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[BoL] Ogólny poradnik


Gość Pan Maciek

Rekomendowane odpowiedzi

Opublikowano

Wchodze do gry i po 2min dostaje crasha ale widze ze działa tylko nawet zagrac nie mozna ;/

a11176.jpg

  • Odpowiedzi 880
  • Dodano
  • Ostatniej odpowiedzi
Opublikowano

Nie

Jaką se myszke kupić? Mam obecnie z logitecha, żeby była z kablem USB, tak do 120zł. Kształ jak najzywklejszy, żeby to nie był"kloc" z 120 guzikami dodatkowymi. Pisać PW lub na statusie profilu. Pozdrawiam

Opublikowano

A tutaj jest taka funkcja, że np odpalam i on mi sam gra moge np gdzies isc a on gra?

 

Są na to skrypty, jest ich kilka. Dział tools na forum BOLa...

 

jak toodpalic

 

Kliknij 2x :D

Opublikowano

-jak odpalić żeby to działało, pierw bola potem lola ? czy jakoś to zminimalizować ?? ;/

 

 

-może coś mi grozić jeżeli złożyłem konto i znaznaczyłem tam premium ago nie używałem i założyłem nowe... teraz i już nie zaznaczyłem ???

 

 

-tą opcje ''Inject BoL'' mam na '' latest'' polecasz jakąś inną ? a także jakieś skrypty ciekawe są?

 

@edit

 

do pkt. 2 mam coś takiego:

 

 

Welcome to BoL Studio.

BoL is now available for all users.
You can buy your VIP subscription here: http://botoflegends.com/forum/store/

Free members have a limit of 5 Custom Scripts, VIP members have no limitations.

0?
 
mca.png
Opublikowano

1. Bez róznicy kiedy odpalisz

2. Nic ci nie grozi

3. Najlepiej latest, ( chociaż czasami namieszaja i wtedy użyć wersji pod latest )

3.5 perfect wards, autosmite, minimap timers

4. Co update BoL jest tylko dostępny dla VIP'ów ( give me $$$ ), a free userzy musza poczekać kilka dni ( zależnie od wielkości update ) i dopiero będziesz mógł użyc ( aktualnie działa ).

Oraz free user może użyć tylko 5 customowch skryptów ( vip bez ograniczen )

 

nie będę wypierdalał z tego forum. Nie przeczytalem tresci tematu, leci raport za flame. Mam też twoje ip, wiec spodziewaj się jutro o 18:00 napadu na chate. Jusz stary nie zyjesz. Radze wyjechac do innego kraju, bo cie znajde.

 

 

Opublikowano

 

 

 


-- #################################################################################################
-- ## ##
-- ## Glory Ryze Script ##
-- ## Version 4.0 final ##
-- ## based of Ultimate Ryze by bnsfg ##
-- ## ##
-- ## Completely Rewritten by Wursti ##
-- ## ##
-- #################################################################################################

-- #################################################################################################
-- ## Main Features & Changelog ##
-- #################################################################################################
-- ## 2.0 - First Rewritten Release ##
-- ## 2.1 - New Long Combo ##
-- ## - Cage fleeing Enemies ##
-- ## 2.2 - New Harass (Auto Q Enemy in Range) ##
-- ## - Combo Switcher (Burst > Long ##
-- ## 2.3 - Auto AA Farm ##
-- ## 2.4 - Fixed Bugs + Siege and Super Minion W and Q Farm if Q Framing Enabled ##
-- ## 2.41- Fixed Critical Typo ##
-- ## 2.42- AA Farm was Toggle should be Hotkey so fixed as Hotkey ##
-- ## 2.43- Fixed Bug that Siege Minion caused Auto Q stop working for smaller Minions ##
-- ## 2.44- Mouse Follow Toggle ##
-- ## 2.5 - Auto Cage if Enemy under Tower Harass (Many Thx at vadash) ##
-- ## 2.6 - W Cage Only Nearest Champion (Thx at Trus for findClosestEnemy) ##
-- ## 2.7 - Improved OnDraw (Show Killable-Text even with Circles Disabled) ##
-- ## - New Menu "Ryze Combo Config" En- and Disable all PermaShow Info (Need Reload F9) ##
-- ## 3.0 - Power Farmer: ##
-- ## - Combo Jungle Creeps if no Target is around (Thx at AutoSmite by eXtragoZ) ##
-- ## Q - R(if Activated in Settings) - Q - W - Q - E - Q and so on... ##
-- ## - Fixed a possible Bug in Long Combo ##
-- ## - Redesigned Settings Menu for some Cleanup ##
-- ## 3.1 - New Item Support (DFG,HXG,BWC) and Ignite Support (Thx at Burn) ##
-- ## 3.2 - Improved Tower Caging (Cage if Enemy casts against you in Tower Range -> No flee) ##
-- ## 3.3 - New Steal Objectives Mode ##
-- ## 3.4 - Multiple Changes at Combos ##
-- ## 3.5 - Jungle Creeps Combo now a Hotkey ##
-- ## - Added small Camps to Combo ##
-- ## - New Follow Cursor Modes: ##
-- ## - Follow Cursor if Combo Key pressed ##
-- ## - Follow Cursor if Spell is Casted ##
-- ## 3.6 - Auto Muramana Toggle  ##
-- ## 3.61- Bugfixed! ##
-- ## 3.7 - I hope this Relese fixed the non Save of Settings ##
-- ## 3.71- Use Ultimate in Jungle Combo is a Key Toggle again (L by default) ##
-- ## 3.8 - Auto Level Up (Q or W,if 1. W then Q or 1. Q then W,E,Q,Q,R,Q,W,Q,W,R,W,W,E,E,R,E,E) ##
-- ## 4.0 - AA Function by Auto Carry - Extreme Orb-walking by Sida ##
-- ## with Updates by Manciuszz with help of eXtragoZ ##
-- ## PROBLEM ATM: Needs Reload at Start (F9) ##
-- #################################################################################################

