Author Archives: Zynox

Updated

16th February: Update released for version 0.0.0.122

  • Working for latest patch again
  • Fixed a crash bug with the UseSpell function
  • Added some missing constants, like LANE_BOT, and some missing functions like BuyItem, IsItemPurchasable, …
  • Two game objects can be now compared directly with the == operator
  • The timer callback is now called more frequently without delay
  • Fixed some other crashbugs and did some minor improvements
  • Global values which can change should be updated correctly now: WINDOW_ constants…

Detection status (Update)

Update: I just uploaded a new version… zoomhack should be most likely safe there!

Make sure that you’re not using any other zoomhack (they’re probably all detected) and that you’re using the pullback version 4th February or newer. (The archive is called FunnPullbackS)

 

 

Many users report warnings/bans with any 3rd party modification, including the pullback, now.

So until further research the download link has been removed to save your accounts.

Anyone who has downloaded it should better stop using this, or any other mod/hack.

Update

All default scripts have been removed from the hack. Please download them in the forums if needed, then save them to the Scripts folder and add them to the loader.lua file.

  • Updated for Ziggs patch
  • Some major changes to the script engine, please review existing scripts posted in the forums until the documentation is updated.
  • All object functions are now bound to objects. For example player:MoveTo(x,z), player.GetDistanceTo(…)
  • All functions with gameobject parameters can be used directly now, instead of using object.pointer everytime. So you now use these functions like object1:GetDistanceTo( object2 ) instead of lol.GetDistance2D( player.pointer, object.pointer )
  • Most functions with x,y,z coordinates now accept x,z only, since the y (=height coordinate) has no effect.
  • Lua “Load” function now also returns/prints an error if something went wrong while loading.
  • Added .magicPen, .magicPenPercent, .ap to game objects.
  • Added a script global with script:Unload() function and a script.name variable.
  • Add object callback now works for all objects again, not only for team objects.
  • Added expectedDamage = object:CalculateMagicDamage( targetobject, spellDamage ) including magic armor and magic penetration to the calculation.
  • Removed some crash bugs

 

New update

If this program could be detected before, it will be still detected then.

So as always: Use this on your own risk.

Changelog

  • Updated for latest Sejuani patch
  • Fixed a bug in the loader where it might have been stuck at “Found a new Pullback!” while injecting into a new game.
  • Fixed the STATE_READY and SLOT_RECALL globals
  • Fixed the lol.LevelSpell(slot) function which was missing
  • Added the lol.BuyItem(id), lol.IsItemPurchasable(id), lol.isRecipePurchasable(id)lol.GetInventoryItem( slot ) functions
  • Moved the CreateObject callback so the created object has all information ready (like team information!)
  • Fixed “lol.CalculateDamage” function, which should now correctly include armor and armor pen into the calculation
  • Rewrote tower range script, it shouldn’t crash anymore and should be with good performance

Note: I couldn’t dump all item ids yet.. so you will need to buy the items you need ingame and print the id with GetInventoryItem if you want to use the new functions.

Safety

The pullback might not be safe anymore.

Some users, not me, reported that they have received an e-mail from riot with a warning.

If you don’t want to lose your account, I suggest you to stop using the pullback for now!

New lua functions!

Finally the new update is finished. I also added some scripts to the scripts folder and updated old ones.

Functions for getting spell or inventory data are still missing. Also selling and buying items… however, the new UseSpell/Item functions allow new nice scripts now.

Changelog:

