/
SL-AIO.lua
10899 lines (9908 loc) · 481 KB
/
SL-AIO.lua
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local SLAIO,Stage = 0.02,"BETA"
local SLSChamps = {
["Vayne"] = true,
["Soraka"] = true,
["Blitzcrank"] = true,
["Kalista"] = true,
["Velkoz"] = true,
["Nasus"] = true,
["Jinx"] = true,
["Aatrox"] = true,
["Kindred"] = true,
["Nocturne"] = true,
["Sivir"] = true,
["Vladimir"] = true,
["Orianna"] = true,
["Veigar"] = true,
["KogMaw"] = true,
["Ahri"] = true,
["Khazix"] = true,
["Zed"] = true,
["Anivia"] = true,
["Syndra"] = true,
["Draven"] = true,
}
local SLPatchnew = nil
local spawn = nil
local Spell = {}
local str3 = {[0]="Q",[1]="W",[2]="E",[3]="R"}
local IPred= false
local OpenPredict = false
local SLM = {}
local SLM2 = {}
local lastcheck = 0
local structures = {}
local turrets = {}
local Wards = {}
local Wards2 = {}
local target = nil
local ts = nil
if GetGameVersion():sub(3,4) >= "10" then
SLPatchnew = GetGameVersion():sub(1,4)
else
SLPatchnew = GetGameVersion():sub(1,3)
end
local AutoUpdater = true
require 'DamageLib'
if SLSChamps[myHero.charName] then
require 'IPrediction'
IPred = true
end
local function PredMenu(m,sp)
if not m["CP"] then m:DropDown("CP", "Choose Prediction", 1 ,{"OPred", "GPred", "IPred", "GoSPred","SLPred"}) end
m:DropDown("h"..str3[sp], "Hitchance"..str3[sp], 2, {"Low", "Medium", "High"})
if m.CP:Value() == 2 then
require 'GPrediction'
elseif m.CP:Value() == 1 then
require 'OpenPredict'
OpenPredict = true
end
end
local function GetValue(m,sp)
if not m["CP"] or not m["h"..str3[sp]] then return end
if m.CP:Value() == 5 then
if m["h"..str3[sp]]:Value() == 1 then
return 1
elseif m["h"..str3[sp]]:Value() == 2 then
return 1
elseif m["h"..str3[sp]]:Value() == 3 then
return 2
end
elseif m.CP:Value() == 4 then
if m["h"..str3[sp]]:Value() == 1 then
return 1
elseif m["h"..str3[sp]]:Value() == 2 then
return 1
elseif m["h"..str3[sp]]:Value() == 3 then
return 2
end
elseif m.CP:Value() == 3 then
if m["h"..str3[sp]]:Value() == 1 then
return 1
elseif m["h"..str3[sp]]:Value() == 2 then
return 2
elseif m["h"..str3[sp]]:Value() == 3 then
return 3
end
elseif m.CP:Value() == 2 then
if m["h"..str3[sp]]:Value() == 1 then
return 1
elseif m["h"..str3[sp]]:Value() == 2 then
return 2
elseif m["h"..str3[sp]]:Value() == 3 then
return 3
end
elseif m.CP:Value() == 1 then
if m["h"..str3[sp]]:Value() == 1 then
return .2
elseif m["h"..str3[sp]]:Value() == 2 then
return .45
elseif m["h"..str3[sp]]:Value() == 3 then
return .7
end
end
end
local function GetCollision(m,sp,t)
if not m["CP"] or not m["h"..str3[sp]] then return end
if m.CP:Value() == 5 then
return t.col or false
elseif m.CP:Value() == 4 then
return t.col or false
elseif m.CP:Value() == 4 then
return t.col or false
elseif m.CP:Value() == 3 then
return t.col or false
elseif m.CP:Value() == 2 then
if t.col then
return {"minion","champion"}
else
return nil
end
elseif m.CP:Value() == 1 then
return t.col or false
end
end
local function GetType(m,sp,t)
if not m["CP"] or not m["h"..str3[sp]] then return end
if m.CP:Value() == 3 then
if t.type == "line" then
return "linear"
else
return "circular"
end
else
return t.type or "circular"
end
end
local function CastGenericSkillShot(s,u,t,sp,m)--source,unit,table,spell,menu
if not m["CP"] or not m["h"..str3[sp]] then return end
t.width = t.width or t.radius
t.radius = t.width or t.radius
t.col = GetCollision(m,sp,t)
t.name = t.name or GetCastName(s,sp)
t.count = t.count or 1
t.angle = t.angle or 45
t.delay = t.delay or 0.250
t.speed = t.speed or math.huge
t.range = t.range or 1000
t.type = GetType(m,sp,t)