-- #################################################################################################
-- ## THX & Credits ##
-- #################################################################################################
-- ## Spudgy - Awesome Tool  ##
-- ## SurfaceS & gReY & Husky - Awesome AllClass and other Syntax Things  ##
-- ## Sida & Manciuszz & eXtragoZ & Burn- Auto Carry and other Scripts ##
-- ## bnsfg & TRUS - The Basic Spribt developed by them  ##
-- ## Whole Dev Team and Script Developer - Inspring me and their Scripts helping me to ##
-- ## understand BOL and lua better  ##
-- ## The nice Community of BOL - Helping me when i have Problems  ##
-- ## Every User of this Script - Give Feedback and given Feedback improved this Script a lot  ##
-- ## Everybody Forgotten - I'm sorry if i forgot SB. Drop me a PM and next update you'll be here ##
-- #################################################################################################

-- #################################################################################################
-- ## TODO: ##
-- #################################################################################################

-- #################################################################################################
-- ## Please Send me your Feedback so I can improve this Script further  ##
-- #################################################################################################


if GetMyHero().charName ~= "Ryze" then return end

qRange = 650
wRange = 625
eRange = 675 -- Real range is 675
rRange = 200 -- Range of your ulti AOE
AARange = 550
JungleRange = 1000
turretRange = 950
local waittxt = {}
local calculationenemy = 1
local tick = nil
killable = {}
turrets = {}
qcasted = true
waitDelay = 400
nextTick = 0
CageTurret = nil
Switch = false
targeting = false
local ignite = nil
local DFGSlot, HXGSlot, BWCSlot = nil, nil, nil
local DFGREADY, HXGREADY, BWCREADY, IREADY = false, false, false, false
local floattext = {"Cooldown!","Murder him!"}
local levelSequence = {nil,0,3,1,1,4,1,2,1,2,4,2,2,3,3,4,3,3}
local myHero = GetMyHero()
local adjustRange = true
local attackDelayOffset = 600
local startAttackSpeed
local projSpeed
local lastAttack = GetTickCount()
local shotFired = false
local range = 999
local greenRange = 999
local isMoving = false





function OnLoad()
        
lastcast = _R
RyzeConfig = scriptConfig("Ryze Combo", "Ryze_Config")
RyzeConfigConfig = scriptConfig("Ryze Combo Visual Config", "Ryze_Config_Config")
RyzeSettings = scriptConfig("Ryze Combo Settings", "Ryze_Settings")
RyzeConfig:addParam("BurstActive", "Burst Combo", SCRIPT_PARAM_ONKEYDOWN, false, 110)
RyzeConfig:addParam("LongActive", "Long Combo", SCRIPT_PARAM_ONKEYDOWN, false, 88)
RyzeConfig:addParam("Ignite", "Ignite if Killable", SCRIPT_PARAM_ONKEYTOGGLE, true, 79)
RyzeConfig:addParam("JungleActive", "Jungle Creeps Combo", SCRIPT_PARAM_ONKEYDOWN, false, 66)
RyzeConfig:addParam("useUlti", "Use ultimate in combos", SCRIPT_PARAM_ONOFF, true)
RyzeConfig:addParam("useUltiJungle", "Use ultimate in Jungle combos", SCRIPT_PARAM_ONKEYDOWN, true, 76)
RyzeConfig:addParam("useMura", "Auto use Muramana if Champs around", SCRIPT_PARAM_ONOFF, true)
RyzeSettings:addParam("minMuraMana", "Min Mana Muramana", SCRIPT_PARAM_SLICE, 25, 0, 100, 2)
RyzeConfig:addParam("cageW", "Cage Enemy unter Tower Harass", SCRIPT_PARAM_ONKEYTOGGLE, true, 85)
RyzeConfig:addParam("autoQFarm", "Auto Q Farm", SCRIPT_PARAM_ONKEYTOGGLE, false, 84)
RyzeConfig:addParam("PowerFarm", "Power Farm", SCRIPT_PARAM_ONKEYTOGGLE, false, 73)
RyzeConfig:addParam("autoAAFarm", "Auto AA Farm", SCRIPT_PARAM_ONKEYDOWN, false, 220)
RyzeSettings:addParam("autoAAFollow", "Auto AA Follow Cursor Toggle", SCRIPT_PARAM_ONOFF, true)
RyzeSettings:addParam("autoMouseFollow", "Go to Cursor at Spell Cast", SCRIPT_PARAM_ONOFF, false)
RyzeSettings:addParam("autoComboFollow", "Auto Follow Cursor if Combo Key pressed", SCRIPT_PARAM_ONOFF, true)
RyzeConfig:addParam("autoQToggle", "Auto Q Harass (Toggle)", SCRIPT_PARAM_ONKEYTOGGLE, false, 90)
RyzeConfig:addParam("autoQHarass", "Auto Q Harass (Hotkey)", SCRIPT_PARAM_ONKEYDOWN, false, 65)
RyzeSettings:addParam("qMinMana", "Auto Q Farm min mana %", SCRIPT_PARAM_SLICE, 50, 0, 100, 2)
RyzeSettings:addParam("qMinManaHarass", "Auto Q Harass min mana %", SCRIPT_PARAM_SLICE, 50, 0, 100, 2)
RyzeSettings:addParam("PowerMinMana", "Power Farm min mana %", SCRIPT_PARAM_SLICE, 50, 0, 100, 2)
RyzeConfig:addParam("CageHunter", "Cage nearest Enemy Champion", SCRIPT_PARAM_ONKEYDOWN, false, 67)
RyzeSettings:addParam("whunt", "First cage with W range", SCRIPT_PARAM_SLICE, 550, 0, 625, 0)
RyzeSettings:addParam("wflee", "First cage in Long Combo if fleeing", SCRIPT_PARAM_SLICE, 550, 0, 625, 0)
RyzeSettings:addParam("winsta", "Cage without waiting on Q if fleeing", SCRIPT_PARAM_ONKEYTOGGLE, true, 77)
RyzeSettings:addParam("ComboSwitch", "Switch Combo", SCRIPT_PARAM_ONKEYTOGGLE, true, 78)
RyzeSettings:addParam("minCDRnew", "CDR % to switch Combo", SCRIPT_PARAM_SLICE, 35, 0, 40, 0)
RyzeConfigConfig:addParam("BurstActiveshow", "Show: Burst Combo", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("LongActiveshow", "Show: Long Combo", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("useUltishow", "Show: Use ultimate in combos", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("cageWshow", "Show: Cage Enemy unter Tower Harass", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("CageHuntershow", "Show: Cage nearest Enemy Champion", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("winstashow", "Show: Cage without waiting on Q if fleeing", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("autoQFarmshow", "Show: Auto Q Farm", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("PowerFarmshow", "Show: Power Farm", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("autoAAFarmshow", "Show: autoAAFarm", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("autoQToggleshow", "Show: Auto Q Harass (Toggle)", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("autoQHarassshow", "Show: Auto Q Harass (Hotkey)", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("ComboSwitchshow", "Show: Switch Combo", SCRIPT_PARAM_ONOFF, true)
RyzeConfigConfig:addParam("drawcircles", "Draw Circles", SCRIPT_PARAM_ONOFF, true)
if RyzeConfigConfig.BurstActiveshow then RyzeConfig:permaShow("BurstActive") end
if RyzeConfigConfig.LongActiveshow then RyzeConfig:permaShow("LongActive") end
if RyzeConfigConfig.useUltishow then RyzeConfig:permaShow("useUlti") end
if RyzeConfigConfig.cageWshow then RyzeConfig:permaShow("cageW") end
if RyzeConfigConfig.CageHuntershow then RyzeConfig:permaShow("CageHunter") end
if RyzeConfigConfig.winstashow then RyzeSettings:permaShow("winsta") end
if RyzeConfigConfig.autoQFarmshow then RyzeConfig:permaShow("autoQFarm") end
if RyzeConfigConfig.PowerFarmshow then RyzeConfig:permaShow("PowerFarm") end
if RyzeConfigConfig.autoAAFarmshow then RyzeConfig:permaShow("autoAAFarm") end
if RyzeConfigConfig.autoQToggleshow then RyzeConfig:permaShow("autoQToggle") end
if RyzeConfigConfig.autoQHarassshow then RyzeConfig:permaShow("autoQHarass") end
if RyzeConfigConfig.ComboSwitchshow then RyzeSettings:permaShow("ComboSwitch") end
PrintChat ("Glory Ryze 4.0 final by Wursti loaded! Credits in Script !")
PrintChat ("Report Bugs and give Feedback Please  THX!!")
ts = TargetSelector(TARGET_LOW_HP,qRange,DAMAGE_MAGIC,false)
ts.name = "Ryze"
ASLoadMinions()
RyzeConfig:addTS(ts)
for i=1, heroManager.iCount do waittxt[i] = i*3 end
enemyMinions = minionManager(MINION_ENEMY, qRange, player, MINION_SORT_HEALTH_ASC)
if myHero:GetSpellData(SUMMONER_1).name:find("SummonerDot") then
ignite = SUMMONER_1
elseif myHero:GetSpellData(SUMMONER_2).name:find("SummonerDot") then
ignite = SUMMONER_2
end
for i = 1, objManager.maxObjects do
local object = objManager:getObject(i)
if object ~= nil and object.type == "obj_AI_Turret" then
local turretName = object.name
turrets[turretName] =
{
object = object,
team = object.team,
range = turretRange,
x = object.x,
y = object.y,
z = object.z,
active = false,
}
end
end
autoLevelSetSequence(levelSequence)
autoLevelSetFunction(onChoiceFunction)

