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SDKSpell

SDKSpell for easy cast spell.

Properties​

slot: SpellSlot​

lastCastAttempt: integer​

isSkillShot: boolean​

boundingRadiusMod: boolean​

isChargeSpell: boolean​

chargedBuffNameHash: integer​

chargedMaxRange: number​

chargedMinRange: number​

chargedSpellNameHash: integer​

forceSpellHash: integer​

chargedBuffNameHash: integer​

chargeDuration: number​

collision: boolean​

damageType: DamageType​

collisionFlags: CollisionFlag​

type: SkillshotType​

width: number​

speed: number​

delay: number​

hitchance: HitChance​

rangeCheckFrom: Vector3​

from: Vector3​

range: number​

Functions​

Create​

SDKSpell.Create(
  slot: SpellSlot,
  range: number,
  damageType: DamageType
) → SDKSpell

ArgumentTypeDescription
slotSpellSlotSpell slot.
rangenumberSpell range.
damageTypeDamageTypeDamage type.

Create a sdk spell instance.


SetSkillshot​

SDKSpell:SetSkillshot(
  delay: number,
  width: number,
  speed: number,
  type: SkillshotType,
  collision: boolean,
  collisionFlags: CollisionFlag,
  minHitChance: HitChance,
  boundingRadiusMod: boolean
) → void

ArgumentTypeDescription
delaynumberSpell delay.
widthnumberSpell width.
speednumberSpell missile speed.
typeSkillshotType.
collisionbooleanShould calculate collision.
collisionFlagsCollisionFlag.
minHitChanceHitChanceMin hitchance for cast.
boundingRadiusModbooleanShould include target bounding radius.

Set skillshot spell.


SetTargetted​

SDKSpell:SetTargetted(
  delay: number,
  speed: number,
  type: SkillshotType,
  collision: boolean,
  collisionFlags: CollisionFlag,
  minHitChance: HitChance,
  boundingRadiusMod: boolean
) → void

ArgumentTypeDescription
delaynumberSpell delay.
speednumberSpell missile speed.
typeSkillshotType.
collisionbooleanShould calculate collision.
collisionFlagsCollisionFlag.
minHitChanceHitChanceMin hitchance for cast.
boundingRadiusModbooleanShould include target bounding radius.

Set targetted spell.


Delete​

SDKSpell:Delete() → void

Delete spell instance and clean memory. (Do it when unload if you create a spell and not manage it to Champions class Q/W/E/R)


Ready​

SDKSpell:Ready() → boolean

Returns if spell is ready to cast.


ReadyPredCast​

SDKSpell:ReadyPredCast( time?: number ) → boolean

ArgumentTypeDescription
time?numberRemaining time to check.

Returns if spell will be ready to cast after certain time. This includes latency internally.

tip

This can be useful to pre-cast spells when they are about to get off cooldown.

caution

Be careful with certain spells like Ashe Q because with SpellState.Suppressed it will also return true.


IsCharging​

SDKSpell:IsCharging() → boolean

Returns if spell is charging.


DataInstance​

SDKSpell:DataInstance() → SpellBookEntry

Returns datainstance.


SetCharged​

SDKSpell:SetCharged(
  spellName: string,
  buffName: string,
  minRange: number,
  maxRange: number,
  duration: number
) → void

ArgumentTypeDescription
spellNamestringSpell name.
buffNamestringCharge buff name.
minRangenumberMin charge range.
maxRangenumberMax charge range.
durationnumberCharge max duration.

Set charge spell like varus Q etc.


ManaCost​

SDKSpell:ManaCost() → number

Returns spell mana cost.


ChargePercent​

SDKSpell:ChargePercent() → number

Returns spell charge percent.


Cooldown​

SDKSpell:Cooldown() → number

Returns spell cooldown.


Level​

SDKSpell:Level() → number

Returns spell level.


CastOnUnit​

SDKSpell:CastOnUnit(
  target: AIBaseClient,
  usePacket: boolean
) → boolean

ArgumentTypeDescription
targetAIBaseClientSpell target.
usePacketbooleanfalse

Returns if cast sucessfully.