t.aoe = t.aoe or false
if m.CP:Value() == 1 then
if t.col then
if t.type:lower():find("lin") then
local Pred = GetPrediction(u, t)
if Pred.hitChance >= GetValue(m,sp) and not Pred:mCollision(t.count) and GetDistance(s,Pred.castPos) < t.range then
CastSkillShot(sp,Pred.castPos)
end
elseif t.type:lower():find("cir") then
local Pred = GetCircularAOEPrediction(u, t)
if Pred.hitChance >= GetValue(m,sp) and not Pred:mCollision(t.count) and GetDistance(s,Pred.castPos) < t.range then
CastSkillShot(sp,Pred.castPos)
end
elseif t.type:lower():find("con") then
local Pred = GetConicAOEPrediction(u, t)
if Pred.hitChance >= GetValue(m,sp) and not Pred:mCollision(t.count) and GetDistance(s,Pred.castPos) < t.range then
CastSkillShot(sp,Pred.castPos)
end
end
else
if t.type:lower():find("lin") then
local Pred = GetPrediction(u, t)
if Pred.hitChance >= GetValue(m,sp) and GetDistance(s,Pred.castPos) < t.range then
CastSkillShot(sp,Pred.castPos)
end
elseif t.type:lower():find("cir") then
local Pred = GetCircularAOEPrediction(u, t)
if Pred.hitChance >= GetValue(m,sp) and GetDistance(s,Pred.castPos) < t.range then
CastSkillShot(sp,Pred.castPos)
end
elseif t.type:lower():find("con") then
local Pred = GetConicAOEPrediction(u, t)
if Pred.hitChance >= GetValue(m,sp) and GetDistance(s,Pred.castPos) < t.range then
CastSkillShot(sp,Pred.castPos)
end
end
end
elseif m.CP:Value() == 2 then
local Pred = _G.gPred:GetPrediction(u,s,t,t.aoe,t.col)
if Pred.HitChance >= GetValue(m,sp) then
CastSkillShot(sp,Pred.CastPosition)
end
elseif m.CP:Value() == 3 then
local Predicted = IPrediction.Prediction({name=t.name, range=t.range, speed=t.speed, delay=t.delay, width=t.width, type=t.type, collision=t.col, collisionM=t.col, collisionH=t.col})
local hit, pos = Predicted:Predict(u,s)
if hit >= GetValue(m,sp) then
CastSkillShot(sp, pos)
end
elseif m.CP:Value() == 4 then
local Pred = GetPredictionForPlayer(s.pos,u,u.ms, t.speed, t.delay*1000, t.range, t.width, t.col, true)
if Pred.HitChance == GetValue(m,sp) and GetDistance(s,Pred.PredPos) < t.range then
CastSkillShot(sp, Pred.PredPos)
end
elseif m.CP:Value() == 5 then
local SLhc,SLpos = SLP:Predict({source=s,unit=u,speed=t.speed,range=t.range,delay=t.delay,width=t.width,type=t.type,collision=t.col})
if SLhc and SLhc+.1 >= GetValue(m,sp) and SLpos then
CastSkillShot(sp,SLpos)
end
end
end
local function dRectangleOutline(s, e, w, t, c, v)--start,end,width,thickness,color
local z1 = s+Vector(Vector(e)-s):perpendicular():normalized()*w/2
local z2 = s+Vector(Vector(e)-s):perpendicular2():normalized()*w/2
local z3 = e+Vector(Vector(s)-e):perpendicular():normalized()*w/2
local z4 = e+Vector(Vector(s)-e):perpendicular2():normalized()*w/2
local z5 = s+Vector(Vector(e)-s):perpendicular():normalized()*w
local z6 = s+Vector(Vector(e)-s):perpendicular2():normalized()*w
local c1 = WorldToScreen(0,z1)
local c2 = WorldToScreen(0,z2)
local c3 = WorldToScreen(0,z3)
local c4 = WorldToScreen(0,z4)
local c5 = WorldToScreen(0,z5)
local c6 = WorldToScreen(0,z6)
if v then
DrawLine(c5.x,c5.y,c6.x,c6.y,t+1,ARGB(200,250,192,0))
DrawLine(c2.x,c2.y,c3.x,c3.y,t,c)
DrawLine(c3.x,c3.y,c4.x,c4.y,t,c)
DrawLine(c1.x,c1.y,c4.x,c4.y,t,c)
else
DrawLine(c5.x,c5.y,c6.x,c6.y,t+0.5,ARGB(255,255,0,0))
DrawLine(c2.x,c2.y,c3.x,c3.y,t,ARGB(150,255,255,255))
DrawLine(c3.x,c3.y,c4.x,c4.y,t,ARGB(150,255,255,255))
DrawLine(c1.x,c1.y,c4.x,c4.y,t,ARGB(150,255,255,255))
end
end
function DrawRectangle2(x, y, width, height, color, thickness)
local thickness = thickness or 1
if thickness == 0 then return end
x = x - 1
y = y - 1
width = width + 2
