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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)