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_VICTORY, GAME_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.
