ducksong Posted 15 hours ago Posted 15 hours ago ย ๐ฅย superADC v1.0ย ๐ฅ ย ย โโโโโโโโโโโโโโโโโโโโโโโโโโ ๐ฎย Supported Champions JINX AND VAYNE (More coming soon) โโโโโโโโโโโโโโโโโโโโโโโโโโ *USE GGORBWALKER RECOMENDED USE SUPEREVEDE โโโโโโโโโโโโโโโโโโโโโโโโโโ โฌ DOWNLOAD DOWNLOAD HERE โโโโโโโโโโโโโโโโโโโโโโโโโโ ๐ย Installation ย 1. Copy the `LOLEXT` folder into the GoS root directory, accepting the merge with the existing folder. The final structure looks like this: <GoS root>/ โโโ LOLEXT/ โโโ Scripts/ โโโ superADC.lua ย 2. Also copy `superADC.version` to `<GoS root>/LOLEXT/Scripts/`. This file allows the auto-update feature to detect which version you have installed. ย 3. Launch the game. In the GoS menu, `superADC v1.0` will appear in the script list. ### Auto-update From this point on, you don't need to repeat any of these steps. Each time it loads, the script compares your version with the one in the repository; if a new version is available, it downloads it automatically and notifies you in the console: * superADC updated to vX.Y -- press F6 twice to reload * ย *4. If the script does not appear in the list GoS stores active scripts in `LOLEXT/LocalScriptDB.ini`. If superEvade does not appear even after reloading (pressing `F6` twice), open that file in a text editor and add these three lines to the end: [superADC.lua] ACTIVE = 1 UPDATE =ย โโโโโโโโโโโโโโโโโโโโโโโโโโ ๐ย Notes Quote ย Jinx Q - Automatic weapon switching: minigun when the target is close, rocket when far away - One target โ minigun; Two enemies close together (within 150 units) โ Rocket, due to AoE damage - If they are spread out, don't switch โ AoE damage without grouped targets isn't worth the cost - Target fleeing beyond minigun range โ Rocket, as it has greater reach W - Poke up to 1450 range, even when the orbwalker isn't targeting anything - Chases down fleeing enemies and those recalling โ a recall is worth the full-range shot - Finisher: fires to kill, even outside of attack mode - Against a CC'd target, no prediction logic needed: a stunned enemy has nowhere to go E - Cast at the destination of an incoming enemy's dash, not directly on top of them - Interrupts channels - Each trap is calculated and dodged individually based on where it lands R - Long-range finisher (out of combat), up to 25,000 range - Waits for Zap to resolve if it can secure the kill - Fires when Zap fails to secure the kill, is on cooldown, or is out of range - Doesn't fire if an ally kills the target first, or if a survivor is blocking the path โ the R has collision - Pursues enemies who have vanished into the fog of war, aiming for their last-clicked location - Interrupts recalls by calculating if the rocket arrives before the channel finishes - Damage calculation accounts for the target's missing health, as DamageLib only reports the fixed damage portion Vayne Q - Attack reset within the combo, aimed to maintain target lock - Closes the gap when the target is out of range - Pressures low-health targets - Won't tumble under a turret or near multiple enemies W - Not manually castable: the script tracks stacks and prioritizes the target with two stacks to ensure the third shot hits them E - Only used when a wall is behind the target; wall proximity is calculated based on the target's projected position - If multiple targets are near a wall, prioritizes the best candidate Marked - Pushes away enemies who get close (melee range) and those advancing aggressively - Post-check: records how far the target moved relative to the wall's distance R - Remains manual by design: itโs about reading the fight, not calculating damage Common to both - Active items (BotRk, Cutlass, Youmuu) used when the target is below a certain threshold - Does not harass under the enemy turret - Does not issue movement commands while superEvade is actively dodgingโincluding Tumble, which "only" resets the attack but causes displacement - Queries superEvade to check if the destination is dangerous before moving ย โโโโโโโโโโโโโโโโโโโโโโโโโโ ย 1 Quote
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