Champions
Champions script manager.
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
| Argument | Type | Description |
|---|---|---|
| menu | UI.Menu | Root menu. |
| predictionType | integer - 0-1 | Default prediction type(0 = default ,1 = fast). |
Create a champion base menu.
CreateColorMenu
Champions.CreateColorMenu(
menu: UI.Menu,
defaultValue: boolean
) → void
| Argument | Type | Description |
|---|---|---|
| menu | UI.Menu | Dawing sub menu. |
| defaultValue | boolean | Default 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
| Argument | Type | Description |
|---|---|---|
| index | integer - 0-4 | Index. |
Lagfree check for better performance.
CanHarass
Champions.CanHarass() → boolean
Harass check (under enemy turret and toggle check).
CanSpellFarm
Champions.CanSpellFarm( checkMinionsNumber: boolean - false ) → boolean
| Argument | Type | Description |
|---|---|---|
| checkMinionsNumber | boolean - false | Should 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
| Argument | Type | Description |
|---|---|---|
| enable | boolean | Enabled. |
Master switch to control internal Cpp scripts.
CanMove
Champions.CanMove(
target: AIBaseClient,
delay: number
) → boolean
| Argument | Type | Description |
|---|---|---|
| target | AIBaseClient | Target. |
| delay | number | After the delay target can move. |
Check a target is can move(not been CCed) after delay.
GetIncomingDamage
Champions.GetIncomingDamage(
target: AIBaseClient
) → number - float
| Argument | Type | Description |
|---|---|---|
| target | AIBaseClient | Target. |
Get incoming damage.
IsMovingInSameDirection
Champions.IsMovingInSameDirection(
source: AIBaseClient,
target: AIBaseClient,
angle: number - default = 20
) → boolean
| Argument | Type | Description |
|---|---|---|
| source | AIBaseClient | Source |
| target | AIBaseClient | Target. |
| angle | number - default = 20 | Angle for check. |
Returns if souce and target is moving in same direction.
ValidKillTarget
Champions.ValidKillTarget(
target: AIBaseClient,
delay: number
) → boolean
| Argument | Type | Description |
|---|---|---|
| target | AIBaseClient | Target. |
| delay | number | Spell delay. |
Returns if target is unkillable after delay.
ValidUlt
Champions.ValidUlt(
target: AIBaseClient,
delay: number
) → boolean
| Argument | Type | Description |
|---|---|---|
| target | AIBaseClient | Target. |
| delay | number | Spell 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
-- 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)