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murayyyy

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Everything posted by murayyyy

  1. Updated for 26.21. Added (Opt-in) Logging - Log your issues and send them to me In game, open Orbama > Logs and turn on Record logs BEFORE the problem happens. Play until it happens again and note the game time. Choose "Prepare share file" and "show location" in the same menu. Keep the scripts running and wait until it says "Share this file: FamilySupport.jsonl". Find FamilySupport.jsonl in your GoS folder under LOLEXT > Scripts > Common. The on-screen message and console also show the full path. Send me that one file, plus the champion, Normal or Classic, the mode/key you were using, the game time, and what went wrong. Recording defaults to OFF again after every script reload, so switch it on again if you reload while testing. Preparing the share file pauses recording too. Nothing gets uploaded automatically. Added Lucian and Hecarim. Added a shit ton of improvements, read the changelog below if you care. Fixed all of these bugs: Please test again now that I've updated. If you see any issues, please send logs. ================================================================ v11 | 2026-10-30 ================================================================ Smarter farming, steadier input and opt-in log recording Shared farming and waveclear - Time incoming minion attacks from native cast end. Prevent already-landed damage from being subtracted again, a confirmed cause of early shots. - Keep tracking launched attacks after the source retargets, casts again, disappears or dies. - Include our own confirmed launched ranged attacks in the incoming-hit forecast. - Observe allied turret projectiles, keep their damage through target switches, verify identities and avoid double-counting. - Use available native turret timing instead of fixed substitutes when data is missing. - Add a bounded attack scheduler for upcoming last-hit windows and spare waveclear/harass attacks. - Stay cautious around uncertain allied aggro, exact lethal boundaries and minions forecast dead. - Keep safe Senna soul collection without giving up an upcoming last hit. - Coordinate rescue spells with the attack schedule and keep other last hits. - Account for known spell cast locks when evaluating subsequent attacks. - Exclude validated spell last-hit targets only after the spell is actually sent; admission or cancellation does not claim a minion. - Refresh farming forecasts at dispatch and keep cooldown-based spell rescues. - Keep champion attack preferences behind shared farming policy. Champion farming and combat - Vayne: calculate post-Q attack flight from the resolved tumble endpoint. Keep follow-ups through delayed observations, require an actual send and native readiness, and do not repeat an already-observed empowered attack. - Classic Vayne: respect unknown projectile timing in SDK target selection. - Caitlyn: restore verified Classic AA travel, distinguish ordinary attacks and Headshots, and use shared timing in combat finishers. - Ahri and Ezreal: unknown AA flight no longer counts as instant or wrongly vetoes rescue Q. - Seraphine: include AA projectile travel when comparing farm spells with a ready attack. - Corki: remove guessed AA timing from spell-plus-attack finishers. - Ashe, Sivir, Teemo, Twitch and Twisted Fate: use checked shared attack-impact timing in affected farming/combat decisions. - Normal Lux: coordinate Q's two-minion last-hit set with the attack schedule. Recheck both identities, final ray, collision order, damage and impacts before sending. - Twitch: coordinate farm E's complete eligible kill set with the attack schedule. Never register a partial set when capacity is exceeded. - Separate multi-minion spell coordination capacity from the smaller bounded attack search. - Fizz, Jax, Wukong, Normal Shen and cougar Nidalee: an empowerment cast no longer claims damage from the basic attack that must still follow. - Recognize fresh profile-declared empowerment buffs as shared attack-reset evidence. Orbwalking, input and skill allocation - Stop repeating sent moves at an unchanged cursor location. - Allow a fresh move after an attack or relevant input/state change, so attack-move cycles keep working. - Clear stale right-button state after Evade clicks through a held button; this could block held combat modes until another