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Auto Purchase Items


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6 replies to this topic

#1
Kuro

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How will it work?

 

Every item in LoL will be given a certain ID (E.G. Trinity Force = 854)

 

Could it be possible that you can add something to the API that makes it build a set of items if you have the cash?

 

I'm no coder, but I guess it could look something like this

if Store.Usable = True
then Autobuy(ItemID = xxx)

Looks stupid, but It just an example. 

And I guess it would have to constantly repeat to check if the store is usable. 

 

And if they don't have enough cash? It buys the most expensive item in the tree (And anything else in there).

(No clue how I can represent that in code, I'm not anything good at coding as I wrote before)

 

This is just a suggestion, making it reality is not necessary. All I'm looking for here is to give an idea that maybe someone can build upon?

I really feel it could be useful for people to dominate the game using GoS.

 

 

 

Open to suggestions and thoughts! 


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#2
Zypppy

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It will be made sooner or later , because it has been talked over by coders , I can make sure by asking them again
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#3
Kuro

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It will be made sooner or later , because it has been talked over by coders , I can make sure by asking them again

Thanks for bringing the topic up again! Have a good day my friend  :)


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#4
crippler

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I'll take this topic for my 1st post and for my 5 cents on the subject

 

I'm a computer engineering student and a bit of a code geek, ever since I started exploring the scripting world on LoL I wanted to make something related to the dynamic side of the game: the builds.

 

Replying to your own question, I've been thinking for a good while now on how to make a script buy a "good" item. Not only it can buy the items automatically, but the right ones.

 

But how does it know what's right to buy?

Well, the same way we do. On a very basic level, the "right" way to buy items is to buy offensive if you're winning and defensive if you're losing.

 

If the GoS API (and my own free time) gives me the tools to do it, that's certainly something I'd love to do (or be part of). Who knows, but it is downright possible! :D


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#5
Kuro

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I'll take this topic for my 1st post and for my 5 cents on the subject

 

I'm a computer engineering student and a bit of a code geek, ever since I started exploring the scripting world on LoL I wanted to make something related to the dynamic side of the game: the builds.

 

Replying to your own question, I've been thinking for a good while now on how to make a script buy a "good" item. Not only it can buy the items automatically, but the right ones.

 

But how does it know what's right to buy?

Well, the same way we do. On a very basic level, the "right" way to buy items is to buy offensive if you're winning and defensive if you're losing.

 

If the GoS API (and my own free time) gives me the tools to do it, that's certainly something I'd love to do (or be part of). Who knows, but it is downright possible! :D

Well said! But for some characters, it matters that you buy defensive items instead of offensive. Let's Zac as an example. This guy is supposed to be tanky throughout the game in order to dish out enough damage. the 'If your winning offensive items, loosing = defensive items' won't apply too fine there. Don't get me wrong here! It's still a very good and simple say to have something coded. What I was thinking is maybe adding in a way to choose a sequence of what to buy. Like, putting into a code 'I want to buy this, then that' that's sorta what I thought could of been done.


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#6
crippler

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Well said! But for some characters, it matters that you buy defensive items instead of offensive. Let's Zac as an example. This guy is supposed to be tanky throughout the game in order to dish out enough damage. the 'If your winning offensive items, loosing = defensive items' won't apply too fine there. Don't get me wrong here! It's still a very good and simple say to have something coded. What I was thinking is maybe adding in a way to choose a sequence of what to buy. Like, putting into a code 'I want to buy this, then that' that's sorta what I thought could of been done.

That's rather easy to implement as long as the API allows it, and exactly like you said previously, if you don't have money to buy T (made of X and Z) it tries to at least buy Z.

 

But let me then share my whole idea a little, like you said for some characters things differ, and there's perhaps some more important things, you don't want something with mana-regen on manaless chars. I can see this go twofold:

  • people can choose their stat priorities and let calculations/gameflow guide their items or; (which is self-explanatory)
  • people can choose their role (as in Tank, Assassin, Bruiser, etc) where the key stats are more defined in itself (where a tank winning could possibly buy a sunfire cape instead of a warmogs)

 

But there's no point going much further in this own subject, it is just theories until we can work it out in practice


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#7
Kuro

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That's rather easy to implement as long as the API allows it, and exactly like you said previously, if you don't have money to buy T (made of X and Z) it tries to at least buy Z.

 

But let me then share my whole idea a little, like you said for some characters things differ, and there's perhaps some more important things, you don't want something with mana-regen on manaless chars. I can see this go twofold:

  • people can choose their stat priorities and let calculations/gameflow guide their items or; (which is self-explanatory)
  • people can choose their role (as in Tank, Assassin, Bruiser, etc) where the key stats are more defined in itself (where a tank winning could possibly buy a sunfire cape instead of a warmogs)

 

But there's no point going much further in this own subject, it is just theories until we can work it out in practice

Well it's fun to be creative on topics, am I not right?

 

And this post sums it all up. I sorta like it better than my original thread post.


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