  • Lua functions will now check for the correct amount of parameters and won’t crash on wrong use anymore
  • Added “lol.UseSpell( slot )” for self casts
  • Added “lol.UseSpell( slot, target.pointer )” for target spells
  • Added “lol.UseSpell( slot, position )” for aoe spells
  • Added “lol.UseSpell( slot, startPos, endPos)” for aoe spells with start and end position (i.e. rumble ulti)
  • Added STARTED_TICK global
  • Added “.level” attribute to players in lua
  • Added “lol.LevelSpell( slot )”
  • Added “state = lol.CanUseSpell( slot )”
  • Added SPELL_SLOT_1, SPELL_SLOT_2, SPELL_SLOT_3, SPELL_SLOT_4, SPELL_RECALL, SPELL_SUMMONER_1, SPELL_SUMMONER_2 for the spell functions
  • Added ITEM_SLOT_1, ITEM_SLOT_2, ITEM_SLOT_3, ITEM_SLOT_4, ITEM_SLOT_5, ITEM_SLOT_6 globals for the spell functions
  • Added states: STATE_READY, STATE_NOTLEARNED, STATE_SUPRESSED, STATE_COOLDOWN, STATE_NOMANA, STATE_UNKNOWN for the CanUseSpell function
  • Jungle timer script now also works for the 3on3 map
  • Added an auto smite script for nashor/dragon and lizard/dragon (3on3 map), you need to set the summoner spell 1 or 2 in the config section
  • Improved performance of the tower range script
  • Tower range script may now show the range of own towers if set true in the config part
  • Added the minionMarker script which will draw circles as soon as a minion can be killed with a single auto attack

Note: All spell functions (except LevelSpell) can be used on items with the correct slot global, too.

Forum

The forum is finally up. Please behave mature and follow the simple rules posted there, so that I don’t have extra work…

Currently, it’s meant to be a platform for discussing the current version of the funny pullback and furthermore to develop own scripts.

It will not replace this blog which will still be the place for any news and information posted by myself. (Not only over the funny pullback)

Happy new year!

May the force be with you!

Updated

Just updated the pullback for version 0.0.0.103.

Please redownload the program.

Lua documentation

[lol] library:

  • MoveTo(x,y,z)
    Moves your hero to the target location.
    lol.MoveTo( player.x+5, player.y, player.z ) –Move your hero 5 units on the x axis
  • Attack( object.pointer )
    Attacks the given object.
  • HoldPosition()
    Your hero stops the current action.
  • PrintChat( text )
    Prints a text to your current chat which will be only visible to yourself.
    lol.PrintChat(string.format(“Hello world! My name is %s” ,player.name))
  • SendChat( text )
    Sends a chat message to other players.
    lol.PrintChat(“Stop feeding noobs!!”)
  • PingSignal( type, x ,y ,z )
    Creates a client-sided ping signal which will be only visible to yourself and only the animation is visible (not the sound). You can either use PING_NORMAL or PING_FALLBACK as type.
  • DrawCircle( radius, x, y, z )
    Draws a circle around a given point with the given radius. This function will only work in a DrawCallback function!
  • DrawText( text, x, y, r, g, b, a )
    Draws a text anywhere on the screen where rgba is the color value. This function will only work in a DrawCallback function!
  • GetUnitCount()
    Returns the current unit count in the game.
  • GetUnit( index )
    Retrieves the unit from the given index.
  • GetPlayerCount()
    Returns the current player count in the game.
  • GetPlayer( index )
    Retrieves the player from the given index.
  • GetDistance2D( object1.pointer, object2.pointer )
    Distance in 2D space between 2 objects.
  • GetDistance3D( object1.pointer, object2.pointer )
    Distance in 3D space between 2 objects.
  • CalculateDamage( object1.pointer, object2.pointer )
    First object is the attacker and the second one is the victim. Calculates the auto attack damage including victim’s armor, attacker’s armor pen.
  • UseSpell( slot )
  • UseSpell( slot, target.pointer )
  • UseSpell( slot, x, y, z )
  • UseSpell( slot, x1, y1, z1, x2, y2, z2 )
  • state = CanUseSpell( slot ) 
[system] library
  • SetTimerCallback( functionName, timerInvervall )
    Sets a timer callback which gets called every [timerIntervall] milliseconds. The first argument of your given function is the current tick count.
  • SetDrawCallbackfunctionName )
    Sets a callback function to use functions like DrawCircle or DrawText. For other stuff you should use the timer callback.
  • SetCreateObjectCallbackfunctionName )
    Sets a callback function which is always called when an unit spawns on the map. The first parameter of your given function is the newly created object. Be aware that all kind of projectiles and other stuff are also handled as game objects.
  • SetDeleteObjectCallbackfunctionName )
    Sets a callback function which is always called when an game object is removed from the game. The first parameter of your given function is the object which will be deleted after your function.
  • SetKeyCallback( functionName )
    Sets a callback function which is always called on user input (using keyboard or mouse). The first parameter of your given function is the msg code (see below) and the second parameter is the keycode.
  • IsScriptLoaded( scriptName )
    Returns: Boolean
    Checks if a script is already loaded.
  • LoadedCount()
    Returns: Integer
    Returns the loaded lua script count.
  • LoadedName( index )
    Returns: String
    Get the name of a script at the given index. The index is from 0 to LoadedCount().
  • Load( scriptName )
    Load a lua script. The script must be located in your Scripts folder and may not be loaded twice.
  • Unload( scriptName )
    Unload a lua script. Be aware that the script is completely unloaded and can’t reload itself or do any action.
  • UnloadAll()
    Unload all loaded lua scripts.
  • ExitLoL()
    Close your client immediatelly.
  • GetTick()
    Returns: Integer
[globals]
  • player
    Type: GameObject
  • SCRIPT_NAME
    Type: String
  • PING_NORMAL, PING_FALLBACK
    Type: Integer
    Function: PingSignal
  • TEAM_RED, TEAM_BLUE, TEAM_NONE, TEAM_NEUTRAL
    Type: Integer
    Function: gameobject.team
  • LANE_TOP, LANE_MID, LANE_BOT, LANE_NONE
    Type: Integer
    Function: gameobject.lane
  • KEY_DOWN, KEY_UP
    Type: Integer
    Function: KeyCallback, 1st parameter
  • WINDOW_X, WINDOW_Y, WINDOW_W, WINDOW_H
    Type: Integer
  • STARTED_TICK
    Type: Integer
    Start tick of the game.  Value of system.GetTick()
  • SPELL_SLOT_1, SPELL_SLOT_2, SPELL_SLOT_3, SPELL_SLOT_4, SPELL_RECALL, SPELL_SUMMONER_1, SPELL_SUMMONER_2, ITEM_SLOT_1, ITEM_SLOT_2, ITEM_SLOT_3, ITEM_SLOT_4, ITEM_SLOT_5, ITEM_SLOT_6
    Type: Integer
    Slot values for the spell and item functions.
  • STATE_READY, STATE_NOTLEARNED, STATE_SUPRESSED, STATE_COOLDOWN, STATE_NOMANA, STATE_UNKNOWN
    Type: Integer
    Return values for the lol.CanUseSpell function