manual click. - Confirm the held modifier before sending the skill key in an allocation chord. - Require an actual rank increase before reporting allocation success. - Keep scheduled key-up retries instead of spending them repeatedly in one frame. - Report completed held-key cleanup consistently. - Share supported recall recognition, including SuperRecall, across the affected SDK. Recall tracking and global ultimates - Restore recall countdowns/progress bars using validated native channel timing when buff clocks are corrupt. - Keep established deadlines stable, detect restarted recalls and keep valid buff timing when channel duration is unavailable. - Add Normal Jinx recall-to-base R sniping through the shared planner. - Share Jinx R's stepped flight model across Evade, prediction, combat and recall shots. - Include contact timing, qualified health observations, regeneration, fountain healing, shields and supported blockers in relevant recall-shot decisions. - Apply Ezreal's Classic recall-shot damage reduction only to Classic, not Normal. - Refresh timing and permission at dispatch; cancel unsent work when the opportunity ends. Orbamautils drawings and menus - Move the minimap missing-time option under Last seen position in fog, keeping saved settings. - Simplify Appearance labels and remove redundant Enemy titles. - Add per-feature team filters: enemies on, allies off by default. - Add optional ally cooldown tracking, including the player, in two compact side-by-side panels of up to five rows each. - Prefer qualified native ally cooldowns, keep useful deadlines across missing samples and label calculated fallbacks as estimates. - Draw actual remaining movement waypoints, and skip native waypoint reads for disabled teams. - Show known levels independently of XP. Draw XP only when profile/map/data support it. - Replace ward squares with ward glyphs, team colours, type markings and suitable timers. - Apply feature and ward-type minimap switches together. - Keep intersecting ward sight-radius circles visible when the ward itself is off screen. Opt-in log recording - Start recording OFF after every reload, regardless of a previous saved opt-in. - Add bounded public opt-in log recording; keep detailed development hooks lazy and ability capture separately opt-in. - Keep five RECORDING SESSIONS, not necessarily five games, at up to 8 MiB each. - Export one FamilySupport.jsonl through Orbama > Logs, with filename and folder shown in the menu. - Cap retained slots at 40 MiB and the export at another 40 MiB, plus a small index. - Export incrementally during safe idle maintenance, pause recording for sharing and show storage/error messages. - Remove legacy champion file sinks so old preferences cannot start separate unbounded logs. - Make provider collection, development profiling and Evade diagnostics follow the recording switch. - Add development evidence for farm readiness/settings/schedules, incoming hits, Q follow-ups and item observations. - Remove redundant telemetry rows, add stationary missile heartbeats and recover capture capacity from lingering wrappers. - Encode invalid native text safely and mark uncertainty. - Nothing uploads automatically. Performance, packaging and verification - Reuse scalar outline coordinates instead of retaining projection objects; reproject freshly each draw. - In the affected offline LuaJIT comparison, median drawing allocation fell from 14.5 KiB to 1.8 KiB with matching decisions. - All 24 stress runs pass without relaxed budgets. - 4,874 Evade checks and 5,484 coverage assertions pass. - Regenerate stale bundles and repair fixtures for recording defaults, buffer reservations, modifiers and export seeking. - All 201 full-gate selections have passing results across retained/repaired batches. This was not a new full-suite run on one final commit. - Final public candidate passes both Lua engines, archive readback, source parity, deterministic rebuild and 963 isolated installer assertions. Public opt-in log recording starts off. Enable it under Orbama > Logs when reporting a problem. Prepare the share file there, then share FamilySupport.jsonl from LOLEXT/Scripts/Common. A full script reload is required after updating. ================================================================ v10 | 2026-10-28 ================================================================ Farming, ward jumps and game-end cleanup Fixed - Keep waveclear from