Author Archives: Zynox - Page 2

Update release

Finally the update is done, please read the following sentences:

All old scripts should be still working but should use the new functions like GetHero and GetObject with new updates. The core handles all lua game objects by their networkId automatically, so you don’t need to take care of this yourself, but can check if objects are still valid by their .valid attribute. Invalid objects, like objects which were removed from the game, should not cause any crashes now and can be checked with the attribute mentioned before.
The updated lua documentation should follow within the next days.

Furthermore, after reading the same requests ten times a day: NO the source code of pullback is private and will stay this way, until I decide different. I am aware that you need to wait 1-2 days, since I usually receive the update one day later on EU servers than US servers and I still have a real life and I am just working on the pullback in my free time. So please stop your stupid requests and demands since you’re absolutely not in the position for this or I finally won’t continue this project.

Finally, after reading these flames in the forums I probably need to set up some more rules.
The pullback project is free, which means that scripts for my free product should be free, too. You may still develop the scripts just for yourself but not demand any consideration for it. However, this does not mean that you’re allowed to take scripts from the forum, change a line and then publish this scripts without giving credits to the real author. These rules will be added to the rules in the forum soon and must be adhered strictly or you will be punished for this.

Changelog

  • Changed object:CanUseSpell to object:GetSpellState( slot )
  • Added valid boolean to game objects for checking if objects are still valid and existing ingame
  • Added cdr number to game objects for cooldown reduction. (0.40 means 40% less cooldown)
  • Added networkId, controlled variables to game objects
  • Added missing CalculateMagicDamage(target,damage) function
  • Changed GetUnit and GetPlayer to GetObjectByIndex( index ), GetObject( index ) and GetHeroByIndex( index ), GetHero( index )
  • Changed GetUnitCount() to GetObjectCount() which will now return the max objects in list, so no more objects should be missing
  • Changed GetPlayerCount() to GetHeroCount()
  • Added new index functions GetObjectByNetworkId( id ) and GetHeroByNetworkId( id ) which will retrieve objects by their networkId
  • Moved the create object callback, so all relevant object information has been set before the call
  • Added object:GetSpellName( slot ) function to game objects to retrieve the name of a spell at the given slot
  • Removed last hit bot from the core… we will need a script for that
  • UseSpell should cast on the correct height now
  • _Q, _W, _E, _R can now be used instead of SPELL_SLOT_1 – SPELL_SLOT_4 too
  • All game objects are internally identified by their networkId to avoid crashes and for handling script errors better
  • id,stackCount = object:GetInventorySlot( slot ) will return the item id and the stack count in the given slot or nil if empty (slot: 0 – 5)
  • object:SellItem( slot ) returns true if item could be sold, else false (slot: 0 – 5)
  • object:GetSpellLevel( slot ) will return the spell level of the given slot
  • All spells should be cast on the right height now
  • Added SCRIPT_PATH global which holds the path to the scripts folder
  • STARTED_TICK now has the “real” tick count and not the one counted by the pullback (important when reconnecting to the game!)
  • Added GetTimeElapsed() returns the ingame time elapsed in seconds
  • Added script.gameEndCallback which has GAME_VICTORYGAME_DEFEAT as parameter
  • Added ExitLoL() which will kill the process
  • Added Surrender() function
  • Added player:GetTarget() which returns the currently selected target or nil if none is selected
  • Fixed a random bug while unloading a script
  • Added x,y,z = GetMousePosition() which returns the ingame mouse coordinates
  • Fixed WINDOW_X, WINDOW_Y, WINDOW_W, WINDOW_H variables which will now update correctly
  • Added a minimap hack, this will show you the last known position of enemies with a grey portrait. Sometimes these might update since on certain actions you’ll received updated coordinates, even though they’re not visible. This feature can be toggled in the config file. Thanks to rolle3k!

CanUseSpell, GetUnit, GetPlayer, GetPlayerCount, GetUnitCount will still work, but are now obsolete.

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.