use the download and follow my tutorial?:
Did or are you using twgank with it?(wont work)
Screenshot(if possible):
Bug(short description):

Anything not in this layout will not be answered (Jks it will but make it easy for me please)

Upvote: You know the green arrow thing helps drive me.


  • 69


#96889 [OLDâť“] LazyXerath [v.1.11] | Just Xerath things

Posted by Noddy on 13 February 2017 - 05:43

HUuS1t7.png


  • 64


#137398 GoS External Updated/Working Scripts! (02.04.2022)

Posted by Aristo on 24 January 2018 - 03:54

oDaz4mF.png

This account and the screenshot belong to one of our users who reached Master with EXT!

=================================================
XnacbYq.png

(Click)GG Orbwalker (#Compatible With All Ext Scripts)

(Click)Evade(Use it only to track spells, turn of auto dodge)

 

==================================================

m3L9jTN.png

 

  • DevX-AIO (Click) Gangplank, Gnar, Karthus Qiyana (Alpha release) Swain Syndra Elise Lee Sin Rek'Sai  Zeri 

 

  • Sussy AIO  (Click) Amumu  Braum, Pyke, Renata Glasc, Vi, Shaco, Tahm Kench, Zilean 

 

 

  • DnsMages: (Click)Lux, Brand   DnsMarksmen: Senna,Tristana, Kaisa, Caitlyn, Jinx   
  • DnsFighter: (Click)Irelia and more 
  • DnsSupport: Lulu and more (Click)
  • DnsFinest: (Click) Miss Fortune, Xerath, Brand

 

 

  • GGAIO(Click) Orianna, BrandEzreal,Karthus,Twitch,KogMaw, Jhin, Varus,Morgana,  Blitz,  Taric and more
  • Vex (Click)     Akshan(Click)  Teemo (Click)    SussyAIO(Click) Amumu​, Braum, Pyke, Vi, Shaco, Tahm Kench

 

  • WinRate aio Reworked(Click) Ashe, Blitz, Corki, Darius, Jax, Riven, Syndra, Teemo, Twisted Fate, Twitch, Vayne, Sion, Vlad, Xayah, Varus, Talon, Olaf, Thresh and Kalista

 

  • Series Series(Click) Aphelios,  Lucian,  Pyke,  Fizz,  Quinn,  Vayne,   Corki,   TF,   Master  and more

 

  • 14Series(Click) Brand   Fiddlesticks   Vayne   Senna   Nunu   Syndra   Talon   Amumu

 

  • Pussy AIO (Click) Blitz, janna,  leona,   morgana,  pyke,  Rell, Seraphine,  soraka, thresh, sona, zyra,  ashe, caitlylyn, jhin, jinx, kalista,  tristana, kaisa, azir, ahri, cass, ekko, kassadin, katarina, leblanc, lux, malzahar, ryze, veigar, zed, zoe, velkoz, neeko ,akali,  camille, illaoi,  diana, chogat, fioara, garen, karthus, kayle, mordekaiser, renekton, shen, volibear, wukong, sylas, qiyana, Graves, Yone

 

  • Auto 3.0 Ahri, Brand, Cass, Fiora, Kayle, Lulu, Lux, Miss fortune, Nami, Morg, Sivir, Soraka, Xerath, Zilean, Ziggs and more(Click)

 

If you want to Install all of those scripts, just install this file!

Click "here to Install!


=================================================

MQI4fPr.png

https://youtu.be/r3USB7KO5fM
https://www.youtube.com/watch?v=mbCdOclY7QM
https://www.youtube.com/watch?v=r3USB7KO5fM
https://youtu.be/5uiiJHN5Dfo
https://www.youtube.com/watch?v=m_NaBm_sIwk
https://www.youtube.com/watch?v=_V4Jpk5edzE 

=================================================

ZIjGD7J.png

=================================================

DPZAOz.png

NDt8hIX.pngJAw20Fw.jpgzD8qp5q.pngOAxh3yU.pngvHLwbWB.pngutHt6NL.png

=================================================

WIj4T8T.png

 
 
 
 
 
727 Exod motun35 dk1ng LeighaLish Negative Pythias inyabooty [member=Expyvolts] Shulepin and Feretorix


  • 64


#149697 [OLDâť“] LazyAiO [v4.0 | 30 Champs]

Posted by DamnedNooB on 01 April 2018 - 05:08

1.png

2.png

 

 

Supported Champs

 

Spoiler

 

Utility

Spoiler

 

Prediction

Spoiler

 

Orbwalk

Spoiler

 

Goals and future of this AiO

Spoiler

 

Github

 

Credits: sikaka HPred, Noddy, Noddy's pred, gamsteron, Autoupdater


  • 63


#14781 D3ftlandAIO v3.5 a lot of incoming updates !!

