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Musti145

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Oct 5th, 2015
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  1. OnProcessSpell(function(Object,spellProc) --Object is a pointer to the caster of the spell; spellProc is a struct with some spell datas
  2. --spellProc.name = the name of the current spell cast (including autoattacks and such)
  3. --spellProc.windUpTime = number holding the value of the required animation time for an attack to complete
  4. --spellProc.animationTime = number holding the full animation time of an attack or spell (always greater than windUpTime)
  5. --spellProc.castSpeed = proportional to "GetAttackSpeed(myHero);", returns the speed value of the casted spell or attack.
  6. --spellProc.startPos.x
  7. --spellProc.startPos.y = returns a VECTOR holding the starting position of the spell cast (often the same as GetOrigin(Object))
  8. --spellProc.startPos.z
  9. --||||||||||||||||||||
  10. --spellProc.endPos.x
  11. --spellProc.endPos.y = returns a VECTOR holding the ending position of the spell cast (often the same as GetOrigin(Object))
  12. --spellProc.endPos.z
  13. --||||||||||||||||||||
  14. --spellProc.target = returns a pointer to a target if there is any (for example Ryze Q is skillshot without target, but his W does have target)
  15.  
  16. if myher0 == Object then
  17. --MessageBox(0,spellProc.name,tostring(spellProc.windUpTime),0);
  18. end
  19.  
  20. end)
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