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Some API update requests


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9 replies to this topic

#1
0xfinndev

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DrawLine((xPos1,yPos1,zPos1)(xPos2,yPos2,zPos2)10,0xffffff); --Draws a Line from (xPos1,yPos1,zPos1) to (xPos2,yPos2,zPos2) with quality 10/100 and color ffffff

sprite zedicon; --Makes a SPRITE TYPE object.
ImportFromSprite(path(\sprites\zedicon.png)) = zedicon; --Takes the sprite zedicon.png and assigns it to the sprite zedicon

DrawSprite(screen(xPosOnScreen,yPosOnScreen)); --Draws the sprite on the screen (not ingame 3d engine)

DrawSprite(game(xPosIngame,yPosIngame,zPosIngame)); --Draws the sprite in the game, using the 3d engine

DrawSprite(onMap(xPosOnmap,yPosOnMap)); --Draws the sprite on the MINIMAP.

local SearchChamp = SearchFor(champion,lowest,600); --Gets the lowest champion in a 600 radius range. Returns Champion name/id

local SearchMinion = SearchFor(minion,<100,350); --Gets the minions under <100 health in a 350 range on champ. Returns minion id's.

local gameTime = GameTimePassed(); --Returns a float of game time passed

if (target = IsRoot(-<5)) --Evaluates MessageBox if the target has been rooted for less than five seconds.
MessageBox("'target' is rooted for less than five seconds");
end

if (target = IsStun(+<5)) --Evaluates if less than five seconds of the stun effect are left
MessageBox("'target' is going to be stunned for more than five more seconds");
end

local gameEnd = GameIsEnd(); --Returns true or false, depending on the game status. False is game is still in play, and true is game is over(victory/defeat).
if (gameEnd = true)
saveConfig;
MessageBox("Thanks for using the script! Follow (someone) on twitter!");
end
Add spell codes....
summonerflash
summonerteleport
summonerignite

etc, etc, if not added already kappa

Local SCRIPT_PATH = LocalScriptPath(); --returns the script path on user's PC

local gameload = GameIsLoad()  --Returns boolean true or false depending on game load status.
if gameload = true then
PrintChat(string.format("Successfully Loaded."));
end

local levelup = OnLevelUp(); --Returns boolean true of false. True if the champ has leveled up, false if not.

if levelup = false then
PrintChat(string.format("Leveled up."));
end

PlayAnimation(dance); --Plays the animation dance kappa

local myMacro = NewMacro(_Q, (delay==20), _Q) --Creates a new macro, which is assigned to object myMacro. Delay is in ms

local shiftpress = KeyIsDown(0x10)
if shiftpress = true then
myMacro; --OnShiftPress, executes marco.
end
 

Some may already be implemented  :minikappa:


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#2
Darkness

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y u no check if it is already implemented before posting? :fappa:


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#3
0xfinndev

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y u no check if it is already implemented before posting? :fappa:

2 layzee  :tear:

 

 

 

 

 

 

 

 

 

 

PS: wtf no thugdoge!?!  :DansGame:  :DansGame:  :DansGame:


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#4
Darkness

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2 layzee  :tear:

 

 

 

 

 

 

 

 

 

 

PS: wtf no thugdoge!?!  :DansGame:  :DansGame:  :DansGame:

gg lazy boyz Doge


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#5
ButterSmooth

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gg lazy boyz Doge

Now we all die :grumpycat:


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#6
Deftsu

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gg lazy boyz Doge

we had thug Doge in the first days from the launch xD


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#7
MaintoRudo

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Nice code. Thank you :3


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#8
Inferno

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DrawLine((xPos1,yPos1,zPos1)(xPos2,yPos2,zPos2)10,0xffffff); --Draws a Line from (xPos1,yPos1,zPos1) to (xPos2,yPos2,zPos2) with quality 10/100 and color ffffff

sprite zedicon; --Makes a SPRITE TYPE object.
ImportFromSprite(path(\sprites\zedicon.png)) = zedicon; --Takes the sprite zedicon.png and assigns it to the sprite zedicon

DrawSprite(screen(xPosOnScreen,yPosOnScreen)); --Draws the sprite on the screen (not ingame 3d engine)

DrawSprite(game(xPosIngame,yPosIngame,zPosIngame)); --Draws the sprite in the game, using the 3d engine

DrawSprite(onMap(xPosOnmap,yPosOnMap)); --Draws the sprite on the MINIMAP.

local SearchChamp = SearchFor(champion,lowest,600); --Gets the lowest champion in a 600 radius range. Returns Champion name/id

local SearchMinion = SearchFor(minion,<100,350); --Gets the minions under <100 health in a 350 range on champ. Returns minion id's.