height = height + 2
local halfThick = math.floor(thickness/2)
DrawLine(x - halfThick, y, x + width + halfThick, y, thickness, color)
DrawLine(x, y + halfThick, x, y + height - halfThick, thickness, color)
DrawLine(x + width, y + halfThick, x + width, y + height - halfThick, thickness, color)
DrawLine(x - halfThick, y + height, x + width + halfThick, y + height, thickness, color)
end
local function dRectangleOutline2(s, e, w, t, c, v)--start,end,radius,thickness,color
local z1 = s+Vector(Vector(e)-s):perpendicular():normalized()*w
local z2 = s+Vector(Vector(e)-s):perpendicular2():normalized()*w
local z3 = e+Vector(Vector(s)-e):perpendicular():normalized()*w
local z4 = e+Vector(Vector(s)-e):perpendicular2():normalized()*w
local c1 = WorldToScreen(0,z1)
local c2 = WorldToScreen(0,z2)
local c3 = WorldToScreen(0,z3)
local c4 = WorldToScreen(0,z4)
if v then
DrawLine(c1.x,c1.y,c2.x,c2.y,t+1,ARGB(200,250,192,0))
DrawLine(c2.x,c2.y,c3.x,c3.y,t,c)
DrawLine(c3.x,c3.y,c4.x,c4.y,t,c)
DrawLine(c1.x,c1.y,c4.x,c4.y,t,c)
else
DrawLine(c1.x,c1.y,c2.x,c2.y,t+0.5,ARGB(255,255,0,0))
DrawLine(c2.x,c2.y,c3.x,c3.y,t,ARGB(255,102,102,102))
DrawLine(c3.x,c3.y,c4.x,c4.y,t,ARGB(255,102,102,102))
DrawLine(c1.x,c1.y,c4.x,c4.y,t,ARGB(255,102,102,102))
end
end
local function DrawRectangle(s,e,r,r2,t,c)
local spos = Vector(e) - (Vector(e) - Vector(s)):normalized():perpendicular() * (r2 or 400)
local epos = Vector(e) + (Vector(e) - Vector(s)):normalized():perpendicular() * (r2 or 400)
local ePos = Vector(epos)
local sPos = Vector(spos)
local dVec = Vector(ePos - sPos)
local sVec = dVec:normalized():perpendicular()*((r)*.5)
local TopD1 = WorldToScreen(0,sPos-sVec)
local TopD2 = WorldToScreen(0,sPos+sVec)
local BotD1 = WorldToScreen(0,ePos-sVec)
local BotD2 = WorldToScreen(0,ePos+sVec)
DrawLine(TopD1.x,TopD1.y,TopD2.x,TopD2.y,t,c)
DrawLine(TopD1.x,TopD1.y,BotD1.x,BotD1.y,t,c)
DrawLine(TopD2.x,TopD2.y,BotD2.x,BotD2.y,t,c)
DrawLine(BotD1.x,BotD1.y,BotD2.x,BotD2.y,t,c)
end
local function DrawCone(v1,v2,angle,width,color)
angle = angle * math.pi / 180
v1 = Vector(v1)
v2 = Vector(v2)
local a1 = Vector(Vector(v2)-Vector(v1)):rotated(0,-angle*.5,0)
local a2 = nil
DrawLine3D(v1.x,v1.y,v1.z,v1.x+a1.x,v1.y+a1.y,v1.z+a1.z,width,color)
for i = -angle*.5,angle*.5,angle*.1 do
a2 = Vector(v2-v1):rotated(0,i,0)
DrawLine3D(v1.x+a2.x,v1.y+a2.y,v1.z+a2.z,v1.x+a1.x,v1.y+a1.y,v1.z+a1.z,width,color)
a1 = a2
end
DrawLine3D(v1.x,v1.y,v1.z,v1.x+a1.x,v1.y+a1.y,v1.z+a1.z,width,color)
end
local ta = {_G.HoldPosition, _G.AttackUnit}
local function DisableHoldPosition(boolean)
if boolean then
_G.HoldPosition, _G.AttackUnit = function() end, function() end
else
_G.HoldPosition, _G.AttackUnit = ta[1], ta[2]
end
end
local tabl = {_G.AttackUnit}
local function DisableAttacks(boolean)
if boolean then
_G.AttackUnit = function() end
else
_G.AttackUnit = tabl[1]
end
end
local function AllyMinionsAround(pos, range)
local c = 0
if pos == nil then return 0 end
for k,v in pairs(SLM2) do
if v and v.alive and GetDistanceSqr(pos,v) < range*range and v.team == myHero.team then
c = c + 1
end
end
return c
end
local function CircleSegment(x,y,radius,sAngle,eAngle,color)
for a = sAngle,eAngle do
DrawLine(x,y,x+radius*math.cos(a*math.pi/180),y+radius*math.sin(a*math.pi/180),5,color)
end
end
local function CircleSegment2(x,y,sRadius,eRadius,sAngle,eAngle,color)
for a = sAngle,eAngle do
DrawLine(x+sRadius*math.cos(a*math.pi/180),y+sRadius*math.sin(a*math.pi/180),x+eRadius*math.cos(a*math.pi/180),y+eRadius*math.sin(a*math.pi/180),1,color)
end
end
local function GetLowestUnit(i,range)