selecting invalid minions or minions forecast dead over living alternatives. - Let Katarina damage revival targets without treating the native death-prevention flag as damage immunity. Real invulnerability remains protected, and revival targets are excluded from guaranteed-kill estimates. - Resolve supported ward sources from native spell identity and readiness when inventory rows are unavailable. Preserve that source through Lee Sin's wardjump and insec, Katarina's queued ward mobility and shared reveal casts. Unknown charge counts remain unknown. - Keep orbwalking active when world-cursor samples are corrupt. - Retire callbacks safely during dispatch, cancel pending work and release owned input at unload. Late callbacks stay inert after host replacement. - Apply sourced stationary cast times at shared dispatch and separate Nautilus R's cast name from its duration. Development recordings - Preserve important cast observations under recorder pressure, resolve missile-owner handles and skip native reads for samples that cannot be retained. ================================================================ v9 | 2026-10-28 ================================================================ Lucian, Hecarim, shared ability data and steadier dodges Added - Lucian for Normal and Classic. Abilities go between attacks and never over a pending double shot, Q reaches through minions, E only lands where the target stays in attack range, and R finishes enemies out of attack range. Classic R is cast only through the selected-target bind because its shot count is not established. - Evade recognizes Classic Lucian's Q, W and R instead of treating them as unknown casts. - Orbama handles the Classic Lucian E attack reset and the movement and attack rules during his R. - Hecarim for Normal and Classic, including shared approach-angle steering for his empowered E attack. Steering considers allied follow-up, terrain, escape risk and whether the hit already kills. - Evade models projectiles that stop on the second unit, curved and fixed-time flights, impact areas, attached areas, charged ranges, growing areas and stepped projectile speeds where researched data supports them. Changed - Update champion mechanics, cooldowns and Evade data for patch 26.21. - Use the same readiness check for Classic item actives as for other casts, and read the native item spell slot. - Share extracted ability values between champion mechanics and Evade, with explicit Normal and Classic stages and provenance. - Score threat damage, control and displacement against the current game state, and share safe attack windows with the orbwalker. Fixed - Keep a dodge route stable while the game still reports the old path, without sending the same click again. - Keep prepared Evade outlines visible when only their timing refreshes. - Reject recall observations with invalid clocks. - Allow Evade's own defensive casts while it is dodging. - Let Aatrox E follow the live Q wrapper cast and record each Q result once. - Let Fiora Q chase freely moving targets and defer an early post-attack callback until the observed attack windup ends. - Clear stale chat input latches when chat closes. ================================================================ v8 | 2026-10-17 ================================================================ Champion casts, awareness and shared state Fixed - Recognize Swain E return missiles with a zero native target and group the return stage under E. - Respect Thresh Q2's own combat setting. Keep an observed leap active after its input receipt is collected, and end uncertain recast waits. - Let Leona select a target within E range after considering farther R targets. Release engage plans when E is cancelled before sending. - Use the recorded minimap fallback when matching calibration proves native coordinates are outside the render bounds. - Keep ward expiry from drifting forward on every observation, and discard stale ward identities and movement endpoints. Changed - Share health-bar damage drawing across controllers and withdraw stale KILL markers after healing, shield changes or identity replacement. - Keep jungle travel on a stable camp destination and follow the shared opening route from the nearer eligible own buff. - Prefer current native terrain collision while retaining profile-specific extracted navigation and team gates. - Hide tracking options that have no supported display for their feature.
