Skip to main content

Champions

Champions script manager.

caution

Q/W/E/R/QMANA/WMANA/EMANA/RMANA should be set by yourself.

Properties

Q: SDKSpell

W: SDKSpell

E: SDKSpell

R: SDKSpell

QMANA: number

WMANA: number

EMANA: number

RMANA: number

None: boolean

Flee: boolean

Combo: boolean

Harass: boolean

LaneClear: boolean

OnlyHarass: boolean

FastLaneClear: boolean

Freeze: boolean

Hash: integer

FarmMinions: UI.Slider

spellFarm: UI.KeyBind

harassToggle: UI.KeyBind

PredictionType: UI.List

isCherry: boolean

Returns whether we are in Arena Game Mode.

Functions

CreateBaseMenu

Champions.CreateBaseMenu(
menu: UI.Menu,
predictionType: integer - 0-1
) void

ArgumentTypeDescription
menuUI.MenuRoot menu.
predictionTypeinteger - 0-1Default prediction type(0 = default ,1 = fast).

Create a champion base menu.


CreateColorMenu

Champions.CreateColorMenu(
menu: UI.Menu,
defaultValue: boolean
) void

ArgumentTypeDescription
menuUI.MenuDawing sub menu.
defaultValuebooleanDefault value of range check box.

Create a champion Q\W\E\R drawing menu (If Chamipons.Q/W/E/R has been set).


LagFree

Champions.LagFree( index: integer - 0-4 ) boolean

ArgumentTypeDescription
indexinteger - 0-4Index.

Lagfree check for better performance.


CanHarass

Champions.CanHarass() boolean

Harass check (under enemy turret and toggle check).


CanSpellFarm

Champions.CanSpellFarm( checkMinionsNumber: boolean - false ) boolean

ArgumentTypeDescription
checkMinionsNumberboolean - falseShould check enemy minions aournd with laneclear slider.

Spell farm check (check spellFarm toggle,mana setting,minions nearby and orbwalker is LaneClear mode).


CppScriptMaster

Champions.CppScriptMaster( enable: boolean ) void

ArgumentTypeDescription
enablebooleanEnabled.

Master switch to control internal Cpp scripts.


CanMove

Champions.CanMove(
target: AIBaseClient,
delay: number
) boolean

ArgumentTypeDescription
targetAIBaseClientTarget.
delaynumberAfter the delay target can move.

Check a target is can move(not been CCed) after delay.


GetIncomingDamage

Champions.GetIncomingDamage(
target: AIBaseClient
) number - float

ArgumentTypeDescription
targetAIBaseClientTarget.

Get incoming damage.


IsMovingInSameDirection

Champions.IsMovingInSameDirection(
source: AIBaseClient,
target: AIBaseClient,
angle: number - default = 20
) boolean

ArgumentTypeDescription
sourceAIBaseClientSource
targetAIBaseClientTarget.
anglenumber - default = 20Angle for check.

Returns if souce and target is moving in same direction.


ValidKillTarget

Champions.ValidKillTarget(
target: AIBaseClient,
delay: number
) boolean

ArgumentTypeDescription
targetAIBaseClientTarget.
delaynumberSpell delay.

Returns if target is unkillable after delay.


ValidUlt

Champions.ValidUlt(
target: AIBaseClient,
delay: number
) boolean

ArgumentTypeDescription
targetAIBaseClientTarget.
delaynumberSpell delay.

Returns if target is unkillable or overkill after delay.


Clean

Champions.Clean() void

Clean base menu and QWER instance. Should be called when unload.


Examples

SDKSpell and SDKSpell:SetSkillshot example

-- Creating SDKSpell instances:
-- IMPORTANT: Make sure to call Champions.Clean() OnUnload to clear these instances!
Champions.Q = SDKSpell.Create(SpellSlot.Q, 1400, DamageType.Magical)
Champions.W = SDKSpell.Create(SpellSlot.W, 100, DamageType.Magical)
Champions.E = SDKSpell.Create(SpellSlot.E, 1200, DamageType.Magical)
Champions.R = SDKSpell.Create (SpellSlot.R, 5500, DamageType.Magical)

-- Set skillshot:
Champions.Q:SetSkillshot(0.25, 60, 1000, SkillshotType.SkillshotLine, true, CollisionFlag.CollidesWithYasuoWall, HitChance.High, true)
Champions.R:SetSkillshot(1, 65, math.flt_max, SkillshotType.SkillshotCircle, false, CollisionFlag.CollidesWithNothing, HitChance.High, true)
-- Please note how we use math.flt_max for speed instead of math.huge, this is important

Callback.Bind(CallbackType.OnUnload, function()
Champions.Clean() -- Clean up
return CallbackResult.Dispose
end)