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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.