  2. Your GoS path + script install subfolders exceeded the windows 260-character limit, i just rolled out an update that makes the path shorter. Should work for you now 🙂
  3. check out my new topic, I think you'll enjoy it. 😉
  4. A while ago I posted Orbama, my GGOrbwalker fork, together with Lee Harvey Osward, my first script. Building the most overkill Lee Sin possible meant rebuilding most of the orbwalker, and that turned into a full script family that covers everything you need in a game: Orbama: orbwalker, input pipeline and SDK OrbamaPrediction: prediction OrbamaUtils: activator, Auto-Smite, enemy cooldown tracker, recall tracker, ward tracker, awareness EvAYYYYde: evade, still the most work in progress AyyyyIO: 61 champions, with separate Normal and Classic mechanics Install (one line) Press Win+R and paste: powershell -NoExit -ExecutionPolicy Bypass -Command "irm https://raw.githubusercontent.com/LeeHarveyOsward/AyyyyIO/main/install.ps1 | iex" or run this in PowerShell: irm https://raw.githubusercontent.com/LeeHarveyOsward/AyyyyIO/main/install.ps1 | iex The installer finds your GoS folder, checks every file's hash, enables the five family scripts and disables every other active script. The disabled scripts keep their files and settings. Reload your scripts afterwards. Updates are automatic. In game the script checks for a new release, downloads it in the background, verifies every file and switches to it the next time you reload. Running the install line again also updates or repairs an install. GitHub | Published releases | Changelog Use the whole family, and only the family All five scripts share the same core. Spells, attacks, Smite, items, dodges and wardjumps queue in one priority system, so they never fight over your cursor or keys. Enemy positions, buffs and incoming attacks get read once per tick and shared, so the scripts don't each repeat the same work. Evade knows your champion's dashes, shields and blinks and asks the champion script to cast them. Utils owns Smite and items for every champion, and the overlay is shared, so everything shows up in one place. That only works if nothing else competes for the same inputs, so I recommend running only this family. That's why the installer disables everything else by default. OrbamaUtils highlight: an enemy cooldown tracker that works again Riot disabled the reporting of enemy spell cooldowns. The game reports 0 for every enemy cooldown, so every other cooldown tracker I tried is broken and shows everything as always ready. I built a workaround that still works. I extracted every ability cooldown from the installed game files, separately for Normal and Classic. When an enemy casts, the tracker starts that cooldown with their current ability haste applied. It recognises casts from the enemy's active cast, from a recast spell like Lee Q2 going back to its first stage, and from a mana or energy drop that matches exactly one ability's cost. It even works for most abilities when the enemy is in fog briefly. It remembers their mana and regen when they disappear, then works out which combinations of abilities match what they spent when they come back. An ability in every matching combination counts as cast, and one in only some of them shows as "possibly cast". If they recalled in the fog, it knows nothing was cast. Summoners get credited from what you can actually see: Flash from the blink, Ignite, Exhaust and Heal from the debuff or heal, Teleport from its channel, and Barrier, Ghost and Cleanse from their buffs. Summoner haste is only partly visible (boots yes, runes like Cosmic Insight no), so those cooldowns show as a range instead of a guess. It's honest about uncertainty. Exact timers are white and estimates are amber. Spells with refunds or resets are always estimates, for example Ezreal, Kog'Maw Q and Katarina. Champions whose slots can't be read reliably, like Nidalee, Jayce and Elise, are left out rather than shown wrong. I first anchored it to each champion like traditional trackers, but that was distracting and hurt performance because it has to move with them. So it's a panel left of the bottom HUD, one row per enemy: portrait, Q W E R tiles with draining fills and seconds, and summoner icons with a curtain while on cooldown. The status line on the right of that second screenshot is the bind strip. You can drag and scale the overlay, and it lines up with the bottom HUD on both Normal and Classic SR. OrbamaUtils: everything else it does Auto-Smite. Bosses, Red and Blue, and ordinary camps toggle separately. It uses the real damage for your Smite, gets ready just before the camp turns lethal, keeps the orbwalker, Evade and everything else off the cursor, and fires the instant