range = getMyTrueRange()
greenRange = getMyTrueRange()

if getChampTable()[myHero.charName] ~= nil then
if getChampTable()[myHero.charName].projSpeed ~= nil then
projSpeed = getChampTable()[myHero.charName].projSpeed
end
end
if getChampTable()[myHero.charName] ~= nil then
if getChampTable()[myHero.charName].startAttackSpeed ~= nil then
startAttackSpeed = getChampTable()[myHero.charName].startAttackSpeed
end
end
end

function attackEnemy(enemy) -- Commands our hero to attack the target
if enemy.dead or not enemy.valid then return end
myHero:Attack(enemy)
shotFired = true
end

function getLastAttackTime() -- Returns when we last attacked
return lastAttack
end

function getAttackSpeed() -- Returns our hero's attack speed
return myHero.attackSpeed/(1/startAttackSpeed)
end

function getHitBoxRadius(target)
return GetDistance(target.minBBox, target.maxBBox)/2
end

function getNextAttackTime() -- Returns when we should next attack in miliseconds
return getLastAttackTime() + (attackDelayOffset / getAttackSpeed()) -- ~0.5 - 0.6s aaDelay offset or "swing delay" whatever you call it. TODO Even if it works fine, needs changing.
end

function timeToShoot() -- Returns if it's time for us to attack
if GetTickCount() > getNextAttackTime() then
return true
end
return false
end

function getMyTrueRange()
return getRange() + GetDistance(myHero.minBBox)
end

function getDistanceOffset(enemy) -- We use this for KCConfig.adjustRange feature..
local distance = GetDistance(enemy) - getHitBoxRadius(enemy) + 60
if distance > getMyTrueRange() then return 0 end
return distance / 9.85
end

function getRange() -- Return our hero's range
return myHero.range
end

function isEnemyInAttackRange(enemy) -- Check if we can attack enemy
if enemy ~= nil then
local enemyTrueDistance = GetDistance(enemy) --[[- getHitBoxRadius(enemy)]]
if enemyTrueDistance < range then
return true
end
end
return false
end


function doSpell(ts, spell, range)
if ts.target ~= nil and GetMyHero():CanUseSpell(spell) == READY and GetDistance(ts.target)<=range then
CastSpell(spell, ts.target)
end
end

