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karma.py
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import sys
from winstealer import *
from commons.utils import *
from commons.skills import *
from commons.items import *
from commons.targeting import *
from evade import checkEvade
import json, time, math
import urllib3, json, urllib, ssl
from commons.targit import *
winstealer_script_info = {
"script": "SA1-Karma",
"author": "SA1",
"description": "SA1-Karma",
"target_champ": "karma",
}
combo_key = 57
harass_key = 45
laneclear_key = 47
killsteal_key = 46
autoQKey=0
use_q_stack=True
use_q_in_combo = True
use_w_in_combo = True
use_e_in_combo = True
use_r_in_combo = False
use_flash_R=True
lane_clear_with_q = True
lane_clear_with_w = True
lane_clear_with_e = True
jungle_clear_with_q = True
jungle_clear_with_w = True
jungle_clear_with_e = True
smart_combo=1
draw_q_range = True
draw_w_range = True
draw_e_range = True
draw_r_range = True
q = {"Range": 575}
w = {"Range": 900}
r = {"Range": 550}
spell_priority = {"Q": 0, "W": 0, "E": 0, "R": 0}
mana_q = [130, 115, 100, 85, 70]
# Get player stats from local server
ssl._create_default_https_context = ssl._create_unverified_context
urllib3.disable_warnings(urllib3.exceptions.InsecureRequestWarning)
def getPlayerStats():
response = urllib.request.urlopen("https://127.0.0.1:2999/liveclientdata/activeplayer").read()
stats = json.loads(response)
return stats
def winstealer_load_cfg(cfg):
global use_q_in_combo, use_w_in_combo, use_e_in_combo,use_r_in_combo,use_flash_R
global draw_q_range, draw_w_range, draw_e_range, draw_r_range
global spell_priority, combo_key, harass_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e,autoQKey,use_q_stack
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,smart_combo
combo_key = cfg.get_int("combo_key", 57)
harass_key = cfg.get_int("harass_key", 45)
laneclear_key = cfg.get_int("laneclear_key", 47)
killsteal_key = cfg.get_int("killsteal_key", 46)
use_q_in_combo = cfg.get_bool("use_q_in_combo", True)
use_w_in_combo = cfg.get_bool("use_w_in_combo", True)
use_e_in_combo = cfg.get_bool("use_e_in_combo", True)
use_r_in_combo=cfg.get_bool("use_r_in_combo",True)
use_flash_R=cfg.get_bool("use_flash_R",True)
autoQKey=cfg.get_int("autoQKey",1)
use_q_stack = cfg.get_bool("use_q_stack",use_q_stack)
draw_q_range = cfg.get_bool("draw_q_range", False)
draw_w_range = cfg.get_bool("draw_w_range", False)
draw_e_range = cfg.get_bool("draw_e_range", False)
draw_r_range = cfg.get_bool("draw_r_range", True)
lane_clear_with_q = cfg.get_bool("lane_clear_with_q", True)
lane_clear_with_w = cfg.get_bool("lane_clear_with_w", True)
lane_clear_with_e = cfg.get_bool("lane_clear_with_e", True)
smart_combo=cfg.get_int("smart_combo",smart_combo)
#spell_priority = json.loads(
#cfg.get_str("spell_priority", json.dumps(spell_priority))
#)
def winstealer_save_cfg(cfg):
global use_q_in_combo, use_w_in_combo, use_e_in_combo,use_r_in_combo,use_flash_R
global draw_q_range, draw_w_range, draw_e_range, draw_r_range
global spell_priority, combo_key, harass_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e,autoQKey,use_q_stack
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,smart_combo
cfg.set_int("combo_key", combo_key)
cfg.set_int("harass_key", harass_key)
cfg.set_int("laneclear_key", laneclear_key)
cfg.set_bool("use_q_in_combo", use_q_in_combo)
cfg.set_bool("use_w_in_combo", use_w_in_combo)
cfg.set_bool("use_e_in_combo", use_e_in_combo)
cfg.set_bool("use_r_in_combo", use_r_in_combo)
cfg.set_bool("use_flash_R",use_flash_R)
cfg.set_int("autoQKey",autoQKey)
cfg.set_bool("use_q_stack", use_q_stack)
cfg.set_bool("draw_q_range", draw_q_range)
cfg.set_bool("draw_w_range", draw_w_range)
cfg.set_bool("draw_e_range", draw_e_range)
cfg.set_bool("draw_r_range", draw_r_range)
cfg.set_bool("lane_clear_with_q", lane_clear_with_q)
cfg.set_bool("lane_clear_with_w", lane_clear_with_w)
cfg.set_bool("lane_clear_with_e", lane_clear_with_e)
cfg.set_int("smart_combo",smart_combo)
def winstealer_draw_settings(game, ui):
global use_q_in_combo, use_w_in_combo, use_e_in_combo,use_r_in_combo,use_flash_R
global draw_q_range, draw_w_range, draw_e_range, draw_r_range
