Features: 1. Menu: + Debug Settings: - Enable Debug, Cast Q Spell - Huge Speed (defines the spell speed as infinitely huge) - Minion Collision (prediction will process collisional minions) - Speed, Range, Delay, Radius, HitChance + Collision Buffer (adds extra value to collision radius) + Latency (defines your ping [in miliseconds]) 2. Keys: * CastPos - Predicted cast position (3D Vector) for spell * PredPos - Standard predicted unit position (3D Vector) * HitChance - Chance of hitting unit: { -2 Impossible prediction -1 Minion or wall collision 0 Unit is out of range 0.01 - 0.24 Low accuracy 0.25 - 0.49 Medium accuracy 0.50 - 0.74 High accuracy 0.75 - 0.99 Very high accuracy 1 Unit is immobile or dashing } * TimeToHit - Predicted arrival time of spell (in seconds) * CanHit - Defines if spell cast is possible (boolean) * Center - Center (2D Point {x, y}) of minimum enclosing circle * Radius - Radius (number) of minimum enclosing circle 3. API: _G.PremiumPrediction:Loaded() - returns boolean _G.PremiumPrediction:PredictUnitPosition(source, unit, spellData) - returns {CastPos, PredPos, TimeToHit, CanHit} _G.PremiumPrediction:GetPrediction(source, unit, spellData) - returns {CastPos, PredPos, HitChance, HitCount, TimeToHit} _G.PremiumPrediction:GetAOEPrediction(source, unit, spellData) - returns {CastPos, PredPos, HitChance, HitCount, TimeToHit} _G.PremiumPrediction:GetDashPrediction(source, unit, spellData) - returns {CastPos, PredPos, TimeToHit, CanHit} _G.PremiumPrediction:GetFastPrediction(source, unit, spellData) - returns PredPos _G.PremiumPrediction:GetHitChance(source, unit, castPos, spellData, timeToHit, canHit) - returns HitChance _G.PremiumPrediction:GetImmobileDuration(unit) - returns duration (in seconds) _G.PremiumPrediction:GetMEC(points) - returns {Center, Radius} _G.PremiumPrediction:GetMovementSpeed(unit) - returns speed (units per second) _G.PremiumPrediction:GetPositionAfterTime(unit, time) - returns future position (3D Vector) _G.PremiumPrediction:GetWaypoints(unit) - returns table with waypoints _G.PremiumPrediction:IsColliding(source, position, spellData, flags, exclude) - returns table of units or false _G.PremiumPrediction:IsDashing(unit) - returns boolean _G.PremiumPrediction:IsFacing(source, unit, angle) - returns boolean _G.PremiumPrediction:IsMoving(unit) - returns boolean _G.PremiumPrediction:IsPointInArc(sourcePos, unitPos, endPos, range, angle) - returns boolean _G.PremiumPrediction:OnDash(unit, dashData) - calls function when unit started dashing _G.PremiumPrediction:OnGainVision(unit) - calls function when unit has revealed _G.PremiumPrediction:OnLoseVision(unit) - calls function when unit has disappeared _G.PremiumPrediction:OnProcessSpell(unit, spellData) - calls function when unit has casted channeling spell _G.PremiumPrediction:OnProcessWaypoint(unit, startPos, endPos) - calls function when unit has changed pathing _G.PremiumPrediction:To2D(position) - converts position to 2D Point {x, y} _G.PremiumPrediction:To3D(point, height) - converts 2D Point {x, y} to 3D Vector _G.PremiumPrediction.HitChance.<Name>(hitChance) - returns boolean if <Name> matches given HitChance Hitchance names: {Impossible | OutOfRange | Low | Medium | High | VeryHigh | Dashing | Immobile} 4. Example for Ryze Q: require "PremiumPrediction" local spellData = {speed = 1700, range = 1000, delay = 0.25, radius = 55, collision = {"minion"}, type = "linear"} local pred = _G.PremiumPrediction:GetPrediction(myHero, target, spellData) if pred.CastPos and _G.PremiumPrediction.HitChance.Medium(pred.HitChance) and Game.CanUseSpell(_Q) == 0 then Control.CastSpell(HK_Q, pred.CastPos) end
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