function findClosestEnemy() -- Find the closest enemy
local closestEnemy
local enemyTable = GetEnemyHeroes() --function from latest AllClass library. Stores all enemy champions into a table.
for i, currentEnemy in ipairs(enemyTable) do -- we loop the table, getting info from it
if currentEnemy.valid and not currentEnemy.dead and currentEnemy.visible then -- check if it's valid
if closestEnemy == nil then -- if closestEnemy wasn't aquired
closestEnemy = currentEnemy -- assign the currentEnemy as a closest one
elseif GetDistance(currentEnemy) < GetDistance(closestEnemy) then -- else compare distances, determine the closest one
closestEnemy = currentEnemy -- assign the currentEnemy as a closest one
end
end
end
return closestEnemy --make function return this object.
end


function updateRange()
if adjustRange then --Just an eye candy feature.
local closestEnemy = findClosestEnemy()
if closestEnemy ~= nil then
if isEnemyInAttackRange(closestEnemy) then
if getDistanceOffset(closestEnemy) > 0 then
greenRange = (GetDistance(closestEnemy) + getDistanceOffset(closestEnemy)) - getHitBoxRadius(closestEnemy)
else
greenRange = getMyTrueRange()
end
else
greenRange = getMyTrueRange()
end
else
greenRange = getMyTrueRange()
end
else
range = getMyTrueRange()
greenRange = getMyTrueRange()
end

ts:update()

end

function heroCanMove() -- Check if we are ready to step forward.
if shotFired == false or timeToShoot() then
return true
end
return false
end

function moveToCursor() -- Removes derping when mouse is in one position instead of myHero:MoveTo mousePos
isMoving = true
local moveSqr = math.sqrt((mousePos.x - myHero.x)^2+(mousePos.z - myHero.z)^2)
local moveX = myHero.x + 200*((mousePos.x - myHero.x)/moveSqr)
local moveZ = myHero.z + 200*((mousePos.z - myHero.z)/moveSqr)
myHero:MoveTo(moveX, moveZ)
end

function attackedSuccessfully() -- Our attack particle was fired
shotFired = false -- if we attacked successfully that means we get a swing delay which we have to wait out in order to attack again.
lastAttack = GetTickCount()
end

function doNextAction(enemy)
if enemy ~= nil then
if timeToShoot() then
attackEnemy(enemy)
else
if heroCanMove() then moveToCursor() end
end
end
end




function OnDraw()
if myHero.dead then return end
if RyzeConfig.LongActive then DrawCircle(myHero.x, myHero.y, myHero.z, RyzeSettings.wflee, 0xFFFF0000) end
if RyzeConfigConfig.drawcircles and not myHero.dead then
if QREADY then DrawCircle(myHero.x, myHero.y, myHero.z, qRange, 0x19A712)
else DrawCircle(myHero.x, myHero.y, myHero.z, qRange, 0x992D3D) end
if WREADY then DrawCircle(myHero.x, myHero.y, myHero.z, wRange, 0x19A712)
else DrawCircle(myHero.x, myHero.y, myHero.z, wRange, 0x992D3D) end
if EREADY then DrawCircle(myHero.x, myHero.y, myHero.z, eRange, 0x19A712)
else DrawCircle(myHero.x, myHero.y, myHero.z, eRange, 0x992D3D) end
end
for i=1, heroManager.iCount do
local enemydraw = heroManager:GetHero(i)
if ValidTarget(enemydraw) then
if RyzeConfigConfig.drawcircles then
if killable[i] == 1 then
DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80, 0x0000FF)
elseif killable[i] == 2 then
DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80, 0xFF0000)
end
if waittxt[i] == 1 and killable[i] ~= 0 then
PrintFloatText(enemydraw,0,floattext[killable[i]])
end
if waittxt[i] == 1 then
waittxt[i] = 30
else waittxt[i] = waittxt[i]-1
end
end
end
end
if RyzeConfigConfig.drawcircles and ValidTarget(ts.target) then
DrawCircle(ts.target.x, ts.target.y, ts.target.z, 100, 0xFF80FF00)
end
if MonsterTarget ~= nil and ValidTarget(MonsterTarget) then
if RyzeConfigConfig.drawcircles then DrawCircle(MonsterTarget.x, MonsterTarget.y, MonsterTarget.z, 100, 0xFF80FF00) end
if MonsterKillable == true and RyzeConfigConfig.drawcircles then
DrawCircle(MonsterTarget.x, MonsterTarget.y, MonsterTarget.z, 150, 0xFF0000)
DrawCircle(MonsterTarget.x, MonsterTarget.y, MonsterTarget.z, 160, 0xFF0000)
DrawCircle(MonsterTarget.x, MonsterTarget.y, MonsterTarget.z, 170, 0xFF0000)
end
end
end