it can kill. It can also keep one charge for nearby objectives. Recall and teleport tracker. A HUD list with portrait, remaining seconds and a progress bar. It shows whether each one finished or was cancelled, and a finished recall moves the enemy's last-seen marker to their fountain. Last-seen awareness. A portrait at each missing enemy's last-seen position, on screen and on the minimap, with a seconds-missing counter. Inferred positions are marked "~". Ward tracker. Enemy wards with lifetime countdowns, on screen and on the minimap. Wards are remembered after they leave your vision until they expire. Activator. Potions, Cleanse, QSS, Mercurial, Mikael's for allies, Locket, and Zhonya's, Heal and Barrier only when an enemy is actually on you. Tiamat and the Hydras are used as attack resets, and Stridebreaker, Randuin's, Youmuu's, Shurelya's and Gunblade in Combo. Champion scripts can take over items and Ignite when they know better. Classic gets its own activator with DFG, BotRK, Muramana, Twin Shadows, Seraph's and more. The host's inventory reader is unreliable though, so some items still only work when it exposes a usable slot. Also optional: automatic ability leveling with win-rate skill orders, turret range warnings with a "Turret targeting you" label, enemy waypoints with arrival times, and enemy XP. Orbama: the orbwalker and the input pipeline GGOrbwalker was the foundation. Combo, Harass, Last hit, Lane and Jungle clear, Flee, with the usual target sort modes plus per-champion priorities. Left-click an enemy to focus them. Orbama holds the game's champions-only key during Combo and always gives it back. No more stuck champions-only mode that leaves waves and camps without attacks (GG bug). Attack resets only count once the game actually shows the reset, never just because a key was pressed. The next move goes out right after the attack windup and clicks where your mouse already is, without moving your cursor. A move is never sent onto a unit, so it can't turn into an attack by accident. Your champion doesn't spam attack commands while untargetable, e.g. during Master Yi Q, Fizz E or Vladimir W. Last hitting models Spellblade items and many champion passives and on-hit effects, including Classic items. The input pipeline is the part that started all of this. Every action has a priority, a deadline and conditions, and the most important action that can actually run goes first, so an executable Smite can jump ahead of ordinary waiting work. Prediction, collision and terrain are done before the cursor is touched. Positioning and the key press then happen in one short step, and cleanup always runs. Your input wins: a real click or key press is recognised at once, and synthetic cursor positions never become your next movement target. For targeted casts the cursor must actually be over the right unit before the key is sent. Script developers get all of this through the Actions / ActionClient API. EvAYYYYde: evade that works with your champion Lines, missiles, cones, circles, rings, fans, auras that follow their caster, traps, delayed marks, returning projectiles and channels, drawn the moment a cast starts, not only once a missile flies. A skillshot that a minion, champion or Wind Wall will stop gets shortened at that blocker. Hostile missiles that aren't in the catalogue yet are still avoided, but that part might have bugs, so please report each ability. It decides every 25 ms with a safety margin, and if nothing clears the margin it falls back to an exact tight escape. Your fight comes first: it keeps your channels, trades through cheap poke, never holds a recall through a hit, and prefers dodges that keep you in attack range of your target. Attacks are only canceled when the windup would get you hit. Evade knows each champion's dashes, blinks, untargetable moments, shields, damage reduction, speed boosts and heals, and the champion script does the cast. Zed can dodge by swapping to an existing shadow, or by placing a new one and swapping when it lands. Lee Sin can W to an ally or ward or ward-hop, but never while W is saved for a planned Insec. Spell shields, Fiora's parry aimed at the attacker, Yasuo and Samira wind walls and Zhonya's are built in, and Flash for hits that would kill is optional. K turns Evade on or off. Hold Mouse5 to pause dodging while Combo and Harass keep attacking and casting, for when you want to fight without dodging. AyyyyIO: 61 champions Aatrox, Ahri, Akali, Amumu, Annie, Ashe, Blitzcrank, Caitlyn, Cho'Gath, Corki, Ezreal, Fiora, Fizz, Graves, Hecarim, Irelia, Janna, Jarvan IV, Jax, Jhin, Jinx, Karma, Karthus, Kassadin, Katarina, Kog'Maw, Lee Sin, Leona, Lucian, Lulu, Lux, Malphite, Master Yi, Miss