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[Pytanie] Czym się różni zwykły skrypt od Auto Carry Plugin?


renzrul78lk

Rekomendowane odpowiedzi

Opublikowano

Tak jak w temacie. Często widze takie cuś i zastanawiam się czym to się różni.. Jak wezme np. skrypt do ryze i auto carry plugin ryze to się coś zmieni ? Coś pomoże?

http://www.lolking.net/summoner/eune/29743227#history

 

 

 

 

Profil sławnego Kaszy - Adolfa Hipstera. Zmienił nick bo był jednym z najsławniejszych BoLowców. Jak widać wszystkie gry to praktycznie APC. Pare dni nie ma BoLa i kaszce się troszku spadło ale dszelendszer będzie.

Opublikowano

Skrypt na Ryze'go różni się tym, że u niego trzymasz cały czas spacje i wali kombo, a w AutoPluginCarry masz coś takiego, że trzymając jakiś przycisk, unikasz skillshotów+autolasthity+bariera ect.

8372383248.png
Opublikowano

Ja Polecam do skill shotów taki scrypt, działa perfekcyjnie.


AntiSkillshot V2.1

player = GetMyHero()

 

skillshotArray = {

}

colorcyan = 0x0000FFFF

coloryellow = 0xFFFFFF00

colorgreen = 0xFF00FF00

drawskillshot = true

playerradius = 150

skillshotcharexist = false

dodgeskillshotkey = string.byte("J") --dodge skillshot key J

 

function round(num, idp)

  local mult = 10^(idp or 0)

  return math.floor(num * mult + 0.5) / mult

end

 

function dodgeaoe(pos1, pos2, radius)

    local calc = (math.floor(math.sqrt((pos2.x-player.x)^2 + (pos2.z-player.z)^2)))

    local dodgex

    local dodgez

    dodgex = pos2.x + ((radius+150)/calc)*(player.x-pos2.x)

    dodgez = pos2.z + ((radius+150)/calc)*(player.z-pos2.z)

    if calc < radius and DodgeConf.DodgeOn == true then

        player:MoveTo(dodgex,dodgez)

    end

end

 

function dodgelinepoint(pos1, pos2, radius)

    local calc1 = (math.floor(math.sqrt((pos2.x-player.x)^2 + (pos2.z-player.z)^2)))

    local calc2 = (math.floor(math.sqrt((pos1.x-player.x)^2 + (pos1.z-player.z)^2)))

    local calc4 = (math.floor(math.sqrt((pos1.x-pos2.x)^2 + (pos1.z-pos2.z)^2)))

    local calc3

    local perpendicular

    local k

    local x4

    local z4

    local dodgex

    local dodgez

    perpendicular = (math.floor((math.abs((pos2.x-pos1.x)*(pos1.z-player.z)-(pos1.x-player.x)*(pos2.z-pos1.z)))/(math.sqrt((pos2.x-pos1.x)^2 + (pos2.z-pos1.z)^2))))

    k = ((pos2.z-pos1.z)*(player.x-pos1.x) - (pos2.x-pos1.x)*(player.z-pos1.z)) / ((pos2.z-pos1.z)^2 + (pos2.x-pos1.x)^2)

        x4 = player.x - k * (pos2.z-pos1.z)

        z4 = player.z + k * (pos2.x-pos1.x)

        calc3 = (math.floor(math.sqrt((x4-player.x)^2 + (z4-player.z)^2)))

        dodgex = x4 + ((radius+150)/calc3)*(player.x-x4)

    dodgez = z4 + ((radius+150)/calc3)*(player.z-z4)

    if perpendicular < radius and calc1 < calc4 and calc2 < calc4 and DodgeConf.DodgeOn == true then

        player:MoveTo(dodgex,dodgez)

    end

end

 

function dodgelinepass(pos1, pos2, radius, maxDist)

        local pm2x = pos1.x + (maxDist)/(math.floor(math.sqrt((pos1.x-pos2.x)^2 + (pos1.z-pos2.z)^2)))*(pos2.x-pos1.x)

