Skip to main content

AttackableUnit : GameObject

Inherited from GameObject class.

Properties

mp: number

maxMp: number

resourceType: integer

secondaryResource: number

maxSecondaryResource: number

statusFlags: integer

pathfindingCollisionRadius: number

lifetime: number

maxLifetime: number

lifetimeTicks: number

physicalDamagePercentageModifier: number

magicalDamagePercentageModifier: number

hpPercent: number

mpPercent: number

isVisible: boolean

isTargetable: boolean

isHPBarRendered: boolean

infoBarPos: Vector2

Healthbar position.

infoBarSize: Vector2

Healthbar size.

infoBarOffset: Vector2

Healthbar offset.

Functions

IsWindingUp

AttackableUnit:IsWindingUp() boolean

Returns if this entity is winding up.

danger

If you want to utilize spell queue then avoid using this check for spells which do not interrupt basic attacks. Instead use Orbwalker.CanUseSpell function.


IsValidTarget

AttackableUnit:IsValidTarget(
range: number,
onlyEnemyTeam: bool,
from: Vector2 or Vector3
) boolean

ArgumentTypeDescription
rangenumberCheck range.
onlyEnemyTeamboolCheck target team.
fromVector2 or Vector3Check from pos.

Returns if this entity is valid target.


IsTargetableByUnit

AttackableUnit:IsTargetableByUnit(
unit: AttackableUnit
) void

ArgumentTypeDescription
unitAttackableUnitGiven unit

Returns if this unit can be targeted by given unit.