if not range then range = myHero.range+myHero.boundingRadius*2 end
local t, p = nil, math.huge
if i.alive and i and i.team ~= myHero.team then
if ValidTarget(i, range) and i.health < p then
t = i
p = i.health
end
end
return t
end
local function GetHighestUnit(i,range)
if not range then range = myHero.range+myHero.boundingRadius*2 end
local t = nil
if i and i.alive and i.team ~= myHero.team then
if ValidTarget(i, range) and not t or GetMaxHP(i) > GetMaxHP(t) then
t = i
end
end
return t
end
local function EnemyMinionsAround(pos, range)
local c = 0
if pos == nil then return 0 end
for k,v in pairs(SLM) do
if v and v.alive and GetDistanceSqr(pos,v) < range*range and v.team == MINION_ENEMY then
c = c + 1
end
end
return c
end
local function JungleMinionsAround(pos, range)
local c = 0
if pos == nil then return 0 end
for k,v in pairs(SLM) do
if v and v.alive and GetDistanceSqr(pos,v) < range*range and v.team == MINION_JUNGLE then
c = c + 1
end
end
return c
end
local function AllyHeroesAround(pos, range)
local c = 0
if not pos or not range then return end
for k,v in pairs(GetAllyHeroes()) do
if v and v.alive and GetDistanceSqr(pos,v) < range*range and v.team == myHero.team then
c = c + 1
end
end
return c
end
local function EnemyHeroesAround(pos, range)
local c = 0
if not pos or not range then return end
for k,v in pairs(GetEnemyHeroes()) do
if v and v.alive and GetDistanceSqr(pos,v) < range*range and v.team == MINION_ENEMY then
c = c + 1
end
end
return c
end
local function Sample(obj)
return {x=obj.pos.x, y=obj.pos.y, z=obj.pos.z, time=GetTickCount()/1000 }
end
OnObjectLoad(function(obj)
if obj and obj.type == Obj_AI_SpawnPoint or obj.type == Obj_AI_Turret or obj.type == Obj_AI_Barracks and obj.alive and obj.team ~= myHero.team then
structures[obj.networkID] = obj
end
if obj and obj.networkID then
if obj.name:lower():find("visionward") then
if ((obj.team == myHero.team) or (obj.team ~= myHero.team )) then
table.insert(Wards,{o=obj})
end
end
if obj.name:lower():find("sightward") then
if ((obj.team == myHero.team) or (obj.team ~= myHero.team )) then
table.insert(Wards2,{o=obj,s=GetTickCount()})
end
end
end
if obj.type == Obj_AI_SpawnPoint and obj.team ~= myHero.team then
spawn = obj
end
end)
OnDeleteObj(function(obj)
if obj and obj.type == Obj_AI_SpawnPoint or obj.type == Obj_AI_Turret or obj.type == Obj_AI_Barracks and obj.team == MINION_ENEMY then
structures[obj.networkID] = nil
end
end)
local function DisableAll(b)
if b then
if _G.IOW then
IOW.movementEnabled = false
IOW.attacksEnabled = false
elseif _G.PW then
PW.movementEnabled = false
PW.attacksEnabled = false
elseif _G.GoSWalkLoaded then
_G.GoSWalk:EnableMovement(false)
_G.GoSWalk:EnableAttack(false)
elseif _G.DAC_Loaded then
DAC:MovementEnabled(false)
DAC:AttacksEnabled(false)
elseif _G.AutoCarry_Loaded then
DACR.movementEnabled = false
DACR.attacksEnabled = false
elseif _G.SLW then
SLW.movementEnabled = false
SLW.attacksEnabled = false
end
BlockF7OrbWalk(true)
BlockF7Dodge(true)
BlockInput(true)
else
if _G.IOW then
IOW.movementEnabled = true
IOW.attacksEnabled = true
elseif _G.PW then
PW.movementEnabled = true
PW.attacksEnabled = true
elseif _G.GoSWalkLoaded then
_G.GoSWalk:EnableMovement(true)
_G.GoSWalk:EnableAttack(true)
elseif _G.DAC_Loaded then
DAC:MovementEnabled(true)
DAC:AttacksEnabled(true)
elseif _G.AutoCarry_Loaded then
DACR.movementEnabled = true
DACR.attacksEnabled = true
elseif _G.SLW then
SLW.movementEnabled = true
SLW.attacksEnabled = true
end
BlockF7OrbWalk(false)
BlockF7Dodge(false)
BlockInput(false)
end
end
local function dArrow(s, e, w, c)--startpos,endpos,width,color