    local pm2z = pos1.z + (maxDist)/(math.floor(math.sqrt((pos1.x-pos2.x)^2 + (pos1.z-pos2.z)^2)))*(pos2.z-pos1.z)

    local calc1 = (math.floor(math.sqrt((pm2x-player.x)^2 + (pm2z-player.z)^2)))

    local calc2 = (math.floor(math.sqrt((pos1.x-player.x)^2 + (pos1.z-player.z)^2)))

    local calc3

    local calc4 = (math.floor(math.sqrt((pos1.x-pm2x)^2 + (pos1.z-pm2z)^2)))

    local perpendicular

    local k

    local x4

    local z4

    local dodgex

    local dodgez

    perpendicular = (math.floor((math.abs((pm2x-pos1.x)*(pos1.z-player.z)-(pos1.x-player.x)*(pm2z-pos1.z)))/(math.sqrt((pm2x-pos1.x)^2 + (pm2z-pos1.z)^2))))

    k = ((pm2z-pos1.z)*(player.x-pos1.x) - (pm2x-pos1.x)*(player.z-pos1.z)) / ((pm2z-pos1.z)^2 + (pm2x-pos1.x)^2)

        x4 = player.x - k * (pm2z-pos1.z)

        z4 = player.z + k * (pm2x-pos1.x)

        calc3 = (math.floor(math.sqrt((x4-player.x)^2 + (z4-player.z)^2)))

        dodgex = x4 + ((radius+150)/calc3)*(player.x-x4)

    dodgez = z4 + ((radius+150)/calc3)*(player.z-z4)

    if perpendicular < radius and calc1 < calc4 and calc2 < calc4 and DodgeConf.DodgeOn == true then

        player:MoveTo(dodgex,dodgez)

    end

end

 

 

function calculateLinepass(pos1, pos2, spacing, maxDist)

    local calc = (math.floor(math.sqrt((pos2.x-pos1.x)^2 + (pos2.z-pos1.z)^2)))

                local line = {}

        local point1 = {}

        point1.x = pos1.x

  point1.y = pos1.y

  point1.z = pos1.z

        local point2 = {}

        point1.x = pos1.x + (maxDist)/calc*(pos2.x-pos1.x)

  point1.y = pos2.y

  point1.z = pos1.z + (maxDist)/calc*(pos2.z-pos1.z)

                                table.insert(line, point2)

        table.insert(line, point1)

    return line

end

 

function calculateLineaoe(pos1, pos2, maxDist)

    local line = {}

    local point = {}

    point.x = pos2.x

    point.y = pos2.y

    point.z = pos2.z

    table.insert(line, point)

    return line

end

 

function calculateLineaoe2(pos1, pos2, maxDist)

        local calc = (math.floor(math.sqrt((pos2.x-pos1.x)^2 + (pos2.z-pos1.z)^2)))

    local line = {}

    local point = {}

    if calc < maxDist then

    point.x = pos2.x

    point.y = pos2.y

    point.z = pos2.z

    table.insert(line, point)

    else

    point.x = pos1.x + maxDist/calc*(pos2.x-pos1.x)

        point.z = pos1.z + maxDist/calc*(pos2.z-pos1.z)

        point.y = pos2.y

        table.insert(line, point)

        end

    return line

end

 

function calculateLinepoint(pos1, pos2, spacing, maxDist)

        local line = {}

        local point1 = {}

        point1.x = pos1.x

  point1.y = pos1.y

  point1.z = pos1.z

        local point2 = {}

        point1.x = pos2.x

  point1.y = pos2.y

  point1.z = pos2.z

                                table.insert(line, point2)

        table.insert(line, point1)

    return line

end

 

 

function OnProcessSpell(unit, spell)

    local P1 = spell.startPos

    local P2 = spell.endPos

                local calc = (math.floor(math.sqrt((P2.x-unit.x)^2 + (P2.z-unit.z)^2)))

    if string.find(unit.name,"Minion_") == nil and string.find(unit.name,"Turret_") == nil then