global spell_priority, combo_key, harass_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e,use_q_stack,autoQKey
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,smart_combo
combo_key = ui.keyselect("Combo key", combo_key)
laneclear_key = ui.keyselect("Laneclear key", laneclear_key)
autoQKey=ui.keyselect("Anti GapCloser key",autoQKey)
ui.text("SA1-Karma : 1.0.0.0")
ui.separator ()
# smart_combo=ui.listbox("",["Spam Q/W/E","Combo E>W>Q"],smart_combo)
if ui.treenode("Combo Settings"):
use_q_in_combo = ui.checkbox("Use Q in Combo", use_q_in_combo)
use_w_in_combo = ui.checkbox("Use W in Combo", use_w_in_combo)
use_r_in_combo = ui.checkbox("Use R in Combo", use_r_in_combo)
use_q_stack=ui.checkbox("Anti GapCloser ",use_q_stack)
ui.treepop()
if ui.treenode("Farm Settings"):
lane_clear_with_q = ui.checkbox("LaneClear/JungleClear -> Q", lane_clear_with_q)
lane_clear_with_w = ui.checkbox("JungleClear -> W", lane_clear_with_w)
ui.treepop()
########################
class Fake_target ():
def __init__(self, name, pos, gameplay_radius):
self.name = name
self.pos = pos
self.gameplay_radius = gameplay_radius
def predict_pos(target,casttime):
"""Predicts the target's new position after a duration"""
target_direction = target.ai_navEnd.sub(target.ai_navBegin).normalize()
veloc=target.ai_velocity
orientation = veloc.normalize()
if veloc.x ==0.0 and veloc.y == 0.0:
return target.pos
# Target movement speed
target_movement_speed = target.movement_speed
# The distance that the target will have traveled after the given duration
distance_to_travel = target_movement_speed * casttime
# distance_to_travel2=(timetoimpact / 2.2)* 1.5
return target.pos.add(target_direction.scale(distance_to_travel))
def RDamage(game, target):
# Calculate raw R damage on target
r_lvl = game.player.R.level
if r_lvl == 0:
return 0
ap = getPlayerStats()["championStats"]["attackDamage"]
min_dmg = [300,450,600]
missing_hp = (target.max_health - target.health)
missing_hp_pct = (missing_hp / target.max_health) * 100
increased_pct = 0.015 * missing_hp_pct
if increased_pct > 1:
increased_pct = 1
r_damage = (1 + increased_pct) * (min_dmg[r_lvl - 1] + 0.75 * ap)
# Reduce damage based on target's magic resist
mr = target.magic_resist
if mr >= 0:
dmg_multiplier = 100 / (100 + mr)
else:
dmg_multiplier = 2 - 100 / (100 - mr)
r_damage *= dmg_multiplier
return r_damage
lastQ=0
mana_w=[50,55,60,65,70]
mana_e=[50,55,60,65,70]
def AutoWE(game):
global use_q_in_combo, use_w_in_combo, use_e_in_combo, use_r_in_combo
global draw_e_range, draw_w_range, draw_r_range
global combo_key, harass_key, laneclear_key,autoQKey,use_q_stack
global lane_clear_with_e
global q, w, e, r
global lastQ, i
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
r_spell = getSkill(game, "R")
if use_w_in_combo and IsReady(game, w_spell) :
targetQ=TargetSelector(game,675)
if targetQ :
if game.player.mana >= mana_w[game.player.W.level -1]:
if game.player.pos.distance (targetQ.pos) <= 500:
w_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
if use_e_in_combo and IsReady(game,e_spell):
targetQ = TargetSelector(game,970)
hp = int(game.player.health / game.player.max_health * 100)
if targetQ and game.player.mana >= mana_e[game.player.E.level -1] and hp <=60 and game.player.pos.distance (targetQ.pos) <= 500:
e_spell.move_and_trigger(game.world_to_screen(game.player.pos))
def effHP(game, target):
global unitArmour, unitHP, debug_hp
#target = GetBestTargetsInRange(game, e["Range"])
unitArmour = target.armour
unitHP = target.health
return (
(((1+(unitArmour / 100))*unitHP))
)
def Combo(game):
global use_q_in_combo, use_w_in_combo, use_e_in_combo, use_r_in_combo
global draw_q_range, draw_e_range, draw_w_range, draw_r_range
global combo_key, laneclear_key,smart_combo
global q, w, e, r,lastQ
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
r_spell = getSkill(game, "R")
before_cpos = game.get_cursor()
if use_q_in_combo and IsReady(game, q_spell) and lastQ +1 < game.time :
if not getBuff(game.player,"KarmaMantra"):
targetQ = TargetSelector (game,950)
if targetQ and game.player.mana>=45:
disToPlayer=game.player.pos.distance (targetQ.pos)
q_travel_time = disToPlayer/902
predicted_pos = predict_pos (targetQ, q_travel_time)