Posted by Deftsu on 17 August 2015 - 06:12

MXLgbJF.png


A Special Thanks to Cat for the banner :wub:


You can download the whole zip folder from here : https://github.com/D...hive/master.zip

Please download that folder or Download this lib since you need it : https://raw.githubus...mon/DeftLib.lua

 

Utility Scripts

 

-Baseult:Reborn

Spoiler


-Singed Q Exploit
Spoiler

 

Supported Champions


 

-Ashe

 

Spoiler




-Ahri 



Spoiler

 

-Azir 

 

Spoiler

 

-Blitzcrank 


Spoiler


-Cassiopeia 
Spoiler

 

-Jinx 

Spoiler


-Kalista

Spoiler


-Katarina 

Spoiler

 

-Orianna

Spoiler

 

-Ryze 

Spoiler

 

-Sivir

Spoiler

 

-Syndra

Spoiler

-Thresh

Spoiler


-Vayne 
Spoiler


-Viktor 
Spoiler


-Xerath 
Spoiler

 

Credits to ilovesona for Interrupter, Inspired for inspiring me =) , Feretorix for GoS obviously =) , Inferno for MEC

 

Spoiler


iopHyoj.jpg
 


  • 61


#2981 LastHit Minions

Posted by Feretorix on 28 June 2015 - 03:18

HarassCombo Tab > LastHit:

Screenshot: lasthit.gif





Feature explanation:


-LastHit Hotkey: by default is X, can be set to anything else.
-By holding down the key, you will lasthit minions if they're killable.

-Enable LastHit: by checking this, you will enable the usage of the lasthit key (whatever is set to)

-LastHitMinionMarker: if you enable this, whenever a minion could be killed with an attack, he will have a white circle around him, working like an indicator.
  • 56


#51297 Challenger Series v0.24 Multi Champion Support, Prediction, Orbwalker and more..

Posted by Deftsu on 22 January 2016 - 12:35

Z7oyrG.jpg

 

Download Link : ChallengerSeries.lua

installtogos.jpg

 

Features:

-Multi Champions Support

-Multi Orbwalker Support

-Multi Prediction Support

-A lot of Features including Combo, Harass, LaneClear, LastHit, Misc, Key Settings, Drawings ...

-Ward Jump

-Freelo Options

-Tons Of Logic

-FPS friendly

 

Current Supported Champions:

-Ahri

-Alistar

-Ashe

-Azir

-Blitzcrank

-Draven

-Katarina

-Lee Sin

-Vayne

Credits:

Inspired


  • 53


#127461 Request access to buy "GoS for PUBG" here.

Posted by Feretorix on 08 October 2017 - 01:40

Before requesting access, visit the shop to see if you're already verified and can see the cheat in there, if not - post here.




 
 
 

In order to get access to the shop and purchase GoS for PUBG, you need to be a trusted member and get the extra rank "Verified".
 
In the following order people will have highest priority and chance to being accepted as "Verified" members in order to get access to PUBG in the shop.
 
 
 
+VIP members which have donated, have PUBG for free, lifetime - as promised.
Donators, they have supported the site in the early stages and are auto-verified. (Simply ask for access)
Registered members before 13th of August which currently have GoS INT/EXT running subscription.
Registered members before 13th of August which have purchased GoS INT/EXT in the past, but now is expired.
Everybody else with a special rank (of some kind) in the forums which is registered before 13th of August.
Regular members registered before 13th of August and have never purchased GoS INT/EXT.
 
And everybody else which has registered after 13th of August (which was the announcement date) with a really low chance, no matter the rank.
A better chance of getting "Verified" would be if they have registered before 10th of October and have purchased GoS EXT/INT and have been active in the forums, their PayPal is not related to Germany.
 
Remember that I still hold the right to deny anyone willing to purchase without notice.
Remember that once you purchase PUBG, your account will be locked to your computer hardware.
 
 

Please post below if you want to request access!


  • 49


#53885 [Last Update - 7.2] Krystra Mid Series [Multi Champion Support ] [ Multi Pred...

Posted by Krystra on 02 February 2016 - 09:55

viI5UCP.pnge0GRwE5.pngaizQZ1z.png

u94eK3U.png

QKb4rvv.png


  • 47


#105791 [OLDâť“] TRUSt in my Marksman

Posted by TRUS on 31 March 2017 - 10:06

Another script for this platform(like always without any formatting   Kappa )
 Featured champions:
• Ashe 

Spoiler

• Caitlyn  
Spoiler

• Ezreal 
Spoiler

• Lucian 
Spoiler

 
• Twitch
Spoiler

 
• KogMaw
Spoiler

 
• Kalista
Spoiler

 

• Corki

Spoiler

 

• Xayah

Spoiler

Support any orbwalker
 
installtogos.jpg
 
 
73y06XU.jpg

These scripts have only functions which i found useful for me. I wrote it for own usage but dont think here is any reason to not share it. 
Still you can post any bugs and i will try to fix them, but "requesting functions" most likely will be ignored.