        --PrintChat("Playername:".. unit.charName.."|Skillshot:".. spell.name.."|Distance:"..math.floor(math.sqrt((P2.x-player.x)^2 + (P2.z-player.z)^2)))

        if unit.team ~= player.team and string.find(spell.name,"Basic") == nil then

            for i=1, #skillshotArray, 1 do

            local maxdist

            local dodgeradius

            dodgeradius = skillshotArray[i].radius

            maxdist = skillshotArray[i].maxdistance

                if spell.name == skillshotArray[i].name then

                    skillshotArray[i].shot = 1

                    skillshotArray[i].lastshot = os.clock()

                    if skillshotArray[i].type == 1 then

                                                                                                skillshotArray[i].p1x = unit.x

                                                                                                skillshotArray[i].p1y = unit.y

                                                                                                skillshotArray[i].p1z = unit.z

                                                                                                skillshotArray[i].p2x = unit.x + (maxdist)/calc*(P2.x-unit.x)

                                                                                                skillshotArray[i].p2y = P2.y

                                                                                                skillshotArray[i].p2z = unit.z + (maxdist)/calc*(P2.z-unit.z)

                        dodgelinepass(unit, P2, dodgeradius, maxdist)

                    elseif skillshotArray[i].type == 2 then

                        skillshotArray[i].px = P2.x

                                                                                                skillshotArray[i].py = P2.y

                                                                                                skillshotArray[i].pz = P2.z

                        dodgelinepoint(unit, P2, dodgeradius)

                    elseif skillshotArray[i].type == 3 then

                        skillshotArray[i].skillshotpoint = calculateLineaoe(unit, P2, maxdist)

                        if skillshotArray[i].name ~= "SummonerClairvoyance" then

                            dodgeaoe(unit, P2, dodgeradius)

                        end

                    elseif skillshotArray[i].type == 4 then

                                                                                                skillshotArray[i].px = unit.x + (maxdist)/calc*(P2.x-unit.x)

                                                                                                skillshotArray[i].py = P2.y

                                                                                                skillshotArray[i].pz = unit.z + (maxdist)/calc*(P2.z-unit.z)

                        dodgelinepass(unit, P2, dodgeradius, maxdist)

                    elseif skillshotArray[i].type == 5 then

                        skillshotArray[i].skillshotpoint = calculateLineaoe2(unit, P2, maxdist)

                        dodgeaoe(unit, P2, dodgeradius)

                    end

                end

            end

        end

    end

end

 

function OnDraw()

    if drawskillshot == true then

        for i=1, #skillshotArray, 1 do

            if skillshotArray[i].shot == 1 then

                local radius = skillshotArray[i].radius

                local color = skillshotArray[i].color

                                                                if skillshotArray[i].isline == false then

                for number, point in pairs(skillshotArray[i].skillshotpoint) do

                    DrawCircle(point.x, point.y, point.z, radius, color)

                end

                                                                else

                                                                startVector = Vector(skillshotArray[i].p1x,skillshotArray[i].p1y,skillshotArray[i].p1z)

endVector = Vector(skillshotArray[i].p2x,skillshotArray[i].p2y,skillshotArray[i].p2z)

directionVector = (endVector-startVector):normalized()

 DrawArrow(D3DXVECTOR3(startVector.x, startVector.y, startVector.z), D3DXVECTOR3(directionVector.x, directionVector.y, directionVector.z), GetDistance(startVector, endVector)+170, radius, 10000000000000000000000, color)

                                                                end

            end

        end

    end

--    DrawCircle(player.x, player.y, player.z, playerradius, coloryellow)

--[[startVector = Vector(player)

endVector = Vector(mousePos)

directionVector = (endVector-startVector):normalized()