function RyzeDmg()
local enemy = heroManager:GetHero(calculationenemy)
if ValidTarget(enemy) then
local qdamage = getDmg("Q",enemy,myHero) --Normal
local wdamage = getDmg("W",enemy,myHero)
local edamage = getDmg("E",enemy,myHero)
local hitdamage = getDmg("AD",enemy,myHero)
local dfgdamage = (DFGSlot and getDmg("DFG",enemy,myHero) or 0)
local hxgdamage = (HXGSlot and getDmg("HXG",enemy,myHero) or 0)
local bwcdamage = (BWCSlot and getDmg("BWC",enemy,myHero) or 0)
local brkdamage = (BRKREADY and getDmg("RUINEDKING",enemy,myHero,2) or 0)
local ignitedamage = (ignite and getDmg("IGNITE",enemy,myHero) or 0)
local onhitdmg = (SheenSlot and getDmg("SHEEN",enemy,myHero) or 0)+(TrinitySlot and getDmg("TRINITY",enemy,myHero) or 0)+(LBSlot and getDmg("LICHBANE",enemy,myHero) or 0)+(IcebornSlot and getDmg("ICEBORN",enemy,myHero) or 0)
local onspelldamage = (LTSlot and getDmg("LIANDRYS",enemy,myHero) or 0)+(BTSlot and getDmg("BLACKFIRE",enemy,myHero) or 0)
local combo1 = qdamage + qdamage + wdamage + edamage + onhitdmg + onspelldamage
local combo2 = 0
if myHero:CanUseSpell(_Q) == READY then
combo2 = qdamage + combo2
end
if myHero:CanUseSpell(_E) == READY then
combo2 = edamage + combo2
end
if myHero:CanUseSpell(_W) then
combo2 = wdamage + combo2
end
if myHero:CanUseSpell(_Q) and myHero:CanUseSpell(_E) and myHero:CanUseSpell(_W) == READY then
combo2 = qdamage + combo2
end
if myHero:CanUseSpell(_Q) or myHero:CanUseSpell(_E) or myHero:CanUseSpell(_W) == READY then
combo2 = combo2 + onhitdmg + onspelldamage
end
if DFGREADY then
combo1 = combo1 + dfgdamage
combo2 = combo2 + dfgdamage
end
if HXGREADY then
combo1 = combo1 + hxgdamage*(DFGREADY and 1.2 or 1)
combo2 = combo2 + hxgdamage*(DFGREADY and 1.2 or 1)
end
if BWCREADY then
combo1 = combo1 + bwcdamage*(DFGREADY and 1.2 or 1)
combo2 = combo2 + bwcdamage*(DFGREADY and 1.2 or 1)
end
if BRKREADY then
combo1 = combo1 + brkdamage
combo2 = combo2 + brkdamage
end
if IREADY then
combo1 = combo1 + ignitedamage
combo2 = combo2 + ignitedamage
end
if combo2 >= enemy.health then killable[calculationenemy] = 2
elseif combo1 >= enemy.health then killable[calculationenemy] = 1
else killable[calculationenemy] = 0
end
end
if calculationenemy == 1 then
calculationenemy = heroManager.iCount
else
calculationenemy = calculationenemy-1
end
end