local gameTime = GameTimePassed(); --Returns a float of game time passed

if (target = IsRoot(-<5)) --Evaluates MessageBox if the target has been rooted for less than five seconds.
MessageBox("'target' is rooted for less than five seconds");
end

if (target = IsStun(+<5)) --Evaluates if less than five seconds of the stun effect are left
MessageBox("'target' is going to be stunned for more than five more seconds");
end

local gameEnd = GameIsEnd(); --Returns true or false, depending on the game status. False is game is still in play, and true is game is over(victory/defeat).
if (gameEnd = true)
saveConfig;
MessageBox("Thanks for using the script! Follow (someone) on twitter!");
end
Add spell codes....
summonerflash
summonerteleport
summonerignite

etc, etc, if not added already kappa

Local SCRIPT_PATH = LocalScriptPath(); --returns the script path on user's PC

local gameload = GameIsLoad()  --Returns boolean true or false depending on game load status.
if gameload = true then
PrintChat(string.format("Successfully Loaded."));
end

local levelup = OnLevelUp(); --Returns boolean true of false. True if the champ has leveled up, false if not.

if levelup = false then
PrintChat(string.format("Leveled up."));
end

PlayAnimation(dance); --Plays the animation dance kappa

local myMacro = NewMacro(_Q, (delay==20), _Q) --Creates a new macro, which is assigned to object myMacro. Delay is in ms

local shiftpress = KeyIsDown(0x10)
if shiftpress = true then
myMacro; --OnShiftPress, executes marco.
end
 
Some may already be implemented  :minikappa:


Explaining what I can:
1) SearchChamp = SearchFor(champion,lowest,600) - Already exists. This thing is called Target Selector. Look in my DeLibrary.
2) SearchMinion = SearchFor(minion,<100,350) - this too. It called 'MinionManager', and too, already implemented by me.
3) target = IsRoot(-<5)
Currently we can't read buff time, but we can do: GotBuff(object, "root") ~= nil.
4) GameIsLoad() - useless, because lua injects after game has been started.
5) OnLevelUp - it is easy to write custom event using OnTick.
6) PlayAnimation(dance) - technically, it is enough to "SendInChat("/d")"
7) myMacro = NewMacro(_Q, (delay==20), _Q) - absolutely useless. But if you want, here you are:
function NewMacro(actions)
local Macro = {}
Macro.Actions = actions
Macro.Exec = function()
 for i,v in pairs(Macro.Actions) do
  if v == _Q then
  CastSpell(_Q)
  elseif type(v) == "table" then 
   if v.delay ~= nil then
    ... there is a delaying code, or usage of Delaymanager
   end
  end
 end
end
setmetatable(Macro, {__call = Macro.Exec})
return Macro
end

myMacro = NewMacro( {_Q, {delay = 20}, _Q} )
myMacro()
Technically useless for almost everyone, because you don't pass target in macro.

Uh.
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#9
ilovesona

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Explaining what I can:
1) SearchChamp = SearchFor(champion,lowest,600) - Already exists. This thing is called Target Selector. Look in my DeLibrary.
2) SearchMinion = SearchFor(minion,<100,350) - this too. It called 'MinionManager', and too, already implemented by me.
3) target = IsRoot(-<5)
Currently we can't read buff time, but we can do: GotBuff(object, "root") ~= nil.
4) GameIsLoad() - useless, because lua injects after game has been started.
5) OnLevelUp - it is easy to write custom event using OnTick.
6) PlayAnimation(dance) - technically, it is enough to "SendInChat("/d")"
7) myMacro = NewMacro(_Q, (delay==20), _Q) - absolutely useless. But if you want, here you are:

function NewMacro(actions)
local Macro = {}
Macro.Actions = actions
Macro.Exec = function()
 for i,v in pairs(Macro.Actions) do
  if v == _Q then
  CastSpell(_Q)
  elseif type(v) == "table" then 
   if v.delay ~= nil then
    ... there is a delaying code, or usage of Delaymanager
   end
  end
 end
end
setmetatable(Macro, {__call = Macro.Exec})
return Macro
end

myMacro = NewMacro( {_Q, {delay = 20}, _Q} )
myMacro()
Technically useless for almost everyone, because you don't pass target in macro.

Uh.

 

you can't make a native OnLevelUp  by loop it in OnLoop....it's Inefficient

 

just like ObjManager is suck if you implement it in OnObjLoop

 

 

correct me if i'm wrong :P 


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#10
Inferno

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you can't make a native OnLevelUp  by loop it in OnLoop....it's Inefficient
 
just like ObjManager is suck if you implement it in OnObjLoop
 
 
correct me if i'm wrong :P 

It is inefficient, but it works.
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