 DrawArrow(D3DXVECTOR3(player.x, player.y, player.z), D3DXVECTOR3(directionVector.x, directionVector.y, directionVector.z), GetDistance(startVector, endVector)+60, 100, 10000000000000000000000, RGBA(255,255,255,0))]]

end

 

function OnTick(tick)

    for i=1, #skillshotArray, 1 do

                if os.clock() > (skillshotArray[i].lastshot + skillshotArray[i].time) then

                skillshotArray[i].shot = 0

        end

    end

end

 

function loadantiskillshot()

    table.insert(skillshotArray,{name= "SummonerClairvoyance", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 50000, type = 3, radius = 1300, color= coloryellow, time = 6})

    for i=0, heroManager.iCount, 1 do

        local skillshotplayerObj = heroManager:getHero(i)

        if skillshotplayerObj and skillshotplayerObj.team ~= player.team then

            if skillshotplayerObj.charName == "Ahri" then

                table.insert(skillshotArray,{name= "AhriOrbofDeception", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 880, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0})

                table.insert(skillshotArray,{name= "AhriSeduce", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 975, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0})

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Amumu" then

                table.insert(skillshotArray,{name= "BandageToss", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1100, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0})

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Anivia" then

                table.insert(skillshotArray,{name= "FlashFrostSpell", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1100, type = 1, radius = 90, color= colorcyan, time = 2, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0})

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Ashe" then

                table.insert(skillshotArray,{name= "EnchantedCrystalArrow", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 50000, type = 4, radius = 120, color= colorcyan, time = 4, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0})

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Blitzcrank" then

                table.insert(skillshotArray,{name= "RocketGrabMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 925, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0})

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Brand" then

                table.insert(skillshotArray,{name= "BrandBlazeMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1050, type = 1, radius = 50, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0})

                table.insert(skillshotArray,{name= "BrandFissure", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 250, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Cassiopeia" then

                table.insert(skillshotArray,{name= "CassiopeiaMiasma", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 850, type = 3, radius = 175, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "CassiopeiaNoxiousBlast", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 850, type = 3, radius = 75, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Caitlyn" then

                table.insert(skillshotArray,{name= "CaitlynEntrapmentMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 50, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "CaitlynPiltoverPeacemaker", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1300, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0})

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Corki" then

                table.insert(skillshotArray,{name= "MissileBarrageMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1225, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "MissileBarrageMissile2", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1225, type = 1, radius = 100, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "CarpetBomb", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 800, type = 2, radius = 150, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Chogath" then

                table.insert(skillshotArray,{name= "Rupture", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 950, type = 3, radius = 275, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "DrMundo" then

                table.insert(skillshotArray,{name= "InfectedCleaverMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Heimerdinger" then

                table.insert(skillshotArray,{name= "CH1ConcussionGrenade", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 950, type = 3, radius = 225, color= coloryellow, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Draven" then

                table.insert(skillshotArray,{name= "DravenDoubleShot", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1050, type = 1, radius = 125, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "DravenRCast", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 20000, type = 1, radius = 100, color= colorcyan, time = 4, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Ezreal" then

                table.insert(skillshotArray,{name= "EzrealEssenceFluxMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 1, radius = 100, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "EzrealMysticShotMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1100, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "EzrealTrueshotBarrage", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 50000, type = 4, radius = 150, color= colorcyan, time = 4, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "EzrealArcaneShift", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 475, type = 5, radius = 100, color= colorgreen, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Fizz" then

                table.insert(skillshotArray,{name= "FizzMarinerDoom", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1275, type = 2, radius = 100, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "FiddleSticks" then

                table.insert(skillshotArray,{name= "Crowstorm", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 800, type = 3, radius = 600, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Karthus" then

                table.insert(skillshotArray,{name= "LayWaste", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 875, type = 3, radius = 150, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Galio" then

                table.insert(skillshotArray,{name= "GalioResoluteSmite", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 905, type = 3, radius = 200, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "GalioRighteousGust", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 120, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Graves" then

                table.insert(skillshotArray,{name= "GravesChargeShot", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 110, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "GravesClusterShot", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 750, type = 1, radius = 50, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "GravesSmokeGrenade", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 700, type = 3, radius = 275, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Gragas" then