function OnTick()
if myHero.dead then return end
updateRange()
checkTurretState()
ts:update()
enemyMinions:update()
if tick == nil or GetTickCount()-tick >= 100 then
tick = GetTickCount()
RyzeDmg()
RyzeItem()
end
if math.abs(myHero.cdr*100) >= RyzeSettings.minCDRnew and RyzeSettings.ComboSwitch then
Switch = true
else
Switch = false
end
CageTurret = findClosestTurret()
if myHero:GetDistance(CageTurret.object) <= 1250 and CageTurret.team == player.team then
InTurretRange = true
else
InTurretRange = false
end
if RyzeConfig.useMura then
MuramanaToggle(1000, ((player.mana / player.maxMana) > (RyzeSettings.minMuraMana / 100)))
end
if isEnemyInAttackRange(ts.target) and timeToShoot() and ValidTarget(ts.target) and (RyzeConfig.BurstActive == true or RyzeConfig.LongActive == true) then
doNextAction(ts.target)
elseif RyzeSettings.autoComboFollow and (RyzeConfig.BurstActive == true or RyzeConfig.LongActive == true) and heroCanMove() then
moveToCursor()
end
if RyzeConfig.BurstActive and ValidTarget(ts.target) and Switch == false then
if DFGREADY then
CastSpell(DFGSlot, ts.target)
end
if HXGREADY then
CastSpell(HXGSlot, ts.target)
end
if BWCREADY then
CastSpell(BWCSlot, ts.target)
end
if myHero:CanUseSpell(_W) == READY and myHero:GetDistance(ts.target) > RyzeSettings.whunt then
doSpell(ts, _W, wRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
elseif myHero:CanUseSpell(_Q) == READY and myHero:GetDistance(ts.target) <= RyzeSettings.whunt then
doSpell(ts, _Q, qRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
if RyzeConfig.useUlti and myHero:CanUseSpell(_R) == READY then
CastSpell(_R)
if RyzeSettings.autoMouseFollow then moveToCursor() end
end
elseif myHero:CanUseSpell(_Q) == READY then
doSpell(ts, _Q, qRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
elseif RyzeConfig.useUlti and myHero:CanUseSpell(_R) == READY then
CastSpell(_R)
if RyzeSettings.autoMouseFollow then moveToCursor() end
elseif myHero:CanUseSpell(_E) == READY then
doSpell(ts, _E, wRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
elseif myHero:CanUseSpell(_W) == READY then
doSpell(ts, _W, eRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
end
elseif (RyzeConfig.LongActive or (Switch and RyzeConfig.BurstActive)) and ValidTarget(ts.target) then
if DFGREADY then
CastSpell(DFGSlot, ts.target)
end
if HXGREADY then
CastSpell(HXGSlot, ts.target)
end
if BWCREADY then
CastSpell(BWCSlot, ts.target)
end
if myHero:CanUseSpell(_Q) == READY and myHero:GetDistance(ts.target) <= RyzeSettings.whunt then
doSpell(ts, _Q, qRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = true
if RyzeConfig.useUlti and myHero:CanUseSpell(_R) == READY and qcasted == true and myHero:CanUseSpell(_Q) == COOLDOWN then
CastSpell(_R)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
end
elseif myHero:CanUseSpell(_W) == READY and myHero:GetDistance(ts.target) > RyzeSettings.whunt then
doSpell(ts, _W, wRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
if myHero:CanUseSpell(_Q) == READY then
doSpell(ts, _Q, qRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = true
end
elseif myHero:CanUseSpell(_Q) == READY then
doSpell(ts, _Q, qRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = true
elseif RyzeConfig.useUlti and myHero:CanUseSpell(_R) == READY and qcasted == true and myHero:CanUseSpell(_Q) == COOLDOWN then
CastSpell(_R)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
elseif myHero:CanUseSpell(_W) == READY and ((qcasted == true and myHero:CanUseSpell(_Q) == COOLDOWN and myHero:GetDistance(ts.target) >= RyzeSettings.wflee) or (RyzeSettings.winsta == true and myHero:GetDistance(ts.target) >= RyzeSettings.wflee)) then
doSpell(ts, _W, wRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
elseif myHero:CanUseSpell(_E) == READY and qcasted == true and myHero:CanUseSpell(_Q) == COOLDOWN then
doSpell(ts, _E, wRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
elseif myHero:CanUseSpell(_W) == READY and qcasted == true and myHero:CanUseSpell(_Q) == COOLDOWN then
doSpell(ts, _W, wRange)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
end
elseif RyzeConfig.JungleActive then
closest = findClosestEnemy()
if ValidTarget(closest) then
if myHero:GetDistance(closest) > JungleRange then
SaveJungle = true
end
elseif closest == nil then
SaveJungle = true
else
SaveJungle = false
end
if ValidTarget(MonsterTarget) then
if myHero:GetDistance(MonsterTarget) > eRange then
MiniMonster = false
CheckMonster(Vilemaw)
CheckMonster(Nashor)
CheckMonster(Dragon)
CheckMonster(Golem1)
CheckMonster(Golem2)
CheckMonster(Lizard1)
CheckMonster(Lizard2)
end
else
MiniMonster = false
CheckMonster(Vilemaw)
CheckMonster(Nashor)
CheckMonster(Dragon)
CheckMonster(Golem1)
CheckMonster(Golem2)
CheckMonster(Lizard1)
CheckMonster(Lizard2)
end
if SaveJungle == true and MiniMonster == false and targeting == true then
if myHero:CanUseSpell(_Q) == READY and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=qRange then
CastSpell(_Q, MonsterTarget)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = true
elseif RyzeConfig.useUltiJungle and myHero:CanUseSpell(_R) == READY and qcasted == true and myHero:CanUseSpell(_Q) == COOLDOWN and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=qRange then
CastSpell(_R)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
elseif myHero:CanUseSpell(_E) == READY and qcasted == true and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=eRange then
CastSpell(_E, MonsterTarget)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
elseif myHero:CanUseSpell(_W) == READY and qcasted == true and myHero:CanUseSpell(_Q) == COOLDOWN and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=wRange then
CastSpell(_W, MonsterTarget)
if RyzeSettings.autoMouseFollow then moveToCursor() end
qcasted = false
end
if ValidTarget(MonsterTarget) then
if ((MonsterDMG("Q",_Q,MonsterTarget,qRange) + MonsterDMG("W",_W,MonsterTarget,wRange)) >= MonsterTarget.health) then
MonsterKillable = true
if myHero:CanUseSpell(_Q) == READY and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=qRange then
CastSpell(_Q, MonsterTarget)
end
if myHero:CanUseSpell(_W) == READY and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=wRange then
CastSpell(_W, MonsterTarget)
end
if myHero:CanUseSpell(_E) == READY and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=eRange then
CastSpell(_E, MonsterTarget)
end
else
MonsterKillable = false
end
end
end
if SaveJungle == true and (not ValidTarget(MonsterTarget) or (MiniMonster == true and targeting == true)) then
MiniMonster = true
CheckMonster(Wolf1)
CheckMonster(Wolf2)
CheckMonster(Golem1)
CheckMonster(Golem2)
CheckMonster(Wraith1)
CheckMonster(Wraith2)
if myHero:CanUseSpell(_R) == READY and RyzeConfig.useUltiJungle and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=eRange then
CastSpell(_R)
if RyzeSettings.autoMouseFollow then moveToCursor() end
elseif myHero:CanUseSpell(_E) == READY and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=eRange then
CastSpell(_E, MonsterTarget)
if RyzeSettings.autoMouseFollow then moveToCursor() end
elseif myHero:CanUseSpell(_Q) == READY and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=qRange then
CastSpell(_Q, MonsterTarget)
if RyzeSettings.autoMouseFollow then moveToCursor() end
elseif myHero:CanUseSpell(_W) == READY and ValidTarget(MonsterTarget) and GetDistance(MonsterTarget)<=wRange then
CastSpell(_W, MonsterTarget)
if RyzeSettings.autoMouseFollow then moveToCursor() end
end
end
elseif RyzeConfig.autoQFarm and RyzeSettings.qMinMana<=((myHero.mana/myHero.maxMana)*100) and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false and RyzeConfig.autoQHarass == false and RyzeConfig.autoQToggle == false then
for index, minion in pairs(enemyMinions.objects) do
local myQ = getDmg("Q",minion,myHero)
local myW = getDmg("W",minion,myHero)
if (minion.maxHealth >= 700+27*math.floor(GetGameTimer()/180000)) then
local ProMinion = minion
if myHero:CanUseSpell(_Q) == READY and myHero:GetDistance(ProMinion) ~= nil and myHero:GetDistance(ProMinion) <= qRange and ProMinion.health ~= nil and ProMinion.health <= player:CalcDamage(ProMinion, myQ) and ProMinion.visible ~= nil and ProMinion.visible == true and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false then
CastSpell(_Q, ProMinion)
elseif myHero:CanUseSpell(_W) == READY and myHero:GetDistance(ProMinion) ~= nil and myHero:GetDistance(ProMinion) <= wRange and ProMinion.health ~= nil and ProMinion.health <= player:CalcDamage(ProMinion, myW) and ProMinion.visible ~= nil and ProMinion.visible == true and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false then
CastSpell(_W, ProMinion)
end
end
if myHero:CanUseSpell(_Q) == READY and myHero:GetDistance(minion) ~= nil and myHero:GetDistance(minion) <= qRange and minion.health ~= nil and minion.health <= player:CalcDamage(minion, myQ) and minion.visible ~= nil and minion.visible == true and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false then
CastSpell(_Q, minion)
end
end
elseif RyzeConfig.PowerFarm and RyzeSettings.PowerMinMana<=((myHero.mana/myHero.maxMana)*100) and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false and RyzeConfig.autoQHarass == false and RyzeConfig.autoQToggle == false then
for index, minion in pairs(enemyMinions.objects) do
local myQ = getDmg("Q",minion,myHero)
local myW = getDmg("W",minion,myHero)
local myE = getDmg("E",minion,myHero)
if etarget ~= minion and wtarget ~= minion and myHero:CanUseSpell(_Q) == READY and myHero:GetDistance(minion) ~= nil and myHero:GetDistance(minion) <= qRange and minion.health ~= nil and minion.health <= player:CalcDamage(minion, myQ) and minion.visible ~= nil and minion.visible == true and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false then
CastSpell(_Q, minion)
qtarget = minion
end
if etarget ~= minion and qtarget ~= minion and myHero:CanUseSpell(_W) == READY and myHero:GetDistance(minion) ~= nil and myHero:GetDistance(minion) <= wRange and minion.health ~= nil and minion.health <= player:CalcDamage(minion, myW) and minion.visible ~= nil and minion.visible == true and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false then
CastSpell(_W, minion)
wtarget = minion
end
if qtarget ~= minion and wtarget ~= minion and myHero:CanUseSpell(_E) == READY and myHero:GetDistance(minion) ~= nil and myHero:GetDistance(minion) <= eRange and minion.health ~= nil and minion.health <= player:CalcDamage(minion, myE) and minion.visible ~= nil and minion.visible == true and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false then
CastSpell(_E, minion)
etarget = minion
end
end
end
if RyzeConfig.autoAAFarm and GetTickCount() > nextTick then
if RyzeSettings.autoAAFollow then
moveToCursor()
end
for index, minion in pairs(enemyMinions.objects) do
local myAA = getDmg("AD",minion,myHero)
if myHero:GetDistance(minion) ~= nil and myHero:GetDistance(minion) <= AARange and minion.health ~= nil and minion.health <= myAA and minion.visible ~= nil and minion.visible == true then
player:Attack(minion)
end
nextTick = GetTickCount() + waitDelay
end
end
if (RyzeConfig.autoQHarass or RyzeConfig.autoQToggle) and RyzeSettings.qMinManaHarass<=((myHero.mana/myHero.maxMana)*100) and RyzeConfig.BurstActive == false and RyzeConfig.LongActive == false and ValidTarget(ts.target) then
if myHero:CanUseSpell(_Q) == READY then
doSpell(ts, _Q, qRange)
end
end
if RyzeConfig.CageHunter and myHero:CanUseSpell(_W) == READY then
closest = findClosestEnemy()
if ValidTarget(closest) then
if myHero:GetDistance(closest) < wRange and ValidTarget(closest) then
CastSpell(_W, closest)
end
end
end
if RyzeConfig.Ignite then
if IREADY then
local ignitedmg = 0
for j = 1, heroManager.iCount, 1 do
local enemyhero = heroManager:getHero(j)
if ValidTarget(enemyhero,600) then
ignitedmg = 50 + 20 * myHero.level
if enemyhero.health <= ignitedmg then
CastSpell(ignite, enemyhero)
end
end
end
end
end
end