local s2 = e-((s-e):normalized()*75):perpendicular()+(s-e):normalized()*75
local s3 = e-((s-e):normalized()*75):perpendicular2()+(s-e):normalized()*75
DrawLine3D(s.x,s.y,s.z,e.x,e.y,e.z,w,c)
DrawLine3D(s2.x,s2.y,s2.z,e.x,e.y,e.z,w,c)
DrawLine3D(s3.x,s3.y,s3.z,e.x,e.y,e.z,w,c)
end
if not FileExist(COMMON_PATH.. "Analytics.lua") then
DownloadFileAsync("https://raw.githubusercontent.com/LoggeL/GoS/master/Analytics.lua", COMMON_PATH .. "Analytics.lua", function() end)
end
if SLSChamps[myHero.charName] then
if FileExist(COMMON_PATH.. "Analytics.lua") then
require("Analytics")
Analytics("SL-AIO", "SL-Team", true)
end
end
local Name = GetMyHero()
local ChampName = myHero.charName
local Dmg = {}
local Mode = nil
local SReady = {
[0] = false,
[1] = false,
[2] = false,
[3] = false,
}
local function GetADHP(unit)
return GetCurrentHP(unit) + GetDmgShield(unit)
end
local function GetAPHP(unit)
return GetCurrentHP(unit) + GetDmgShield(unit) + GetMagicShield(unit)
end
local function IsLaneCreep(unit)
return unit.team ~= 300
end
local function GetReady()
for s = 0,3 do
if CanUseSpell(myHero,s) == READY then
SReady[s] = true
else
SReady[s] = false
end
end
end
local t = {_G.MoveToXYZ, _G.AttackUnit, _G.CastSkillShot, _G.CastSkillShot2, _G.CastSkillShot3, _G.HoldPosition, _G.CastSpell, _G.CastTargetSpell}
function Stop(state)
if state then
_G.MoveToXYZ, _G.AttackUnit, _G.CastSkillShot, _G.CastSkillShot2, _G.CastSkillShot3, _G.HoldPosition, _G.CastSpell, _G.CastTargetSpell = function() end, function() end,function() end,function() end,function() end,function() end,function() end,function() end
BlockF7OrbWalk(true)
BlockF7Dodge(true)
else
_G.MoveToXYZ, _G.AttackUnit, _G.CastSkillShot, _G.CastSkillShot2, _G.CastSkillShot3, _G.HoldPosition, _G.CastSpell, _G.CastTargetSpell = t[1], t[2], t[3], t[4], t[5], t[6], t[7], t[8]
BlockF7OrbWalk(false)
BlockF7Dodge(false)
end
end
Callback.Add("Tick", function()
if lastcheck + 1000 < GetTickCount() then
lastcheck = GetTickCount()
for _,i in pairs(minionManager.objects) do
if i.valid and i.distance < 2000 and i.alive and i.team ~= MINION_ALLY then
SLM[i.networkID] = i
end
end
for _,i in pairs(minionManager.objects) do
if i.valid and i.distance < 2000 and i.alive and i.team == MINION_ALLY then
SLM2[i.networkID] = i
end
end
for _,i in pairs(structures) do
if i.valid and i.alive then
turrets[i.networkID] = i
end
end
end
end)
Callback.Add("Load", function()
Update()
Init()
LoadSLP()
if SLSChamps[ChampName] and L.LC:Value() then
_G[ChampName]()
DmgDraw()
if myHero.charName ~= "Orianna" and myHero.charName ~= "Ahri" and myHero.charName ~= "Anivia" then
Drawings()
end
end
if SLSChamps[ChampName] then
PrintChat("<font color=\"#fd8b12\"><b>["..SLPatchnew.."] [SL-AIO] v.: "..SLAIO.." - <font color=\"#FFFFFF\">" ..ChampName.." <font color=\"#F2EE00\"> Loaded! </b></font>")
else
PrintChat("<font color=\"#fd8b12\"><b>["..SLPatchnew.."] [SL-AIO] v.: "..SLAIO.." - <font color=\"#FFFFFF\">" ..ChampName.." <font color=\"#F2EE00\"> is not Supported </b></font>")
end
if L.LU:Value() then
if SLU.Load.LA:Value() then
Activator()
end
if SLU.Load.LSK:Value() then
SkinChanger()
end
if SLU.Load.LAL:Value() then
AutoLevel()
end
if SLU.Load.LH:Value() then
Humanizer()
end
if SLU.Load.LAW:Value() then
Awareness()
end
if SLU.Load.LRLI:Value() then
Reallifeinfo()
end
if (myHero.charName == "Katarina" or myHero.charName == "LeeSin" or myHero.charName == "Jax" and SLU.Load.LWJ:Value()) then
WardJump()
end
end
if L.LE:Value() then
if not _G.MapPosition then
require('MapPositionGoS')
end
LoadSLE()