Cast​

SDKSpell:Cast( usePacket: boolean ) → boolean

ArgumentTypeDescription
usePacketbooleanfalse

Returns if cast sucessfully.


Cast​

SDKSpell:Cast(
  target: AIBaseClient,
  hitChanceMenu: UI.List,
  usePacket: boolean
) → boolean

ArgumentTypeDescription
targetAIBaseClientSpell target.
hitChanceMenuUI.ListUse menu to check min hitchance.
usePacketbooleanfalse

Returns if cast sucessfully.


Cast​

SDKSpell:Cast(
  pos: Vector3,
  limit: Vector3,
  usePacket: boolean
) → boolean

ArgumentTypeDescription
posVector3Cast position.
limitVector3Cast posiiton limit, use for Viktor E etc.
usePacketbooleanfalse

Returns if cast sucessfully.


CastSpell2​

SDKSpell:CastSpell2(
  slot: SpellSlot,
  pos1: Vector3,
  pos2: Vector3,
  bTriggerEvent: boolean
) → void

ArgumentTypeDescription
slotSpellSlot
pos1Vector3
pos2Vector3
bTriggerEventboolean

Special CastSpell variation which can be useful for some champions.


CastSpell2​

SDKSpell:CastSpell2(
  slot: SpellSlot,
  target: AttackableUnit,
  bTriggerEvent: boolean
) → void

ArgumentTypeDescription
slotSpellSlot
targetAttackableUnit
bTriggerEventboolean

Special CastSpell variation which can be useful for some champions.


GetPrediction​

SDKSpell:GetPrediction(
  target: AIBaseClient
) → PredictionOutput

ArgumentTypeDescription
targetAIBaseClientTarget.

Returns prediction output.


GetDamage​

SDKSpell:GetDamage(
  target: AIBaseClient,
  stage: integer
) → number

ArgumentTypeDescription
targetAIBaseClientTarget.
stageintegerDamage stage.

Returns spell damage to target.


IsCollision​

SDKSpell:IsCollision(
  from: Vector3,
  to: Vector3,
  target: AIBaseClient
) → boolean

ArgumentTypeDescription
fromVector3From pos.
toVector3To pos.
targetAIBaseClientTarget to ignore.

Returns if spell is coliision from A to B.


CastSpecialImmobileTarget​

SDKSpell:CastSpecialImmobileTarget(
  from: Vector3,
  isSnare: boolean,
  strictlyTimeCheck: boolean
) → boolean

ArgumentTypeDescription
fromVector3From pos.
isSnarebooleanIs snare spell Jinx E etc.
strictlyTimeCheckbooleanStrictly time check for some important R spell.

Returns ture if cast sucessfully to a retrive/zhonya/teleport target.


StartCharging​

SDKSpell:StartCharging(
  pos: Vector3,
  usePacket: boolean
) → boolean

ArgumentTypeDescription
posVector3Cast position.
usePacketbooleanfalse

Returns if cast sucessfully.


ShootChargedSpell​

SDKSpell:ShootChargedSpell(
  pos: Vector3,
  releaseCast: boolean,
  extraRange: number,
  usePacket: boolean
) → boolean

ArgumentTypeDescription
posVector3Cast position.
releaseCastbooleanIs release cast.
extraRangenumberextra cast end pos.
usePacketbooleanfalse

Returns if cast sucessfully.


GetCastOnBestFarmPosition​

SDKSpell:GetCastOnBestFarmPosition( minMinions: number - integer, isJungleMinions: boolean ) → Vector3

ArgumentTypeDescription
minMinionsnumber - integerMinimum amount of minions to hit.
isJungleMinionsbooleanRun this logic on jungle camps.

Returns optimal position for spell farm.


GetCastOnBestAOEPosition​

SDKSpell:GetCastOnBestAOEPosition( minTargets: number - integer ) → Vector3

ArgumentTypeDescription
minTargetsnumber - integerMinimum amount of targets to hit.

Returns optimal position for AOE on enemy heroes.