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League Of Legends LViewLol Script Updated

by bumolegod - 13 May, 2023 - 10:57 PM
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Thanks i wanna try it to see what scripters see
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(13 May, 2023 - 10:57 PM)bumolegod Wrote: Show More
So a lot of you are familliar with the project of Lview Lol Reborn a scripting platform made a couple of years back first released on UC with a very complex amount of bittering to get it to work but even then if you were a newb you would crash the game instantly.Anyway I decided to update it and post my offsets as well.


Some points regarding this project:
  • Each script receives the game state (champions, minions, turrets etc) at each iteration and some interfaces one for ui and one for game related stuff like world2screen functions.
  • UIs are made using imgui
  • Overlays are made by drawing primitives from imgui (circles, rects, lines etc)
  • Supports drawing on the minimap too using world_to_minimap(position) function
  • There is also an implementation for a circle in world space
  • You can also draw images
  • Some unit/spell data is unpacked from the game directly (taken from communitydragon). This is made for performance reasons, also some of that data cannot be loaded from memory. This data can be updated with the scripts from UtilityScripts
  • The engine reads mobs, champions, turrets, missiles and other named objects like shaco boxes. It also reads champion spells, champion items.
  • Performance is high. On my machine the only bottle neck is the memory reading which can take 3ms in worst cases, gameplay scripts take below 1ms. There is a Benchmarking tab in the UI to check this.
Some already implemented scripts:
  • Orbwalker: also used for last hitting
  • Drawings: draws basic atk range, turret range and missiles
  • Auto Spells: casts automatically spells
  • Champ tracker: tracks a champion around the map
  • Map Awareness: alerts you when champions get close, shows where champions were last seen etc
  • Object Viewer: this is for dev purposes, you can browse objects ingame with this
  • Spell tracker: tracks spells and cooldowns
  • Vision tracker: tracks traps, wards and clones
  • TwistedFate Card Picker: picks cards for twisted fate
  • Auto Smite: auto smites hovered object
[Image: IK9SxKd.png]


If you want to compile your own there are steps on how to do it in the forementioned link above in the git repo.

If you are lazy you can download mine you MUST HAVE python 3.9 aws.lambda.dlls, directx11 runtime, and python boost. All of these are included in the script installer of my version so if you can do these by yourself great go ahead.


Download Link
ty [Image: sheepe.gif]
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(13 May, 2023 - 10:57 PM)bumolegod Wrote: Show More
So a lot of you are familliar with the project of Lview Lol Reborn a scripting platform made a couple of years back first released on UC with a very complex amount of bittering to get it to work but even then if you were a newb you would crash the game instantly.Anyway I decided to update it and post my offsets as well.


Some points regarding this project:
  • Each script receives the game state (champions, minions, turrets etc) at each iteration and some interfaces one for ui and one for game related stuff like world2screen functions.
  • UIs are made using imgui
  • Overlays are made by drawing primitives from imgui (circles, rects, lines etc)
  • Supports drawing on the minimap too using world_to_minimap(position) function
  • There is also an implementation for a circle in world space
  • You can also draw images
  • Some unit/spell data is unpacked from the game directly (taken from communitydragon). This is made for performance reasons, also some of that data cannot be loaded from memory. This data can be updated with the scripts from UtilityScripts
  • The engine reads mobs, champions, turrets, missiles and other named objects like shaco boxes. It also reads champion spells, champion items.
  • Performance is high. On my machine the only bottle neck is the memory reading which can take 3ms in worst cases, gameplay scripts take below 1ms. There is a Benchmarking tab in the UI to check this.
Some already implemented scripts:
  • Orbwalker: also used for last hitting
  • Drawings: draws basic atk range, turret range and missiles
  • Auto Spells: casts automatically spells
  • Champ tracker: tracks a champion around the map
  • Map Awareness: alerts you when champions get close, shows where champions were last seen etc
  • Object Viewer: this is for dev purposes, you can browse objects ingame with this
  • Spell tracker: tracks spells and cooldowns
  • Vision tracker: tracks traps, wards and clones
  • TwistedFate Card Picker: picks cards for twisted fate
  • Auto Smite: auto smites hovered object
[Image: IK9SxKd.png]


If you want to compile your own there are steps on how to do it in the forementioned link above in the git repo.

If you are lazy you can download mine you MUST HAVE python 3.9 aws.lambda.dlls, directx11 runtime, and python boost. All of these are included in the script installer of my version so if you can do these by yourself great go ahead.


Download Link
aa
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(13 May, 2023 - 10:57 PM)bumolegod Wrote: Show More
So a lot of you are familliar with the project of Lview Lol Reborn a scripting platform made a couple of years back first released on UC with a very complex amount of bittering to get it to work but even then if you were a newb you would crash the game instantly.Anyway I decided to update it and post my offsets as well.


Some points regarding this project:
  • Each script receives the game state (champions, minions, turrets etc) at each iteration and some interfaces one for ui and one for game related stuff like world2screen functions.
  • UIs are made using imgui
  • Overlays are made by drawing primitives from imgui (circles, rects, lines etc)
  • Supports drawing on the minimap too using world_to_minimap(position) function
  • There is also an implementation for a circle in world space
  • You can also draw images
  • Some unit/spell data is unpacked from the game directly (taken from communitydragon). This is made for performance reasons, also some of that data cannot be loaded from memory. This data can be updated with the scripts from UtilityScripts
  • The engine reads mobs, champions, turrets, missiles and other named objects like shaco boxes. It also reads champion spells, champion items.
  • Performance is high. On my machine the only bottle neck is the memory reading which can take 3ms in worst cases, gameplay scripts take below 1ms. There is a Benchmarking tab in the UI to check this.
Some already implemented scripts:
  • Orbwalker: also used for last hitting
  • Drawings: draws basic atk range, turret range and missiles
  • Auto Spells: casts automatically spells
  • Champ tracker: tracks a champion around the map
  • Map Awareness: alerts you when champions get close, shows where champions were last seen etc
  • Object Viewer: this is for dev purposes, you can browse objects ingame with this
  • Spell tracker: tracks spells and cooldowns
  • Vision tracker: tracks traps, wards and clones
  • TwistedFate Card Picker: picks cards for twisted fate
  • Auto Smite: auto smites hovered object
[Image: IK9SxKd.png]


If you want to compile your own there are steps on how to do it in the forementioned link above in the git repo.

If you are lazy you can download mine you MUST HAVE python 3.9 aws.lambda.dlls, directx11 runtime, and python boost. All of these are included in the script installer of my version so if you can do these by yourself great go ahead.


Download Link

ee

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