end
if L.LWal:Value() then
LoadSLW()
end
Recommend()
SLOrb()
end)
class 'Init'
function Init:__init()
SxcS = MenuConfig("","----["..SLPatchnew.."][v.:"..SLAIO.."|"..Stage.."]----")
L = MenuConfig("Loader", "|SL-AIO| Script-Loader")
L:Info("R","")
L:Boolean("LC", "Load Champion", true)
L:Info("0.1", "")
L:Boolean("LU", "Load Utility", true)
L:Info("0.2", "")
L:Boolean("LE", "Load Evade", false)
L:Info("0.6xc", "")
L:Boolean("LWal", "Load Orbwalker", false)
L:Info("xxx", "")
L:Info("0.7.", "You will have to press 2f6")
L:Info("0.8.", "to apply the changes")
xAntiGapCloser = {}
xGapCloser = {}
MapPositionGOS = {["Vayne"] = true, ["Poppy"] = true, ["Kalista"] = true, ["Kindred"] = true,}
if L.LC:Value() and SLSChamps[ChampName] then
BM = MenuConfig("Champions", "|SL-AIO| "..myHero.charName)
if xAntiGapCloser[ChampName] == true then
BM.M:Menu("AGP", "AntiGapCloser")
end
if xGapCloser[ChampName] == true then
BM.M:Menu("GC", "GapCloser")
end
end
if L.LU:Value() then
SLU = MenuConfig("Utility", "|SL-AIO| Utility")
SLU:Menu("Load", "Utility-Loader")
SLU.Load:Boolean("LA", "Load Activator", true)
SLU.Load:Info("as^dasc", "")
SLU.Load:Boolean("LSK", "Load SkinChanger", true)
SLU.Load:Info("0.3", "")
SLU.Load:Boolean("LAL", "Load AutoLevel", true)
SLU.Load:Info("0.4", "")
SLU.Load:Boolean("LH", "Load Humanizer", true)
SLU.Load:Info("0.5.", "")
SLU.Load:Boolean("LAW", "Load Awareness", true)
SLU.Load:Info("0.6.", "")
SLU.Load:Boolean("LRLI", "Load Real life info", true)
SLU.Load:Info("0.6yc", "")
if myHero.charName == "Katarina" or myHero.charName == "LeeSin" or myHero.charName == "Jax" then
SLU.Load:Boolean("LWJ", "Load Ward Jump", true)
SLU.Load:Info("0.6^c", "")
end
SLU.Load:Info("0.7.", "You will have to press 2f6")
SLU.Load:Info("0.8.", "to apply the changes")
SLU:Menu("Activator", "Activator")
M = SLU["Activator"]
end
if L.LE:Value() then
EMenu = MenuConfig("Evade", "|SL-AIO| Evade")
end
if L.LWal:Value() then
OMenu = MenuConfig("Orbwalk", "|SL-AIO| OrbWalk")
end
if MapPositionGOS[ChampName] == true and FileExist(COMMON_PATH .. "MapPositionGOS.lua") then
if not _G.MapPosition then
require('MapPositionGoS')
end
end
if myHero.charName == "Vayne" or myHero.charName == "Veigar" then
if not OpenPredict then
require 'OpenPredict'
end
end
Zwei = MenuConfig("Creators", "----[ by : SxcS & Zwei ]----")
L:Info("Verison", "Current Version : "..SLAIO.." | "..Stage)
end
class 'Recommend'
function Recommend:__init()
self.RecommendedUtility = {
[1] = {Name = "Radar Hack", Link = "https://raw.githubusercontent.com/qqwer1/GoS-Lua/master/RadarHack.lua", Author = "Noddy", File = "RadarHack"},
[2] = {Name = "Recall Tracker", Link = "https://raw.githubusercontent.com/qqwer1/GoS-Lua/master/RecallTracker.lua", Author = "Noddy", File = "RecallTracker"},
[3] = {Name = "GoSEvade", Link = "https://raw.githubusercontent.com/KeVuong/GoS/master/Evade.lua", Author = "MeoBeo", File = "Evade"},
[4] = {Name = "ChallengerEvade",Link = "https://raw.githubusercontent.com/D3ftsu/GoS/master/ChallengerEvade.lua", Author = "Deftsu", File = "ChallengerEvade"},
}
L:Menu("Re","Recommended Scripts")
L.Re:Info("xx.x", "Load : ")
for n,i in pairs(self.RecommendedUtility) do
L.Re:Boolean("S"..n,"- "..i.Name.." ["..i.Author.."]", false)
end
L.Re:Info("xxx","2x F6 after download")
for n,i in pairs(self.RecommendedUtility) do
if L.Re["S"..n]:Value() and not pcall (require, i.File) then
DownloadFileAsync(i.Link, SCRIPT_PATH .. i.File..".lua", function()
if pcall (require, i.File) then
print("|SL| Downloaded "..i.Name.." from "..i.Author.." succesfully.")