Fortune, Morgana, Nami, Nasus, Nautilus, Nidalee, Pantheon, Quinn, Rammus, Rell, Ryze, Seraphine, Shen, Sivir, Skarner, Sona, Teemo, Thresh, Tristana, Twisted Fate, Twitch, Vayne, Viktor, Wukong, Xerath, Yone, Yunara, Zed. Classic isn't Normal with a different name. Normal and Classic are separate profiles, and each Classic champion has its own mechanics data: damage, ranges, spell stages and items. Every champion gets the same core: Combo, Harass, Last hit, Lane clear, Jungle clear and Flee, with per-mode ability switches and a spell farm toggle. In Last hit, abilities only save a minion your basic attack can't take in time. Kill secure without holding a key. It counts shields and regeneration, never wastes a kill on Kayle R, Zhonya's, Guardian Angel, Tryndamere R, Fiora W or Jax E, and uses Ignite only when it completes the kill. Health-bar combo damage and KILL marks. Interrupts and anti-dash without holding a key. Ally shields and heals that react to real threats on your allies. Flash combos where they make sense, always off by default or on a held key. Dashes, shields and effects offered to EvAYYYYde. Auto-jungle on every champion Turn it on and let it jungle while you do something else. It starts from the camp you're next to, accounts for travel and respawn timers, finishes a damaged camp first, waits for Krugs to split and uses the minimap for long walks. It kites melee monsters. Below 25% health it finishes the camp only if it survives, otherwise it backs off, and it recalls only when safe, otherwise flees to base. Enemy jungle is off by default, and even when it's on your own available camps come first. It never starts bosses on its own. Any click or combat key stops it and J starts it again. It holds your center-camera key while it runs, so set that to your "hold to center camera" key (default Space). The strip shows what it's doing, e.g. "Auto-jungle [J] routing to Wolves". Guide F8 opens the interactive guide. It has topics for most features of the family and for many champions, with clickable settings right in the guide. Lee Sin The script that started it all, now inside AyyyyIO. The best wardjump ever, shared with Classic Katarina and Jax: Tap for an instant jump. No minimum hold time. If the spot is in range Lee jumps exactly there. If it's further away on open ground he jumps as far as he can toward it. Hold T to plan a wall crossing. The planner searches around your cursor for a real landing spot on the far side and shows it. Green is a direct jump, yellow is an assisted landing or a walk into range first, red means no landing yet. Release to jump. The plan you saw is the plan that runs. If it stopped being reachable it tells you instead of jumping somewhere else. No wasted wards. If an ally, minion or ward already sits near your aim, Lee jumps to it instead. The cheapest ward goes first, with a Control Ward only when nothing else is left. A placed ward is never wasted. Ward and W are chained through a single cursor move, and W goes out the moment the ward appears. If the W is interrupted before it's sent, it goes out again onto the same ward. Panic-spamming the bind continues that jump instead of spending a second ward. Uncertain input is never blindly repeated. Run after landing. Hover where you want to go during the jump, and one move goes out the moment it completes. Right-click cancels. Flee, Combo, Insec and Evade all use it. Insec has two binds, kick toward your cursor or toward your team or a turret, and you can hold Alt with the bind to preview without engaging. Routes combine Q bridges through other units, W, walking and Flash, and get replanned from what actually happens. On top of that there's multikick, collateral kills, R conservation, chasing, Q1-only assist and auto-jungle Q travel that detects a camp as down in fog if it doesn't hit. wardclip.mp4 A few champion highlights: Fiora: Q at vitals using the vital's actual position, W parry aimed at the source, W then Q finisher, wall-hop preview in Flee. Zed: Q aimed from all shadows, R only when the full burst kills, and Evade can use W/R swaps. Yone: hold O for Q3 then Flash. Flash only goes after the Q3 is seen, onto safe ground. Xerath: R shots into fog get a trinket or ward reveal first, shot order prioritises kills, and your manual Q charge is aimed and released for you. Vayne: Condemn checks walls at the predicted position, Q-then-E to a wall stun, hold for Flash+Condemn. Akali: kill secure with E1 then E2, or E1, E2 then Q. It checks the mark landed and re-checks the kill before the recast. Irelia: shows exactly what she plans: the E line, the Q hop path, the R-Flash landing and a kill ring. Katarina: dagger pickups scored by passive kills, E then Q only after the E is seen. Twisted