function OnProcessSpell(unit, spell)
--[[ if (spell.name:find("ChaosTurret") and myHero.team == TEAM_RED) or (spell.name:find("OrderTurret") and myHero.team == TEAM_BLUE) and RyzeConfig.cageW then
for i=1, heroManager.iCount do
local enemy = heroManager:GetHero(i)
if ValidTarget(enemy) then
if GetDistance(spell.endPos, enemy)<80 and GetDistance(enemy)<=wRange and myHero:CanUseSpell(_W) == READY then
CastSpell(_W, enemy)
end
end
end
end
-- ]]

if myHero.dead then return end
if object ~= nil and spell ~= nil then
if object.isMe then
if spell.name:find("Attack") then lastAttack = GetTickCount() end
if isAttackResetSpell(spell) then
lastAttack = lastAttack - (attackDelayOffset / getAttackSpeed())
end
end
end

if InTurretRange == true then
if unit.team == TEAM_ENEMY and GetDistance(unit) < wRange and GetDistance(spell.endPos, myHero)<10 then
for i=1, heroManager.iCount do
local enemy = heroManager:GetHero(i)
if ValidTarget(enemy) then
if enemy.name == unit.name then
if GetDistance(enemy)<=wRange and myHero:CanUseSpell(_W) == READY then
if enemy:GetDistance(CageTurret.object) < 800 then
CastSpell(_W, enemy)
end
end
end
end
end
end
end
end

function findClosestTurret()
local closestTurret = nil
local currentTurret = nil
for name, turret in pairs(turrets) do
if turret.object.valid ~= false then
currentTurret = turret
end
if turret.team == myHero.team then
if closestTurret == nil then
closestTurret = currentTurret
elseif GetDistance(currentTurret) < GetDistance(closestTurret) then
closestTurret = currentTurret
end
end
end
return closestTurret
end


function OnCreateObj(obj)
if myHero.dead then return end
-- We want to know when we performed our attack at all times, not when we just use a hotkey.
for _, v in pairs(getChampTable()[myHero.charName].aaParticles) do
if obj.name:lower():find(v:lower()) then
attackedSuccessfully()
if particleDebug then PrintChat("Particle found!") end
end
end

if obj ~= nil and obj.type == "obj_AI_Minion" and obj.name ~= nil then
if obj.name == "TT_Spiderboss7.1.1" then Vilemaw = obj
elseif obj.name == "Worm12.1.1" then Nashor = obj
elseif obj.name == "Dragon6.1.1" then Dragon = obj
elseif obj.name == "AncientGolem1.1.1" then Golem1 = obj
elseif obj.name == "AncientGolem7.1.1" then Golem2 = obj
elseif obj.name == "LizardElder4.1.1" then Lizard1 = obj
elseif obj.name == "LizardElder10.1.1" then Lizard2 = obj
elseif obj.name == "GiantWolf2.1.3" then Wolf1 = obj
elseif obj.name == "GiantWolf8.1.3" then Wolf2 = obj
elseif obj.name == "Wraith3.1.3" then Wraith1 = obj
elseif obj.name == "Wraith9.1.3" then Wraith2 = obj
elseif obj.name == "Golem5.1.2" then Golem1 = obj
elseif obj.name == "Golem11.1.2" then Golem2 = obj
end
end
end