  • 46


#14969 TheWelder AIO - NO SIMPLE SCRIPTS INCLUDED - 15 HQ Champion Script ! [ANN...

Posted by TheWelder on 18 August 2015 - 10:52

c7RcUyY.jpg

THIS IMAGE IS ONLY FOR ILUSTRATION

+Features

-COMBO Configs

-FULL QWER

-IAC support

-GankAlert

-Support Inspired V16

 

+Champion's

Spoiler

 

 

+TODO

Skills/Smite Support for jungler's

 

DOWNLOAD LINKS:

TWAIO

INSPIRED

TWGANK

IAC

 

aQMrcg6.png

 

+HOW TO INSTALL:

1-Place the downloaded files inside COMMON Folder.

2-Add require('twaio') inside testscript1.lua


  • 45


#1371 Riven Configs - Best Combo

Posted by Oneesan on 10 June 2015 - 09:03

riven_wallpaper_by_theextraqt-d7nr2d4.jp

Guiled

- Coppy script and pates in files Gameonstreoroids.ini 
( Start -> %appdata% ->Folder Gameonstroids ) 

Spoiler

Goodluck!

Don't foget click rep_up.png


  • 45


#12491 The future plans for GoS improvement.

Posted by Feretorix on 07 August 2015 - 01:06

Since i am going on vacation and we're going to be on a standby for 7 days without me exporting new API functions. I want to make things clear to you guys where we are headed to and what is going to happen with the tool in the future.
 
 
 

First we will continue with the API (when i come back):

OnCreateObject, OnUpdateObject?, OnDeleteObject, GetCursorPos, GetWaypoints, OnProcessPacket, SCRIPTS_PATH, COMMON_PATH, FileExists, DownloadFile, DrawLines, GetKillsCount, GetDeathsCount, GetAssistsCount, GetCSCount, F7DodgingBool, GetGameTimer, GetGameMap, and much more i have forgotten to mention.
 
The approach i have taken with OnLoop and OnObjectLoop was not the best one and is FPS consuming for slower computers, including the need of calling functions like GetMaxHP or any other. We will be moving on OnCreateObject, where the object will have members like object.maxHealth to save resources. (I really need to confirm on this first, else it will be still useless)
 
 
 
 
 
Second we will continue with the Loader, the moment when we will escape from ALPHA and become BETA:
 
Add language support for the Loader & Tool In-Game. Add the ability to install scripts with 1 click from the site, and a scriptlist in the Loader itself (like is in some competitors right now)
 
 
 
 
 
 
 
Third we will concentrate again on LUA Common libraries and script menu proper implementation and language support:
 
With the hope of the API exports we will be able to make libs like HealthPrediction, CustomEvade, CustomPrediction, SpellsDmgLib, SpellTypes, WallLibs, OrbwalkingLibs and much more of the kind. But the most important would be the MenuLib which with my help, it will be stickied to the F7 menu in a new TAB, will have the same color scheme design like the F7 menu (with submenus), but the listing approach should be like this: done by Krystian ! With my help, we will have LUA menu with different language support and settings saving.
 
 
 
 
 
Not the last thing (but last in this thread for the moment) would be a script database, which will be connected to GoS and people with 1 click will be able to install scripts which want to use. In game GoS will detect which champion they're playing and after they're spawned in base, asked which champion script want to load. The need of installing different libraries should be eliminated, as everything will be coming built in GoS.
 
 
 
 
 
 
 
What the average user is left at the end:
 
-Lightweight Loader
-One click install custom scripts from a DB (if it's not already embedded into GoS)
-Embedded professional scripts (which are godly and commonly used)
-Prompted at champion spawn which scripts to load (if more than 1 available) (this will be an option)
-Loader in user native language
-In-Game menu settings in native language


  • 45


#6732 Complete GoS LUA API [Alpha Version 0.1.8]

Posted by Feretorix on 16 July 2015 - 09:13

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)


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#63592 Internal isn't available buy External from the gos store to access all sc...

Posted by Meeboo on 08 April 2016 - 02:25

Internal is no longer available, buy EXT now: http://gamingonstero...al-vip-premium/


  • 42


#94557 [Patch 10.x] Evade v0.83 | Added new spells | Disable Missile Detectiion for...

Posted by Meeboo on 30 January 2017 - 05:22

Feature:

  • Dodge almost enemy spells
  • Dodge multi-spells at the same time
  • Use spells to dodge
  • Smooth evade under turret and near enemies
  • Humanizer with customization

 

ChangeLog:

Spoiler

 

 

 

Install:

 

installtogos.jpg

 

Credit:


  • 41