else
print("Error downloading, please install manually")
end
end)
elseif L.Re["S"..n]:Value() and FileExist(SCRIPT_PATH .. i.File .. ".lua") then
require(i.File)
print("|SL| Loaded "..i.Name)
end
end
end
class 'SLOrb'
function SLOrb:__init()
if _G.IOW or _G.PW or _G.DAC_Loaded or _G.AutoCarry_Loaded or _G.SLW then
ModeTable = {
["Combo"] = "Combo",
["Harass"] = "Harass",
["LastHit"] = "LastHit",
["LaneClear"] = "LaneClear",
}
elseif _G.GoSWalkLoaded then
ModeTable = {
[0] = "Combo",
[1] = "Harass",
[3] = "LastHit",
[2] = "LaneClear",
}
else
ModeTable = {}
end
if _G.IOW then
OrbMode = function() return IOW:Mode() end
elseif _G.PW then
OrbMode = function() return PW:Mode() end
elseif _G.DAC_Loaded then
OrbMode = function() return DAC:Mode() end
elseif _G.GoSWalkLoaded then
OrbMode = function() return _G.GoSWalk.CurrentMode end
elseif _G.AutoCarry_Loaded then
OrbMode = function() return DACR:Mode() end
elseif _G.SLW then
OrbMode = function() return SLW:Mode() end
else
OrbMode = function() return nil end
end
Callback.Add("Tick",function()
Mode = ModeTable[OrbMode()]
end)
end
---------------------------------------------------------------------------------------------
-------------------------------------CHAMPS--------------------------------------------------
---------------------------------------------------------------------------------------------
--[[
__ __
\ \ / /
\ \ / /_ _ _ _ _ __ ___
\ \/ / _` | | | | '_ \ / _ \
\ / (_| | |_| | | | | __/
\/ \__,_|\__, |_| |_|\___|
__/ |
|___/
--]]
class 'Vayne'
function Vayne:__init()
Spell = {
[0] = { range = 300 },
[1] = { range = 0 },
[2] = { delay = 0.25, speed = 2000, width = 1, range = 550 },
[3] = { range = 0 }
}
Dmg = {
[0] = function (unit) return CalcDamage(myHero, unit, 5 * GetCastLevel(myHero,0) + 25 + ((GetBaseDamage(myHero) + GetBonusDmg(myHero)) * .5), 0) end,
[1] = function (unit) return CalcDamage(myHero, unit, (1.5 * GetCastLevel(myHero,1) + 4.5) * (GetMaxHP(unit)/100) , 0) end,
[2] = function (unit) return CalcDamage(myHero, unit, 35 * GetCastLevel(myHero,2) + 15 + GetBonusDmg(myHero) * .5, 0) end,
[3] = function (unit) return CalcDamage(myHero, unit, 20 * GetCastLevel(myHero,3) + 10, 0) end,
}
BM:Menu("Q", "[Tumble] Q Settings")
BM.Q:DropDown("QM", "QMode", 1, {"AAReset", "W Proc"})
BM.Q:Boolean('C', 'Use in Combo', true)
BM.Q:Boolean('H', 'Use in Harass', true)
BM.Q:Boolean('JC', 'Use in JungleClear', true)
BM.Q:Boolean('LC', 'Use in LaneClear', false)
BM.Q:Info("q",'')
BM.Q:Boolean("TC", "Dont Tumble into turrets", true)
BM.Q:Info("",'')
BM.Q:Slider('MC', "Use in Combo if Mana > x", 0, 0, 100, 0)
BM.Q:Slider('MH', "Use in Harass if Mana > x", 50, 0, 100, 0)
BM.Q:Slider('MJC', "Use in JungleClear if Mana > x", 10, 0, 100, 0)
BM.Q:Slider('MLC', "Use in LaneClear if Mana > x", 50, 0, 100, 0)
BM:Menu("E", "[Condemn] E Settings")
BM.E:Boolean('C', 'Use in Combo', true)
BM.E:Boolean('H', 'Use in Harass', true)
BM.E:Boolean('JC', 'Use in JungleClear', true)
BM.E:Info("q",'')
BM.E:Boolean("EAE", "Enable Auto E", true)
BM.E:Slider("DTE", "Distance to Enemy for auto E", 50, 0, 100, 5)
BM.E:Boolean("KS", "Enable KS", true)
BM.E:Info("",'')
BM.E:Slider("a", "accuracy", 30, 1, 50, 5)
BM.E:Slider("pd", "Push distance", 480, 1, 550, 5)
BM.E:Slider('MC', "Use in Combo if Mana > x", 0, 0, 100, 0)
BM.E:Slider('MH', "Use in Harass if Mana > x", 50, 0, 100, 0)
BM.E:Slider('MJC', "Use in JungleClear if Mana > x", 10, 0, 100, 0)
BM:Menu("R", "[Final Hour] R Settings")
BM.R:Boolean('C', 'Use Final Hour in Combo', true)
BM.R:Boolean('H', 'Use Final Hour in Harass', false)
BM.R:Info("q",'')
BM.R:Boolean("SI", "Stay Invisble", true)
BM.R:Boolean("DIT", "Draw invisible timer", true)
BM.R:Info("", "")
BM.R:Slider("EAR", "EnemiesAround > x", 1, 1, 5, 1)
BM.R:Slider("AAR", "AlliesAround > x", 0, 0, 5, 1)
BM.R:Slider("MHP", "My Hero HP < x", 100, 0, 100, 5)
BM.R:Slider("EHP", "Enemy HP < x", 100, 0, 100, 5)
BM.R:Slider('MC', "Use in Combo if Mana > x", 0, 0, 100, 0)
BM.R:Slider('MH', "Use in Harass if Mana > x", 50, 0, 100, 0)
BM:Menu("TS", "TargetSelector")
ts = SLTS("AD",BM.TS,false)
self.wstacks = {}
self.invtime = 0
self.R = false
self.QPos = nil
self.QPos2 = nil
self.QPos3 = nil
self.TumbleEndPos = nil
self.TumbleStartPos = nil