                table.insert(skillshotArray,{name= "GragasBarrelRoll", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1100, type = 3, radius = 320, color= coloryellow, time = 2.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "GragasBodySlam", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 650, type = 2, radius = 60, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "GragasExplosiveCask", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1050, type = 3, radius = 400, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Irelia" then

                table.insert(skillshotArray,{name= "IreliaTranscendentBlades", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1200, type = 1, radius = 80, color= colorcyan, time = 0.8, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Janna" then

                table.insert(skillshotArray,{name= "HowlingGale", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1700, type = 1, radius = 100, color= colorcyan, time = 2, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "JarvanIV" then

                table.insert(skillshotArray,{name= "JarvanIVDemacianStandard", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 830, type = 3, radius = 150, color= coloryellow, time = 2, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "JarvanIVDragonStrike", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 770, type = 1, radius = 70, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "JarvanIVCataclysm", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 650, type = 3, radius = 300, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Kassadin" then

                table.insert(skillshotArray,{name= "RiftWalk", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 700, type = 5, radius = 150, color= colorgreen, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Katarina" then

                table.insert(skillshotArray,{name= "ShadowStep", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 700, type = 3, radius = 75, color= colorgreen, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Kennen" then

                table.insert(skillshotArray,{name= "KennenShurikenHurlMissile1", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1050, type = 1, radius = 75, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "KogMaw" then

                table.insert(skillshotArray,{name= "KogMawVoidOozeMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1115, type = 1, radius = 100, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "KogMawLivingArtillery", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 2200, type = 3, radius = 200, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Leblanc" then

                table.insert(skillshotArray,{name= "LeblancSoulShackle", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "LeblancSoulShackleM", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "LeblancSlide", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 600, type = 3, radius = 250, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "LeblancSlideM", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 600, type = 3, radius = 250, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "leblancslidereturn", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 3, radius = 50, color= colorgreen, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "leblancslidereturnm", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 3, radius = 50, color= colorgreen, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "LeeSin" then

                table.insert(skillshotArray,{name= "BlindMonkQOne", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 975, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "BlindMonkRKick", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1200, type = 1, radius = 100, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Leona" then

                table.insert(skillshotArray,{name= "LeonaZenithBladeMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 700, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Lux" then

                table.insert(skillshotArray,{name= "LuxLightBinding", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1175, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "LuxLightStrikeKugel", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1100, type = 3, radius = 300, color= coloryellow, time = 2.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "LuxMaliceCannon", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 3000, type = 1, radius = 80, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Lulu" then

                table.insert(skillshotArray,{name= "LuluQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 925, type = 1, radius = 50, color= colorcyan, time = 1, isline = true, px =0, py =0 , pz =0, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Maokai" then

                table.insert(skillshotArray,{name= "MaokaiTrunkLineMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 600, type = 1, radius = 100, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "MaokaiSapling2", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1100, type = 3, radius = 350 , color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Malphite" then

                table.insert(skillshotArray,{name= "UFSlash", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 3, radius = 325, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Malzahar" then

                table.insert(skillshotArray,{name= "AlZaharCalloftheVoid", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 100 , color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "AlZaharNullZone", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 800, type = 3, radius = 250 , color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "MissFortune" then

                table.insert(skillshotArray,{name= "MissFortuneScattershot", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 800, type = 3, radius = 400, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Morgana" then

                table.insert(skillshotArray,{name= "DarkBindingMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1300, type = 1, radius = 100, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "TormentedSoil", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 350, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Nautilus" then

                table.insert(skillshotArray,{name= "NautilusAnchorDrag", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 950, type = 1, radius = 80, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Nidalee" then

                table.insert(skillshotArray,{name= "JavelinToss", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1500, type = 1, radius = 80, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Nocturne" then

                table.insert(skillshotArray,{name= "NocturneDuskbringer", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1200, type = 1, radius = 80, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Olaf" then

                table.insert(skillshotArray,{name= "OlafAxeThrow", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 2, radius = 100, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Orianna" then