predicted_target = Fake_target (targetQ.name, predicted_pos, targetQ.gameplay_radius)
if game.player.pos.distance (targetQ.pos) <= 800 and not IsCollisioned(game, predicted_target):
q_spell.move_and_trigger(game.world_to_screen(predicted_target.pos))
lastQ=game.time
if getBuff(game.player,"KarmaMantra"):
targetQ = TargetSelector (game,1500)
if targetQ and game.player.mana>=45:
disToPlayer=game.player.pos.distance (targetQ.pos)
q_travel_time = disToPlayer/902
predicted_pos = predict_pos (targetQ, q_travel_time)
predicted_target = Fake_target (targetQ.name, predicted_pos, targetQ.gameplay_radius)
if game.player.pos.distance (targetQ.pos) <= 1300 and not IsCollisioned(game, predicted_target):
q_spell.move_and_trigger(game.world_to_screen(predicted_target.pos))
lastQ=game.time
if use_w_in_combo and IsReady(game, w_spell) :
targetQ=TargetSelector(game,675)
if targetQ :
if game.player.mana >= mana_w[game.player.W.level -1]:
w_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
if use_e_in_combo and IsReady(game,e_spell):
targetQ = TargetSelector(game,970)
hp = int(game.player.health / game.player.max_health * 100)
if targetQ and game.player.mana >= mana_e[game.player.E.level -1] and hp <=60:
e_spell.move_and_trigger(game.world_to_screen(game.player.pos))
if use_r_in_combo and IsReady(game, r_spell) and IsReady(game, w_spell) or IsReady(game, q_spell):
targetQ=TargetSelector(game,1200)
if targetQ and game.player.mana>=100:
r_spell.trigger(False)
def Laneclear(game):
#global w, e, r
global q, w, e, r
global lane_clear_with_q, lane_clear_with_q, lane_clear_with_e,lastQ
global spell_priority, combo_key, laneclear_key, killsteal_key
#q = {"Range": 600}
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
before_cpos = game.get_cursor()
if lane_clear_with_q and IsReady(game, q_spell) and lastQ +1 < game.time :
targetQ = GetBestMinionsInRange (game,950)
if targetQ and game.player.mana>=45:
if game.player.pos.distance (targetQ.pos) <= 800 :
q_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
# if lane_clear_with_w and IsReady(game, w_spell) :
# targetQ=GetBestMinionsInRange(game,675)
# if targetQ :
# if game.player.mana >= mana_w[game.player.W.level -1]:
# w_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
def Jungleclear(game):
global q, w, e, r
global spell_priority, combo_key, laneclear_key, killsteal_key
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,lastQ
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
before_cpos = game.get_cursor()
if lane_clear_with_q and IsReady(game, q_spell) and lastQ +1 < game.time :
targetQ = GetBestJungleInRange (game,950)
if targetQ and game.player.mana>=45:
if game.player.pos.distance (targetQ.pos) <= 800 :
q_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
if lane_clear_with_w and IsReady(game, w_spell) :
targetQ=GetBestJungleInRange(game,675)
if targetQ :
if game.player.mana >= mana_w[game.player.W.level -1]:
w_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
def DrawAutoQ(game):
pos = game.player.pos
if game.player.is_alive and game.player.is_visible and game.is_point_on_screen(game.player.pos):
game.draw_button(game.world_to_screen(pos).add(Vec2(-50,20)), "Anti GapCloser W/E: Enabled", Color.BLACK, Color.GREEN, 10.0)
def DrawNotAutoQ(game):
pos = game.player.pos
if game.player.is_alive and game.player.is_visible and game.is_point_on_screen(game.player.pos):
game.draw_button(game.world_to_screen(pos).add(Vec2(-50,20)), "Anti GapCloser W/E: Disabled", Color.BLACK, Color.RED, 10.0)
def winstealer_update(game, ui):
global use_q_in_combo, use_w_in_combo, use_e_in_combo
global draw_q_range, draw_w_range, draw_e_range, draw_r_range
global spell_priority, combo_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,autoQKey,use_q_stack
global q, w, e, r
self = game.player
player = game.player
# Evade(game)
# for b in game.player.buffs:
# print(b.name)
if self.is_alive and game.is_point_on_screen(game.player.pos):
if game.was_key_pressed(combo_key):
Combo(game)
if use_q_stack:
AutoWE(game)
DrawAutoQ(game)
if not use_q_stack:
DrawNotAutoQ(game)
if game.was_key_pressed(autoQKey):
use_q_stack=not use_q_stack
if game.was_key_pressed(laneclear_key):
Laneclear(game)
Jungleclear(game)