Is possible to add this to ezreal draven jinx?
Cause i already tried ezreal and q prediction is really op so a baseulti function would be nice
Is possible to add this to ezreal draven jinx?
Cause i already tried ezreal and q prediction is really op so a baseulti function would be nice
Once the API is released there surely will be one. I can't make any promises before that though.
Is possible to add this to ezreal draven jinx?
Cause i already tried ezreal and q prediction is really op so a baseulti function would be nice
When API comes we will just port Beaving's ^ ^
When API comes we will just port Beaving's ^ ^
We won't port anyone's. We will make our own using the same method.
It's open-source for a reason...
It's not stealing lol, why would we bother with stuff somebody already solved
Using C# is also stealing then since it's build on already programed framework mostly on C++
I won't be doing calculations by myself, I guarantee 100%, and waste hours on smtg already done
First of all, it is stealing and it is not open-source because they want people to copy it, but because they want new developers to learn from it or let people know that they aren't installing malicious files.
Second, we will rewrite it because if it looks the same then it will just be an example of our laziness and inability to create something original. The method will still be the same because that can't be changed.
Also, what you said is not right about C# being the same. It's like GTA V copied Pacman. They both work on computers but are different.
And lastly, it would literally take 30 minutes to code another one, not hours.
First of all, it is stealing and it is not open-source because they want people to copy it, but because they want new developers to learn from it or let people know that they aren't installing malicious files.
Second, we will rewrite it because if it looks the same then it will just be an example of our laziness and inability to create something original. The method will still be the same because that can't be changed.
Also, what you said is not right about C# being the same. It's like GTA V copied Pacman. They both work on computers but are different.
And lastly, it would literally take 30 minutes to code another one, not hours.
I understand what you mean. You don't wanna look like lazy copycats but to prove that you can create smtg new.
So... You gonna do calculations for baseult, which most likely will be very similar (maybe same) as those for L$ just so you look original? I'm guessing no menus since L$ has those too so instead we gona use this huge static settings tab?
Well this is LoL scripting tool. It's the same game with same concepts and mechanics no matter what tool you use.
If you guys wanted to be original you should have made tool for different game... Instead you make tool for same game, create community of people mostly from L$ and BoL and try to be original.
Plz
It's ok, I won't release any L$ ports here. I'll put them on my private repo and use them from there cuz I like them. L$ has some of the best coders I've seen...
And porting them won't be so easy ether cuz L$ has one hell of an API. We will have to code most things L$ common has included. One line in L$ - > 10 in GoS (this is random just to prove a point)
You could have picked C++ for API if you wanna be rlly original. Or C since BoL is using C++
Btw, C# was built upon C++. It automated most thing that require losts of code in C++.
You can trivially (much trivialized) see C# as an API made on C++ and few other languages.
That was my point. Programmers always share the code to make each other's lifes easier.
And for other reasons you said
Would be pointless to choose another language since the community of devs is used to C# and Lua. And also, C++ is a lot harder than those two.
The calculations are done by the computer, so I don't really know why you're talking so much about them.
It's just not morally okay to copy others' work and it would give people a bad vision of us if we did that.
Would be pointless to choose another language since the community of devs is used to C# and Lua. And also, C++ is a lot harder than those two.
The calculations are done by the computer, so I don't really know why you're talking so much about them.
It's just not morally okay to copy others' work and it would give people a bad vision of us if we did that.
I ment distance, damage and recall tracking. You have to cast ult perfectly to land just in time and do the intended damage
It's not ok to copy but I don't feel moral obligations to L$.
Appreciate and admire their work and community. That's all
Also I love their Ahri and Kalista assemblies
And they gonna hate us and call us copycats anways so why bother...
I do agree with you doe in principle.
In practice there are no principles... Sadly
Recall tracking is done with a packet. The program just detects when it's sent. Distance and damage are also calculated by the API, as well as the missile speed (there is data that shows it, the program just uses it) and other important stuff like collision. It's not hard at all actually, speaking from a person who can code.
Recall tracking is done with a packet. The program just detects when it's sent. Distance and damage are also calculated by the API, as well as the missile speed (there is data that shows it, the program just uses it) and other important stuff like collision. It's not hard at all actually, speaking from a person who can code.
I'm so excited <3
And The Fight Ends
About the copy of Sharperino assemblys, i think that you can need to make your own assemblys.
Copying their logic is possible, but the API will be a lot different so it will be impossible to just port them.
But you will see Hoes Ryze here made by me
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