                table.insert(skillshotArray,{name= "OrianaIzunaCommand", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 825, type = 3, radius = 150, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Renekton" then

                table.insert(skillshotArray,{name= "RenektonSliceAndDice", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 450, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "renektondice", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 450, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Rumble" then

                table.insert(skillshotArray,{name= "RumbleGrenadeMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 100, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "RumbleCarpetBomb", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1700, type = 1, radius = 100, color= coloryellow, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Sivir" then

                table.insert(skillshotArray,{name= "SpiralBlade", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1100, type = 1, radius = 100, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Singed" then

                table.insert(skillshotArray,{name= "MegaAdhesive", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 3, radius = 350, color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Shen" then

                table.insert(skillshotArray,{name= "ShenShadowDash", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 600, type = 2, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Shaco" then

                table.insert(skillshotArray,{name= "Deceive", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 500, type = 5, radius = 100, color= colorgreen, time = 3.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Shyvana" then

                table.insert(skillshotArray,{name= "ShyvanaTransformLeap", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 925, type = 1, radius = 80, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "ShyvanaFireballMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Skarner" then

                table.insert(skillshotArray,{name= "SkarnerFracture", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 600, type = 1, radius = 100, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Sona" then

                table.insert(skillshotArray,{name= "SonaCrescendo", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 150, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Sejuani" then

                table.insert(skillshotArray,{name= "SejuaniGlacialPrison", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1150, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Swain" then

                table.insert(skillshotArray,{name= "SwainShadowGrasp", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 265 , color= coloryellow, time = 1.5, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Tryndamere" then

                table.insert(skillshotArray,{name= "Slash", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 600, type = 2, radius = 100, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Tristana" then

                table.insert(skillshotArray,{name= "RocketJump", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 200, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "TwistedFate" then

                table.insert(skillshotArray,{name= "WildCards", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1450, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Urgot" then

                table.insert(skillshotArray,{name= "UrgotHeatseekingLineMissile", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 80, color= colorcyan, time = 0.8, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "UrgotPlasmaGrenade", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 950, type = 3, radius = 300, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Vayne" then

                table.insert(skillshotArray,{name= "VayneTumble", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 250, type = 3, radius = 100, color= colorgreen, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Varus" then

                --table.insert(skillshotArray,{name= "VarusQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1475, type = 1, radius = 50, color= coloryellow, time = 1})

                table.insert(skillshotArray,{name= "VarusR", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1075, type = 1, radius = 80, color= colorcyan, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Veigar" then

                table.insert(skillshotArray,{name= "VeigarDarkMatter", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 225, color= coloryellow, time = 2, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Viktor" then

                --table.insert(skillshotArray,{name= "ViktorDeathRay", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 700, type = 1, radius = 80, color= coloryellow, time = 2})

            end

            if skillshotplayerObj.charName == "Xerath" then

                table.insert(skillshotArray,{name= "xeratharcanopulsedamage", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "xeratharcanopulsedamageextended", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1300, type = 1, radius = 80, color= colorcyan, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "xeratharcanebarragewrapper", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 250, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "xeratharcanebarragewrapperext", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1300, type = 3, radius = 250, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Ziggs" then

                table.insert(skillshotArray,{name= "ZiggsQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 850, type = 3, radius = 160, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "ZiggsW", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 3, radius = 225 , color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0  })

                table.insert(skillshotArray,{name= "ZiggsE", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 250, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "ZiggsR", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 5300, type = 3, radius = 550, color= coloryellow, time = 3, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Zyra" then

                table.insert(skillshotArray,{name= "ZyraQFissure", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 825, type = 3, radius = 275, color= coloryellow, time = 1.5, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                table.insert(skillshotArray,{name= "ZyraGraspingRoots", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1100, type = 1, radius = 90, color= colorcyan, time = 2, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

            if skillshotplayerObj.charName == "Diana" then

                table.insert(skillshotArray,{name= "DianaArc", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 3, radius = 205, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

            skillshotcharexist = true

            end

                        if skillshotplayerObj.charName == "Syndra" then

                                table.insert(skillshotArray,{name= "SyndraQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 800, type = 3, radius = 190, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                table.insert(skillshotArray,{name= "syndrawcast", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 950, type = 3, radius = 210, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Khazix" then

