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leaguesharp.sdk's Introduction

LeagueSharp.Common

The LeagueSharp platform, common library is our main support library for all assemblies, containing code which are part of a system or sort of system, required or commonly used data, supporting interfaces designed to assist assemblies which make use of the platform scope. It is made by the whole community to allow a universal standard.

Getting Started

When starting development with our library, we recommend to overview some of our existing code, examples are available on the forums. Additionally, you're able to dig into the files and start reading how to code operates, most of the codes are self-explanatory with proper field/property/function names but documentation is available.

License

Works that are created for use on joduska.me or other PlaySharp affiliated sites can freely use this project.

If you contribute to this library you assign licensing use to us.

Versioning

We use SemVer for versioning.

Acknowledgments

  • Our active development team, which works on the common library.
  • All of the past and post contributors, which help the project.

leaguesharp.sdk's People

Contributors

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leaguesharp.sdk's Issues

Menu Issues

  • If you press laneclear hotkey 'V' and press SHIFT, letting go of the hotkey 'V' while holding SHIFT still triggers the hotkey 'V'.
  • Interacting with MenuList dropdown sometimes interacts with underlying components.
  • MenuKeyBind: bug with recognizing CTRL as a standalone keybind.
  • MenuKeyBind: make a Timer interaction
  • When pressing combine Shift+Enter it will toggle Menu
  • MenuKeyBind: save the active state
  • General: retrieve preferred show/toggle keybinds from the loader

Orbwalker Missing minions

Sometimes it attack the minion which will die before you can lasthit or not predict correctly the damage

Count Allies/Enemies in range takes too much time

Average tick count is around 650 while using CountAlliesInRange or CountEnemiesInRange.

  • Distance measurement takes: 6 ticks (~average)
  • Distance measurement for 4 other members would take around (6*4 = 24)
  • We are losing around 626~ ticks per measurement.

Solution: Add cached enemies/allies and loop through that list, check if they are Valid & Visible, should decrease greatly the tick requirements and increase performance.

Orbwalker adjustments

  • Run performance tests
  • Add special "minions" to attack and create a proper logic to issue order onto special "minions".

UI adjustments

  • Improve notifications and add new flex design with the hud changes.
  • Improve Damage Indicator, add custom attributes (design/view) and add toggleable option to menu.

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