function OnDeleteObj(object)
if object ~= nil and object.type == "obj_AI_Turret" then
for name, turret in pairs(turrets) do
if name == object.name then
turrets[name] = nil
return
end
end
end
end

function ASLoadMinions()
for i = 1, objManager.maxObjects do
local obj = objManager:getObject(i)
if obj ~= nil and obj.type == "obj_AI_Minion" and obj.name ~= nil then
if obj.name == "TT_Spiderboss7.1.1" then Vilemaw = obj
elseif obj.name == "Worm12.1.1" then Nashor = obj
elseif obj.name == "Dragon6.1.1" then Dragon = obj
elseif obj.name == "AncientGolem1.1.1" then Golem1 = obj
elseif obj.name == "AncientGolem7.1.1" then Golem2 = obj
elseif obj.name == "LizardElder4.1.1" then Lizard1 = obj
elseif obj.name == "LizardElder10.1.1" then Lizard2 = obj
elseif obj.name == "GiantWolf2.1.3" then Wolf1 = obj
elseif obj.name == "GiantWolf8.1.3" then Wolf2 = obj
elseif obj.name == "Wraith3.1.3" then Wraith1 = obj
elseif obj.name == "Wraith9.1.3" then Wraith2 = obj
elseif obj.name == "Golem5.1.2" then Golem1 = obj
elseif obj.name == "Golem11.1.2" then Golem2 = obj
end
end
end
end


function CheckMonster(minion)
if minion ~= nil and ValidTarget(minion) then
if myHero:GetDistance(minion) < eRange then
MonsterTarget = minion
targeting = true
elseif not ValidTarget(MonsterTarget) then
targeting = false
end
end
end

function MonsterDMG(dmgspell,spell,monster,range)
if monster ~= nil and GetMyHero():CanUseSpell(spell) == READY and GetDistance(monster)<=range then
return getDmg(dmgspell,monster,myHero)
else
return 0
end
end

function RyzeItem()
DFGSlot, HXGSlot, BWCSlot = GetInventorySlotItem(3128), GetInventorySlotItem(3146), GetInventorySlotItem(3144)
SheenSlot, TrinitySlot, LBSlot = GetInventorySlotItem(3057), GetInventorySlotItem(3078), GetInventorySlotItem(3100)
IGSlot, LTSlot, BTSlot = GetInventorySlotItem(3025), GetInventorySlotItem(3151), GetInventorySlotItem(3188)
STISlot, ROSlot, BRKSlot = GetInventorySlotItem(3092),GetInventorySlotItem(3143),GetInventorySlotItem(3153)
QREADY = (myHero:CanUseSpell(_Q) == READY)
WREADY = (myHero:CanUseSpell(_W) == READY)
EREADY = (myHero:CanUseSpell(_E) == READY)
RREADY = (myHero:CanUseSpell(_R) == READY)
DFGREADY = (DFGSlot ~= nil and myHero:CanUseSpell(DFGSlot) == READY)
HXGREADY = (HXGSlot ~= nil and myHero:CanUseSpell(HXGSlot) == READY)
BWCREADY = (BWCSlot ~= nil and myHero:CanUseSpell(BWCSlot) == READY)
STIREADY = (STISlot ~= nil and myHero:CanUseSpell(STISlot) == READY)
ROREADY = (ROSlot ~= nil and myHero:CanUseSpell(ROSlot) == READY)
BRKREADY = (BRKSlot ~= nil and myHero:CanUseSpell(BRKSlot) == READY)
IREADY = (ignite ~= nil and myHero:CanUseSpell(ignite) == READY)
end

function checkTurretState()
for name, turret in pairs(turrets) do
if turret.object.valid == false then
turrets[name] = nil
end
end
end

function onChoiceFunction()
if player:GetSpellData(SPELL_1).level < player:GetSpellData(SPELL_2).level then
return 1
else
return 2
end
end

function isAttackResetSpell(spell)
if spell.name == "Overload"
or spell.name == "SpellFlux"
or spell.name == "RunePrison"
then
return true
end
return false
end

function getChampTable() --Needs to have right/approx values. Most of the champions must have at least 2 or more aaParticles, because having bad aaParticles will lead to bad next attack timing.
return {Ryze = { projSpeed = 2.4, aaParticles = {"ManaLeach_mis"}, aaSpellName = {"RyzeBasicAttack"}, startAttackSpeed = "0.625" }}
end


quotes = { 'Let\'s go, let\'s go!',
'Unpleasant? I\'ll show you unpleasant!',
'Take this scroll and stick it... somewhere safe.',
'I got these tattoos in rune prison!',
'Right back at you!'
PrintFloatText(myHero, 10, quotes[math.random(5)])

 

 

 

najlepszy

comment_aKm2b5jSiJgvkhmrlSzZ5Yc80OK7Mzta

Opublikowano

Po 2:33 scina sie i wyskakuje błąd "got bugsplat with script Unknown at function OnWndMsg".

a11176.jpg

Opublikowano

Mam problem gdyż podczas gdy się zaloguję wyskakuje błąd "failed to download".

wszystko zrobiłem poprawnie oraz "przeinstalowałem" parę razy

Opublikowano

Działa wam ten skrypt Glory Ryze? Ja próbowałem wersje 3.8 i 4.0 (beta), oraz w BoL Studio wersje 3.9 i Latest, ale nic nie działa, przy ładowaniu zawsze jest bugsplat. Inne skrypty działają. Może ktoś wrzucić swój plik z tym skryptem w .lua?

Opublikowano

Witam

Mam problem, wyskakiwal mi bład: brak pliku MSVCR100.dll ...

pobrałem, zrobiłem co trzeba i? i nadal nie działa moze ktos pomóc?

Opublikowano

Nie działa, tzn? Jak wyskakuje jakiś błąd to pisz jaki.

Opublikowano

Nie działa, tzn? Jak wyskakuje jakiś błąd to pisz jaki.

dalej to samo ;x

Opublikowano

Za ZH nie, a co do wskazówek, to ściągnij skrypty i próbuj, bo każdemu co innego się może podobać :s

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