murayyyy Posted 1 hour ago Posted 1 hour ago (edited) 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 script contains an automatic updater. Feel free to steal the automatic updater 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 LeeHarveyOsward.lua Orbama.lua Edited 53 minutes ago by murayyyy Quote
murayyyy Posted 56 minutes ago Author Posted 56 minutes ago (edited) I ported ClassicAIO by @Zgjfjfl over to Orbama for fun and had great results with it, enjoy. GGOrbwalker Original: ClassicAIO_Orbama.lua Edited 52 minutes ago by murayyyy Quote
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