Fate: card pick binds (tap picks once, hold keeps picking). A planner chooses card, Q or attack from confirmed damage. Caitlyn: traps on the target's path. If R would kill someone off screen, it names them and fires the moment they come on screen. Binds and menus Every bind sits under Controls in each script menu, and the labels say what happens in plain language. Keys in this post are defaults, so your saved binds might differ. Risky options like Flash and dives are off by default. Feedback Feedback, bug reports and logs from games are very welcome. Tell me the champion, Normal or Classic, the mode or bind you used, roughly when it happened in the game, what happened and what you expected. A short clip helps a lot. Evade and farming are still being improved, so no promises on perfect dodging or perfect CS. cheers
  5. @Feretorix I have a local setup using Qwen3.8-27B-Uncensored-Q8_0.gguf running super fast, and it has access to codex as a research and feedback agent, using Astra default with fallback to Daybreak (gpt-5.6-cyber) if Astra refuses. In my other work, especially for planning, I often use Claude but for this topic I don't think its very useful, as it is a champion at refusing. I've been taxing my local setup alot recently and I've gotten it able to test the scripts itself using computer use and continuously improve without my input, just by logging a bunch of metrics using the script itself and then deciding what to improve from there. Next big release coming soon 😉
  6. I ported ClassicAIO by @Zgjfjfl over to Orbama for fun and had great results with it, enjoy. GGOrbwalker Original: ClassicAIO_Orbama.lua
  7. ARCHIVE NOTE: This thread is archived. Orbama and Lee Harvey Osward grew into a complete script family: AyyyyIO (59 champions), Orbama, OrbamaUtils, OrbamaPrediction and EvAYYYYde. Lee Sin lives on inside AyyyyIO. Continue here: I wanted to try myself at making my first script, and to start off, I wanted to make the most overkill Lee Sin script possible. Then I started working on wardjumps, Insecs and competing inputs, and ended up rebuilding much more of the orbwalker than expected. Here's both: Orbama, my GGOrbwalker fork, and Lee Harvey Osward, the Lee Sin script that started it. Both scripts work in Normal and Classic SR. Quick start & Default Binds Harass: hold C for Q1 opportunities and E harass. Q1-only assistance: hold G. Wardjump: tap T for a direct jump, or hold T to plan. Insec to Cursor / to Team: hold Mouse4 / Mouse5. Insec preview without engaging: hold Alt with either Insec key. Interactive guide: F8. Auto-jungle / Autosmite toggles: J / N. Why another orbwalker? GGOrbwalker provided the foundation, credit to its original authors. I needed scripts to express more than "cast this spell." This Smite is urgent. Keep this Q ready while I move. Cancel when I release Harass. Continue after the ward actually appears. Orbama adds: Priorities that select the highest-priority executable action. Spell and item reservations, deduplication and explicit replacement of owned, unsent work. Deadlines, mode conditions and cancellation. Fresh aim and observation-dependent follow-ups. Cursor, key and button ownership with cleanup. Eligible waiting casts that survive ordinary movement commands. Indexed incoming-attack prediction. An executable objective Smite can take priority over ordinary unsent work. Already-sent input still receives its required stabilization. No fake "0 ms" guarantee. Wardjump: tap or plan Quick jump: point at reachable ground and tap T. No minimum hold time. LHO reuses a suitable nearby W target when possible; otherwise it places a ward and follows with W. Crossing walls: hold T and aim at the section you want to cross. The planner searches around your aim for a usable landing. Green: direct jump. Yellow: assisted landing or approach. Red or planning: wait or adjust. Release T to accept the plan. Approach assistance can walk Lee into range first. Before placement, holding again replans. After placement input has been sent, another press continues that jump instead of immediately spending another ward. Right-click cancels remaining standalone wardjump steps. During the active Wardjump, position and hover your cursor to where you want Lee to run after the wardjump - it automatically sends a right click as early as possible after the wardjump is completed. Insec modes Mouse4: cursor Insec. Select an enemy with Left Mouse and hold Mouse4. Your cursor sets the kick direction. Optional mouse-target fallback works when nothing is selected. Mouse5: team Insec. Plans toward a useful friendly destination. A living friendly turret can take priority when the predicted landing reaches its range; otherwise it considers