[GameObject]

  • pointer
    Type: Integer
    Pointer of the object which is used for many functions.
  • x
    Type: Number
    X coordinate of the object.
  • y
    Type: Number
    Y coordinate of the object.
  • z
    Type: Number
    Z coordinate of the object.
  • health
    Type: Number
    Current health of the object
  • maxHealth
    Type: Number
    Max health of the object.
  • mana
    Type: Number
    Current mana of the object.
  • maxMana
    Type: Number
    Max mana of the object.
  • damage
    Type: Number
    Default damage of the object.
  • addDamage
    Type: Number
    Damage which is added to the base damage of the object.
  • totalDamage
    Type: Number
    Basically (damage+addDamage).
  • magicArmor
    Type: Number
    Total magic armor of the object.
  • armor
    Type: Number
    Total armor of the object.
  • armorPen
    Type: Number
    Pure armor penetration of the object.
  • armorPenPercent
    Type: Number
    Armor penetration is percent. This value will give you the percentage which is left on the target’s armor. So if you have 0.6, this means the target has only 60% of its armor value left.
  • charName
    Type: String
    Character name of the object.
  • lane
    Current lane of the object. Check globals for the values.
  • ms
    Type: Number
    Movement speed of the object.
  • name
    Type: String
    Object name or player name of the object.
  • range
    Type: Number
    Attack range of the object.
  • team
    Team of the object. Check globals for the values.
  • id
    Type: Integer
    Network id of the object. Used do identify an object with the network code.
  • visible
    Returns 1 if the object is currently visible else 0.
  • ranged
    Returns 1 if the object is a ranged attacker else 0.
  • melee
    Returns 1 if the object is a melee attacker else 0.
  • dead
    Returns 1 if the object is currently dead, else 0.
  • gold
    Type: Integer
    Current gold of the object. Probably only works on your own character.
  • alias
    Type: String
    Alias for the object’s character name. Check the Alias.txt file.
  • level
    Type: Integer
    Current level of the object.