How to see the damage drawings on the enemy HP-bar? I mean This:
and what they actually means? Total damage with 1 QWER combo or a single spell?
sry if its the wrong section but dunno where to post it anywhere else
How to see the damage drawings on the enemy HP-bar? I mean This:
and what they actually means? Total damage with 1 QWER combo or a single spell?
sry if its the wrong section but dunno where to post it anywhere else
1 QWER combo and to enable this goto f7 awareness and enable enemy cooldown tracker
1 QWER combo and to enable this goto f7 awareness and enable enemy cooldown tracker
ive enable it but only see cooldowns no damage drawings on hpbar :S
Is there some drawings code which needs to be in the chamo lua? or i just need to press a button or something to see the damage drawings?
ive enable it but only see cooldowns no damage drawings on hpbar :S
Is there some drawings code which needs to be in the chamo lua? or i just need to press a button or something to see the damage drawings?
You need IAC for it
You need IAC for it
I got it like that. My question is how to display the damage drawing? need to press any botton?
Which script are you using ?
This is only an example for Q+W+E+R usage:
function DrawsDMGoHP() local rangeofdraws = 20000 local self.targetDRAW = GetTarget(20000, DAMAGE_MAGIC) for _,unit in pairs(GetEnemyHeroes()) do --Ready Q + W + E + R if ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and self.WREADY and self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_W].dmg() + self.spellData[_E].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready Q + W + E + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and self.WREADY and self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_W].dmg() + self.spellData[_E].dmg()),0xffffffff) --Ready Q + W + (E) + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and self.WREADY and not self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_W].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready Q + W + (E) + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and self.WREADY and not self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_W].dmg()),0xffffffff) --Ready Q + (W) + E + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and not self.WREADY and self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_E].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready Q + (W) + E + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and not self.WREADY and self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_E].dmg()),0xffffffff) --Ready Q + (W) + (E) + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and not self.WREADY and not self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready Q + (W) + (E) + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and not self.WREADY and not self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg()),0xffffffff) --Ready (Q) + W + E + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and self.WREADY and self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_W].dmg() + self.spellData[_E].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready (Q) + W + E + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and self.WREADY and self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_W].dmg() + self.spellData[_E].dmg()),0xffffffff) --Ready (Q) + W + (E) + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and self.WREADY and not self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_W].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready (Q) + W + (E) + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and self.WREADY and not self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_W].dmg()),0xffffffff) --Ready (Q) + (W) + E + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and not self.WREADY and self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_E].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready (Q) + (W) + E + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and not self.WREADY and self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_E].dmg()),0xffffffff) --Ready (Q) + (W) + (E) + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and not self.WREADY and not self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_R].dmg()),0xffffffff) end end end
I hope that will help you
greetings
This is only an example for Q+W+E+R usage:
function DrawsDMGoHP() local rangeofdraws = 20000 local self.targetDRAW = GetTarget(20000, DAMAGE_MAGIC) for _,unit in pairs(GetEnemyHeroes()) do --Ready Q + W + E + R if ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and self.WREADY and self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_W].dmg() + self.spellData[_E].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready Q + W + E + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and self.WREADY and self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_W].dmg() + self.spellData[_E].dmg()),0xffffffff) --Ready Q + W + (E) + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and self.WREADY and not self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_W].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready Q + W + (E) + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and self.WREADY and not self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_W].dmg()),0xffffffff) --Ready Q + (W) + E + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and not self.WREADY and self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_E].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready Q + (W) + E + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and not self.WREADY and self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_E].dmg()),0xffffffff) --Ready Q + (W) + (E) + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and not self.WREADY and not self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready Q + (W) + (E) + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and self.QREADY and not self.WREADY and not self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_Q].dmg()),0xffffffff) --Ready (Q) + W + E + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and self.WREADY and self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_W].dmg() + self.spellData[_E].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready (Q) + W + E + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and self.WREADY and self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_W].dmg() + self.spellData[_E].dmg()),0xffffffff) --Ready (Q) + W + (E) + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and self.WREADY and not self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_W].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready (Q) + W + (E) + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and self.WREADY and not self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_W].dmg()),0xffffffff) --Ready (Q) + (W) + E + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and not self.WREADY and self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_E].dmg() + self.spellData[_R].dmg()),0xffffffff) --Ready (Q) + (W) + E + (R) elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and not self.WREADY and self.EREADY and not self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_E].dmg()),0xffffffff) --Ready (Q) + (W) + (E) + R elseif ValidTarget(self.targetDRAW,rangeofdraws) and not self.QREADY and not self.WREADY and not self.EREADY and self.RREADY then DrawDmgOverHpBar(unit,GetCurrentHP(unit),0,CalcDamage(myHero, self.targetDRAW, 0, self.spellData[_R].dmg()),0xffffffff) end endI hope that will help you
greetings
Thanks but still not helping me since im a total N00b at scripting. Where to put that in? just copy and paste it in my champ.lua?
end
Thanks but still not helping me since im a total N00b at scripting. Where to put that in? just copy and paste it in my champ.lua?
end
No copy paste wont work.
The best solution for lerning this is open the Lua files and try to understand what is written there.
I am also new in lua but i will be better evertime i try to make a new champion script.
First you must try to make a simple script. Thats the way to learn.
Here are some examples:
http://gamingonstero...-beginers-prt1/
If you want try something and if you have problems i will try to help you. Just write a PM then.
sincerly
MarCiii
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