nearby allies. With no recipient, it uses your position when you started holding the key. Lee does not count himself as the ally, and the fallback stays anchored during the engage. Alt: inspect before committing. Hold Alt with either Insec key to see the target, arrow and steps. Release Alt while keeping Insec held to authorize the plan. Routes can combine permitted Q, W, walking and Flash steps. Q bridges can use another enemy, minion or camp. A closer aligned ward landing can be considered when the usual position is blocked. Before Insec Q2, LHO checks whether the remaining route is still finishable. Flash has separate permissions. Direction can lock on press, lock when the approach commits, or track until the kick. Right-click while holding Insec controls movement and allows replanning. Release the Insec key to cancel. Combat and extra features Separate Combo and Harass spell permissions. Q1-only assistance and optional selected-target-only Q1. Automatic Combo and Harass Q2 off by default. Passive weaving with timely lethal finishes taking priority. Chase decisions comparing walking against spending a wardjump. Multikicks, collateral execution, R conservation, isolation and marked R into Q2. Separate Q1, Q2, E and R killsteal settings. Multikick counts the primary target. Three means the target plus two others. Optional idle multikick takes an available kick without repositioning. AUTO-JUNGLE: Enable at the start of the game and then do more important things for a couple of minutes while the script starts off jungling for you. Pressing J toggles Auto-jungle with routing, Q travel, camp kiting and danger recovery. It does not start bosses automatically and doesn't go to the enemy jungle. Manual clicks, combat modes or another press stop it. W reservation: combat W is preserved for mobility by default. Low HP alone does not justify spending it. Emergency self-shielding checks supported airborne targeted basic attacks for modeled lethal damage, not every possible skillshot. Jungle W remains separately available. Farming: Last Hit can rescue otherwise missed CS using abilities and items. Waveclear and local Jungle Clear have separate policies. Objectives: Autosmite works without a held combat mode, independently of champion selection. Optional Q + Smite assistance has an assignable key. Owned-item actives, potions, QSS, shielding, Ignite and auto-level have separate permissions. The guide is part of the controls F8 opens a 13-topic interactive guide. Click topics or use F7/F9. Underlined settings are directly clickable. Mint means enabled, coral means disabled, blue opens a related topic, and purple cycles direction-lock choices. The guide edits the same settings as the menu and shows your actual bindings. GGOrbwalker -> Orbama: performance improvements, changes and measurements Input work includes active-action protection, delayed key-echo handling, Target Champions Only cleanup, separating synthetic cursor positions from player movement, and preserving required post-send holds. Orbama treats aiming and input execution as one coordinated pipeline. Prepare the action, validate it while it is still relevant, then keep cursor positioning and input delivery as short as possible. The optimized cast path avoids repeating expensive prediction and collision work during that final step, while preserving the input checks, stabilization and cleanup needed for reliable execution. Scripts can also declare priorities, deadlines and cancellation conditions, so urgent actions can take precedence over ordinary waiting work and outdated requests do not fire later. In my synthetic testing benchmarks: incoming-attack prediction returned identical results across 64 queries while inspecting 4,096 attack records in Original-GG versus 320 in Orbama, including index construction. 92.2% fewer read operations in that test - and therefore increased performance. in-client benchmarks with Lee Harvey Osward Input-pipeline occupancy (what % of time is the cursor locked by the script while orbwalking): 41.43% GG vs 20.77% Orbama. Cursor-ownership time per action p95: 188 ms GG vs 94 ms Orbama. Compatibility, downloads and updates Feel free to use Orbama as your Orbwalker or to port your script over. Regular GGOrbwalker-style SDK use is the compatibility target. Developers can opt into Actions/ActionClient for advanced priorities, conditions and follow-ups. Sources and builders on GitHub The repo contains many good basics such as an automatic installer and updater. Feel free to steal those or really any other parts of the code for your own scripts. Couldn't bother to make screenshots, maybe I'll add those some other time. cheers
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