
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
Download: http://gamingonstero...-just-one-file/
Sign In
Create Account

Back to top
Report