Callback.Add("Tick", function() self:Tick() end)
Callback.Add("ProcessSpellComplete", function(un, s) self:AAReset(un, s) end)
Callback.Add("UpdateBuff", function(u,b) self:UpdB(u,b) end)
Callback.Add("RemoveBuff", function(u,b) self:RemB(u,b) end)
Callback.Add("Draw", function() self:Drawi() end)
AntiChannel()
AntiGapCloser()
DelayAction( function ()
if BM["AC"] then BM.AC:Info("ad", "Use Spell(s) : ") BM.AC:Boolean("E","Use E", true) end
if BM["AGC"] then BM.AGC:Info("ad", "Use Spell(s) : ") BM.AGC:Boolean("E","Use E", true) end
end,.001)
end
function Vayne:AntiChannel(unit,range)
if BM.AC.E:Value() and range < Spell[2].range and SReady[2] then
CastTargetSpell(unit,2)
end
end
function Vayne:AntiGapCloser(unit,range)
if BM.AGC.E:Value() and range < Spell[2].range and SReady[2] then
CastTargetSpell(unit,2)
end
end
function Vayne:UpdB(u,b)
if u and b then
if b.Name == "VayneSilveredDebuff" then
self.wstacks[u.networkID] = b.Count
end
if u.isMe and b.Name == "vaynetumblefade" then
self.invtime = GetTickCount()
self.R = true
end
end
end
function Vayne:RemB(u,b)
if u and b then
if b.Name == "VayneSilveredDebuff" then
self.wstacks[u.networkID] = 0
end
if u.isMe and b.Name == "vaynetumblefade" then
self.invtime = 0
self.R = false
end
end
end
function Vayne:GetRTimer()
if self.invtime > 0 then
return math.floor(2-(GetTickCount()-self.invtime)*.001)
end
end
function Vayne:Has2WStacks(u)
for _,i in pairs(self.wstacks) do
if i and i == 2 and u.networkID == _ then
return true
end
end
return false
end
function Vayne:IsStealth()
if self.invtime > 0 then
return true
end
return false
end
function Vayne:IsUnderTurret(pos,range)
if not pos or not range then return end
for _,i in pairs(turrets) do
if i.team ~= myHero.team and i.valid and GetDistance(i,pos) < range and AllyMinionsAround(i,950) < 2 then
return true
end
end
return false
end
function Vayne:GetBestTumblePos(u)
if (Mode == "Combo" and BM.Q.C:Value() and GetPercentMP(myHero) > BM.Q.MH:Value()) or (Mode == "Harass" and BM.Q.H:Value() and GetPercentMP(myHero) > BM.Q.MC:Value()) or (u and u.isMinion and u.team == MINION_JUNGLE and Mode == "LaneClear" and BM.Q.JC:Value() and GetPercentMP(myHero) > BM.Q.MJC:Value()) or (u and u.isMinion and u.team == MINION_ENEMY and Mode == "LaneClear" and BM.Q.LC:Value() and GetPercentMP(myHero) > BM.Q.MLC:Value()) then
if BM.Q.TC:Value() then
if u.type == myHero.type then
if self.QPos and EnemyHeroesAround(self.QPos,150) == 0 and not self.QPos2 and GetDistance(u,self.QPos) < GetDistance(u,self.QPos2) and GetDistance(self.QPos) > GetDistance(self.QPos2) and GetDistance(GetMousePos(),self.QPos) > GetDistance(GetMousePos(),self.QPos2) and not self:IsUnderTurret(self.QPos,950) then
self.QPos2 = nil
return self.QPos
else
self.QPos = nil
if not self:IsUnderTurret(self.QPos2,950) and not self.QPos and self.QPos2 then
return self.QPos2
end
end
else
if u.team == MINION_ENEMY then
if self.QPos and EnemyMinionsAround(self.QPos,150) == 0 and not self.QPos2 and GetDistance(u,self.QPos) < GetDistance(u,self.QPos2) and GetDistance(self.QPos) > GetDistance(self.QPos2) and GetDistance(GetMousePos(),self.QPos) > GetDistance(GetMousePos(),self.QPos2) and not self:IsUnderTurret(self.QPos,950) then
self.QPos2 = nil
return self.QPos
else
self.QPos = nil
if not self:IsUnderTurret(self.QPos2,950) and not self.QPos and self.QPos2 then
return self.QPos2
end
end
elseif u.team == MINION_JUNGLE then
if self.QPos and JungleMinionsAround(self.QPos,150) == 0 and not self.QPos2 and GetDistance(u,self.QPos) < GetDistance(u,self.QPos2) and GetDistance(self.QPos) > GetDistance(self.QPos2) and GetDistance(GetMousePos(),self.QPos) > GetDistance(GetMousePos(),self.QPos2) and not self:IsUnderTurret(self.QPos,950) then
self.QPos2 = nil
return self.QPos
else
self.QPos = nil
if not self:IsUnderTurret(self.QPos2,950) and not self.QPos and self.QPos2 then
return self.QPos2
end
end
end
end
else
if u.type == myHero.type then
if self.QPos and EnemyHeroesAround(self.QPos,150) == 0 and not self.QPos2 and GetDistance(u,self.QPos) < GetDistance(u,self.QPos2) and GetDistance(self.QPos) > GetDistance(self.QPos2) and GetDistance(GetMousePos(),self.QPos) > GetDistance(GetMousePos(),self.QPos2) then
self.QPos2 = nil
return self.QPos
else
self.QPos = nil