                                table.insert(skillshotArray,{name= "KhazixW", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 70, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                table.insert(skillshotArray,{name= "khazixwlong", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1000, type = 1, radius = 400, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                table.insert(skillshotArray,{name= "KhazixE", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 600, type = 5, radius = 310, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                table.insert(skillshotArray,{name= "khazixelong", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 5, radius = 310, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Elise" then

                                table.insert(skillshotArray,{name= "EliseHumanE", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1075, type = 1, radius = 80, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Zed" then

                                table.insert(skillshotArray,{name= "ZedShuriken", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 900, type = 1, radius = 55, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Nami" then

                                table.insert(skillshotArray,{name= "NamiQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 875, type = 3, radius = 210, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                table.insert(skillshotArray,{name= "NamiR", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 2750, type = 1, radius = 335, color= coloryellow, time = 3, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Vi" then

                                table.insert(skillshotArray,{name= "ViQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 725, type = 1, radius = 65, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Thresh" then

                                table.insert(skillshotArray,{name= "ThreshQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1075, type = 1, radius = 70, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Quinn" then

                                table.insert(skillshotArray,{name= "QuinnQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1025, type = 1, radius = 150, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Zac" then

                                table.insert(skillshotArray,{name= "ZacE", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1550, type = 5, radius = 200, color= coloryellow, time = 1, isline = false, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

                        if skillshotplayerObj.charName == "Lissandra" then

                                table.insert(skillshotArray,{name= "LissandraQ", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 725, type = 1, radius = 100, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                table.insert(skillshotArray,{name= "LissandraE", shot=0, lastshot = 0, skillshotpoint = {}, maxdistance = 1050, type = 1, radius = 120, color= coloryellow, time = 1, isline = true, p1x =0, p1y =0 , p1z =0 , p2x =0, p2y =0 , p2z =0 })

                                skillshotcharexist = true

                        end

          end

    end

end

 

function OnLoad()

 

        DodgeConf = scriptConfig("Dodge","AntiSkillShot")

        DodgeConf:addParam("DodgeOn", "Dodge On", SCRIPT_PARAM_ONKEYTOGGLE, false, dodgeskillshotkey)

        DodgeConf:permaShow("DodgeOn")

 

    loadantiskillshot()

    if skillshotcharexist == true then

        PrintChat("AntiSkillshot Ver2.1! by Barasia283 edited by Herpes and Masse. Press J to toggle Dodging")

    else

        PrintChat("No Skillshot Character!")

    end

end
 
Opublikowano

@UP, do takich dużych code używaj opcji spoiler.

@Topic, autocarry: przytrzymujesz np t żeby Ci champ last hitował, c żeby harrasował a x żeby używał ult, coś tego rodzaju.

Ja osobiście nie polecam takich rzeczy, wygodniej gra się moim zdaniem normalnie.

Opublikowano

SaC jest bardziej dla graczy nie doświadczonych

ma takie funkcje jak lasthit, clean line, ac oraz kilka innych

 

ostatnio próbowałem bez przeciwników sprawdzić ile farmy do 20min wyciągnie lasthitowanie na adc.

wzielem customa i vayne udało się uzbierać 168 minionów

myślę że jest to wynik na poziomie gold/platyna aczkolwiek pamiętajcie że ja grałem bez przeciwników

 

no wiadomo:

umiesz farmić - grasz sam

jesteś nowy w tą grę - jedziesz na SaC

 

bardzo polecam ten skrypt dla 10-20 lvl. na waszym poziomie chłopcy z reguły w 40min macie 100farmy. z tym bocikim mider może wyciągnąć z 300 czyli przewaga w itemach może być niewyobrażalna

1371985602-U137250.jpg by ScoTubeDev

2x ExModerator NosTale I 2x Gold Member

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